How many characters are in your parties?


Savage Tide Adventure Path


Just out of curiosity, how many checters are going through your campaign? And if you don't mind, what race and class are they, and if you know what prestige classes are they chasing after.
For those who have larger groups, what are you doing to compensate for the larger party?

The Exchange Contributor, RPG Superstar 2008 Top 6

stingraylonnie wrote:

Just out of curiosity, how many checters are going through your campaign? And if you don't mind, what race and class are they, and if you know what prestige classes are they chasing after.

For those who have larger groups, what are you doing to compensate for the larger party?

Six. Druid, warlock, swashbuckler, fighter, ranger (two-weapon), healer. Somewhat unorthodox.

In general, I'll increase CRs of foe by 1 or the numbers by 50%, which gives 50% more xp. Sometimes I'll do nothing or increase CRs by 2/double numbers, which gives 100% more xp.

The easiest way to bump CR is giving the monster the elite array, for +1 CR.


We are about to begin serp of scuttlecove

Salty- Sea gnome cleric of Aventus 10/Excorcist 3
Aeros- Aasimar bard 12
Goldmember- Half Giant Psi-Warrior 12
Vor- Human Warblade 12

I have pretty much ran the entire campaign "as is" (how it was presented, no adjustment needed)

everyone in my group seems to be ignoring prest class except for the party cleric. And he is thinking of taking a class level in Sor to get some arcance magic (mostly for the purposes of item creation, so he has the spells needed) which is differnt lol but cool...


I have a group of four.

Tavis - Minotuar, soon to take levels in Barbarian.
Bren - Aquatic Halfling Shadowcaster
Durth - Kobold Spell theif
Norris - Aquatic elf fighter/cleric/stormlord

We are just about to finish Here There Be Monsters.


Four, just wrapping up the Taboo Temple before the rollercoaster of Scuttlecove starts! (Note, I use almost all splatbooks, so theres a lot of feats, races, and classes).

Xao, Ice Troll Hulking Hurler/Warblade. Dark blue-black due to feats taken to reduce fire vunerability, body covered in glowing white Olman tatoos, as the Olman gods saw fit to write the history of the olman into his skin, due to his freindship with the Olman tribes. (He picked up warblade from them.) Latest cool moment: Provoking an AoOp from the Skinwalker Cheiftan by throwing a 3500 pound rock at him from melee range, taking the hit, and true deading the Cheiftan with a crit.

Sannl, Seacliff Dwarf Cleric/Combat Medic. Currently running second place for most deaths, she has been frozen by a Nel-Thaggu (failed save from massive damage), and con damaged to death by a Skinwalker poison spell. Revived both times by lucky UMD checks by Thomas on two ancient scrolls of ressurection found in a ruined Temple to the Tezcalipoca (sp?). Latest cool moment: Close wounds, move action heal check, and revify in one round to save the whole party from death in the abysmally nasty poisoned spear trap in Taboo Temple.

Thomas Azar, Human Sorceror/Frost Mage. First place for deaths, one by Olangru the monkey demon, one by Temuani-tecuani the T-Rex, and one by the aformentioned spear trap. Working hard to finish his variant phylactery, so he can become an immortal elemental. Each death pushes him even more frantically towards completing it. Latest cool moment: One shotting the flesh jelly in Taboo Temple with a casting of Flesh to Ice in the beggining of the first round.

Itotia Cursebearer, Olman Ranger/Rogue/Deepwood Sniper. Replaced Dahara the aventi druid, carries a powerful arrow demon bound inside a necklace welded shut around her neck. Devoted to banishing demons back to the abyss. Latest cool moment: one shotting a hezrou in Taboo Temple with a comfirmed crit for 96 damage, threatened death from massive, failed save on a natural 1.


My group has one session under their belt so far and just made 2nd level. They are as follows:

1. Barbarian 1/ Exotic Fighter Variant 1 (plans for exotic weapon master/ occult slayer)- main tank of the group.
2. Warblade 1/ Sorcerer 1 (plans for jade pheonix mage)- primary melee combatant/ arcane damage support
3. Rogue 2 (plans for spymaster)- party face/ skill monkey
4. Sorcerer 2 (plans for war weaver)- utility magic (moving party members around, buffing, etc), crowd control, some arcane damage support.
5. NPC cleric- cloistered cleric 2 (plans for sacred exorcist)- main healer/ secondary buffer/ knowledge skills concerning outsiders, etc, has the planar banishment class feature instead of turn undead.

The group had a great time the first session and are excited about the campaign and some of the new technology/ props we are trying out as well. I haven't run a game in about 2 years so I am fresh and ready to go! We are going to have a blast!

The Exchange

We have 8. They are (going from memory here...

Running in Forgotten Realms

Chultan (human) Barbarian1/Dragon Shaman5
Shou (human) Shugenja 6
Elven Rogue1/Sorceror 5
Human Rogue1/Swashbuckler 5 (Going for Legendary Captain)
Mulhorandi (human) Monk 1/Cleric of Horus-Re 5
Water Genasi Ranger 4 (level adjustment, plus had previous character die)
Aventi Monk 6 (Aventi are from Stormwrack - Aquatic Human)
Aventi Barbarian 6

They also have Gut Tugger travelling with them, they convinced him to join them after they killed Rowyn. They have just set out on Sea Wyvern's Wake, and have not yet reached the 1st stopoff. They did have a vicious encounter with a Wereshark and some Sahuagin though. Vicious. Weresharks are definitely tough for their CR.

What are we doing to compensate for the larger party? Not that much honestly. In most cases, I'm just throwing a few more bad guys into each encounter. For example, there were 2 rhagodessae in the hold of the Blue Nixie. In the Lotus Dragon Guildhall, I didn't add many new thieves, but I had the party encounter more at a time, and I put them in places where the party would be at a disadvantage. Gave the thieves cover and that sort of thing. Haven't increased the treasure much AT ALL...like 10% above what's stated money wise, and only a few more magic items.


Fiendish Dire Weasel wrote:

We have 8. They are (going from memory here...

Running in Forgotten Realms

Chultan (human) Barbarian1/Dragon Shaman5
Shou (human) Shugenja 6
Elven Rogue1/Sorceror 5
Human Rogue1/Swashbuckler 5 (Going for Legendary Captain)
Mulhorandi (human) Monk 1/Cleric of Horus-Re 5
Water Genasi Ranger 4 (level adjustment, plus had previous character die)
Aventi Monk 6 (Aventi are from Stormwrack - Aquatic Human)
Aventi Barbarian 6

[snip]

You gave us all an extra level, but I'm not complaining. Also, our water genasi is a swordsage4

I'm playing the Chultan Barbarian/Bronze Dragon Shaman with a vow of poverty going for Dragon Devotee.

Scarab Sages

SEVEN: Halfling(Rogue), 2 Humans(Cleric, Ranger), 2 Dwarfs(Cleric, Barbarian), & 2 Elves(Ranger, Wizard). All 2nd level.

Thoth-Amon


About 5:
Aventi cleric of Olidamara 8 that's going towards a variant on the Rainbow Servant PrC in the Complete Divine
Half elf ranger 5/rogue 3 that's heading towards the Honorable Dread Pirate PrC
Halfling druid 7/beastmaster 1 with a dire ape companion
Elf wizard/bard/ultimate magus heading towards Sublime Chord PrC
Elf hexblade 5/fighter 3

They're doing okay. The bar-lgura's in HTBM were tough for them but overall they are doing well.


Six, but they keep getting killed. And im not changing anything (they keep running off by themselves).


I've got the vanilla party:
human N barbarian/ranger/tempest
human NG human paragon/evoker
human N binder
human LN cleric
changeling N beguiler

and the interesting party:
dwarf LG fighter
human CN duskblade
goblin CN wu jen/wild mage
elan CN psion/rogue/lurk/anarchic initiate
human CE warlock/cleric/eldritch disciple/ur-priest


Wow, I thought that we would be in the minority with 7 players but it looks like people have bigger gaming groups than I thought. Cool!

Human paladin
Human druid
Dwarf barbarian
Human cleric
Gnome bard
Elf ranger/fighter/wizard
Human fighter


We're starting with four and may add two more.

1/2 orc male fighter witha big hammer
human male psychic warrior
human female Druid
human female Monk

Will see how this works.


six players, only had all of them at the table once (usually four or five attending)

Elf (race a maystery so far) - Beguiler
Human (some elemental bloodline) - Warmage
Lightfoot Halfling - Rogue/Sorcerer
Human - Cleric (usually missing)
Wood-Elf/Wereape - Ranger
SpiritFolk (River) - Warblade/Bard

Strangely enough, the group is extremely effective so far

Dark Archive

i'm old school 1e
3 fighter type front with cleric, thief and magic-user
so 6

Sczarni

just had a death and a new player enter, so the current roster is as such:

Z: changeling rogue/psion/elocator (lvl 11)
Heraclitus: human ranger/psion/pyrokineticist/extreme explorer (lvl 11)
Lerris: human wizard 9 (Hero's cohort)
Olan: human cleric/radiant servant of pelor (lvl 11)
Matriarch: human ranger 9 (cohort of Olan)
Aly: human warmage (lvl 11)
Redgar: dwarven monk/drunken master (lvl 11)

and the newbies:

Ulfgar: dwarven warblade (10th lvl)

Devlin: human druid (11th lvl)

yes, thats 9 characters in a fight, and 8 of us sitting around the table. its a full house, all right.

-the hamster


5 players

human ranger (2-weapon track)
human druid
human fighter with 2-handed weapon style
human cleric of Trickery
half-orc bard, now a halfling wizard/rogue

They started a 2nd level, so I upped the encounters by 1 CR. They drop like flies in every fight, but no deaths, although I fudged on one session because the circumstances were unfair, and in another I misread the rules (ggrrr...grappling....sigh).

With 5 characters, I don't know if it's worth it to increase the CR by another 1.


We are just beggining the Kraken´s Cove inferno, so they´re at 3rd level. 5 Pjs:

Human CG Rogue 3 (pretends Dread Pirate)
Human CN Rogue 2/ Wizard 1 (pretends Arcane Trickster, seeker)
Human LE Wee Jas Cleric 3
Human LG Knight 2/ Paladin 1
Gnome N Wizard 3 (witchwarden)

I think that Knight/Paladin is going to have maaany headaches in this party....


> I think that Knight/Paladin is going to have maaany headaches in this party....

Particularly as paladins can't knowingly associate with evil characters. Check the paragraph on page 44 of the PH (bottom right of the page).
Additionally, that cleric can't spontaneously heal, either. Perhaps the cleric should change alignment to LN? It'd be less disruptive that way.


ericthecleric wrote:

> I think that Knight/Paladin is going to have maaany headaches in this party....

Particularly as paladins can't knowingly associate with evil characters. Check the paragraph on page 44 of the PH (bottom right of the page).
Additionally, that cleric can't spontaneously heal, either. Perhaps the cleric should change alignment to LN? It'd be less disruptive that way.

Paladins can't KNOWINGLY work with evil, so as long as the cleric stays out of the detect evil area it could be amusing. I played an LE monk for three levels before anyone discovered I was LE (World's Largest Dungeon--couldn't leave the party if he wanted ;) The only reason I was discovered is that I was gone one week and the person playing my character said "hey he's LE?" I could hear the stunned silence from the rest of the party even a week later when they relayed the story to me. >:)


<Perhaps the cleric should change alignment to LN? It'd be less disruptive that way.>

Yes, that was what I tried to say the player who plays that Pc, but I couldn´t do nothing because he is the kind of player that consider that to play an evil character is cool...although he is not totally evil at all, his "real" aligment waves between LN and LE. I suppose that the Knight/Paladin will set the things right with the cleric when his "evilish" behavior springs off clearer than until now has.


<Paladins can't KNOWINGLY work with evil, so as long as the cleric stays out of the detect evil area it could be amusing.>

The Paladin hasn´t use his detect evil on the party yet, jeje...I suppose when he does the things will be different...I have to confess that a DM this circumstances fear and amuse me likewise!

Lantern Lodge

5.

Human Cleric 4/Sorcerer 2
Shoal Halfling Scout 5/Thief Acrobat 1
Dwarf Fighter 5/Barbarian 1
Catfolk Fighter 2/Rogue 3
Half-Elf Warlock 3/Marshal 2/Outcast Champion 1

We're just starting Sea Wyvern's Wake. What a fun bunch this has been. We just picked up the cleric like, nowish. Going through 6 levels with no healer has been rough, to say the least.


6 players.

Bardin Dwarf Artificer/Fighter
Talwyn Half-Elf Swashbuckler/Sorcerer
Gretel Half-Orc Fighter

With a recent severe beating at Kraken's Cove to Ripclaw, the druid, warforged fighter and shifter scout all died. It was almost a TPK.

We have now 3 new arrivals
Elf Monk/Rogue
Elf Bard/Swashbuckler
Elf Sorcerer

With the loss of the druid, the healing has reduced massively and withthe 3 new characters a little low on the old "tanking", i predict somemore fatalities and extremely tough fights!

Hopefully someone buys some potions and cure-light wounds potions!

The Exchange

Three.

Lissa - female Elf Wizard 2/Rogue 2, targeting Arcane Trickster
Mika - female human Ranger 4
Zahn - male human (Olman) druid 3 / monk 1

My players received a 2,000 XP bonus to start the campaign - to try and keep things balanced. Otherwise, I have yet to adjust a combat for play balance. So far so good, only the fight with Gut Tugger and Rowyn resulted in a near death. Diamondback also gave them a run for their money. I thought for sure that Ripclaw would hit them hard, but I rolled like a chimp...I mean chump.

The party has just entered the Vanderboren manor and seen its first Bullywugs.


Sir Kaikillah wrote:

We're starting with four and may add two more.

1/2 orc male fighter witha big hammer
human male psychic warrior
human female Druid
human female Monk

Will see how this works.

add one female elf cleric of Obad Hai

For the boarding of the Blue Nixie, their were 4;
Grogreth male 1/2 orc fighter 1 N
Edmond male human psychic warrior 1 N
Uno female human monk LN
Saerlana female elf cleric N

I just have to say they whupped on Solar Vark and his thugs. Saerlana cast obscuring mist. So gaurds only saw an odd patch of fog roll up to and on to the deck of the "Blue Nixies". Next thing they know warriors and monks come exploding out of the mist to take over the ship. After 5 rounds Solar Vark and his cronies were routed 2 lie dead (One by Grogeth, the other by the Rhogadessa). Oh that bad a$$ looking Rhogadessa was dropped with a mighty swing of Grageths oversized Maul (A crit blow). Anyway I am proud of my players they did Awesome. I can't weight till next week. We should play through the vault scene quickly (I hope but we all know how D&D can be), then it is onto Peril under Parrot Island. I have a feeling thhis group should do pretty well down there as well.

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