Advice from other GM to judge CR ajustment here


Advice


Hi everyone,

First of all, if you are one of my players, time to run away from this poll RIGHT NOW..

Ok i'ts good?

fine

Let me just explain you the set up of the game right now. My team was supposed to get an item back from a custom made extra planar plan. Part of the features (and the important part here): Wild magic.

Each time my players cast a spell, they roll for the result. the bad guys is 80% spellcasters from different classes. Since they are native from the plan, I ruled that they roll too for wild magic effect BUT can change the result by +/- 5%.

Meanwhile: I got a new player (new to table RPG) that is gonna enter as a lvl 11 Wizard (yes, I admit, as a first experience, the level + the class is not the easiest way to start). Now to make him fit in the story, he will be able to cast with NO wild magic and will be hold captive (for THAT reason, since even the king cannot control it).

Now For the final showdown, the king himself will be there. Not sure of stats except that he will be a caster holding a Rod of Wonder (REALLY thematic here, it's gonna be the king,s scepter).

This fight is a boss encounter

So finally: here is my questions.
1- Should I give the king the same "power" to limits the wild magic using the rod as the standard guys (like 5% +/- or even change it for 10%)
2- What kind of CR should I adjust this (king + personnal guards) considering that he will have adjustment for the rod but at the same time, I will have 1 spell caster that will not be affected by wild magic.
3- Should I give the wild magic "control" only to the spell from the list of the king, or apply it on the rod also

P.S. here is the team:
optimized archer ranger (celestial armor: he can fly if needed)
average paladin. no optimization here, but he got high save (like all paladins)
first time wizard support
unkillable cleric (seriously...don't try)
dragon style monk with lots of strenght.


Does it really matter what the CR is? By now you should know if your PCs can handle it. And if it is the final encounter, xp shouldn't matter either.
1. Yes?
2. No idea what 'adjustment for the rod' means. No CR adjustment.
3. Considering the rod is random in nature, I would not make it more chaotic.
The team seems good, but the wizard might need help if this is his first time to Pathfinder.
Good luck!


I guess i should be more clear.

The 5% rules here is that the bad guya got some kind of controle over the random effect.
My concern is since i never played with rod of wonders, is it too strong to apply the same 5% for that random effect?

And should that affect the cr?


A Rod of Wonder is too weak to use in a fight with a level 11 party. There's Flesh to Stone at 98-100 and maaaaybe the summons, but the rest is not worth a standard action even if you could pick the exact result.


Build the wonder effect into another magical rod with some real oomph to it. Or a sword. *stab!* rod of wonder effect "WTF?! Did butterflies just pour out of my guts?!"


I really like the idea of rod of wonders in a sword or something like that.

I could make the king some kind of eldritch knight with that. Interesting


Foxdie13 wrote:

I really like the idea of rod of wonders in a sword or something like that.

I could make the king some kind of eldritch knight with that. Interesting

I like that idea. Every time he hits, the wonder ability activates.

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