Is a creature too powerful ?

AC 26 is low. Tanks (75%missing you chance) need 33 at level 9. Your AC is closer to 2nd tier like rogue/skirmishers (AC 28, 50% missing).

It isn't bad like 23 (25% missing).

I suspect the enemies miss Fighter 40% of time which is why he is being cut up.

I mean you could easily afford Full plate +2=10, Dex mod +3 (armor training), Ring of Pro +2, Amulet of NA +2, and Dusty Rose Prism = 28.
What creatures are you fighting?
Remember: Monster Creation - Pathfinder_OGC
CR 9's have +17 hit possible (they miss AC 26 on a 9, which is bad).
CR 8's have +15 possible (they hit on a 11, also bad).
CR 7's have +13 possible (they hit on a 13, better but not a good tank).
CR 5's have +10 (need to roll a 16, now he can tank)

So he is able to handle CR's 4 lower without issue, his armor is not good otherwise.
 

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Even if the cleric is derelicting his duty and not healing the front line, that would mean the fighter would be dropped the SECOND round, not the first. I too am curious how that fighter is falling so quick.
 


You guys cant coomment or complain about the fighters gear, this is no basis to say his ac is to low...If he is playing in a low magic campaign, full plate by itself would be great.

Im guessing the DM is using more difficult encounters then necessary.
 

You guys cant coomment or complain about the fighters gear, this is no basis to say his ac is to low...If he is playing in a low magic campaign, full plate by itself would be great.

Im guessing the DM is using more difficult encounters then necessary.
Low magic means the gear isn't up to snuff, so yes, it is a valid consideration. In a low-magic game, the PCs won't have numbers up to the average amount assumed in the Pathfinder rules, so monsters will be tougher than they would be in a standard-magic campaign. Therefore, it amounts to the same thing as the GM throwing too-tough monsters at them, if it's a low-magic game and the GM is using monsters of the same CR that would be used in a standard game.
 

Also why is the summoner going around with his eidolon unsummoned? I mean can't those just hang out with you all day assuming they don't get roasted?
 


Sounds like our Pathfinder Campaign- except we have 2 dps/tanky types that sit anywhere from 25-35 AC depending on how offensive/defensive they want to be that round.
*Possible Spoiler info incoming*

So we're level 10 now, heading up against giants in RotRL- and seriously wth. I understand a little difficulty bump, but it's getting pretty rough- even when maintaining the highest possible AC. Either our GM is rolling stupidly well, or something is wrong.

Our damage output is severely crippled while turtling up for max AC, and we're still getting thumped from all of the attacks. Our ranged damaged folks are able to chip away at them, but we need a way to get our AC even higher... (and we're already doing everything mentioned earlier).
 

Sounds like our Pathfinder Campaign- except we have 2 dps/tanky types that sit anywhere from 25-35 AC depending on how offensive/defensive they want to be that round.
*Possible Spoiler info incoming*

So we're level 10 now, heading up against giants in RotRL- and seriously wth. I understand a little difficulty bump, but it's getting pretty rough- even when maintaining the highest possible AC. Either our GM is rolling stupidly well, or something is wrong.

Our damage output is severely crippled while turtling up for max AC, and we're still getting thumped from all of the attacks. Our ranged damaged folks are able to chip away at them, but we need a way to get our AC even higher... (and we're already doing everything mentioned earlier).
I'd start by asking what the party composition is. A good mix, preferably a few heavy damage dealers is best.


You could do some 4e style calculations... Damage Per Round, for each character and each monster, and figure out how roughly how the fight will resolve. These exercises can be useful in determining how challenging a fight will be. You may be surprised. (Mike at Sly Flourish: D&D Tips for the 4th Edition Dungeon Master did exactly this for his high level 4e campaign.)


IMO, the players should be able to paste a bad guy if they prepare properly. If they do not think... or at least react properly... they deserve the fatal beating they are about to receive.

The DM has to figure out how much warning the players need to survive. i.e. leave clues or hints at danger. (Typically this only occurs with 'boss' fights.)
 

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