GMs Out There: What Races and Classes are You Hoping For / Allowing?


Hell's Rebels

Grand Lodge

Simple question for everyone who's going to GM this (Will likely do it myself after a homebrew and Emerald Spire), and I figured I'd ask what set ups you think would be fun to GM for in this adventure path?


Ehm, to early to tell?

Silver Crusade Contributor

Gratz wrote:
Ehm, to early to tell?

Same. While I'm super excited for this Path, I need to know a wee bit more. That said, I'll probably be restricting races/classes a bit more, as I ran Council of Thieves with no restrictions and... while I'd hesitate to call it a failure, I wish I'd held things closer to a central theme.

If I were to play, though, first impulses are tiefling or Low Azlanti; eldritch delver in the latter case. I love the gillwoman in the ARG. :)

Silver Crusade

I certainly know what I want to play.*

On the GM side though:

Definitely allowed races:

All core races
Tieflings
Aasimar
Strix(with special considerations)(hey, this is the most appropriate AP for strix yet)
Aquatic elves(with special considerations)
Gillmen(with special consideration, definitely nixing the aboleth headjack aspect)

Most other races are open too, with the requisite hashing out how to fit them into the campaign.

I was quite serious early on when I said I was torn about playing a dashing rogue type or an honorable paladin type traversing the social minefield that is

Major Hell's Rebels spoiler even if it was like in the reveal posts for it:
that masquerade ball.

All non-obviously-a-bad-idea classes are open, so basically no anti-paladins and clerics of Asmodeus. I'd mention that it's likely to be a social RP heavy AP though, and that anyone invested in that would have time to shine throughout the campaign.

*The WotR group I'm in actually cobbled together an entire family to choose PCs from for this AP, with a just a touch of Dragon Age 2 influence. Only two of us have managed to make definite choices so far.


For something like this, I'd probably go with:

Races: CRB, plus tieflings and aasimar.
Classes: CRB, UM, UC, and ACG, but no gunpowder classes or archetypes.

I would strongly suggest that my players take a common background and build their races and classes from there. For example, "We're traveling mimes" or "We're children of 2-3 noble families."


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A lot depends on what options there are in Occult Adventures. If they allow the kineticist to infuse positive/negative energy (or anarchic/axiomatic/holy/unholy) in their blasts, a tiefling hellfire pyrokineticist could be interesting. Or an aasimar holy hydrokineticist.

A halfling mastermind investigator may also be a pretty good fit, given what little we know about it so far.

Silver Crusade

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Dragonchess Player wrote:
holy hydrokineticist

longing eyes


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My daughter has a CG Suli Monk (Martial Artist) named Korra (Curse you pop culture!) she's been wanting to use somewhere but hasn't found the right AP yet.

our current expeditions, if you wanna know:-) no actual spoilers, just didn't want a gigantic post eating away at the thread:-p

:
She has a Half-Elf Bard (Sea Singer, of course) named Maxsene or "Rummy" her catchphrase is "You gonna finish that?" followed closely by "Gone! what'd you mean the Rum is all gone!" (she's almost 11 all her characters have catch phrases) we're also about to start Iron Gods, which was supposed to be started, oh around Halloween (Life happens) her character for that is an Android Fighter named Ann that wants to kill all humans, is saving up for a Chainsaw and has the catchphrase "Nice to meet you, now I'm going to Cleave you"

my wife has an Elven version of Tankgirl named Po (Savage Elf Rogue (Numerian Scavenger)

thanks that was fun:-)


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I am pretty open with what I allow. As of now any class, DSP classes, PrC's and races outside of the CRB are on a case by case basis. I have never really turned a race down. I just don't want to say "everything" just in case someone finds something that might be an issue.

Silver Crusade

I feel Tieflings definitley deserve a spot seeing how we are in a devil worshiping country.

Aasimar could have a good place as well because I think certain celestial beings may have eyes on breaking the hold Asmodeus has on Cheliax.

Other than that, I'm not entirely certain what races would be especially appropriate for the setting

Silver Crusade Contributor

Phylotus wrote:

I feel Tieflings definitley deserve a spot seeing how we are in a devil worshiping country.

Aasimar could have a good place as well because I think certain celestial beings may have eyes on breaking the hold Asmodeus has on Cheliax.

Other than that, I'm not entirely certain what races would be especially appropriate for the setting

This might - might - be one of the few times where strix are on-theme. I'm thinking about a Low Azlanti concept. Of course, it'd have to be an NPC, since I'm probably running it. :/

If I bring in NPCs, though, they're likely to be refugees from the Westcrown situation. The forces of good are... unlikely... to triumph in my Council of Thieves campaign.

The Exchange

I pretty much allowed every half-race of human except Fetchling.
I allowed strix with the clipped-wings trait, and added a Fly 3 Ranks pre-requisite to the feat that negates the trait.
I also allowed a few DSP Psionic races, and all of the CRB races.
(Elan, Half-Giant)


I'm going to have a halfling, a half-giant, a tiefling, a human, and one more to be named later.

i'll allow quite a bit, if a player isn't happy with a character, it really takes away from the game. I do expect an explanation, though. If you want to play an X, you need to explain how you got to Kintargo and what makes you stay.


I'm allowing all sub-20 RP paizo races except the svirfneblin, and for the first time ever, allowing Strix. While you'll need a pretty complex and detailed backstory for something like a Lashunta or Vercite or Drow, I still allow it.

Classwise, anything, though I buffed unchained monks, rogues and kineticists, with a tweak/nerf to gunslingers.

Plus allow any of my homebrew/converted classes/races like the warlock or ouroborn.


No Strix (wings are annoying at low levels) or aquatic races except Undine, mostly because they're water dependant and I don't want to run the risk of this turning into Pathfinder The Little Mermaid, also no Svirfneblin, Drow or Duergar.

I don't restrict classes beyond it has to be for pathfinder, if it's third party, Unchained or ACG they have to bring their own because I don't have it :-)


captain yesterday wrote:

No Strix (wings are annoying at low levels) or aquatic races except Undine, mostly because they're water dependant and I don't want to run the risk of this turning into Pathfinder The Little Mermaid, also no Svirfneblin, Drow or Duergar.

I don't restrict classes beyond it has to be for pathfinder, if it's third party, Unchained or ACG they have to bring their own because I don't have it :-)

Never really had too much difficulty with flight honestly. Strangely not as disruptive as I had expected and it's really easy to get 'flight' early on if you badly want it as a player anyway.

Dark Archive

Oh i'm allowing my players to play any race,

But..... I did note that if you are the only ifrit in the town....You might be easy to spot.

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