Eyes of the Ten Party Make up


Pathfinder Society

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Dark Archive 4/5

So I have a group of players that want to go through a retirement arc soon. Without spoilers, How optimized should the party be, and what are the must haves for the party? I'm excited to start the retirement arc, but don't want our experience to be marred by inability to be effective.

Thanks!

Grand Lodge

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Optimization is nice, but the story arc is what makes that set of scenarios great, not the individual combats themselves.

It would probably be easier to answer the questions if we had some idea of what the party makeup was. Instead of us saying 'well you need someone who can X', we could make suggestions of where the party might be lacking at first glance. Then they might want to try to plug those holes.

Grand Lodge 3/5 5/55/55/5

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Starfinder Charter Superscriber

Four bards. Done.

5/5

Pathfinder Adventure Path, Rulebook Subscriber

I ran this for a party of 6 (Magus, Druid, Wizard, Sorcerer, Cleric, and Arcane Archer). All bases were covered except for trap disabling (no rogue equivalent) but the Sorcerer used disable device and Aram Zey's focus when needed.

There was very little challenge for them. Party size was the biggest issue rather than party make up or optimization level. Since it is from Seasons 1 and 2, it is scaled for 4 players. With the current feats and archtype abilities, I think any party of 4 is capable so long as someone can deal damage. You can't talk your way out of all of this one.

Dark Archive 4/5

Seth Gipson wrote:
It would probably be easier to answer the questions if we had some idea of what the party makeup was.

D'oh! That would help, wouldn't it?

We have, tentatively, Rogue 12, Ranger 9/Rogue 3, Wizard 12, Gunslinger 12, and Summoner 12 so far.

3/5

off the top of my head, sounds like they're missing a tank.

Shadow Lodge

Pathfinder Battles Case Subscriber

I would have said you probably need a dedicated healer but with that much damage going out they may not need one.

5/5

Pathfinder Adventure Path, Rulebook Subscriber

I think the eidolon or summoned creatures could tank. Not seeing someone who can heal quickly or remove conditions - i.e. healer. Otherwise, with 5+ and a touch attacker, I don't see a problem.

Dark Archive 4/5

Vrog Skyreaver wrote:
off the top of my head, sounds like they're missing a tank.

We're possibly getting a Paladin, too. Might be a good tank/healing? Also, my rogue actually has a fairly high AC. Not tank level, but it's not terrible at 27 w/o buffs. I'm invisible a lot, though, so it may not help.

Dark Archive 4/5

I completely forgot that the eidolon has a 30 something AC. Quite right on that point waltero.


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I have to say that when my group did eyes of the ten it was pretty easy. Then again, each character was an optomized monstrocity. We would have had a good chance of completing the thing with *two* characters.

There are 1 or 2 tough spots, but basically expect the usual season 1-2 difficulty.

Liberty's Edge

I'm currently playing in this module too, and due to the classes in the party, we have been able to effectively shut down some of the combats.

That being said, there will be a little something for everyone to do so I would encourage the players who are going to be involved to play a character/class they enjoy. We haven't finished yet, but it is a LOT of fun!

By this point, PC's have encountered a lot of things while working for the society. Just think smart and be prepared.


That's correct. Eyes of the Ten was written across Seasons 1 and 2, meaning that it was intended for four players who are not using all the power creep that has come since. If you go in like MatrixDragon and play on Easy Mode, it'll probably feel easy.

-Matt

Grand Lodge

I assume the Wizard has good scores in all of the knowledges?

Outside of that, youre gonna be wishing for a healer, I think. Having a Paladin who can heal is nice, but unless that is the characters shtick, it may not be quick enough to keep up when it matters most.

Id be surprised if you didnt have a few deaths here or there, but I doubt you guys will get decimated so badly that you wont enjoy yourselves.

Dark Archive 4/5

Seth Gipson wrote:
Outside of that, youre gonna be wishing for a healer, I think. Having a Paladin who can heal is nice, but unless that is the characters shtick, it may not be quick enough to keep up when it matters most.

The Paladin is, as far as I know, a healer. We've only just asked him, though, so we're not 100% sure. It is darn hard to find a lvl 12 cleric so far, but we're taking it slow and putting the party together first. Our main concern right now is certainly to find someone who can help us stay up, but if a death happens, we have a good amount of PP and gold stored, so I'm hoping it'll be temporary. Definitely not rushing in headlong. The Wizard is very knowledgeable, I ran through Thornkeep with his player.

5/5

I ran this for a 6-player group that had 12 levels of Bard, 10 levels of Wizard, and the rest was Ranger and Rogue - they did just fine.

I'm running it now for a more balanced group (2 clerics, 1 wizard, 1 summoner, 1 rogue, 1 fighter) - they are having no easier or harder a time with it really.

While I'd cringe to see a group of entirely one-sided characters with lots of skill gaps go through it (e.g. all blaster wizards with max knowledges and no other skills), Eyes is pretty adaptable. I'd be more concerned with # of players than the spread of them. We actually have some local players who have missed out on playing twice now because they're waiting for a 'balanced party'.

Sovereign Court

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As the aforementioned Gunslinger in this ragtag band of adventurers, I'm comfortable with our damage output, but the whole healing schtick worries me; specifically effects and conditions. What if the Paladin is stocked with scrolls and potions to augment his heals?

Grand Lodge 5/5 Venture-Agent, New York—Manhattan aka Natertot

Dresden10589 wrote:
Seth Gipson wrote:
Outside of that, youre gonna be wishing for a healer, I think. Having a Paladin who can heal is nice, but unless that is the characters shtick, it may not be quick enough to keep up when it matters most.
The Paladin is, as far as I know, a healer. We've only just asked him, though, so we're not 100% sure. It is darn hard to find a lvl 12 cleric so far, but we're taking it slow and putting the party together first. Our main concern right now is certainly to find someone who can help us stay up, but if a death happens, we have a good amount of PP and gold stored, so I'm hoping it'll be temporary. Definitely not rushing in headlong. The Wizard is very knowledgeable, I ran through Thornkeep with his player.

That group especially with a Paladin should be solid.

Nathan Meyers
NYC PFS GM/Player

Dark Archive 4/5

RoshVagari wrote:
As the aforementioned Gunslinger in this ragtag band of adventurers, I'm comfortable with our damage output, but the whole healing schtick worries me; specifically effects and conditions. What if the Paladin is stocked with scrolls and potions to augment his heals?

I believe that as long as the aforementioned Gunslinger wears his Tien Dress, the enemies will be far too distracted to do anything. :P

I think we should all invest in some scrolls and potions as well, so if he joins, he won't have to bear the brunt of the cost. I'm sure we can have a team meeting to get all that sorted, though.

5/5 5/55/5

Not having a dedicated healer will hurt but not make it impossible.

In our group we had a Druid/Cleric/Fighter/Ninja/Monk/body guard fighter (not a tank).

We lacked knowledge skills is some areas but were buffed out in diplomacy since the Ninja was skilled like a bard.

We failed in the end due to one person in the party not playing as a team player and going off by himself and activating rooms and then leaving them with a super high speed.

So I would say having team players is important.

Dark Archive 4/5

roysier wrote:

We failed in the end due to one person in the party not playing as a team player and going off by himself and activating rooms and then leaving them with a super high speed.

So I would say having team players is important.

Making sure we work as a team is our #1 concern, but I know the players we have, and this should not happen.

Sovereign Court

Dresden10589 wrote:
roysier wrote:

We failed in the end due to one person in the party not playing as a team player and going off by himself and activating rooms and then leaving them with a super high speed.

So I would say having team players is important.

Making sure we work as a team is our #1 concern, but I know the players we have, and this should not happen.

Except the one time where I did just that...

Dark Archive 4/5

RoshVagari wrote:
Dresden10589 wrote:
roysier wrote:

We failed in the end due to one person in the party not playing as a team player and going off by himself and activating rooms and then leaving them with a super high speed.

So I would say having team players is important.

Making sure we work as a team is our #1 concern, but I know the players we have, and this should not happen.
Except the one time where I did just that...

We survived and we all learned a valuable lesson that day. :P Well... I'm assuming you did.

4/5

Party balance is far more important than individual merit for the arc, in my opinion.

However, even more important than that is making sure you actually like the people you are playing with, and your GM. You're level 12. If you have like 20 deaths split among the party during the arc, you're still gonna have the resources to get through it, so don't sweat it. Enjoy the story, enjoy the high level play, but above all make sure that you enjoy each other's company as you go through the seeker arc.

Edit: I actually just finished co-GMing the arc. The group we ran it through had little trouble, but the entire table, including us GMs, had tons of fun. They were the kind of group that gives each other wise-cracks constantly and not taking everything seriously, but that's part of what made the whole thing so fun. For that group, I wouldn't have it any other way.

Scarab Sages 4/5

I went through the game waltero ran (I was the Sorcerer). I think the listed group will be fine, especially if they pick up a Paladin. We had a very well run Cleric, which did help a lot, but I think most groups are used to healing outside of combat The Paladin could channel in emergencies, and it gives them another tank to go with the Eidolon. We had the Magus, the Druid, and the Druid's animal companion. If you do go in without a cleric, make sure you have lots of healing on hand. Don't go in with a wand of CLW with only 10 charges left.

I will suggest that someone (or more than one someones) pick up First Aid Gloves from the Pathfinder Society Primer, in case the need for Breath of Life presents itself.

My Sorcerer picked up some scrolls of Cleric spells to act as an emergency healer through UMD as well. Maybe that's an option for the Rogue?

Dark Archive 4/5

The Rogue has maxed her UMD... I did that when we started playing higher tiers. We did pick up the Paladin just now, so that's good. Thanks for the tips!

Liberty's Edge 5/5

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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

You're going to want the following:

• A left-handed fighter who has specialized in the Double Chicken Saber.
• A Half-Orc Wizard who has maxed Con and loaded up on scrolls of Detonate.
• A Monk of the Sacred Mountain (preferably Dwarven) who simply cannot be moved.
• A Druid with a Dolphin Animal Companion who relies on a cart to pull their pet Dolphin around outside of water.
• A Cleric of Hembad, the Empyrial Lord of Relationships and Synergy (accept no substitutes).
• A Gnome Pirate Archetype Rogue -- I can't stress how important Sea Legs might prove to be.

Anything short of this list will be very sub-par and could completely ruin the entire experience.

Dark Archive 4/5

See, I thought we had it wrapped up, but my Rogue is a Half Elf pirate and doesn't have the archetype... I guess we're screwed now, I resign myself to our fate. :P

5/5

Will Johnson wrote:
• A Druid with a Dolphin Animal Companion who relies on a cart to pull their pet Dolphin around outside of water.

This could actually be pretty useful in that one part.

Sovereign Court

1 person marked this as a favorite.

Henceforth the dolphin's name is Emergency Rations.

Grand Lodge

We are planning on having a couple of tables run the retirement arc in the next month or so. Here is what my group is looking like so far:

Wizard - Not sure of his school, but he is very effective both in and out of combat.

Cleric of the Lantern King - This one is me. In combat - debuff (chaos and madness domains) and healing (I took channeled revival, just in case). Out of combat - very good diplomacy, insanely good bluff to go along with my power of suggestion trait, decent sense motive. My pre-buff AC is 28, so I could also probably pinch hit as a tank.

Archer fighter - He is known for being devastating in combat when he is not busy failing will saves.

Fighter/Rogue - He is our trap monkey and UMD specialist. Before I leveled my cleric, he gained a reputation as a combat medic because he carries around a bunch of healing scrolls and wands and can reliably get them off in combat.

Paladin - Pretty standard paladin with a greatsword. He has a dancing shield and some other ways of getting his AC up to a decent level.

Skirmisher Ranger - A good, well-rounded character in and out of combat

I think that we will have a good shot at it. I am really looking forward to this arc.

Dark Archive 4/5 Regional Venture-Coordinator, Upper Midwest aka Silbeg

We are planning on playing this in a couple of weeks. From what I gather, we will have:

Jayne Munny (my character) lawman of Abadar (musket5/inq7)
A rather interesting sounding alchemist/ranger/magus who plays like a thief
A Druid with celestial tiger
A Zamora archer (w/ 1level of sorc)
A melee wizard (transmuter)
An evoker wizard

I am pretty sure we'll be able to handle anything far comes up... And have a lot of gun while we are at if. Being GMed by one of my favorites!

3/5

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whatever you do, don't play with a gnome who has a rod of wonder. this will haunt your dreams (like it does mine).

Dark Archive 4/5

Silbeg wrote:
I am pretty sure we'll be able to handle anything far comes up... And have a lot of gun while we are at if. Being GMed by one of my favorites!

We've got one of our favorites, too. Should be a fantastic time! Glad we didn't have to worry about getting a good GM.

Grand Lodge

Vrog Skyreaver wrote:
whatever you do, don't play with a gnome who has a rod of wonder. this will haunt your dreams (like it does mine).

That would be quite hilarious, I think.

Shadow Lodge 5/5 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

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Vrog Skyreaver wrote:
whatever you do, don't play with a gnome who has a rod of wonder. this will haunt your dreams (like it does mine).

I'm pretty sure that rod of wonder is the best item in the game.

Grand Lodge 5/5

1 person marked this as a favorite.

I have just played through the Eyes of the 10 and everyone had a blast and several claim the best experience ever of their RPG career.

What we had:
Wizard 11 / Pathfinder Chronicler 1
Sorcerer 12 - ice based
Ranger - missile based
Harsk (actually played from level 1-12 but pretty close to what you expect Harsk to be)
Dwarven Fighter
Monk, grapple specialist

A GM who had played it and GMed it once before

What made it special?

We had set aside a whole weekend - and we needed it. We started around 18:00 on Friday and finished after 22:00 on Sunday. All in all close to 30 hours table time.
We had a fantastic GM who didn't go soft but wasn't out to kill us either. A lot of encounters felt like we just managed to prevail with several near death experiences
We had a group that knew each other well. Apart from me we had my wife and son. Then we had an ex-local GM and someone who shared our table for nearly 15 years before a job elsewhere had him move away.
The two additional players was a very good friend and VC with whom I had played several times but more often sat at his table and a player I knew from conventions but whom I hadn't played with a lot. But he integrated into the group fantastically.

Some players had backgrounds going back to the very first PFS game ever that they had played and paths had crossed multiple times since.

We had time off the table as well. Good food (Saturday evening take away was lousy but otherwise we had self cooked), wine, whiskey, chocolates, chats well after midnight about gaming in general, etc.

In this respect it wasn't only a game - it was sooo much more. It was also a family event (for three of us), meeting friends (the GM, two players who are old time friends) and making friends (the 6th player filling up the table will be back for sure)

We had a lot of time - we actually started gathering from 15:00 onwards on the Friday and the last 2 left our house Monday morning.

Yes - a cleric was likely what we missed most. No channel in combat nearly caused several death. But 4 members in the party where capable of using wands - at least enough to stabilize someone dying.

We used up several wands of CLW - I guess approx. 1 per character. We did have 2 CMW wands after the first scenario to give a little bit more healing faster.

So to summarize - getting the right GM and players as well as the right place and time is so much more important as the balance of characters for an enjoyable event.

We did have some characters which would have been regarded by many here on the board as underpowered or below the wealth curve. But that added a lot to the experience. It was no cake walk - we played heroes which worked together and prevailed.

Edit: We didn't have Gloves of First aid - would have been very useful. We also lacked something else very, very basic but I'm not giving this away as it would be a spoiler. Couldn't believe we had 6 12th level characters and only a single potion of it.
In regard to scrolls for Breath of Life - my character did buy a scroll of Raise Dead - but I realized too late that you need wisdom 15 - or your high UMD isn't that high at all. So a warning about trying to do a scroll breath of life using UMD - read the small print if your wisdom is <15.

Dark Archive

Walter Sheppard wrote:
Vrog Skyreaver wrote:
whatever you do, don't play with a gnome who has a rod of wonder. this will haunt your dreams (like it does mine).
I'm pretty sure that rod of wonder is the best item in the game.

Rod of Wonder fight!

3/5

Victor Zajic wrote:
Rod of Wonder fight!

You have no idea.

Dark Archive 3/5

My party (including Mattastrophic) ran with the following at PaizoCon:

Human Summoner 12 (Fiends Only for Flavor)
Human Ninja/Sohei/?? (A Certain Taldan Lady of Repute)
Dwarven Cleric 10/Fighter 2 (Warpriest More or Less)
Half-Orc Monk/Barbarian (Grapples For Everyone!)

We struggled a bit in some of the crazier fights as we lacked a traditional blaster. And damn, I really wish we'd had a cleric of Hembad for that one fight where REDACTED.

The Exchange 1/5

We rocked out with

Ranger 12 (me)
Fey kitsune enchantment sorc
blaster wizard 11/1sorc
life oracle12
come and get me barb.

We trucked through it. A few times i almost turned hero III into hero IV but we came ahead.

Liberty's Edge

We just completed the Arc. Configuration below
Altus Lucrim (me) Human Conjurer Wizard
Gretle Oakenshield (My wife) Dwarven Inquisitor of Abadar
Mourne Moondown Elven Bard
Jaximus Human Fighter (Armor Master)
Petra Human Fighter
Solomon Wiseaxe Dwarven Cleric
Aladin Magus (Bladebound)

All things considered this was pretty fun, we were very balanced, I don't believe anyone died, certainly no one stayed dead. We were all VERY successful. And I will be starting up my own pathfinder lodge very shortly.

Shadow Lodge 4/5

We've finished 2 of 4 as of last month and the arc has been so easy that most of the time my character hasn't even drawn his weapon.

A dedicated archer, a whirlwind-focused druid and a summoning blaster cleric made sure of that. Oh yeah, and the monk being a single-target nuke is a great asset as well.

I guess it's not so much the party make up but the veterancy. Playing since season zero and all...very little can surprise you any more and counter-measures will be a second nature to you.

That said, it has been fun. Loads of fun.

Sovereign Court

Dresden10589 wrote:
We've got one of our favorites, too. Should be a fantastic time! Glad we didn't have to worry about getting a good GM.

Such a brown-noser. Just for that I'm going to try and kill you and just you.

Just kidding. I'm flattered. You should all be safe, it's not like I've ever killed any of the characters in your group, right ... right?

Grand Lodge

Altus Lucrim wrote:

We just completed the Arc. Configuration below

Altus Lucrim (me) Human Conjurer Wizard
Gretle Oakenshield (My wife) Dwarven Inquisitor of Abadar
Mourne Moondown Elven Bard
Jaximus Human Fighter (Armor Master)
Petra Human Fighter
Solomon Wiseaxe Dwarven Cleric
Aladin Magus (Bladebound)

All things considered this was pretty fun, we were very balanced, I don't believe anyone died, certainly no one stayed dead. We were all VERY successful. And I will be starting up my own pathfinder lodge very shortly.

You played it with 7?

Silver Crusade 5/5 5/5

Walter Sheppard wrote:
Vrog Skyreaver wrote:
whatever you do, don't play with a gnome who has a rod of wonder. this will haunt your dreams (like it does mine).
I'm pretty sure that rod of wonder is the best item in the game.

The lion animal companion of my druid would agree. Best cat toy in existence. It summons rhinos and elephants AND butterflies. Even jewels to chase.

In some of the downtime moments in Eyes the druid and lion could be heard playing off screen. "Boom", silence, " elephant trumpet", "boom", " kittenish sounds from a lioness chasing butterflies".

Yeah, I minimax my purchases :-) :-) :-)


Cire wrote:
You played it with 7?

I've gotta say, four players is the way to go in this series, because it's from Seasons 1 and 2 and very much behind the current PC power level and six-player expectation.

-Matt

Sczarni 5/5 Venture-Lieutenant, Washington—Pullman aka Coraith

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I just finished GMing it we had:
Murder Hobo Dwarven Barbarian
Chelaxian Sarenrae Cleric
Bard Cleric
Half-Orc Natural Weapons Fighter
Charismatic Rogue
and a Summoner that spammed Rod of Wonder with a Merciful Eidolon who only did non lethal damage.

They did exceptionally well except for the last fight, total deaths and Breaths of life for the series was 8.

Grand Lodge 4/5

We are now halfway through and have had a few harrying moments, including the death of Jiao-Long.

Jayne Munny (me) Lawman of Abadar
Jiao-long(Jiggy) Eldritch knight
Desideria -blaster wizard (huh? 17d6 fireballs?)
Faraday (Druid with tiger)
Quapooh(zen archer)

The group has worked well together, though the quote of the night last night was "how quaint" after someone rolled a skill check (usually by someone rolling a value 20 higher). Been an absolute blast, fun. Group and a great GM!

Shadow Lodge 5/5

Don't allow two summoners. It all goes to hell and leaves the rest of the party twiddling thumbs. Unless the rest of the party are archer rangers and paladins.

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