Pathfinder Module Levels


Pathfinder Society


I'm considering the feasibility of running a PFS campaign consisting of modules strung together instead of scenarios.

What is the level range allowed for a given module, for PFS credit? For example, if the module is designed for characters of 5th level, could a mixed group of 4-6 play through it? Could a group of all 4th levels? All 6th levels?

And how many XP and PP do characters get from modules?

Shannon

Grand Lodge 4/5

http://paizo.com/pathfinderSociety

Chapter 6, page 29.

Dark Archive 4/5

Just remember modules were designed with a balanced party of characters of the modules level to play it, level up before the boss fight and have a challenging time.

So generally you will want the majority of your players to be at the module level if possible otherwise they will have issues with the boss fight (as they will be 2 levels lower than expected and thus have a significantly higher risk).

Grand Lodge 4/5

Caderyn wrote:
Just remember modules were designed with a balanced party of characters of the modules level to play it, level up before the boss fight and have a challenging time.

For PFS play you cannot level up in the middle of the module aka before the Boss fight.

Dark Archive 5/5 5/55/5 *

Almost all of the modules award 3xp & 4 PP for successful completion.

Grand Lodge 5/5

Pathfinder Modules are written for a balanced group of four 15-point buy characters. PFS characters are 20-point buy and there could be as many as 7 characters for a PFS game.

That said, for the modules I've run under PFS rules, they have all been challenging to the PFS characters.

You can certainly run with four PFS characters all one level below the module level, but I wouldn't recommend it.

Also, by only running modules you prevent characters the chance of earning the 2 extra PP per level that scenarios offer. The 4 PP are pretty much guaranteed, and the PP in scenarios are not, but some players may complain.

The only modules that do not offer 3 XP and 4 PP are the Free RPG Day modules that are much shorter and offer 1 XP and 1 PP.

5/5

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I've just started this exact campaign; we had our first session last week. Here is a list of the planned order of modules:

  • Crypt of the Everflame
  • Murder's Mark
  • Masks of the Living God
  • Fangwood Keep
  • City of Golden Death
  • From Shore to Sea
  • Realm of the Fellnight Queen
  • Cult of the Ebon Destroyers
  • The Harrowning
  • Doom Comes to Dustpawn
  • Curse of the Riven Sky
  • The Ruby Phoenix Tournament
  • Academy of Secrets
  • Tomb of the Iron Medusa
  • The Moonscar
  • The Witchwar Legacy

    Virtually all of them are the right level, except for the last two. Hopefully the players have some prestige saved up for The Witchwar Legacy!

    We're going to use the same characters for the whole thing, so it will have a bit more of a campaign feel to it than regular PFS play. Another interesting thing is that these characters will never do a faction mission.

  • Grand Lodge 4/5

    This sounds really fun, btw. Thanks for sharing the idea, you two.

    Dark Archive 4/5

    sveden wrote:
    Caderyn wrote:
    Just remember modules were designed with a balanced party of characters of the modules level to play it, level up before the boss fight and have a challenging time.
    For PFS play you cannot level up in the middle of the module aka before the Boss fight.

    Which is true, but modules arent designed specifically for PFS play, hence the modules assumption is that the players are 1 level higher than the advertised level before the boss fight meaning that for PFS play making sure your at least at the advertised level before you start playing is advised otherwise you will be playing up significantly in the latter parts of the module and be at serious risk of death.

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