Just got back into table top RPG


Rise of the Runelords


I'm DMing a campaign for my 2 uncles we haven't played in about 12 years. I went ahead did some research bought books and Rise of the Runelords. They are a fighter and sorcerer party. They are about to enter the catacombs I think I need to add a npc cleric but I don't want one the will interfere to much what should I do.


give em a cleric before a TPK?

OR

Make some of the encounters not so brutal?


Bfield68 wrote:
I'm DMing a campaign for my 2 uncles we haven't played in about 12 years. I went ahead did some research bought books and Rise of the Runelords. They are a fighter and sorcerer party. They are about to enter the catacombs I think I need to add a npc cleric but I don't want one the will interfere to much what should I do.

With two characters, going Gestalt is a perfectly adequate option. But adding an NPC Cleric wouldn't hurt either - I'd build one who was designed solely for buffing and healing. Consider a Cleric of Sarenrae who takes Healing-Restoration and Glory-Heroism as their Domains.

Silver Crusade

They will definitely need a healer. I second the Sarenrae cleric. Have the cleric stay out of combat and heal, and you won't take anything away from the pcs.

The Exchange

Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

There is an achievement feat, called Healer's Touch, that adds extra healing to cure spells, but requires the character to heal 1000 hit points worth before they can select it. It would be great for this npc cleric, as any damage caused removes 2points/hit point of damage from their current total.
This gives the npc cleric a great reason to avoid attacking enemies; aka, he has taken a vow of nonviolence, and draws his power and faith from it.

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