Dear gents and ladies,
I am running the CoT Adventure Path and I like the setting and the story very much. My party, I am the GM, is a team of 6.5 adventurers (dwarven fighter, tiefling cleric, human sorcerer, gnome alchemist, human paladin, human bard/wizard + an occasionally joining rogue). We are currently ending the "mother of flies" and I am growing concerned that the last chapter won't pose any challenge.
The AP is definitely designed for a smaller group which usually leads to issues with the confined space when fighting and with the CR of encounters. CR change is easy. I usually upgrade the monsters a little or add extra foes, if there is space enough. Still, my paladin is my big issue.
He is a Paladin of Iomedae, please find some stats below. The full char (only in German)can be found here
Level: 9
ST18/CH18; 113HP; AC22, CMD26
Two-handed Sword mag.+2 Att+16 2d6+8 /Power Attack +13 2d6+17 (usually plus smite evil)
Lay-on-hands: 12x/day - 4d6 (on himself as a swift action)
- includes healing fatigue, desease, poison
Improved Sunder, Improved Critical, Weapon Focus
I an looking for ways to have a fight not solely focusing on that guy but find it near impossible. He usually kills evey foe within 2-3 rounds (even the Calikang), positions himself so that he creates a choke point to prevent the other group members to be targeted and if a foe really does damage, he sunders their weapons and armor (in one strike). It is really nasty, especially the F*?!ing healing of 4d6 each round, if necessary.
What does the adventure offer that can really pose a threat to him or what ideas can you give me to get a better handle?
When a fight starts, currently everyone focuses on buffing the Paladin and the Fighter and then stay out of it, which is becoming increasingly boring. Please help.