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Mystral
2015-04-18, 08:11 PM
First of all, members of my party, please keep out. You know me as Klingenhagel.

Hey everyone,

I am currently in the process of dming a game of pathfinder. The adventure is way of the wicked, book two, which basically is an evil adventure (the party is evil), where the party holds a dungeon against goody two-shoe heroes who want to interrupt a super evil ritual. The enemies are, for the most part, adventuring parties, just like those most players usually play.

The party in question will be level 7 when the first hero party will arrive. It is made out of 6 PCs: A dread (Fear-based psionic), a ranger/rogue (kukri dagger dps guy), a fighter/barbarian (tank with strong melee attacks), a summoner, an alchemist and a bow ranger. They are accompanied by two NPCs, a level 7 witch (who mainly contributes via the fortune hex and crowd control spells) and an ogre barbarian (will have 2 levels of Barbarian at the time and might be a half-fiend), as well as an alchemical golem and a tribe of boggards. Also, the fight will go down on the parties home turf, with the villains giving precise forwarning, 3 days prep time and information about the invaders via spies in the town. The pcs are all anti-heroes (Bonus feat at level 1), have an additional trait and maximum hitpoints for their level.

The first party who will try to enter the dungeon (as described by the module) is composed of 5 CR 5 guys with little magical gear and dubious builds all around (sword and board fighter, monk, cleric, bard & expert/rogue). I have come to the conclusion that this just doesn't cut it. That party might be meant to be lambs to the slaughter, but at this rate, there is little reason to even break out any dice. Also, not my style.

So, I took it onto myself to rewrite the characters to present more of a challenge. Basically, I changed up the classes a bit, made them all level 8, bumped up their equipment and reselected feats and so on. The request I now have to the playground is this: Please look at the party and tell me if I have balanced them correctly. They are still meant to be killed, of course, but should be a real threat to the villains if they don't fight smart and use their advantages. I can still add or substract some power. I would rather do this now than deus ex machina during the fight.

1.: Basic trip fighter

Hallack Amon
Male Human Fighter 8
NG Medium humanoid
Init +3 Perception +0
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AC 23 touch 13 flat-footed 20 (+10 armor, +3 dex)
HP: 72
Fort: +9 Ref: +6 Will: +5, +2 vs. fear
Defensive Abilities: Bravery +2
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Speed: 30 ft
Melee: +1 Fauchard +16/+11 (1d10+9/15-20/x2)
Ranged: mwk. composite shortbow +9/+4 (1d6+4)
Special Attacks: Weapon training (polearms)
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Attributes: Str 22 Dex 16 Con 14 Int 13 Wis 10 Cha 10
Base Attack +8 CMB +14 (+23 trip) CMD 27
Feats:
1: Combat Expertise
Human: Improved Trip
Fighter 1: Exotic Weapon Prof. (Fauchard)
Fighter 2: Weapon Focus (Fauchard)
3: Combat Reflexes
Fighter 4: Greater Trip
5: Fury's Fall
Fighter 6: Power Attack
7: Iron Will
Fighter 8: Improved Critical (Fauchard)
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Equipment: +1 guisarme, +1 fullplate, mwk. composite shortbow (+3 Str)
+20 arrows, +2 strength belt, +2 dex gloves, +1 cloak of resistance

2.: Brawler (fits the fluff better than a monk), meant to flank and DPS. Also, will take vicious stomp with martial flexibility for combo potential with trip dude.

James O'Toole
Male Human Brawler 8
NG Medium humanoid
Init +7 Perception +17
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AC 19 touch 13 flat-footed 16
HP: 80
Fort: +10 Ref: +10 Will +4
Defensive Abilities:
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Speed: 30 ft
Melee: Unarmed Strike +14/+9 (2d8+7) or Unarmed Strike +12/+12/+7/+7 (2d8+7)
Ranged: -/-
Special Attacks: Brawlers Flurry (improved two weapon fighting),
knockout
Special Qualities: Brawlers Strike, Close Weapon Mastery, Martial Flexibility
(1 feat swift/2 feats move)
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Attributes: Str 20 Dex 16 Con 16 Int 10 Wis 12 Cha 8
Base Attack: +8 CMB: +14 (+16 Dirty Trick, +15 Grapple) CMD: 26
Feats:
1: Improved Initiative
Human: Improved Dirty Trick
Brawler 2: Combat Reflexes
3: Weapon Focus (Unarmed Strike)
5: Weapon Specialisation (Unarmed Strike)
Brawler 5: Toughness
7: Jabbing Style
Brawler 8: Greater Dirty Trick
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Equipment: +1 Chainshirt, Amulet of Natural Armor +1, Cloak of Resistance +1,
Belt of Physical Might +2, Eyes of the Eagle

3. Basic buffing and healing cleric with channeling feats. She basically carries around the tower shield to hide behind and cast spells from safety. Her melee score is for fighting while wielding the longsword without shield.

Sister Marta Dian
Female Human Cleric of Iomedae 8
LG Medium humanoid
Init +4 Perception +13
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AC 20 touch 10 flat-footed 23
HP: 56
Fort: +7 Ref: +2 Will: +10
Defensive Abilities
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Speed: 20 ft
Melee: Mwk. Longsword +7/+2 (1d8/19-20/x2)
Ranged: Heavy Crossbow +6 (1d10/19-20/x2)
Special Attacks: Channel Energy 4d6 8/Day
Special Qualities: Domains Sun, Good
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Attributes: Str 10 Dex 10 Con 12 Int 10 Wis 20 Cha 16
Base Attack: +6 CMB: +6 CMD: 16
Feats:
1: Combat Casting
Human: Improved Initiative
3: Quick Channel
5: Extra Channel
7: Selective Channeling
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Spells (DC 15+Spell Level)
0 (4): Detect Magic, Light, Guidance, Mending
1 (6+1): Sanctuary, Divine Shield, Bless, Remove Fear, Hide from Undead, Detect Evil D Protection from Evil
2 (5+1): Silence, Shield Other, Lesser Restoration, 2* Bulls Strength, Hold Person D Heat Metal
3 (4+1): Dispel Magic, Prayer, Wind Wall, Stone Shape, Invisibility Purge D Magic Circle against Evil
4 (3+1): Blessing of Fervor, Dismissal, Spiritual Ally D Holy Smite
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Equipment: Tower Shield +1, Breastplate +1, Mwk. Longsword, Heavy Crossbow, Headband of Wisdom +2
Lesser Rod of Extend Spell, Wand of Cure Light Wounds (38 Charges)

4. Support Sorcerer (With maestro bloodline to keep with the fluff)

Bianca DeValya
Female Half-Elf Sorcerer 8 (Maestro Bloodline)
NG Medium Humanoid
Init +2 Perception +5
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AC 20 touch 12 flat-footed 18
HP: 56
Fort: +4 Ref: +4 Will: +6 (Immunity against sleep, +2 against enchantment)
Defensive Abilities:
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Speed 30 ft
Melee: Mwk. Longspear +3 (1d8-1/x3) (Reach)
Ranged: Mwk. Light Crossbow +6 (1d8/19-20/x2)
Special Attacks: Beguiling Voice, Fascinate
Special Qualities: Bloodline Arcana (+1 CL for spells with vocal component and no somatic or material component)
----------------------------------------
Attribute: Str 8 Dex 14 Con 14 Int 12 Wis 10 Cha 22
Base Attack +4 CMB +6 CMD 15
Feats:
1: Spell Focus (Enchantment)
3: Toughness
5: Skill Focus (Perform (String Instruments))
7: Persistent Spell
Bloodline 7: Greater Spell Focus (Enchantment)
-----------------------------------------
Spells (DC 16+Spell Level)
0 (8): Detect Magic, Prestidigitation, Dancing Lights, Ghost Sound, Acid Splash, Mage Hand, Mending, Daze
1 (5): Ventriloquism, Charm Monster, Shield, Magic Missle, Silent Image, Enlarge Person, Identify
2 (3): Hideous Laughter, Mirror Image, Levitate, Shatter
3 (2): Suggestion, Haste, Invisibility Sphere
4 (1): Confusion
-----------------------------------------
Equipment: +2 Headband of Charisma, Lesser Rod of Silent Spell, Sorcerer's Robe, Slippers of Spider Climbing,
Mwk. Longspear, Mwk. Light Crossbow + 20 Bolts, Pearl of Power (1st), Wand of Mage Armor (12 Charges)

5. Rogue/Fighter Dwarf for sneak power attacking with a BIG HAMMER (modules idea, not mine).

Yorgun the Smith
Male Dwarf Fighter 2/Rogue 6
LG Medium humanoid
Init +1 Perception +11 (+2 Stonecunning)
-----------------------------------------
AC 17 touch 16 flat-footed 11
HP: 82
Fort: +9 Ref: +6 Will: +2 (+4 vs. spells, +1 vs. fear)
Defensive Abilities: Trapfinding, Trap sense +2, Offensive Defense, Befuddling Strike,
Bravery +1, Evasion, Uncanny Dodge
----------------------------------------
Speed 20 ft
Melee: +1 Shocking Earthbreaker +11/+6 (2d6+1d6(electricity)+X/x3)
Special Attacks: +3d6 sneak attack
Special Qualities:
-----------------------------------------
Attribute: Str 18 Dex 12 Con 18 Int 14 Wis 10 Cha 8
Base Attack +6 CMB +10 CMD 21
Feats:
1: Steel Soul
Fighter 1: Weapon Focus (Earthbreaker)
Fighter 2: Power Attack
3: Skill Focus (Disable Device)
5: Toughness
7: Vital Strike
-----------------------------------------
Equipment: +1 Shocking Earthbreaker, +1 breast plate, Belt of +2 Constitution, Gloves of Reconnaissance,
Bracers of Steadyness

andysowhat
2015-04-19, 04:08 AM
Well, now I don't know if your pc's are power gaming or not. But I would bump the NPC's even further, if your players are anything like mine xD My pc's usually studies up on their enemies in-game before they challange my bosses. Last game they manage to kill a 5man party with level 11's with no wizzard, as 4pc's level 7. Again I love to give my parties and encounters distinct dissadvantages and advantages if they figure them out.

But yeah, looks like you have given this alot of thought :) I'm really jelly! I wanna join this!! :D

Mystral
2015-04-19, 07:46 AM
Well, now I don't know if your pc's are power gaming or not. But I would bump the NPC's even further, if your players are anything like mine xD My pc's usually studies up on their enemies in-game before they challange my bosses. Last game they manage to kill a 5man party with level 11's with no wizzard, as 4pc's level 7. Again I love to give my parties and encounters distinct dissadvantages and advantages if they figure them out.

But yeah, looks like you have given this alot of thought :) I'm really jelly! I wanna join this!! :D

I'm afraid we're full, and it's a forum rpg in german, anyway.

The party is of medium power, I would say. Individually, they are built well, but they are somewhat lacking in tactics. They have a nasty habit of not staying close together.

Rolero
2015-04-19, 11:05 AM
I like the builds, look pretty balanced, but this party has very little ranged potencial. If your PCs figure this out and try a distance approach to the encounter, your only effective defense is the windwall of the cleric that will only protect you for a few rounds.

You have mentioned that they lack in tactics, so I guess you will be fine. But then again, I would recommend some extra support on that matter, just in case they suddenly get smart.