RotRL PC


Rise of the Runelords


My group is about to start rotrl, so I was curious does anyone recomend a certain class or two, traits or feats that would be best for this andnenture? Keep in mind I'm just getting ideas so throw whatever you think out there, and please no spoilers.


RotRL Anniversary Edition PG wrote:

Characters made for this campaign should have reasons

for being in the town of Sandpoint, and all the better if
they have a vested interest in defending it. In addition
to the following campaign traits, the Pathfinder RPG
Advanced Player’s Guide has a selection of campaign
traits from James Jacobs’ “Shadows under Sandpoint”
campaign that would also be appropriate for use in this
campaign (see page 330 of that book). The other traits
in that section (Advanced Player’s Guide 326) can a lso be
used for additional trait selections.

The Shadows under Sandpoint traits are far better than the RotRL campaign traits. Take advantage of them.

If you are a caster take Lore Seeker or Missionary. Choose 3 spells to get +1 caster level and +1 save DC and get a +1 trait bonus on knowledge (arcana) or (religion) respectively and get it as a class skill.

If you're not a caster be the one to take Favored son/daughter with Ameiko Kaijitsu as a contact and be the party treasurer. +10% resale value.

If someone's already got the resale thing you can get +2 init from Exile. Following the usual 1 campaign trait, one other trait pattern that saves your other trait slot for something that's not reactionary.

Grand Lodge

What books are allowed?

What races are allowed?


Its hard to be too informative without spoilers, paladins are very strong for any campaign.. Switch hitter rangers are never bad and i have a recent intrest in witch's because of there action economy.. what books are allowed? what point buy? what races?


Anything pathfinder is allowed.

Grand Lodge

Oni-Spawn Tiefling Titan Mauler Barbarian, with the over-sized limbs alternate racial trait, and the Superior Clutch Race trait.

Wield large sized weapons without penalty, which you will come across often. Wield them with fury.


Having someone in the party that can read and/or speak Ancient Thassilonian will come in handy. I believe there's a trait that covers this in the ROTRL Player's Guide.


blackbloodtroll wrote:

Oni-Spawn Tiefling Titan Mauler Barbarian, with the over-sized limbs alternate racial trait, and the Superior Clutch Race trait.

Wield large sized weapons without penalty, which you will come across often. Wield them with fury.

Is all that in the advanced race guide?


Considering there is an entire thread dedicated as to whether or not this AP can be completed without a wizard in the party...

(The answer is, "Yes, but the wizard loot is so cool that you'll cry if you're not playing one...)


NobodysHome wrote:

Considering there is an entire thread dedicated as to whether or not this AP can be completed without a wizard in the party...

(The answer is, "Yes, but the wizard loot is so cool that you'll cry if you're not playing one...)

That makes a very convincing wizard arguement. Any suggested traits or skills i should have?


JOHNB83 wrote:
NobodysHome wrote:

Considering there is an entire thread dedicated as to whether or not this AP can be completed without a wizard in the party...

(The answer is, "Yes, but the wizard loot is so cool that you'll cry if you're not playing one...)

That makes a very convincing wizard arguement. Any suggested traits or skills i should have?

We're core rulebook with no traits, so can't help you there.

Knowledge: History or even Knowledge: Thassilonian History plus Linguistics to be able to read Thassilonian would be awesome plusses.


Barbarian.

Adventures have over-the-top evilness. Big Bads are usually not only merciless killers but vile, loathsome, despicable beings.

As the Player you (should) be getting angry often. How wrenching is this or that evil!

Why not a PC that has game mechanics benefit from getting angry at over-the-top evil?

(Unless fancy wizard loot more fun for you?)


My advice, and what really helped my players who I am currently running through this, is download the free Rise of the Runelords Anniversary Edition Players Guide. You can get it for free as a PDF on Paizo's website. It has a lot of hints and ideas for creating why your character is in Sandpoint. There is an entire page called "Character Tips" to help you.

But yes the party's wizard gets to see some nice toys. And the campaign trait Scholar of the Ancients really helps a party get more of the lore and flavor.

Rise of the Runelords Anniversary Edition Players Guide: page 4 wrote:

Scholar of the Ancients:

Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.


Any suggestions on how to make a low level wizard viable in combat you know lvls 1-3 ish before the spells start to get good?

Sczarni

It's a bit stiffy in early levels, generally there are few options for wizard at low levels:
- bonded item(wand) - I don't recommend this tho
- buy a few lv1 scrolls
- buy alchemist's fire/acid flask/tanglefoot bag/anything else.
- buy a crossbow, it's 1d8 damge(1d6 if small) and you most likely have +2 or +3 attack bonus on ranged attacks already.
- buy a wand of magic missiles (expensive but good)
- use the 3 + Int. times a day wizard 1st level powers. They are average and somewhat not that good, but it's something.
- use Acid Splash or Ray of Frost Cantrip powered by component Acid Flask/Liquid Ice. (almost better then crossbow)
- use spells which have long term effects (spells that last in minutes or disable enemy for few rounds)
- anything else that's cheap.

Grand Lodge

As an added suggestions for making a low level Wizard:

Make him or her an Elf. This will allow you to use a Long Bow.

Use the Feats that aid in Range attacks, like Point-Blank Shot and Precise Shot.

Buy +1 Arrows when you can afford them.

These will all make your Wizard more useful at early levels.

There are many ways to do it. But I found this one to be very effective.

The character could even gravitate towards being an Arcane Archer.

Cheers,

Mazra


Thank you thats some solid ideas.


Making low-level wizards viable? The PF version of the wizard is FAR more capable than in 3.5...

1) PF wizards have more hit points (d6 hit die, plus the hp bonus for favored class.)

2) Cantrips aren't expended when cast. A 1st-level wizard can throw ray of frost and/or acid splash all day long. They don't dish out a ton of damage, but at low levels, they're effective.

3) All wizards have a several-times-a-day spell-like ability at 1st level that's related to their school of specialization-- and universalists have one too! This is some kind of magical attack for all but abjurers and diviners, and at low levels, it's more like a 1st-level spell than a cantrip in effectiveness.

4) Especially if the wizard is regularly going to be throwing ranged touch spells into melee, making the wizard human and taking Point Blank Shot and Precise Shot at 1st level is a very good feat investment. The +1 hit & damage from PBS really adds up at low levels.

5) AVOID MELEE!!! Keep the melee-types between you and the combatants. And if you do get into melee, do a lot of 5-foot step back, then cast.

6) As a hold-out weapon, a light crossbow is still pretty good.


So we rolled stats (4d6 drop the lowest. I ended up having 17,16,15,15,13,& 8. I think I'm going elf wizard thessioloanin specialist necromancy(debuff style wizard). I'm going to splash some battlefeild control in when possible. Any suggesst on stat placement and build tree?

Grand Lodge

Adventure Path Charter Subscriber
JOHNB83 wrote:
My group is about to start rotrl, so I was curious does anyone recomend a certain class or two, traits or feats that would be best for this andnenture? Keep in mind I'm just getting ideas so throw whatever you think out there, and please no spoilers.

Class = Bard. All other details are unimportant.

-Skeld


CG Elf Wizard:
After attr mod:
Str: 13, Dex: 17, Con: 14, Int: 19, Cha 8 (you're a researcher)

I wouldn't specialize (never liked it). Universalists are cool.
Go for a familiar, then get imp. familiar (Faerie Dragon) which has sorcerer levels, so it can use wands without UMD :-)

Scribe a lot of scrolls (you can start off with some)
1st level feat: Maybe improved initiative?
Traits: Student of History (or somesuch... give you thassilonian)
Reactionary (+2 initiative)


So Dark y wouldn't you go middle age to give the extra +1 to primiry casting stat?


Middle age:

I usually don't bother, you'll go up at 4th level. Besides, con is already 14. I wouldn't want it any lower...

That being said, if it fits with your character concept, go for it. Your character. If you want to super-optimize a wizard... (tempting... 20 int at 1st level...)

In retrospect breadth of experience as your 1st level feat (all profession & craft, + make knowledge checks untrained) might work.

Another option might be an aasimar variant. Peri blooded would give +2 int and cha, or one of the other options from the variant table


I like the idea of a half orc wizard with a bonded falchion or greataxe.

Basically you're not explicitly a melee character, but you can do melee if necessary, such as when an enemy closes into melee with you, or when you're entirely out of useful spells. The fact that a bonded weapon is masterwork helps a melee wizard at early levels. Just make sure to watch out for your sub-par hp.


Gluttony wrote:

I like the idea of a half orc wizard with a bonded falchion or greataxe.

Basically you're not explicitly a melee character, but you can do melee if necessary, such as when an enemy closes into melee with you, or when you're entirely out of useful spells. The fact that a bonded weapon is masterwork helps a melee wizard at early levels. Just make sure to watch out for your sub-par hp.

You could give such a character one level of fighter or barbarian as well. Later, the character could take the Eldritch Knight prestige class, which would be rather appropriate for a half-orc!


I would say having someone with charm magic and high knowledge checks would be handy but, my players have one and he's never used it much which is freaking frustrating. I second the Paladin there is plenty of evil to smite. Healing is always appropriate but, how much is needed depends how experienced your players are. A rogue is handy to have around.


How would a Sorcerer fair in place of a Wizard? The Thassilonian specialties are boring to me, and I've played a bit too many Wizards lately.

I planned on a Arcane Sorcerer Human, with the History Seeker trait, I wonder if Sage would be more appropriate for the added intelligence bonuses?

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