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Barbarian am right; party made up of manly, meaty barbarians need no other classes for support. DR be preventative healing, trap sense lets barbarians spot traps and smash them without need for smooshy rogue, and big swords be just as good as fireballs. Better, since you can aim them and not worry about torching the loot, which can then be spent on boozing and wenches after the adventure.

AM BARBARIAN |

BARBARIAN ALSO AM PRETTY SURE THERE AM GIANT ENEMY BASE HOUSE IN THIS SETTING.
PUT FOUR BARBARIANS ON EACH GIVEN CORNER OF HOUSE. SIMULTANEOUS SMASHER POWER SUNDER OF FOUR CORNERS. ENGINEERING DEGREE AM DICTATING HOUSE AM CLEARLY FALL OVER ON ENEMIES. SKIP ENTIRE DUNGEON. BARBARIAN LOVE SEE BUNCH OF SQUISHY CASTYS SKIP ENTIRE DUNGEON WITHOUT USING UP ALL SPELLS FOR DAY. ALL BARBARIANS USE AM LIKE, 4 ROUNDS RAGE.

Jeremy757 |

The only essential classes that a party must have, would be the classes the players want to play. If that is a party of say tibbit rogues, a pure melee party or one of all caster or one with no magical healing. So be it.
So you don't think the party needs to have a rogue, arcane caster or divine caster to succeed?

seekerofshadowlight |

seekerofshadowlight wrote:The only essential classes that a party must have, would be the classes the players want to play. If that is a party of say tibbit rogues, a pure melee party or one of all caster or one with no magical healing. So be it.So you don't think the party needs to have a rogue, arcane caster or divine caster to succeed?
Nope. I ran a party of all melee pc's with no rogue and no caster though ( most of) savage tide. And have never ran a party with all the "must have" classes.
JUst like any party the GM just needs to know his group.

Jeremy757 |

Jeremy757 wrote:seekerofshadowlight wrote:The only essential classes that a party must have, would be the classes the players want to play. If that is a party of say tibbit rogues, a pure melee party or one of all caster or one with no magical healing. So be it.So you don't think the party needs to have a rogue, arcane caster or divine caster to succeed?Nope. I ran a party of all melee pc's with no rogue and no caster though ( most of) savage tide. And have never ran a party with all the "must have" classes.
JUst like any party the GM just needs to know his group.
Well I'm referring to this specific adventure path. Are there any obsticals or encounters where the group needs a rogue, spellcaster or other specialization to move forward. My players tend to gravitate to more esoteric classes and builds so I want to make sure they aren't going to get stuck or miss out on important part from lack of a specialist. Or what parts I may need to change to compensate for lack of a certain class.

Jeremy757 |

So I guess what I really want to know is what encounters and obsticals are dependent on a certain class or ability for success? I want to play the campaign as close to as is as possible so I would rather suggest my players play certain classes. Though I would never make them play certain class they appreciate knowing upfront what classes would be more useful than others.

Riggler |

So I guess what I really want to know is what encounters and obsticals are dependent on a certain class or ability for success? I want to play the campaign as close to as is as possible so I would rather suggest my players play certain classes. Though I would never make them play certain class they appreciate knowing upfront what classes would be more useful than others.
I've ran my group through 3 and 1/2 of this AP. I don't know of any must have class so far, but from reading ahead an arcane caster is nearly required to run as written in the last two chapters.

DukeRuckley |

There aren't any devastating traps in the game, so a rogue isn't completely necessary. I'd say it would be a good idea to have a divine caster (either a cleric or oracle will work great) and an arcane caster for the last few modules. The first couple of modules don't really require any specific classes, anything is doable.
I will say that alchemists completely wreck pugwampis, which is no fun for the GM :(

spalding |

Witch is all sorts of good throughout LOF.
And we had an absolute blast having a paladin in the party too.
Paladin stomps up steps, "Evil! I detect you! Surrender or I'm going to smite you!"
Waits a few minutes, "Alright I'm buffing up now and then I'm coming up and killing you! You should have surrendered!"
Buffs and stomps up stairs.
Enemies completely baffled when the rest of the party attacks them from behind having sneaked around through the other entrance.
Paladin finishes coming up steps and clobbers what's left.

catmandrake |

I think at least one arcane caster is definitely a must-have.
As written, Part 6 assumes at least one teleport on the part of the PCs.
Also, the climactic fight against Jhavhul in Part 6 takes place above a lake of lava. Not on a platform above a lake of lava, in midair above a lake of lava. Also the lake of lava is trying to reach up and grab the heroes.
Given these obstacles, as many PCs as possible should be capable of flight by the later parts of the AP. There is a flying carpet and a couple of potions of fly as treasure earlier in the AP, but the carpet only holds two Medium creatures and the potions are single-use.
I highly recommend at least one of the PCs be spellcaster capable of casting fly, beast shape, air walk, or some other flight-granting spell several times per day. And because of all the fire damage, resist energy and/or protection from energy will also be invaluable in Parts 5 and 6.