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General Tabletop Discussion
*Pathfinder & Starfinder
Party Levels, CR, and Those Wacky Stats!
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<blockquote data-quote="Elder-Basilisk" data-source="post: 606470" data-attributes="member: 3146"><p>25-32 point buy makes perfectly respectable paladins and monks in my experience. Of course, 25 point buy characters are weaker than their higher point total brethren no matter what class they are but at 32 points, a Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 15 human paladin will be just fine alongside this companions. (25 point monks are a bit tricky--I'd probably go Str 14, Dex 13, Con 14, Int 10, Wis 14, cha 8 which doesn't look impressive until you realize that the fighter is probably Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 10). Characters like that are just fine with handling orcish barbarians, wererats, kobold sorcerors, and other standard first level challenges--heck, they could probably take on the manticore or hippogriffs that've been terrorizing the countryside (although some of them may die (and probably would against the manticore)--but risk is to be expected in D&D). If I want to have a really grand quest for the characters, I'll start them off at higher level rather than with higher stats.</p><p></p><p>But that's not really what you're looking for on this thread. Here's what I'd do: Treat them all as if they were one level higher for purposes of challenges and XP and see how it works. (Their stats are really high--potentially high enough to be +2 levels by themselves if your players make the most optimized use of them but it's best to start off conservative on things like this). If stuff is still too easy, go up to two. And I'd scale encounters etc by adding more monsters rather than by advancing the monsters you'd otherwise use. (Except in the case of creatures with gaze attacks (frex, Medusae or Umber Hulks) or presence effects (frex, Mummies)--the necessity to make multiple saves in the initial round could potentially devastate the party (every time I've used a mummy, half the party seems to go down to despair)).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 606470, member: 3146"] 25-32 point buy makes perfectly respectable paladins and monks in my experience. Of course, 25 point buy characters are weaker than their higher point total brethren no matter what class they are but at 32 points, a Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 15 human paladin will be just fine alongside this companions. (25 point monks are a bit tricky--I'd probably go Str 14, Dex 13, Con 14, Int 10, Wis 14, cha 8 which doesn't look impressive until you realize that the fighter is probably Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 10). Characters like that are just fine with handling orcish barbarians, wererats, kobold sorcerors, and other standard first level challenges--heck, they could probably take on the manticore or hippogriffs that've been terrorizing the countryside (although some of them may die (and probably would against the manticore)--but risk is to be expected in D&D). If I want to have a really grand quest for the characters, I'll start them off at higher level rather than with higher stats. But that's not really what you're looking for on this thread. Here's what I'd do: Treat them all as if they were one level higher for purposes of challenges and XP and see how it works. (Their stats are really high--potentially high enough to be +2 levels by themselves if your players make the most optimized use of them but it's best to start off conservative on things like this). If stuff is still too easy, go up to two. And I'd scale encounters etc by adding more monsters rather than by advancing the monsters you'd otherwise use. (Except in the case of creatures with gaze attacks (frex, Medusae or Umber Hulks) or presence effects (frex, Mummies)--the necessity to make multiple saves in the initial round could potentially devastate the party (every time I've used a mummy, half the party seems to go down to despair)). [/QUOTE]
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