Almost completely martial party, help!!


Skull & Shackles


I am running the 2nd adventure path, and they have now faced their first Naga (a young one).

The party consists of a magus, barbarian, monk, alchemist (Vivesectionist, no bombs), and a bard. 20 Point buy.

They fought against the Naga, and due to her magic, and high AC they ran for it.

They are finding close combat fights way easy, but it seems ranged or magic is going to be an issue. How can i address this, at the beginning they created the characters together, and I warned them of a mostly martial party.


Let them learn the hard way. It is not your fault they made bad choices. Run things accordingly and if some pc deaths occur they will have to make new characters, it is not a big deal.

Scarab Sages

That's a tough one. You could let them hire a spellcaster onto the crew, and bring him or her along on away missions, but that carries a risk of the NPC becoming too important to the party.

Are the magus, the alchemist or the bard training Use Magic Device? A few wands, potions and scrolls might go a long way in terms of magical support.


Magus might want to focus some on the magic side of things. I had to for an adventure, the rogue made for an interesting tank sometimes, with me alternating between main tank/ magic face smasher and alternate tank/skill master/almost dead body.
No one ever wants to be a healer anymore.


Good thing they get a free Sandara Quinn. They better not blow that.

Grand Lodge

If I were in your shoes I'd add a few more high quality ranged weapons here and there along their adventure (Mainly masterwork and +1 stuff). This might encourage one or some of them to pick up one of those and maybe gear their characters more towards a mixed ranged/melee build. After all, players hate not putting high-quality loot to use if they have it. At least that's what how my players are most of the time.

D3

Grand Lodge

Have some members of the ship's crew accompany the PCs as cohorts controlled by the GM?


Arlin136 wrote:

I am running the 2nd adventure path, and they have now faced their first Naga (a young one).

The party consists of a magus, barbarian, monk, alchemist (Vivesectionist, no bombs), and a bard. 20 Point buy.

They fought against the Naga, and due to her magic, and high AC they ran for it.

They are finding close combat fights way easy, but it seems ranged or magic is going to be an issue. How can i address this, at the beginning they created the characters together, and I warned them of a mostly martial party.

Our group ran through the AP from start to finish with:

Human 15th level Sea-Singer / 2nd level Lore Warden

Human 15th level Knifemaster / 2nd level Lore Warden

Human 15th level Barbarian / 2nd level Unbreakable Fighter

Half-Elf 17th level Master Summoner

Primary NPC's throughout the AP were:

Rosie (Halfling Swashbuckler / Corsair), with the group about 50% of the time, Kurrupt (Tengu Swordmaster), with the group the other 50% of the time, and Sandara (Human Cleric of Besmara), with the group about 90% of the time.

We kind of looked at this AP as an opportunity to be a little more gritty and a little less fantastical - as you can see, we had only a little spell-casting and almost no ranged attacks to speak of and we loved it. Best AP ever.

To be fair though - our GM often tailors our encounters to suit our tendencies... she likes to challenge us, but doesn't try to 'punish us' for not having traditionally balanced parties.

Now that I think of it, being able to summon Air Elementals made for pretty nice ranged attacks...


Thank you all, I am a new GM so tailoring is something I wish to avoid at the moment. And it is a good group, also I a little worried about some of the larger fights coming up in the later books (breath weapons are involved I believe).

There has been 1 death already, we had a close combat Oracle, that started a fight with Crimson, who killed him. He became the Alchemist.

I do wish to create a challenge for them, and I know the next fight is most likely going to be easy as it is mostly close combat.

Also they made the comment that 3 lvl 4's and 2 lvl 3's should not be facing a CR 6.


No that sounds good for them, should work out.


Arlin136 wrote:


Also they made the comment that 3 lvl 4's and 2 lvl 3's should not be facing a CR 6.

LOL...its a tough fight but they should be facing CR6 encounters. Not all the time though...They need to toughen up!


Average Party Level = Challenge Rating (fight should be easy)

APL + 1 = CR (maybe a little challenge)

APL + 2 = CR (challenging fight, but should be doable as long as the party has some diversity)

APL + 3 = CR (BBEG!)

Arlin don't listen to your players, that fight should have been the first and only fight of the day so they should have been able to handle it.


Cool, that's exactly the same table I was looking at when they told me otherwise. They got stuck on the fact they have 2 lvl 3's I think. But the table generally uses 4 PCs, and the fight is meant for 4 lvl 4 pcs with 15 point buy, not 5 PCs (3 lvl 4 and 2 lvl 3) with 20 point buy.

Dark Archive

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A CR 6 fight is easier for a 5 man party of 3 Lvl 4s and 2 Lvl 3s than it would be for a party of 4 Lvl 4's. The extra action economy from having another character present is huge, you may (once they level up some) need to consider increasing the difficulty of encounters because of this.

Scarab Sages

I have four PCs with 15 point builds, and I can tell I'm going to need to bump up the difficulty of some fights.

Most of the players in my game have been roleplaying under various game systems for a couple of decades. Player experience (or inexperience) can definitely be a bigger factor than CR.

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