Hayato

Drizheim's page

Organized Play Member. 29 posts. No reviews. No lists. No wishlists. 6 Organized Play characters.


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Don't be fooled. While thematically appropriate, this it not a good AP for a Hellknight. It's unfortunate, but Smite Chaos is hardly ever usable and if so, only against smaller encounters or fights. Most of the enemies are Lawful or Neutral Good. The other issue is that Hellknight is not a good prestige at all, so it's a bit punishing thematically to play one.

If you want to be a Lawful Evil knight, I'd highly suggest just being a full cavalier, antipaladin, or fighter, and just theming it as a Knight. It's equally thematic and doesn't force dead class features on you.

If your players still want to do it, I'd just recommend giving them a fair warning.


Two Headed Snake wrote:

Ghost town!

Has anyone ran the encounter(s) in the Black Dagger's hideout? I'm reviewing now, and actually a bit worried that they will bluff/diplomacy/generally weasel their way out of as much confrontation as they can before Tilo...which is a shame cause I'm looking forward to tossing Ghast Retch flasks at them!

It really just comes down to what you and your group enjoy, but frankly, there's always plenty of mandatory combat in APs. When my players try to talk through an encounter rather than fight it, not only is it more interesting and more enjoyable, it also means they're invested in the world you're putting before them, rather than just rolling attack dice at it.

You should just take out the diplomacy aspects altogether if you'd rather just run it as a combat gauntlet. It was pretty easy for my group to beat these encounters. I find fights with a lot of 'rogue' elements tend to be pretty easy for a informed group to handle.


I'll keep it short and simple. Starting level 1. We will discuss what AP to run. Just post here if your interested or contact me via e-mail.

eriktheradspin@gmail.com

Will be considering the following APs. Please, please be honest about whether or not you've done it. Want it to be a fresh experience for all.

List of adventure paths being considered:

Kingmaker
Serpent's Skull
Carrion Crown
Jade Regent
Wrath of the Righteous
Skull & Shackles
Reign of Winter
Mummy's Mask
Giantslayer
Hell's Rebels
Iron Gods

At least 3 spots open right now, possibly more.

Thanks for your time.


Eltacolibre wrote:

-Thrall, Orc druid with the Air Domain. Grab warhammer proficiency and an adamantine warhammer to represent doomhammer.

-Muradin , Dwarf Stonelord.

-Malfurion, Elf Druid.

-Chen the brewmaster, Pandaren Drunken Master, you even get the firebreath.

-Illidan, Elf Yokai Hunter (ranger archetype) with two weapon fighting combat style. You'll get blindsense, more damage vs oni (demons) you'll have to allow evil outsiders to be on the list. Use the elf only spell Blend to hide in plain sight literally.

I think Stonelord works, but I'd probably prefer to make him a fighter, just because you can replicate some of his abilities well enough with feats without having to be LG (since he helped Arthas do some questionable things).

Malfurion... yeah, he's pretty straight forward. You can even get that Elf ARchetype that lets you have a treant as your companion.

If I did Druid thrall, I'd probably top it off with a two level fighter dip for the warhammer prof and also to represent that part of his life where he was a gladiator.

Illidan... I do think Ranger is probably the best single class fit for him, or maybe Bloodrager.


I noticed there was a similar thread talking about converting WoW favorites, but what about the classic heroes? The original ones, the ones before WoW.

Such as Turalyon, and Khadgar, and a bit closer to present, to talk about Thrall and Illidan (before going full demon). What would these characters be like as not demi-gods when they were still heroes, but not legendary?

So with a level 13 cap, and using no more than a 20 point buy, I'd like to see some ideas. In regards to Thrall, thanks to the Advanced Class Guide, we now have a literal Shaman class, though unfortunately this class can't do chain lightning (but only wizards/sorcs/magus can). More than anything, I think the spiritual profile + the hammer would be a good start. I could see an argument for Fighter/Druid maybe?

And Illidan. My friends had a long conversation trying to figure out what the hell he would be (again, pre-demon). Inquisitor? Sorcerer? Or just a multi-class nightmare in general? I think maybe Inquisitor or Sorcerer with high physical stats could work. Magus would work if not for Illidan's iconic dual-wielding.

The third character I was considering might be arguably the easiest. Arthas, before Lich King. You could just blow through with him as a paladin and have it pretty nearly true. I could see a Magus as well, but overall, something combining melee and magic.

Arthas Menethil
Level 1 Paladin
STR 18 (+2 to STR)
DEX 10
CON 14
INT 12
WIS 10
CHA 13
Weapon: Warhammer +4 (1d8+6)
AC: 15 (Scale Mail, something heavier if you had the rich parents trait likely)
Feats: Power Attack, Toughness (Bonus Feat)
Alternate Racial Traits: Dual-Talented? Possibly add the +2 to DEX or CHA?

Summary: This is just a foundation, but I don't picture him as a high-wisdom type paladin. It'd even fit if you swapped out his channel at higher levels for Oath of Vengeance. You could pick the Divine Bond for a greatsword and call it "Frostmourne," though in the lore, his horse, Invincible, was supposed to be pretty formidable too. I'd definitely get Extra Lay On Hands eventually to perpetuate his healing ability, and his smiting one, if you get oath of vengeance. Aside from that, I'd likely put all of his ability points into STR save for one into CHA. He was intended to be fairly handsome and charming, despite becoming ends-justify-the-means at the end of his character arc.

I'd love to see some other ideas and hear feedback!


My group is about to start up Iron Gods and since it's a pretty unique sounding adventure path, we're all kind of unsure what to play as. The way it sounds makes it seem like lots of constructs, androids, and aliens (possibly aberrant in nature and uncrittable?)

It seems the last thing we really want to do is be a stealth-based/precision damage based party, which was our original plan until the DM told us which AP we were doing (Rogue, Vivisectionist, Swashbuckler, Snake-Bite Striker [Brawler with Sneak Attack]). We also don't have access to the Technology book (DM is still reading it) so we're not sure how good lasers and what not will be, and if that technologist feat is going to pay off.

Does anyone have any tips or advice (that don't spoil the story) for a group about to go in? For example, I know in Rise of the Runelords (SPOILERS FOR RUNELORDS) if you're the only wizard in the group, you essentially collect more spellbooks than in any other adventure path and become spell-rich. Also, there's lots of giants..


I believe there were some past topics about a Solid Snake (aka David) character build, but I thought I'd reopen it. More or less, I think it would just be along the lines of an infiltration rogue with a high Dex/Int and above average Str/Con. He would also be an equipment junkie, carrying an item for most situations. Facing the reality of pathfinder scores, Charisma would likely be at the bottom of the list.
Assuming Human of course, I think it would be good to swap the bonus feat for focused study (starting with stealth), eventually get a repeating crossbow or put a single level in gunslinger. I considered full gunslinger, but it's almost like you're Revolver Ocelot at that point. You'd also have to possibly get Improved Unarmed Strike to compensate for his hand-to-hand skill.
As for Ocelot, full gunslinger with quick draw, rapid reload, pretty straight forward.
Big Boss would more or less be the same as Snake except maybe different alignment and more priority on charisma/leadership (despite them being clones, I was just thinking about the charisma when you consider the different paths of their lives). Assuming the much older Big Boss. The other characters I'd be interested on hearing opinions for are Raiden and possibly Liquid or Solidus.

Solid Snake scores (rolled up using 4d6, drop lowest)
Str 15
Dex 18 (Human +2)
Con 13
Int 16
Wis 12
Cha 12


TimD wrote:

Here are a few more:

Scions of the Devil’s Pact – all of you are the children/ grandchildren / great grandchildren /etc. ad nauseum who were promised to a devil one or more generations ago. Now the price (you) is coming due and you must either submit or find a way free.
Variants would be that you were all discovered by those who seek to free you from this pact before it comes due and you are trying to find a way to win yourselves free of the debt or otherwise find a way out of being owned by the devil(s) who have a lien on your future / soul / services / etc. ; or that you are the parents of those who will be taken and have just recently discovered the existence of the pact and must find a way to keep your children safe.

Scions of the Great Bane – all of you were adopted and have recently discovered that you are the children of one of the greatest evils your world has ever know. For whatever reason, that great evil left you in peace. That evil has recently fallen and those who are seeking their power, fortunes, and place will view your very existence as a threat.
Variant would be that you are the children of (or actually resurrected) the enemies of the great evil above, who has discovered some threat that they are unable to face alone. They have brought you forth / brought you back due to the belief that you could make the difference between victory and oblivion for untold lives (including your own and those of your folk).

The Last of the Great Clan – you are the last of your people (perhaps the last true blooded of one of the clans wiped out by the World Wound) and have been hunted by ancient evils for as long as your people have existed. Your fate is to find a way to purge your lands of the evils which drove you from them, even if it means that your once great clan will be no more.
Variants would be evil themed versions (last of the drow, last of dopplegangers, etc.) where you must find a way to remove all records of your existence or find a way to bring your people...

We've done something similar to the last of the great clan as dwarves, but all good ideas with story themes that can drive a campaign.


Damn, forgot about the ponies.


I'm looking for some good idea for group themes. Our group did a campaign with an all dwarf theme, inspired by The Hobbit, and now we're talking about emulating super heroes (Batman, Green Arrow, Wolverine so far). Anyone have any other good/cool theme ideas? Anyone who suggests Smurfs, Samurai Pizza Cats, or Carebears can kindly leave the universe (though in the event, dibs on papa smurf).


Trogdar wrote:
Granting the class some spell likes for each color type would be a great addition to the class in general actually. Very flavorful. If you keep it at 3/4 bab you might grant it the half dragon template over the class level progression. There is actually a lot of options if you think about dragons and dragon related features that already exist within the system.

Yes, I started looking over some of the other dragons, it really does add a strong theme. Blue dragon types get illusion SLAs and the like, I think that would be a perfect addition to bring it on par with other pathfinder classes before changing anything else. I was thinking maybe every 3? or 4 levels, they get a new SLA at will.

Right now, I'm at this:

A. More Skills (4 or 6)
B. Aura Changes (I think they should have less auras, such as 4 or 5 in total, and make each aura stronger since at least half of them are pathetic)
C. Add thematic SLAs based on dragon type (Deciding if they should be at-will or a number of times per day: thoughts?)
D. Full or 3/4th BAB (Personally, I'd like to balance the class for Full BAB, but I'd live with 3/4ths)
E. Increased breath weapon damage and no use of metabreath feats (15d6 at level 20? or full 20d6?)
F. Some other combat addition. Natural Weapons? Energy attacks a number of times per day?

Any feedback by anyone reading is appreciated, just brainstorming/building right now.


Zathyr wrote:

Well I would probably update their healing to work like Pathfinder's Paladins (complete with mercies - maybe with extra mercies, actually). For giving the breath weapon a little extra without metabreath feats, I would take a page from the 3.5 Warlock class and add something like their eldritch blast modifying invocations. Or maybe just write it up so it'll work with a Conductive weapon? That's a pretty big buff.

As for a capstone level 20 ability, I think a dragon form ability fits well there. Maybe swift action to change form, 10 rounds/day, not necessarily consecutive. Maybe more. It's hard to say how it balances with other level 20 abilities. I can brainstorm on it. I liked the class too. :)

I think it would be better if it's something that coincided with the dragon color you picked, preferably not something energy related since the class already has to worry about creatures immune to its breath weapon, but to begin figuring out what those would be, I would also alter a lot of the at will powers and possibly the skills gained by dragon type. Honestly, I think the whole what-you-get-by-dragon-type needs to be overhauled, especially for pathfinder, other than the energy type for each dragon.

However, based on what we have, for a level 20 ability, let's say you picked the red dragon as your totem. Maybe for level 20, you could get a permanent +2 STR, discern location and find the path at will. This may be too weak or powerful - just brain storming right now. Overall, I would integrate each dragon's unique spell-like abilities more into the class, make you -more- like that dragon color rather than "here's two unique skills, one spell-like ability at will, and a energy breath weapon" as the only difference. Maybe instead of at will, give them more SLA's and give them a point pool similar to grit - by level 20, here's all of a red dragon's unique spell like abilities (total of 6) and they're usable a number of times, in any combination, equal to your CON modifier (since that's what breath weapon also uses, so keep it CON for class synergy).


I might agree, but I think the key difference between Dragon Shaman and Dragon Discipline originally is DS is more front-line with auras, armor, and (at the time) a much better version of Lay on Hands where as Dragon Discipline supplemented a sorcerer's survivability, gave him some neat dragon themed abilities, but altogether somewhat weak too.
In pathfinder, dragon disciple is way better and Dragon Form is great for them, but I think it would be unique to keep the role difference and more interesting. A dragon themed class that, rather than changing into a dragon, gets a lot of a dragon's toughness and powers first hand. I agree the breath weapon is somewhat weak, but it is identical to a dragon's and can be used a lot more than a wizard can use fireball (unless he memorizes it many, many times).
I would have to be more for strengthening than removing it, to keep it different from dragon disciple, otherwise both classes end game is to go into dragon form when in a bind and there wouldn't be too much difference otherwise.


http://dndtools.eu/classes/dragon-shaman/

First of all, there's a lot of consensus that the class has some shortcomings. In converting them to pathfinder, I think there's an argument to give them d12's first of all (as dragon disciples get) and also to argue for some abilities to come at earlier levels, such as wings, when compared to the sorcerer bloodline.

But if you do that much of a conversion, rather than just a straight take over, what would you argue for their 20th level finale feature to be? Just interested in hearing opinions on how to convert this class. I like the idea and theme of the class, but some of the mechanics and features are a bit disappointing. Most famously, in the book (PHB2) they didn't have Knowledge (Arcana), but I think it was ret-conned; being a dragon anything without any knowledge of dragons would be a bit stupid.


I'd just like to hear input on my character as he stands. Criticism, compliments, or questions are all welcome.

My group consists of a brawler (me), gunslinger, slayer, and a bard/rogue/arcane trickster. We have fairly good teamwork most of the time, I'm essentially the tank due to my hit points as of now.
I have placed skill points for roleplay reasons and picked leadership for a roleplay reason as well (role-wise, there's likely at least a dozen other feats I should've gotten). Considering getting Iron Will at 11th due to a lot of Will saves in our campaign. Last session alone had me make at least four. Scores at 1st level (in order): 18, 17, 17, 14, 14, 12. I know, even the DM shat himself basically and said it was the best he ever saw with 3d6. Click the link for more detailed info than what I've shown here.
Thanks for your time guys!

Ajax Harvey, "The Dragon"
Male CG Human Brawler, Level 9, Init +6, HP 55/125, Speed 30
AC 26, Touch 19, Flat-footed 19, CMD 34, Fort +13, Ref +12, Will +6, CMB +15/+10, Base Attack Bonus 9/4
+1 Unarmed +16/11 or +14/14/9/9 (1d10+10 (PA: +19), X2)
Javelin (X4) +14/9 (1d6+6, 19-20)
Sling (X20 (10lb)) +14/9 (1d4+6, X2)
+2 Mithril Chain Shirt (+6 Armor, +5 Dex, +2 Natural, +1 Deflect)
Abilities Str 22, Dex 20, Con 22, Int 14, Wis 14, Cha 12
Condition None
(4th lvl ability point [DEX]; 8th lvl ability point [CON])
+2 saves vs. Paralysis, Sleep, Stun effects
+5 CMB/CMD for grappling
+1 CMB/CMD for tripping
+1 attack rolls in surprise round


Bardess wrote:
What about Investigator?

I only recently read through that class and I'd be interested in hearing opinions on a mostly or full investigator build. I think there's a strong argument for it, more so if you consider Batman when he teams up with other heroes - usually compared against superman and others with super strength/abilities, Batman is the problem-solver, the know-it-all, the detective, and the plan maker. Even though the original post stated I was mostly interested in a Dark Knight Trilogy interpretation of Batman (largely combat oriented), as I said, I would definitely be interested in feed back on an investigator build.

Also, to the earlier posts about the Advanced Class Guide, my DM wouldn't allow it at first because he prefers to thoroughly read everything before he green lights it and he's fine with using the whole book now. I only told him about it, rather than showing it to him, at first.


Rynjin wrote:
Drizheim wrote:
Rynjin wrote:

Honestly, I think Slayer (or Trapper Ranger, since he wouldn't allow any other ACG class besides Brawler) is your better bet still.

Brawler did not impress me in the slightest when they revealed it. It gets very little that's interesting or fun until higher levels (when you can use Martial Maneuvers to get Feat chains, and more than once per day, and get Awesome Blow).

what would the slayer build look like then?

Exactly the same as the Ranger one but you'd also get Sneak Attack and be able to designate a specific person to f#!# up as a Swift action instead of hoping you fight your Favored Enemy.

What would you pick for Slayer talents? Assuming the build you made earlier.


I'd like to get peoples opinions their idea of a leader character. Emphasis on CHARACTER. I know being a leader at the table usually translated to being the leader of the group from personal experience, but let's ignore that for a minute and talk about a leader character.

The obvious choices, in my opinion, are bard, cavalier, and paladin. These are classes that all provide support, bonuses, and some sort of team synergy to the entire party. Really, their leadership styles are quite different, but it could be argued Bard is the most... cunning leader. While you could play a Order of the Cockatrice Cavalier and be the "do whatever it takes to fulfill my ambition," the bard can do many things through guile and trickery that a cavalier cannot while inspiring his followers to great feats.

So the question I've kind of been walking around is what are the options on being a leader in character? Paladin, Bard, Cavalier, and pick your preferred Archetype/prestige class off of them?

I'd be really happy to hear builds based on 1st to 13th level, assume one feat is spent on leadership, with the scores (rolled by me with my DM using 4d6 system):

17, 18, 13, 14, 14, 16.

And if you really can't get away from the leader at the table thing, I'm asking because I've kind of assumed that role in my group since I have the most experience, so I was just wanting to think of ways to possibly just play the leader/social character.


Rynjin wrote:

Honestly, I think Slayer (or Trapper Ranger, since he wouldn't allow any other ACG class besides Brawler) is your better bet still.

Brawler did not impress me in the slightest when they revealed it. It gets very little that's interesting or fun until higher levels (when you can use Martial Maneuvers to get Feat chains, and more than once per day, and get Awesome Blow).

what would the slayer build look like then?

Deadmanwalking:
If you really wanted to maximize the brute kind of Bane, then I'd definitely agree with a Barbarian/Alch mix but Brawler seems really perfect for him for his main dedicated class, especially with maneuver training (Grapple) and unarmed damage.

Maybe something like Brawler 6/Alchemist 1/Barbarian 1.
Using the aforementioned scores, adding the +2 att bonus to Str and both ability points, you could have a 30 STR before magic items if you combine a mutagen with raging combined with an insane grapple and unarmed damage.


N. Jolly wrote:

Man you guys are way off base. Batman is an alchemist, no doubt.

First off we have an intelligence focus which is the B. Man all over, second of all we've got skill with any thrown weapon (Throw anything for your Batarang needs), as well as a class that's well versed as a detective (knowledges are pretty nice), making a Mind Chemist most his style of play, especially since boosting his mental stats is way more in line with The Bat's style.

I'll admit some of the extracts aren't fitting flavor perfectly, but again, it's a Batman, he's got a solution for everything. He's also got the skill in chemicals that he needs to find people (possibly an investigator would work better, but for classes that are out, he's an Alchemist), and pretty skilled at fighting (just give him IUS and he's golden), and you've got a solid Bat. I could probably do a level by level design if anyone wanted up to 10th level.

I'm open to any ideas or options, so sure.


So my DM has allowed the Brawler class, but no other class in that pdf. It's a long story, so just accept that for what it is x.x
How would you integrate that into a Batman build, if at all? Or is Slayer and the other build still pretty ideal?
same for Bane, would he just be full brawler you think? I think so, now that I've seen what the class is like.


Rynjin wrote:

Hmmm, let's see.

I suggest, maybe, taking Focused Study instead of the Human Bonus Feat. It gives you a free Skill Focus at 1st, 8th, and 16th. Then you can pump that into Perception and Stealth (Intimidate and 16th?) and be pretty much handled on the stealth department.

Then the Dragon/Snake Feats as I said.

So, sample build...

Ranger (Trapper) 1.) Skill Focus: Perception, Power Attack
Monk (MoMS/Sacred Mountain) 2.) Improved Unarmed Strike, Dragon Style
Ranger 3.) Snake Style, Two-Weapon Fighting (Combat Style)
Monk 5.) Toughness (Bonus), Dragon Ferocity, Snake Fang (MoMS Bonus)
Ranger 7.) Combat Reflexes
Ranger 8.) Skill Focus (Stealth), Improved Two-Weapon Fighting
Ranger 9.) Combat Style Master
Ranger 11.) ??? (Can really be anything you want. Cornugon Smash? Improved Grapple?)
Ranger 12.) Greater Two-Weapon Fighting

Skills, you can keep 9 skills maxed without your Favored Class Bonus, so keep Acrobatics, Disable Device, Stealth, Perception, Kn. Local, Intimidate, Sense Motive, and Survival maxed. 1 more of your choice to have max ranks in, can be any number of things really. At an early level (1 and 2, probably), spend your FCB on skills to get Climb and Swim with one rank each. Shouldn't need them to be any higher.

Oh, and put the human +2 in Str.

You'll be a solid combatant, and a very skilled member of the team.

Favored Enemy you probably want to prioritize Human for the first one for flavor if nothing else, but tailor the rest to the campaign. Monstrous Humanoids is a good AND fitting pick for Batman (he fights a lot of animal people if nothing else...). Aberrations, Undead, and Evil Outsiders are good choices for the last one. Whichever seems to show up the most, make your best one.

Where would you suggest putting the two ability points for level 8? And is combat style master really necessary since he has Fuse Styles?

And since I brought this up to my friends, we were all kind of talking about a mixture hero/villain omage kind of thing. My buddy is going to emulate green arrow, which is quite a bit simpler, but I had another question about a different conversion. I'm unsure of how familiar you are with Batman, but how would you do a Bane? Dark knight Rises, non-venom version. I sort of imagine a pure brawler (Fighter Archetype, not class since I don't know the class) with grapple and greater grapple, since he was a wrestler, and a huge emphasis on Str/Con.


Rynjin wrote:

Brawler is not. Brawler the Fighter archetype is, but Paizo, for some extremely stupid reason, decided to name a whole class, with essentially the same flavor, the same thing.

The Fighter archetype wouldn't be the best fit for the majority of levels since Fighters get crap for skills, and Batman's all about the skills.

17, 17, 15, 16, 14, 13 is what you have listed, and that looks perfect for the order (swapped around Wis and Cha, but that's it).
You would only get the first Feats as BONUS Feats, yes, but Style Feats can be taken by anyone. MoMS is so you can use both simultaneously.

Full Feat allocation is hard to give you since, unlike Batman, you'll need to specialize to some degree to be effective. Do you want to be more focused on hand to hand? Stealthy takedowns? Something else?

I picture him as more of a technical and controlled hand to hand combatant, with some secondary priority on stealth takedowns or intimidation. If not takedowns or intimidation, then someone who can handle a group of enemies well.


Rynjin wrote:
SteelDraco wrote:
I personally would go Brawler/Ninja or Monk (Martial Artist)/Ninja. You could make solid arguments for Brawler/Slayer and Brawler/Urban Ranger too, I think.

Problem being Ninja's out, and honestly doesn't really fit anyway.

Batman sneaks, but he's certainly not a Rogue.

I can see part Brawler but it runs into the same problem as me suggesting Slayer (probably not allowed).

Brawler is allowed as it's in Ultimate Combat.

What would you then suggest for Feats and Ability Score placement?
Would you only get the first dragon style and snake style feat?


I think there might've been an old thread about this, but I wanted to bring it up again.
Batman as a pathfinder character. Let me rephrase
A batman-inspired character, but essentially the dark knight.
I think it would be egregious to not have at least one level in monk since it reflects overall physical and mental conditioning, something that he definitely has, and as well as training in hand-to-hand martial arts, especially shurikens. After that, I'm open to ideas.

My batman-inspired character is named Edwin Locke and since there are so many versions of Batman, I decided to go with the Dark Knight Trilogy version simply because he was the most human of them all in my opinion and the easiest to build in a pathfinder build. That being said, here's the limitations, since this is for an ongoing campaign.

Level 8
Human (of course)
At least level 1 Monk
Only use Core Rulebook, Adv. Player's guide, Adv. Race guide, Ultimate Combat.
I strongly believe in at least 1 level in rogue, if not more, but I am definitely open to suggestions (DM is anti-ninjas and samurai, so none of those allowed).
Ability score list (what I rolled using dice pool system [24d6])

17, 17, 15, 16, 13, 14
(Before +2 human attribute bonus)

I would also love to hear opinions on feats. Assuming one level in monk, I would think maybe Weapon Focus (unarmed) if we stay thematic? Or possibly combat expertise, since that's supposed to reflect intelligent/ defensive fighting.
Now, as to the gadgets, since this is dark knight inspired Batman, I am taking a build-simple-ones approach and acquire the others. In fact, a bard in our group is taking ranks in alchemy and he can definitely make smokesticks, thunderstones, etc., so try to put the Batman-who-crafts-complex-gadgets from the comics to the back of your mind :P
So it mostly comes down to the combat and skills. Would also love to hear skill suggestions. Whole builds based on these guidelines I would be very, very interested in too.

To those who read this whole post, thanks for your time and can't wait to hear feedback!


@Leo1925

I also find it interesting that you say if you play the original Rise of the Runelords to not have a rogue unless they're incredible. No need for a trapfinder?


@SwnyNerdgasm

So it's largely urban and sounds similar to Council of Thieves, correct?


Thanks! In reference to Kingmaker, I thought the concept sounded incredibly fitting considering my group, it would be a concept they would really enjoy. I had a question about the role things. One player is supposed to be the "Ruler" and each player fills the other roles accordingly based on their scores, right? Is it significant that the ruler have a high Cha or is it passable either way?


I would like some relatively spoiler-free advice on some of the adventure paths available. Now, when I say advice, I mean mechanic/player advice. I don't want to hear about the stories if possible, but for example: what are some of the most common types of enemies? What class would really shine, if any? What class might be cumbersome, if any? Is it exploration heavy, roleplaying heavy, combat heavy, or none of the above? Any other information that might help us from the get go.

I realize the free player guides answer some of these questions, but I'd like to hear from people who've read or played the modules, again spoiler free if possible, and get some more detailed feedback.

These are the adventure paths in question:

Kingmaker, Reign of Winter, Rise of the Runelords, Second Darkness, Skull and Shackles, Serpent's Skull, Curse of the Crimson Throne, Shattered Star.

If anybody can help, I'd appreciate it!