Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

RPG Superstar 2015

Tips on 4th party member


Age of Worms Adventure Path


Hoping to start playing AoW soon. Three PCs have already been rolled up: a human Unfettered (from Monte Cook's Arcana Unearthed rules, it's sort of a mean swashbuckler with sneak attacks); a half-elf sorceress with the Bloodline of Air; and an elf cleric of Corellon Larethean. Wondering what I could create to best compliment these characters for the AP; help appreciated. My biggest limitation is that I'd prefer not to play any warforged, or half-dragons, etc. (something human or at least vaguely human is preferrable). Maybe a paladin/bard would be fun?


I haven't played through the modules, but it sounds like a character with trapfinding might come in handy (e.g. a rogue, beguiler or artificer). My vote's for artificer if you can swing it.


I second the trap finding is good idea. However, I've have a rogue in the party I'm DMing over the first two adventures plus fire opal. The player is slightly frustrated that not quite everything the party blunders across is sneak-attackable. Still, if you're patient, flexible, and clever, a good rogue might serve you well.

Similarly, a ranger deeply interested in favored enemy: giant spacefaring hamster might hit a dry spell or two on the path as well. Other ranger ideas, however, could do just fine. See Paladin.

An additional cleric (with perhaps a different focus from the first to vary it up) would also hit the spot quite well. IMC, they seem to be well worth their weight in silver dust. This may not sound like reason to you, but in many cases, more can actually be merrier.

Paladin, also good idea. Meat shei- er, staunch holders of the very honorable and prestige-laden front line are always quite welcome. This is especially true when you've only got one guy standing between your lower hp or higher risk party members and oodles of damage.


A scout from Complete Adventurer may be a good option; trapfinding coupled with some good warrior type skills. A paladin or ranger focused on fighting undead and outsiders could be pretty good as well. A fighter can also be a big help.

If the sorceress has social skills, she'll be very helpful. But if she doesn't focus on interaction, a paladin, charismatic rogue or bard could be useful.


I've recently witnessed a particularly effective Scout; wielding a two-handed sword with high strength and lots of points in tumble, he's a very good damage dealer & I suspect that your party might need that role filling a bit more - my personal experience of Unfettered was that it made a good defensive class (using a heavy shield and combat expertise) but the sneak attack progression was too slow for him to play a key 'slaying' role.

Ofcourse, a dwarven rogue with high constitution could probably do just as well as a secondary melee combatant; plus with favoured class: fighter, you can 'dip' for two (or more) levels of extra combat feats, martial weapon prof. & bigger HD.
More dwarven goodness comes from taking the 'Improved Weapon Familiarity' feat and using a Dwarven Warpike from Races of Stone - that's a reach weapon, thereby further minimising the potential for harm coming to you in melee whilst still gaining that important flanking sneak attack! (Short Haft from the PHB2 is a useful feat worth mentioning for a 'Warpike' Dwarf)

Mongrelfolk (Races of Destiny) would be a more mechanically advantageous racial choice than dwarf (+4 con etc.), but I'm not sure if that would be to your preferance, as it's verging towards the only 'vaguely human' end of things.

Also note that the only Rogue ability that doesn't function when wearing medium or heavy armor is Evasion.

I hope all that was interesting for you,
Mat


Thanks for all the feedback. I'm leaning towards a human paladin after all (might even take level 1 in barbarian for the hp and rage; I'm picturing a very front-line kind of guy, that we currently lack except for the unfettered). But it sounds overall as if the lack of a rogue is gonna hurt us big-time. Maybe the sorceress (who is the social butterfly, as was guessed) can be presuaded to take Leadership at 6th level for a rogue cohort? We'll see how it goes. Hope we don't all die in the first adventure!

Liberty's Edge

(lol) if I was dungeonmaster, I'd put in an npc rogue who, along with doing all the traps and roguish stuff, also pickpocketed the pc's in their sleep. ;)


Heathansson wrote:
(lol) if I was dungeonmaster, I'd put in an npc rogue who, along with doing all the traps and roguish stuff, also pickpocketed the pc's in their sleep. ;)

Whatever I said earlier about wanting to play in one of your campaigns, I hereby withdraw.


Possibly try talking your DM into allowing the Unfettered to have find traps, as in ArcanaEvolved everyone effectively has it. That or possibly take a level or two of scout with your paladin. Biggest problem with the rogue in this campaign is the ammount of undead you'll be fighting, and if I remember right the scout's skirmish dice still affect undead. Artificer would be a very good choice too (as was stated already), with their ability to buff those on the frontline I think it would work well multiclassed with paladin.

If your liking the paladin idea that much, have you gotten a chance to look at the knight class out of PHB2? If I remember correctly it had some pretty cool stuff going for it.


Fraust wrote:
Possibly try talking your DM into allowing the Unfettered to have find traps, as in ArcanaEvolved everyone effectively has it. That or possibly take a level or two of scout with your paladin. Biggest problem with the rogue in this campaign is the ammount of undead you'll be fighting, and if I remember right the scout's skirmish dice still affect undead. Artificer would be a very good choice too (as was stated already), with their ability to buff those on the frontline I think it would work well multiclassed with paladin.

Good thought about the Unfettered; I'll see if that can be decided on. Multiclassed scout/paladin is a great idea, but doesn't fit the front-line combatant I think we need (the knight does, in spades, but I just don't like it as much as the paladin, to be honest). If artificer is some kind of Eberron thing, it's not permitted for this campaign (thus, no warforged either).


So Kirth -- what did the party end up looking like? You can't just leave us in suspense after 5 years. :-)

Paizo / Messageboards / Paizo Publishing / Older Products / Dungeon Magazine / Age of Worms Adventure Path / Tips on 4th party member All Messageboards

Want to post a reply? Sign in.
Recent threads in Age of Worms Adventure Path

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.