What can a level one party handle RotR 2nd Edition.


Playing the Game


Hi everybody.

I have decide to try and convert rise of the runelords (burnt offering to begin with, maybe more) for some players, to get some playtesting experience in a different setting that Doomsday Dawn, to see if the game is fun to run in a more natural RPG environment. (I have seen another person have done some of this already, but decide I wanted to try the experience myself to get a better feel for the work; but I might look to him for inspiration Go to Click Here if Interested in his work..).

But I am actually concerned that some of the fights with higher level foes are too extreme for a low level party and I wanted you guys thoughts on that. I have made Tsutso as a level 4 character (just like a standard pc would do), because the few NPCs in the bestiary seems to follow the players attribute distribution etc. In pathfinder 1 he is worth 800 XP, so he is a CR 3 challenge, this should equal a severe encounter in pathfinder 2, so xp-wise a level 4 monk shouldn't be impossible for the players to take down. He is not especially optimized in terms of stats and his AC is low for his level, but still quite high vs a level 1 party. I'm also thinking he will critical hit against most classes if there AC isn't as high as can be for level 1.

Statblock:

Half-elf monk 4 (Noble Background)

Str 12 Dex 18 Con 12 Int 12 Wis 14 Cha 10

AC 19 HP 52 Speed: 35ft
Perception: +6 (Low-light vision)
Fort +6 Ref +9 Will +7
Resonance: 4

Attacks:
Unarmed Strike +10 (1d6+1) + sneak attack (1d4)
Flurry of Blows +10/+6 (1d6+1) + sneak attack (1d4)
Sling +8 (1d6) 50ft

Languages: Common, Elven, Goblin, Abyssal

Equipment: Expert Handwraps of mighty fists, Lesser Healing Potion, Invisibility Potion, 2x Minor Healing Potion, Sling, 20 sling bullets, Flute (expert), Thieves Tool (Expert), Replacement Picks, Journal, Silver Earrings, Various monetary value (TBD)

Skills: Expert in Deception +5
Trained in Acrobatics +8, Atletics +5, Lore (Nobel) +5, Occultism +5, Performance +4, Religion +6, Society +5, Stealth +8, Thievery +8
Untrained: +0

Feats and Features:
Ancestry: Half-elf (heritage), Natural Ambition
Class features: Flurry of Blows, Graceful expertise, powerful fist, incredible movement (10 ft), magic striker
Class feats: Ki Strike, Stunning Fist, Rogue Dedication, Sneak Attack
General: Incredible Initiative
Skill: Courtly Graces, Multilingual

Is this likely to end in a TPK? Should I run him like the adventure or make sure that he fights the party alone? Any thoughts on the build, things you would change or I missed?


The encounter rules don't really work until about level 3-4. Levels 1-2, players are often lacking core bits of thier characters, and frequently can't make full use of their actions & reaction. On top of that, players will least know how to use their characters, and the system, to overcome number issues. At this level, I'd stick to level+2 monsters as an absoloute maximum, and use that sparingly.

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