GM Hands of Fate wrote:
One of my fear in this session is not because of my character died, but not able to enjoy the overall experience from Rappan Athuk. Nevertheless, I really look forward for this adventure, and yes, hopefully we will have fun :)
Louise Bishop wrote:
Thank you so much for the suggestion! I will use this bard build for the session~ GM Rednal wrote:
Yep, I think I will bring the Bard and Rogue just for backup in case anything goes wrong (which probably will sooner or later XD) By the way, the session is just around the corner, and so far our party is consisted with: Fighter, Monk, Ranger, and Bard (my character), and probably 1-2 more player in the convention day. Wish me luck in venturing one of the deadliest dungeon ;)
Quentin Coldwater wrote: Either melee or lots of spells. A Magus is pretty good, Paladins, and so on. Yes, I would love to play Paladin, as it's also a viable option I think. Although because there's already Fighter and Monk in the party, I consider it again. the Diviner wrote: Whatever you pick make sure you can do several roles when someone goes down so that you always have someone who can deal with healing/traps, ect. Thanks for the insight! Bard and Cleric is good for me, although since I already played Cleric last week in PFS session, now I'm considering Bard, though not sure how (spell, feat, race, etc.) the Diviner wrote: I'd talk to the other players if there was any way I could, and get everything balanced out so the party had good diversity. My alternative to a Rogue probably would be a Paladin, though, built as a solid tank with a good chance of making saving throws and generally surviving things. (I've never really had the chance to play one the way I've wanted, so it would be a good chance. I mean, hey, what's the point of playing a character unless you think it's fun?) Totally agree with you sir, and I do believe that playing Paladin is one of my preferred option :) Also, due to the nature of the session which is inside a convention, not sure if I could coordinate well with other players, hopefully we could assemble a good teamwork before delving into the dungeon ;)
Redblade8 wrote:
In my place, Tabletop RPG session is pretty much a luxurious thing, so I would gladly accept anything offered, including the Rappan Athuk :) Quentin Coldwater wrote: Rappan Athuk has more monsters than traps, but usually all the traps you WANT to spot/disable. They are much more deadly than the standard adventure path kind of traps. I'm not a big fan of Rogues, but if you want to disable traps, Slayers get that option as a Slayer Talent, and Investigators have it as a class skill. Both options are much more viable than Rogues, I feel. I think Investigators are exactly the kind of thing you want for Rappan Athuk: great at Knowledges, great at melee (if you build him Strength-based, rather than something else), and self-buffing monsters. Thanks for the insight! I'll consider it.
Louise Bishop wrote: I'd say come with a wizard and cleric built. In case the 4th person makes one or the other. Cleric is one of my other plan for the session, although I feel reluctant because last week I've also played cleric in PFS adventure, but still, what kind of cleric do you think will fit in RA? GM Rednal wrote: I'd suggest bringing two characters. You absolutely want someone in the party who's good at finding traps, and if nobody else brought such a character, you should be ready to do it yourself. Thanks for the advice! Pretty curious here, if you need to bring 2 character in my condition, what kind of character will you bring? PK the Dragon wrote:
Neat! Thank you very much for your recommendation sir! Somehow I feel more confident to create rogue for the session, although I also think to create one more character, just in case anything goes wrong, and yes, Bard looks like could fit in well! GM Hands of Fate wrote: it does not matter what you create. You will die 17 horrible deaths, and then be brought back to join Orcus' horde. Interesting, can't wait for my character afterlife experience ;)
Quentin Coldwater wrote:
Wow, thanks for the insight. Truth is, right now I'm more concern about the role of discovering and disabling the trap, that's why Rogue is the one that comes up first in my mind. So, in terms of monster and trap, do this adventure has more combat encounter rather than trap encounter?
Arloro wrote: “Rappan Athuk? Bah! No one ever gets out of that place alive" Really, with all of the comment of this adventure, I can't wait for Sunday now XD Kaouse wrote:
Agree with you, but this is convention after all, we don't have much time to assemble the party well enough, everyone just randomly come. Hopefully before the session we could talk it out, and not leaving early in the convention because of TPK :) (or at least getting TPK-ed near the end of the convention time)
Snowlilly wrote: Personally, I fill the rogue position in RA with a bladebound kensai. He uses the Seeker and Trap Finder traits to get perception and disable device as class skills. Dexterity build, so high modifiers to disable device and stealth. All around good saves and AC. Uses his spells for utility and defense instead of trying to nova a handful of opponents per day with Shocking Grasp. Lovely, quite curious with the detail of your rogue build, care to share? Also, what kind of equipment (Armor, Scroll, etc.) you use to support the character?
Hello guys, this weekend I'm intending to visit a convention where I will play a session of Rappan Athuk there. I have heard that the adventure is very deadly with all of the traps and monsters, therefore I would like some hint/advice so my character could survive until the end of the convention ;) This is the condition,
I was planning to create some Rogue, and I would really appreciate if I could now the good combination of Race/Feat/Equipment, etc. for the session. If you got any other recommendation of class, I would love to hear it, too. Thanks, Happy gaming~
Wow, I'm pretty surprised most of your group ran this adventure quite well. I ran this adventure once last week, and I almost TPKed the group. I guess the acid breath damage is pretty bad, and my players Reflex save aren't pretty good. My group were able to escape this situation with a good RP (intimidating Black Fang with the Dragon Bane sword) and we're quite lucky to have a Sarenrae cleric in the group. Still, this is the first time I play again Pathfinder after several time away with it, and this adventure remind me how Pathfinder could be deadly with a few bad rolls. I plan to continue the adventure with focus on Goblin clan around the Sandpoint. Maybe they're trying to do something crazy after the Black Fang's gone. |