The party was initially comprised of A) A slightly modified Sorceror using a custom race focusing exclusively on battlefield control (He has yet to cast anything other than Glitterdust, RAy of Enfeeblement and Stinking Cloud B) A Human Monk and C) A human assassin, who after session one was changed out for a samurai. Wands of cure light wounds abound.
The modified sorceror just got a 0 spells per day at 3rd 5th 7th etc levels and a single known spell.
The bad guys where using the warrior class for "grunts" who otherwise had the warrior class, and everyone else got either the warrior or samurai class depending of if they where a hobgolbin or not.
Observations:
The sorceror is a very good player, and the custom race makes him extremely hard to kill. I've probably made a balancing mistake here - the character has an invisability at will effect that was boning most of the monsters. This is making this character extremely dominatant, but I imaigne this will taper off as more guys get the mage slayer feats et al. This was illustrated when the party fought a small time dragon, and this guy was nearly killed, and they didn't efeat it (Driven off by ray od enfeeblement)
The guy playing the monk is having a blast, and the class itself is a well rounded character with a variety of tactical options. All in all I love the balance here. My favourite of the classes.
The Assassin sucked. The player playing the assassin was probably the weakest player tactically, but even so, the death attack is bloody hard to set up. I don't know if it was me, the player, or what, but not very good *at all*. I offered to switch to full bab to make this more playeable, but the player wanted to change. The problem here was, imho threefold
A) The player, not so hot
B) The lack of feats for this class, and I failed here by not engineering something to fill the gap
C) The death attack is awesomely powerful when it comes off, but awesomely hard to set up. I was playing the monsters hard, and the player didn't get a huge number of oppotunities.
Anyway, they wanted to switch to a samurai.
The Samurai is awesomely playable. I was worried that it would blur with the monk, and it has to an extent, but the Samurai as built has nothing like the durability or tactical verstility, but on the flipside, tore a chimera out of the air in one round at the end of the last session. Suffers from a bit of a glass cannon effect.
Overall the party has a severe weakness to flying monsters, but the sorc just picked up fly the spell at level 7, and they illustrated its effects by savagely beating down a chimera in short order.
I'll post a more indepth report later, but I like the way it is playing out at the moment. For those who know the 'Red Hand of Doom' They are at the end of part one, and the setting is pseduo japanese.
