Going to have only 3 PCs - Options?


Wrath of the Righteous


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, I'm looking at starting Wrath of the Righteous, but it looks like I'm only going to have three players. It looks like I have a couple of options available to me and I'd like some input on the options.

1) Simply go through & edit encounters for the fact that there are only three PCs

2)Make a GMPC to fill the gap of whatever the party needs.

3) Edit one of the NPCs in Wrath of the Righteous to be a GMPC throughout.

4) Let one of my more expierence players simply play a 2nd character to fill the necessary gap.

These option aren't listed in any particular order of preference.


1) Is going to be paperwork. If you're happy with it though, go for it!
2 and 3) Means having to run that character along with everything else you're doing, slowing down combat, etc.
4) Seems like the most acceptable alternative. Perhaps give them an NPC hireling-type and let them trade around who runs it each session?

However, personally I'd go with option 5) - level the PCs up earlier, so you can run everything pretty much as written without having to modify anything, and still keep it in balance. You just have to poke around reading the CRs a bit and work out what points you'll want to do that at.


I'm in the same boat, and went with option 2. Here's my GMPC healer:

Prana Abd Dawnflower:

Female human (Kelishite) witch (hedge witch) 1
NG (5,1) Medium humanoid (human)
Faith Sarenrae
Height 5' 4"; Weight 140 lbs.
Init +2; Senses Perception +0
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+1 plus 1 favored)
Fort +3, Ref +2, Will +2
OFFENSE
Speed 20 ft. (4 squares); 30 ft. (unhindered)
Melee unarmed strike -1 (1d3-1 nonlethal; unarmed) or dagger -1 (1d4-1/19-20) or cold iron longspear -1 (1d8-1/×3; brace, reach)
Ranged cold iron dagger +2 (1d4-1/19-20; 10 ft. thrown) or sling +1 (1d3-1; 50 ft. projectile)
Witch Spells Prepared (CL 1st; spontaneous healing; concentration +6)
. . . . 1st —identify, unseen servant
. . . . 0 (At Will)—guidance, light, stabilize
. . . . Patron Healing (Jiraviddain)
STATISTICS
Str 8, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +0; CMB -1; CMD 11
Traits Riftwarden Orphan (Campaign), Child of the Temple (Faith), Possessed (Magic); Drawback Zealous
Feats 1st—False Focus (Human), Extra Hex (Ward; 1st)
Skills (6)—Heal +4, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (planes) +7, Knowledge (religion) +8, Spellcraft +7; Check Penalty -3
Proficiencies weapons (simple)
Languages Celestial, Hallit, Infernal, Kelish, Taldane
Favored Class witch (1 hp)
SQ empathic healing, hex (healing, ward), Possessed (1/day), spontaneous healing, witch's familiar (dove; Jirra)
Gear cold iron dagger (3; 3 lbs.), cold iron longspear (9 lbs.), sling, backpack (2 lbs.), bandolier, bedroll (5 lbs.), belt pouch (1/2 lb.), cleric's vestments (6 lbs.), familiar satchel (6 lbs.), holy symbol (silver, Sarenrae, 1 lb.), mess kit (1 lb.), trail rations (5, 5 lbs.), waterskin (4 lbs.); Total Weight 35 lbs.; Weight Factor 26-1/2 lbs.; Load Medium
Wealth 25 gp, 7 sp
Familiar Spells Known
. . . . 1st—cure light wounds, detect secret doors, enlarge person, identify, infernal healing, remove sickness, unseen servant
. . . . 0—bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue
BACKGROUND
Homeland City (Kenabres)
Parents Both dead
Siblings 5 adopted siblings; 3 older sisters, younger brother, younger sister
Birth Circumstance adopted
Parents' Professions Clergy (foster family); Soldiers (birth family)
Major Childhood Event Death in the Family
Class Event Desperate Accident
Major Influence The Fiend
Defining Conflict Allied with a destructive lover out of jealousy; sincere regret
Religion Sarenrae
Romance A few significant

Notes:
I gave my PCs the Campaign Trait for free as well as a free Story Feat. If you do the same, add Reactionary and Deny the Reaper, respectively.

Prana is a devout follower of Sarenrae. She was in an abusive relationship when she was younger, and it ended when her boyfriend attempted to kill her little brother. When she found him dying, she was distraught and called out to whoever or whatever could help. Jiraviddain answered, sending her a white dove (one of Sarenrae's sacred animals), and giving her the ability to save her brother's life.

She recognizes that Jiraviddain is evil but is determined to bend the power he granted her towards good. Which Jiraviddain is fine with, since she's still depending on the power he granted her. Among the spells he granted her is infernal healing. She has yet to prepare that spell but will do so if it seems absolutely vital.

She does what she can to avoid being found out as a witch, especially in a place like Kenabres - her False Focus feat helps her pose as a cleric to great effect. She named her familiar Jirra in case she slips up and mentions her patron by name in public.


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Matt Thomason wrote:


4) Seems like the most acceptable alternative. Perhaps give them an NPC hireling-type and let them trade around who runs it each session?

However, personally I'd go with option 5) - level the PCs up earlier, so you can run everything pretty much as written without having to modify anything, and still keep it in balance. You just have to poke around reading the CRs a bit and work out what points you'll want to do that at.

That gives me an idea that I let the party make the 4th Character and each session essentially let a different player play that character. So that no one player is ever always encumbered by playing that character.

Hehe, maybe make that character have a very mild form of multiple personality disorder to explain why s/he acts slightly differently from 'day to day'.

Option 5 does seem like something I could do, but I'm always worried about Action Economy taking them out then, much like when dealing with Option 1.

Spoiler:
Also, the AP is supposed to take them through Level 20/Tier 10, so it means in the end I'd be editing the final book regardless some to since they would 'cap' earlier so might not be quite powerful enough to finish off Deskari.

Albeit that is a concern very far down the road


Really, it depends on what your players choose. If no one chooses a Cleric or other Healer class, do a Pacifist Healer or Hospitaler Paladin (or even a Sacred Servant with the Healing domain). If they didn't bother with a Rogue, do a Rogue Archer (but don't bother tricking him out) with the Trap Spotter skill. And just have the NPC be the quiet type who just goes along with what the others say.

Alternatively, you could give players a 25-point build or higher to start. That MIGHT be enough to compensate for the lack of a fourth player, especially if one or more players takes the Leadership Feat at 7th level and gains a Cohort.


Harrowed Wizard wrote:


That gives me an idea that I let the party make the 4th Character and each session essentially let a different player play that character. So that no one player is ever always encumbered by playing that character.

Hehe, maybe make that character have a very mild form of multiple personality disorder to explain why s/he acts slightly differently from 'day to day'.

Heh, I like that.

Another way would be to give them each their own 2nd character and switch the active one accompanying the party with each book. The breaks between each part of the AP ought to allow a switch with the minimum of storyline fudging. That would also mean they've always got a standby character if their main dies.


Sounds like considering a gestalt option would work for the group as well.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Matt Thomason wrote:


Heh, I like that.

Another way would be to give them each their own 2nd character and switch the active one accompanying the party with each book. The breaks between each part of the AP ought to allow a switch with the minimum of storyline fudging. That would also mean they've always got a standby character if their main dies.

That might be an option as well. Definitely will get my players' input tomorrow to see what they think would be best also since whatever choice is made will be affecting them.

Gerald wrote:


Sounds like considering a gestalt option would work for the group as well.

I'll admit that thought popped into my mind for a second or two, but I have never been a fan of Gestalt. It opens up a can or worms I don't want to deal with since this AP is already adding Mythic (this is going to be the first time our group is using the Mythic system.


As I said, Cohorts will very likely help with this. That said, a fourth character that is either passed off, or run by the most experienced player is likely the best other option here.


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Was the same here, went with a DMPC healer (Aasimar Cleric of Vildeis). Party has accepted him as one of them and find him interesting enough that several say he is their favorite ally amongst the group. Trick to that being focus on the support spells/healing and made an effort to not steal their thunder (plus provides an easy way to provide input and offer suggestions).


Whatever you do though, I would like to be the voice of caution against simply making your pc's more powerful, at least until the last adventure is out since the power gap would be most pronounced then.

Getting hirelings is the most functional of options.


Plenty of ways to make a smaller party more survivable/powerful.

Higher point buy.

Gestalt.

Increased wealth and loot.

NPCs/Pets.

Powerful race options. (full angels or archons etc. of certain types seem appropriate for Wrath).

Have them be higher level than suggested by the module.

Use hero points of one sort or another.

House rules to make them more powerful such as weak saves advancing at 1/2 instead of 1/3 so they have less glaring weaknesses at higher levels, reserve points or healing surges for better healing out of combat, Bonus starting hit points such as were used in Pathfinder Beta, Turning X/day powers into at will as they were in Pathfinder Beta, etc.

Liberty's Edge

It is also a good game for the squire feat from the Knights of Golarion book to see use.


Coridan wrote:
It is also a good game for the squire feat from the Knights of Golarion book to see use.

Ditto the Torchbearer feat from the Dungeoneer's Handbook.


Leadership!


My homegroup usually has just three players. We have played with 2PCs per player for years. If you want exact four characters, then I would do the call and give the most keen/experienced player option to have two characters.

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