Stockvillain
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My best advice would be to find out just which AP you're playing, and get the Player's Guide for it. Those things have suggestions for classes and races that may make certain parts of the path more challenging or interesting, and allow for deeper backstory tie-ins, if you're so inclined.
Of course, I just tend towards wizards or druids no matter what, but that's me. Managed to break with tradition in Runelords by playing a Metal Oracle.
*EDIT*
Derp; just read the full thread title . . . Serpent's Skull. I ran a Diviner in that, and it worked out pretty well. We had a Ranger, a Sorc / Rogue, and a Cleric, and I think one other. The roster changed after a few sessions, but we managed pretty well. I would just avoid running around in full plate all the time, since you're going to be spending a lot of time in the hot, sweaty jungle. Serpentblooded sorcerer could be interesting. . .
| Aelryinth RPG Superstar 2012 Top 16 |
A ranger with Monstrous Humanoids as his primary FE will do well at all levels of the AP, with favored Terrains of Jungle, Subterranean, and plains or foothills. Other FE's should be undead (there are undead in EVERY installment), magical beasts and outsiders (evil). Do NOT ignore your will save...
A fighter will work well as either archer or melee. He will need an item of resist fire or endure elements to wear full plate and take full advantage of his class AC bonus.
A cleric will work well at all levels, as will a druid.
A paladin will also work well at all levels, although there are some neutral encounters. Lots of smites will be a definite help, as some of the modules are indeed grinds.
==Aelryinth
| Laithoron |
You can find the player's guide for Serpent's Skull here:
http://paizo.com/products/btpy8g6d?Pathfinder-Adventure-Path-Serpents-Skull -Players-Guide.
As a GM who has been running this, I would advise you that this is not a nautical adventure but rather one chiefly based around exploration and wilderness survival. Unlike some other APs you will spend very little time at all within an urban environment, so you might want to consider that if you are thinking about character classes that require frequent shopping trips.
Lastly, realize that more than any other AP, this one requires a LOT of work by your GM to flesh out. In some cases, it actually requires more work than simply running a homebrew. Therefore be kind to your GM. If they happen to get stuck or frustrated, direct them to these forums because there is a wealth of information here on how they can adapt the AP to suit your group's play-style.
Have fun!