Party of four for the new re-release...


Rise of the Runelords


I'm typing this with one hand over my eyes, trying desperately to avoid spoilers as my group is planning to run this campaign when we get the new re-released edition. None of us have any previous experience with it whatsoever.

I'm kind of the de facto character designer for our group, each character concept is worked on seperately with the player in question and then optimized within that concept by yours truly, aiming for relative balance within the party.

I have a pretty good idea what we're going to run, but I wanted to throw it out here so that those of you familiar with the campaign can give a little insight on what we may be lacking, if anything, or to offer any other insights that come to mind, though please tread easy on the potential spoilers.

Party:
(I know we won't be running these characters to 20th, but I always build characters from start to finish. Normally we start play with 2nd level characters but 0 xp)

Elven 2nd level fighter (Lore Warden) / 18th level Paladin (Oath of Vengence)
This character will make liberal use of a lot of Lay on Hands, both to heal (using the new elven Paladin favored class bonus) and to fuel Smites, and will wield both an elven curve blade and a longbow with feats benefitting both ranged and melee combat. With a high AC, high saves and the ability to swift self-heal, he'll be our 'tank' of the group except when facing off against BBEG's.

Human 1st level Barbarian (Urban Barbarian) / 19th level Fighter (Lore Warden)
My character, a graduate from a Pathfinder Society combat school we created, one that teaches its students to enter a sort of combat trance (Focused Rage). At first level the feat Extra Rage and the trait Berserker of the Society are both taken, giving 15 rounds of Rage to use each day, before progressing through later levels as a Fauchard-wielding trip and crit master. This character takes Whirlwind Attack at 5th level and is our primary offensive melee character - he's also the only one of the group that doesn't have a high Charisma.

Half-Elven 20th level Summoner (Master Summoner)
One of our players is a very, very good Master Summoner and always plays one. At the moment he's trying to get our GM to allow Master Summoner and Wild Caller archetypes to both be taken since the new archetype suits his playstyle so well. His eidolon is a small-sized serpent style familiar who has unearthly stealth and perceptiona nd serves as our advance scout 90% of the time. He also pursues the Primal Air Eldritch Heritage feat line.

Elven 1st level Sorcerer (Crossblooded Fey/Infernal) / 7th level Bard (Lotus Geisha) / 2nd level Paladin (Sacred Shield) / 10th level Arcane Archer
For role-playing purposes, this character will eventually become involved with the Paldin in the group, finding redemption from her wilder nature by following in his footsteps. Obviously she'll be our 'face' and will split her time between buffing, fighting at range and using control/enchantment type spells to lock down foes.

Now I know we're lacking any sort of 'blaster' type, anyone who can do large amounts of AoE damage at range, but I think we'll be fine for healing...


For this AP, I think it's pretty important to have the PCs start out at Level 1.

I've never been a big fan of plotting out level progression more than an level or two in advance. I like to have my characters grow organically-- to let the character's experiences in-game dictate the direction that he or she goes in. (E.g. I don't think the barbarian in my party was ever designed with having the feat "Weapon Focus- ranseur" in mind, until he picked up a mithril ranseur at level 2, and it's become his signature weapon.) But then again, your miles may vary.

As for what works best in the campaign? RotRL is intended to have a "classic RPG" feel with modern rules, deeply-written NPCs, and a well-developed plot. You can't go wrong with a basic four-character party of a Fighter, Cleric, Magic-User, Thief. The iconics in the original were Valeros (fighter), Merisiel (rogue), Kyra (cleric), and Seoni (sorceress). I woudn't see a need to go over-specific in specialization.

I'm running a six-character party. We have a barbarian, a cleric, a paladin, a wizard (universalist), a ranger, and a fighter/rogue. They're all currently at level 8.


I will be running this AP as soon as I receive it and devour it. This will be my initial GM status for PF. I have played acouple of characters in my home group and look forward to this structured and enriched enviroment. My group should have 4-6 players of varying experience. I would like to keep the races basic, although I will probably allow for "core" PF books as open game to them. I was considering 25 point builds, unless all 6 are certain to play. I have never run an AP or any other mod before this "event". Any suggestions for a "new" GM to AP? Thanks....


I DM'ed RotRL when it first came out and my players enjoyed it tremendously. In fact, RotRL is how I got my wife to play D&D/PFRPG in the first place.

We had a large party consisting of:

- A permanently enlarged Shoanti barbarian who fought with an ogre hook
- A half elf / half Shoanti ranger
- A half elf / half Shoanti evoker
- An aasimar cleric of Pharasma
- A reincarnated lizardman cleric of Sarenrae
- A half Varisian/half Chelish sorceress

All of them grew organically and had strong ties to the NPCs and events in the campaign.


Dorian 'Grey' wrote:
I will be running this AP as soon as I receive it and devour it. This will be my initial GM status for PF. I have played acouple of characters in my home group and look forward to this structured and enriched enviroment. My group should have 4-6 players of varying experience. I would like to keep the races basic, although I will probably allow for "core" PF books as open game to them. I was considering 25 point builds, unless all 6 are certain to play. I have never run an AP or any other mod before this "event". Any suggestions for a "new" GM to AP? Thanks....

Be very aware that the starting ability score array combined with the # of players means, at a minimum, you will want to "ban" Leadership and keep the ancillary creatures to a minimum or not permitted at all - summoners both by class and specialty I'm looking at them.

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