Advanced Player's Guide and campaign


Pathfinder First Edition General Discussion


I'm going to start Council of Thieves as GM, and I want to know if the advance payer guide can be useful for this campaign? The thing I want to know is if these new "rules", feats, "old renew" classes... are not too powerful and enough tested in order not to have some aberrations like "overhandchop" or "vital strike"?


If it can help, I have started Council of Thieves last week, my group is as such:

Tiefling Witch
Tiefling Rogue/Sorcerer
Tiefling Paladin
Tiefling Summoner

So far, the Witch and the Rogue are easily owning everything with Stealth (So far, Slumber and Evil Eye makes things easy to sneak kill)

The Paladin is by far the strongest combat wise, he isn't using anything from the APG.

And the Summoner, well... to put it simply, he isn't a factor in combat or outside combat. My guess is that the player built the character badly.

They are lvl 3 now and nothing has been real hard, maybe a bit easy due to slumber, but it's okay I think.

Anyway, while the APG may make players a bit stronger, it's not that bad so far.

Silver Crusade

Pathfinder Adventure Path Subscriber

Also, you have Tieflings, who are a notch stronger than other races.


Thanks a lot for your answers!


Just FYI, Vital Strike is a feat from the Core Rules Book

Silver Crusade

Pathfinder Adventure Path Subscriber
Propane wrote:
Just FYI, Vital Strike is a feat from the Core Rules Book

And it's about as far from an "aberration" as you can get.

Liberty's Edge

Gorbacz wrote:
Propane wrote:
Just FYI, Vital Strike is a feat from the Core Rules Book
And it's about as far from an "aberration" as you can get.

I was curious about that comment as well ...

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