
DungeonmasterCal |

I'm taking a break from GMing for awhile to actually be a player, and the AP the other GM has chosen to run is Serpent's Skull. Out of all the classes released so far (including Ultimate Magic and Ultimate Combat), what character would you suggest? Are there any that would fare better or worse in the AP depending on their abilities?
I await your collective wisdom.

wraithstrike |

I'm taking a break from GMing for awhile to actually be a player, and the AP the other GM has chosen to run is Serpent's Skull. Out of all the classes released so far (including Ultimate Magic and Ultimate Combat), what character would you suggest? Are there any that would fare better or worse in the AP depending on their abilities?
I await your collective wisdom.
It depends on what you want to do. Character creations rules are also a factor.
The games does have a fair amount of combat so you could go that route. Social skills are always dependent upon the GM. I have yet to see a game where a full caster could not do well baring GM fiat.

Chosen of Desna |

Rathendar wrote:Druid!Im running SS, and if I had to play, I'd definitively go with Druid. Ranger is another good choice, if you don't like casters.
I'd go with druid, too.
The APG has a jungle druid archetype which seems to be especially appropriate for the Serpent's Skull AP.Then take the jungle domain from UM as your Nature bond and you get a character that fits thematically well and can shine in almost any situation.
We started the SS AP last week and I had two character concepts in mind: one was a jungle druid, the other was a sorcerer. I decided in favor of the sorcerer, but I ended up doing almost nothing during our first session. With the jungle druid you are much more versatile, I believe.
If my current character ever gets killed (chances for that to happen are quite high), my second character will be a jungle druid for sure.

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I'm taking a break from GMing for awhile to actually be a player, and the AP the other GM has chosen to run is Serpent's Skull. Out of all the classes released so far (including Ultimate Magic and Ultimate Combat), what character would you suggest? Are there any that would fare better or worse in the AP depending on their abilities?
I await your collective wisdom.
Ranger is a solid choice, there are some very tight groupings of enemy types, especially in the last 2 adventures. Also a lot of outdoor adventuring in the first half.
Oracle with the Lore mystery (loracle?) also brings a lot to the table here. There are a lot of ancient ruins to explore and mysteries to unearth. The combination of great knowledge checks plus strong divinations works well. Bards can be strong for the same reason.

Big Yeti Cane |

The first module is more wilderness/jungle than anything else.
Though all classes are good (thank you paizo!) many are more-optimized for such a setting.
Classes with survival and perception as class skills help; so do those that don't capitalize on medium or heavy armor use (see heatstroke). Spells and abilities can eventually mitigate the heat dangers though (such as Endure Elements effects).
Alchemists are hard-pressed to restock supplies and utilize their Brew Potion feat in wilderness.
Druids and Rangers are no-brainers but lets not forget that disease and poison run rampant in the wild. Classes with the ability to remove these conditions are a good choice too, as druids typically receive their curative spells at a higher spell level than true clerical classes.
I guess that I agree on Druid, but it should be stressed that too much of a good thing can lead to an imbalanced or weak party composition.

Nullpunkt |

The druid in my Serpent's Skull group also faces another problem constantly: We consider killing an animal or a plant even though there might have been a way around it an act against nature and so at least once per session the party's progress comes to a halt as the druid folds his arms and refuses to simply slash his way on.
Apart from that, I'd say the druid is probably the perfect class for Serpent's Skull (at least up to book 3, where we are now) as his wild shape ability let's him overcome or facilitate countless situations. If the GM doesn't enforce loyalty to his code of conduct he might just be even too strong, though.

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Dwarven Urban Druid wearing a stone plate with [spoiler omitted] culture motifs shaped after the ruins he studies. All his research is carved into the armor. When staying still he appears to be an intricately carved statue, suprising assailants with a beaststrike club made of petrified hardwood. When out of combat he speaks in riddles and thinly veiled sarcasm. When in combat, swarms of jungle insects and anthropods skitter out of his armor(using summon swarm and creepy doom and) spells seem to melt away when they strike him(magic resistant racial ability). Creepy and cool.
I mean, that's a character I would try playing if my alchemist was not going so strong. Currently level 8 and really enjoying the versatility. Skills, combat drugs, lots of buffing ability and an elemental ranged touch attack all in one class! When I get the [i]beast shape[i] spells that versatility is going take a big leap to boot. Flight, disguise, speed, different kinds of travel methods(climb speed, swimming ability), etc. One of my most enjoyable class picks ever.

DungeonmasterCal |

Well, after all the buildup, I came down sick and missed the game! I spoke to one of the guys a bit ago, and he said they made it through the first game with flying colors, using a rogue, a fire-bloodline sorcerer, a cleric (I don't know the deity), and a ranger. The rest of the players couldn't make it.
So, I guess I have a little more time to decide before the next game.