Rounding out the party


Rise of the Runelords


My group is about to start the Rise of the Runelords, having not played this AP before (actually any AP before), I was hoping on getting some advice about what class to play.

The party currently consists of a Bard (Buff/Knowledge focused), Battle type Cleric, Summoner and Ranger (Ranged focus).

I was originally going to play a Paladin, but I was thinking maybe a Sorcerer or Wizard may be a better fit.


When this party is engaged with an enemy with a high attack modifier, high str, and high hit points, who do you envision being the one that can stand up in a fight against it?

There are several fights in ROTRL where the challenge is something that can front-load damage and hits accurately.

If your cleric is volunteering for this job, or you believe the summoner's eidolon will be up to the task, by all means make a wizard, sorcerer, or even a vat-damned slumber hex spamming witch. (I may have some hang ups on this one)

If the cleric isn't up to that task, or the eidolon will be, at best, unreliable in it. Paladin might be your best bet.


MC Templar wrote:

When this party is engaged with an enemy with a high attack modifier, high str, and high hit points, who do you envision being the one that can stand up in a fight against it?

There are several fights in ROTRL where the challenge is something that can front-load damage and hits accurately.

If your cleric is volunteering for this job, or you believe the summoner's eidolon will be up to the task, by all means make a wizard, sorcerer, or even a vat-damned slumber hex spamming witch. (I may have some hang ups on this one)

If the cleric isn't up to that task, or the eidolon will be, at best, unreliable in it. Paladin might be your best bet.

Thank you for the response.

Tough fights are one consideration, but what of the rest of the AP. Does it require a certain level of spell casting potential to progress (if so, does the summoner and bard have the ability to cover it). I've played a couple of games where utility spells like teleport etc... where almost essential.

P.S I have played a hex spamming witch, please don't hold that against me :)


Magus is handy as you can do hand-to-hand when needed and still do spell artillery. But given the front-line cleric and the Summoner's pet... I'd say Wizard. Sorcerer is quite handy as well, but you'll find several spellbooks in the game so Wizard will be quite useful.


I'd actually suggest a Barbarian to round it out or Paladin if that's your preference. I suspect you're going to be in situations where you wish you had that front-line guy to get the enemy's attention and not the other members of this party.


I would go Witch for more arcane casting and hexs, Rouge for some stealth, or a combat maneuver fighter or maybe monk. Your party will find it much easier to beat on stuff when you have tripped, disarmed or blinded it with dirty trick.

edit: or the counterspell focused wizard/sorcerer. Mostly because I have always wanted to play one.


Thanks for the feedback.

I think all keep my original idea and play the paladin and see how the group meshes, But I'll keep a wizard/sorcerer/witch back up in the event we need one.

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