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ajb47 |
![Wight](http://cdn.paizo.com/image/avatar/wight.gif)
Last night, my players rolled up their characters. I don't have in depth backgrounds yet, but I know races and classes.
Half-orc Ranger (Spell-less, from Open Design)
Human Cleric of Torag
Human Fighter
Human Druid (with Tiger Companion)
Half-elf Oracle of the Wind
Human Paladin
Is the lack of Arcane magic going to be something I have to watch out for? It also looks like they are going to have to be creative about finding and disabling traps, if/when they come up.
Any other things I should take into consideration?
Thanks,
AJ
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Orthos |
![Meyanda](http://cdn.paizo.com/image/avatar/PZO9085-Meyanda2_500.jpeg)
Yeah, between the Cleric, Druid, and Oracle they'll be fine for Magic. Someone between the three of them will be able to do nearly anything an arcanist would, especially if they take the absence into account when the Oracle picks his spells known and the other two memorize.
Nobody in that group is particularly squishy either, so I imagine they'll do just fine. The Druid and Ranger will be having field days with all the wilderness stuff in the first three books, too.
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Orthos |
![Meyanda](http://cdn.paizo.com/image/avatar/PZO9085-Meyanda2_500.jpeg)
The only other notable trap I can think of is in book 3, and it can't be disabled or disarmed by a rogue anyway. You either need someone with really high Strength (or really lucky rolls) or a caster.