Expediating Combat (fairly) - spoilers -


Second Darkness

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

So it isn't really a spoiler, but there are a lot of drow in this AP, and they all levitate, or are Driders and just stick to the damn walls. So as a GM I'm doing what I should and keeping these foes well out of easy range of the party. On the upside it sure is challenging, on the down side it makes combat frakking long. (longer then normal that is.)

So without nerfing the drow and just lining them up on the ground to die is there anything other GMs have done to make all this levitating madness go a little smoother.


Well, I had some of the same issues, cropping up around the time of assault on Celwynvian.

One suggestion I have, is take into account that these abilities are usable once per day. I simply had some of my drow enter combat with PCs without the levitate ability available. I believe I also added levels to drow minions later in the adventure.

Also, as a general rule, PF PCs I found to be about 1 CR higher party than usual.


I may be missing something, but it is my impression that most Drow don't levitate unless they take the Dark Adept feat. Maybe someone from Paizo can come in and answer your question.

Just my 2 cp.


The usual tactic of drow is to either use darkness or levitate out of melee range (or both). To me, this makes perfect sense because drow realise that their primary weakness is, generally, melee combat.
Even so, if this is the case then the drow levitating should have strong magic or effective ranged attack to take out the PC's. I plan to redo some of the drow stats/equipment to make them more dangerous at range.

That being said, in a group the drow will likely make the underlings stay on the ground to distract the PC's (especially PC's with ranged capabilities).

I suppose if you want the drow to die quicker, just don't make them levitate. Which is best done by replacing their 'Dark Adept' feat.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Neil Mansell wrote:

The usual tactic of drow is to either use darkness or levitate out of melee range (or both). To me, this makes perfect sense because drow realise that their primary weakness is, generally, melee combat.

Even so, if this is the case then the drow levitating should have strong magic or effective ranged attack to take out the PC's. I plan to redo some of the drow stats/equipment to make them more dangerous at range.

That being said, in a group the drow will likely make the underlings stay on the ground to distract the PC's (especially PC's with ranged capabilities).

I suppose if you want the drow to die quicker, just don't make them levitate. Which is best done by replacing their 'Dark Adept' feat.

Drow kind of are the "save or suck" kind of people. Levitate, and attack with poison darts. Once everyone is nappy-poo drop down and execute.

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