Starting at Level 2?


Hell's Rebels


How much of an issue would it be to start this at level 2? Would it cut too much of the tension from the early game?

For reference I am saying start at level 2 and give the group a bit of an easy ride to work their way in, perhaps only powering up the Tengu

This could limit a silly early death or two - say to the crocodile

The biggest problem I could see is that they might not run from the first scene. Although if I throw in Hellknights on top of the Hellhound and a Regenerating Nox that might still be enough...

They might be more likely to help Rexus as well (although I plan on making at least 2 PCs know who he is)

So what are people's thoughts?
I ask because a couple of people in my group have never actually played a level 1 character...

It also allows a little more flexibility and fleshing out in terms of tying build to backstory


Well, 1st level characters can be fragile. My own group was carrying an unconscious pc away from the fight with citizen group thugs and dottari as they fled the riot. Combo of bad rolls, ineffective positioning and really good rolls by the Thunies.

I adjusted by having them encounter a conscious Rexus - who (in what is surely NOT a coincidence) is carrying some cure light wound potions. Then a couple rapidfire encounters with citizen group thugs (1 set of 5 and another of 4) and everything worked out. Let Rexus be a little less feeble - he got off a color spray or two. And he and the pc's essentially saved each other. Good bonding experience.

No harm in letting pc's start at 2nd. Giving 1st level pc's max hp at 1st level is a bone thrown in that direction. I'd suggest having them still start at 0 xp and have to earn the same number of xp to get to 3rd. That is a downside - may take longer to jump a level leading to some player frustration.


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It just means they spend a long time at level 2. You can cut some encounters without fear, as well.


Pathfinder Battles Case Subscriber

I'm currently running the adventure starting at second but scaled up a level (so they're still facing approximately the same difficulty, but with less 1st-level fragility going on), and my group fled the thugs well before the guards got involved (granted, one of them is a warlock vigilante who can't really fight in social persona), so I wouldn't worry too much about them being able to fight the riot too long - if they do stay, there are a LOT of reinforcements coming down on them!

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