| Bag of Marbles |
Repeatedly I see Inventor and Alchemist come up on lists of the worst classes in Pathfinder - either confusing to play, very situational, or just underpowered.
Considering that two of the three recommended classes for this AP are underwhelming - AND I'm considering this to be a group of teenagers' first experience with Pathfinder - maybe I should pick another Adventure Path?
Bit late, but: yeah, I'd pick another AP or homebrew something. The OOA Player's Guide is fine for flavor and lore, but atrocious for making useful build choices, because it prioritizes being on-theme over being up-front about what will actually be effective/fun to play. My group is currently about 3/4 of the way through this AP and the party gunslinger is having an awful time--too many mindless enemies with physical damage resistance, so there's not much the character can do. And the PG puts Religion, Occultism, and MEDICINE (?!!) on the "Not Recommended" list--all three of which have proven to be either incredibly useful or absolutely necessary.