I am planning on running this once all of the books are out. I am starting my prep by doing a more thorough read through of the 1st three books to tweak etc. Are there any major landmines or things to look for based on your current experience running the AP so far?
Obvious this is a GM thread so spoiler tags as you feel appropriate.
My group will be 4 players, all but one very experienced players as gamers and experienced with the pathfinder system. We're currently going through RotRL with one of my future players as GM. 4 out of the 5 of us have known each other for 10+ years, so no typical group drama stuff to be worried about
For the escalation at the Gray Garrison;
Are the reinforcements split between the wardstone chamber and the rest of the garrison areas? The reason I ask, is the way it reads is that each escalation, more demons and cultists are specifically added to the chamber by Jeslyn, but it doesn't specify if this is pulled from the escalation troops on page 42 or if these troops are specific to the wardstone chamber are on top of these troops.
@j b 200
Did you consider having one of the NPCs be tied to the traits/back story of at least one of the players. I think encouraging the players to have background basing them Mendev, not necessarily in Kenebraes would be ideal. I would go so far as offering a free third trait for Mendev regional or Wrath of Righteous campaign trait.
Any chance this AP will be the one where support material will be oriented towards the GameSpace VTT? I have a "in person" group where I'll pick up WotR minis if there's a set but for my Skype group I'd like to run this and give our GM a break but I want to do it via VTT and save all of the hassles of cameras, battle mats and the like.
I just hit 10th on my Paladin for RotRL
Aasimar (Angel Kin)of Sarenrae
I will say the extra lay on hands was well worth the feat. However, the Oath of Vengeance never really has come into play for me personally. I am thinking of using the ultimate campaign to retrain out of my archetype (I think I can do this). To be fair, another player is a Holy Vindicator of Sarenrae and the 3rd is a Oracle of metal, so I get buffed/shielded and supported.
So then why even bother allowing people to roll dice for stats in the rules? Why not just state Pathfinder uses a point-build with 15 being the norm?
Not everyone may run APs. That's just the choice for the APs. I still think you can adjudicate having a greater point value without having the character's being trivializing the AP, especially if you optimize the party's foes.
This AP is supposed to be a high powered with mythic levels and such. I am planning to run this myself. Does this break the mold of typical AP point buy? If not, would running this with 25 point buy be terribly detrimental? Player base will be 4-5. I do plan on extensively reviewing the big bad and key foes stat blocks and potentially optimizing those foes, if necessary.
I am about to start a new game that is inspired by Kingmaker but is not the AP itself. Anyhow, we're doing a 15 point build. The other characters so far;
Right now, I am planning to do a Fetchling and go bow focused versus doing twf or shuriken based. We're starting at 3rd level. So far, I've taken precise shot and point blank shot. For my ninja trick, I took vanishing. I'll also probably take shadow clone and deadly range at least once.
I originally thought of taking the scout archetype, but decided losing uncanny dodge is too big a risk. If I went shuriken or some sort of shuriken/melee switch hitter, I think it would work well especially with charging hurler.
Anyway, anyone ever do a ranged ninja (short-bow focused) and if so, how did it work out?
For a bladebound/hexcrafter, is there any great need to get extra arcane pool feat at least once or just keep pumping the int. Eventually you get on par with the arcane pool (I think) than a normal magus they just end up being split between you and your black blade.
I am going to try to run one but run it with dervish dance (don't hate it's the 1st time I've finally been able to PLAY a Magus as a PC).
Elf with the extra arcana every 6 levels is just so good.
I have a melee build (1/2 orc) with cross blooded (Dragonic/Orc), my chassis for that was Barb 4/ sorc 1 DD 2. I might retool to Barb 4/ 1 Bard. As filling the caster slot, going cross blooded removes one spell known per level. I don't think I can take that hit. The whole concept with that was more focused as a natural weapon monster with spells focused on buffs before activating rage and going to town. This build is more about switching modes from caster to reasonably able melee presence. Due to our party size, I will be exposed to melee often.
@Morgen. One of my questions, is when do I dip into DD? I like that I have 3rd level spells before I hit the dead caster level of DD1. I did take magical knack to shore up the CL discrepancy. Right now, I sit at CL 7. I guess I could go 1 Fighter 4 Sorc 2 DD at 7th. Eventually I need to bring back those two caster levels. BAB 15 CL 16 at 20 seemed pretty balance. Although I think I get 4 of that BAB with the last dip in EK.
@Waiph. Appreciate the idea
I already have several pure magus built so I don't want to muddy those waters. I am just trying to see how best to get to a balance of caster/melee with what the DD seems to offer. I don't like to dip magus myself, but cool idea.
@Tandriniel. I am not sure if the Diabolist is on the table as a PRC that I could choose. I take it you had no martial class in that build then? What was your level progression past Sorc 5? Sorc 5/DD4/ Diabolist 3?
I want a pretty balanced mix since we're a 3 man party, our casters are exposed. One of our players already lost two characters both arcane casters. So, he went oracle of metal, so this would fill in the arcane caster slot. My current character is a paladin so this is a potential back-up. With the full 20 level build, my BAB is 15 and CL is 16 though again I doubt we'll make it to 20. We're playing RotRL and are about mid in book 3.
For the DD, do you dip into it as soon as possible or do you front-load all of your sorcerer levels first?
I am planning on trying to do a beast caster type, where my melee and magic are balanced. Even though I've planned out to 20, we likely won't get that high. I am guessing AP goes to 15th to 17th. So,
is it 1 martial 4 sorc then immediate dip to DD or go 1 marital 6 sorc then start the dip at 8th?
Also, is going cross-blooded too much of a hit to the casting capabilities. I was either going to do Draconic/Abyssal or Draconic/Orc
Shout out to Oterisk's guide to the Dragon Disciple
Any build relying on multiple attacks with similar weapons. It seems beneficial for natural weapons such as claws, though you could take Big game hunter as your 1st level feat but that's not a consistent bonus. I've builds centered around cleave/cleaving finish etc include weapon focus. I've seen a fair number of ninja builds take it to off-set twf penalties.
I am trying to optimize a build around a character concept, so it's not 100% optimization as I believe some choices made for concept are likely sub-optimal. This would be a replacement character in a campaign where the party CL is 7th. Replacements get WBL for gear. I am not worried about stats, I am comfortable with that.
Anyway, the concept is a 1/2 orc tied to aspect of a green dragon, fighting style is natural weapons.
1/2 orc with Toothy
For Barb, I took lesser fiend totem giving me a gore attack when I rage
Bloodlines are Draconic and Orc.
Feats so far;
The feats towards claws are they are my most reliable and available base attack. I can use my bloodline power to get more powerful claws + bite, but the rounds per level are limited. So, I can fall back to my baseline claw attacks from aspect and the bite from toothy.
When I rage and use bloodline, I'll have 2 claws/bite and a gore attack. Even if bloodline is not available, I'll still have the same attacks if I rage but my bite will be weaker.
I've never played a DD, so any advice from those who have experience, especially as a natural weapons melee DD would be great!
Here's an idea, you can use the background generator and just say that there's no mechanical bonuses. Even the best writers get writer's block and even RPers have dry spells deriving character backgrounds without relying on common tropes. Also, you don't even know what the other 3/4+ of the book has to offer. Seems knee-jerk to pass judgement at this point. To each his own.
The easiest way to work around this in your home game is simply this;
Allow the 1d3 damage cantrips to be taken as touch spells instead of ranged attacks. Arcane mark crisis avoided and frankly 1D3 damage isn't going to make a hill of beans difference in the grand scheme of things, especially past say 5th level.
I am playing with a character concept of a fighter (2 hand archetype) with a scythe and one of my feat chains I am considering is around trip, but it seems that combat maneuvers start falling off in effectiveness at higher levels. Wondering where that breakpoint seems to be to start retraining away? I've only played until 7th level across multiple campaigns, but looks like we will likely see high levels with our current campaign (RotRL)
What's the anticipated delay, if any, with having VTT related products delivered as part of a new AP rollout? For example, Wrath of the Righteous rolls out, when would we expect to see a WoTR VTT set of AP specific maps, bestiary icons that would integrate in with Game Space?
Also, are there any existing APs that are on the table to be first for any sort of retroactive adoption into Gamespace. My hunch is RoTRL might be one, but just curious.
#1: What lvl are you starting at?
It would be a replacement character for RoTRL. We're in Book 3, so 7th or higher depending on if/when my main could die.
#2: Are you an Elf?
No specific race preference.
#3: What kind of caster is the Wizard?(blaster, controller, buffer, etc.)
Blaster from what I can tell. It's a replacement to the sorc who died a couple sessions back.
#4: Do you as a have a personal preference between melee or spell casting?
No personal preference but considering the archetype, leaning to melee.
#5: Do you prefer blasting spells, or save vs suck spells?
In this case, more buff focused supplemented by key touch spells. My staple would be shocking grasp, chill touch etc.
For feats. I assume intensify spell is still used. However, since you have less swift action options, does Arcane Strike become more desirable? I assume Lunge is still a decent options. Any benefit to take the fighter like feats earlier in the build such as Weapon Specialization etc?
For arcana, do you do arcane accuracy or wait until you qualify to the arcana that allows you to attack against touch AC by expending 2 AP?
I am so ready to try this. The public beta can't come soon enough. I am certainly willing to pay to have tokens and maps etc from APs easily accessible. Online campaigns simply work better now for my group of friends and I want to run Carrion Crown and the Wrath of the Righteous (when it comes out) via VTT.
First and foremost, I understand that the features Kensai trade with just being base or Bladebound magus are significant. I am OK with the trade. I would be the main martial presence in our four man party followed up by our ranger/rogue. Rounding us out is a wizard and a cleric of Sarenrae (Fire/Sun) type domains I believe.
For those that have played out this character, what worked well in terms of feats/equipment choices etc and what were some things that you would change up?
Is it better to just augment the martial leaning of the kensai and try to get it as close to a full BAB character with some nifty tricks or does the staple shocking grasp crit fishing still work well enough?
I assume a strong variant of this is also doing dex focus and going the dervish dance route. Has anyone made a str based combo work? Seems like stats would get super thin.
Just curious as to what the reality is vs the perception of how well this class works out.
Thanks in advance.
Best to check with your GM. In Rise of the Runelords, I play a Paladin of Sarenrae with Oath of Vengeance. While her tenets are redemption etc, she does have a side of her faith where those beyond redemption meet fiery justice. We've played this as a faction or order within the faith. If you come to the table with something more than just a mechanical want, your GM might be more open to the idea.
If you're going to take Extra LoH so many times, you may want to consider swapping out 1 or 2 for Radiant Charge as an offense nova option or Greater Mercy.
Greater Mercy would be best taken at low levels while Radiant Charge at later levels.
Even though you don't have a lot of magic options, The Magical knack trait can serve a Paladin well.
I play a Angel-Blooded Aasimar for the favorable stat array but I went the 2 handed route. Human is of course a good choice.