Rise of the Runelords


Rise of the Runelords


So we are starting Rise of the Runelords next week (our first Pathfinder Module but we are alle xpereicned gamers).

WE have a half-orc sorcerer, halfling druid, and the GM is playing an undecided class.

My first thought (as always) is battle cleric but is there a better class to play in this module? I don't know if the GM will be a trapfinder.

I've narrowed it down to Battle Cleric, Inquisitor, or Trapper Ranger


Any of those three choices seems good to me, although I would skip the "Trapper" archetype on the Ranger.

If the Druid has an animal companion, and you play a Ranger with an animal companion (With the Boon Companion feat to power it up.) then you should be just fine with a three-person party. Not having a GMPC would be a huge boon, in my opinion.


The GM should be playing to fill in what the party needs, but if not let him decide first. As a GM I try to avoid spellcasters when I had to run a GMPC.


How bad are traps in this Module?

I'm torn between the spellcasting of the battle cleric and the martial power of the ranger - hence the inquisitor conundrum.


Deyvantius wrote:

How bad are traps in this Module?

I'm torn between the spellcasting of the battle cleric and the martial power of the ranger - hence the inquisitor conundrum.

I am running it, but have not read to the end. So far they have not been that bad.


Hahaha End of book four I've encountered two so far that were actually part of the AP.


Daenar wrote:
Hahaha End of book four I've encountered two so far that were actually part of the AP.

Spoiler:
I know there was at one with those ogrekins holding the ranger's hostage, and there is one in book one also before you get to the lady trying to become a demon.

Three then? Could be. All I know is I wouldn't want traphandling to be my expected primary focus else I'd quit from boredom after a while.


The GM is giving the ability to find and disable magic traps to any character who wants it and a free skill point for the skill so then I shouldn't worry about trapfinding.

Rangers at least get a reflex bonus


I'm currently running this campaign, and I have to say that RotRL is a very difficult AP. I would recommend classes with lots of oomph and lots of utility (dedicated healers need not apply). The traps are not deadly.


only a little ways in but that druid should come in handy soon enough. Our barbarian is coming in handy..I'd consider someone being a dwarf as well.


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As a DM for RoTR, With a Sorc. and Druid already, with the choices you listed, I would be suggesting the Ranger (but not a trapper). Assuming the DM is willing to give you some direction of favored enemies for the region (which he should), you will get allot of use out of the class abilities. It will also have good synergy with the druid.

The reason I suggest against the Trapper Archtype, is that you can just take Learn Ranger Trap at 5th level and learn one trap, usable a number of times per day equal to you're WIS modifier (and really, do you foresee setting more then 1-2 traps a day?). If you really want to go spell-less ranger, I'd suggest Skirmisher.

Battle Cleric would be good as well, but a big issue here becomes spell dependence. If all three player PC's are primary casters, and you run into a situation where you're low on juice (spells), or you're foe is resistant to magic, things in this AP can get real ugly, real quickly.

Just my $0.02... This AP is not easy, but it is Epic and great fun.

Grand Lodge

Actually, a Ranger with the Trapper archetype is a good choice.

You are just trading spells for trap abilities.

Combining with Freebooter makes the loss of Instant Enemy meaningless.


We play this AP with a Cleric, Pally, Rogue, and Dragon Disciple. The party is very survivable and it is needed as most the fights in the AP the bosses all know your coming and are fully buffed and have surprise rounds. The cleric started as a Druid but the healing was not enough with just a wand....Channeling with selective channel has been the groups saving grace in turning around the fights. I feel this is the hardest AP created to date and little fluff character will get killed and thier parties killed as well. Build for Surviving and Optimization. A paladin is a god send in this campaign as a tank or Damage Dealer....plenty of smite targets and fear effects to ignore.

Dark Archive

Based on those choices, Inquisitor would be my top (they can be pretty solid). Trapper Rangers aren't very exciting; and Battle Clerics wish they were inqusitors :)

Silver Crusade RPG Superstar 2014 Top 16

It's not on your candidate list, but I am having excellent success with a Paladin in our campaign. I chose Weapon Bond vice the pet, and it's been great.

Silver Crusade

We're playing with a paladin, cleric, wizard, and ninja. Almost done with book 2 and we're cruising along.


I'm currently playing in a group of Wizard(Me), Pally and Lorewarden and scared we may not make it too far.


Paladins are ridiculous in this AP.

Sczarni

Player a Dwarf Ranger with the Spell Resistance Alternate Trait. Favored Enemy: Giants (synergies with your dodge bonus against giants) and see if your GM will allow Favored Enemy: Arcane Casters as an option. As I see it, a logical list of favored enemies would go as follows:

Lvl 1: Humanoid (goblinoid)
Lvl 5: Humanoid (Giant)
Lvl 10: Humanoid (Human) or Arcane Caster if it's an option
Lvl 15: Monsterous Humanoid

Level 20 may or may not happen. I don't count on it.

At level four, Companion Bond will only be useful if your group is hardcore melee. This may be possible if the half orc takes the draconic or orc bloodline, and if the druid takes wild shape seriously. Otherwise, pop another meatbag into the party with an animal companion. Wolf or Eagle are good choices. Also pick up boon companion to max him out.

Archetypes are ok, but I don't get excited about anything besides the Guide archetype, in which case Favored Enemy is negated for Rangers Focus or something like that.

Spells:
Endure Elements will come in handy near the end
Lead Blades will be negated if you have access to Impact (Ultimate Equipment) but Gravity Bow is still nice to have.
Hunters Howl is nice for a situational enemy (undead come to mind)

I could go on, but I love their whole spell list. Rangers are awesome.

Whether you go two weapon, two handed, sword and board, bow or crossbow or natural is up to you. I think Dwarves would go Sword and Board or crossbow personally.

And you can cast cure spells reliably after level 4 with a wand. All kinds of good comes from this class.

Paladins are ripped too, but I understand that some people don't like playing them. I think the Paladin is awesome, but only for the right party combination.

I suspect a Magus would gain alot from this AP. Inquisitors are cool but I don't know that they fit in this AP well from a flavor point of view.

Silver Crusade

"Witch hunter" type inquisitors, I mean the background not necessarily the archetype, would fit in perfect in this AP.


I wouldn't bother with favored enemy: goblin unless it's flavour. Go straight for giant. There's a campaign trait that has you in Sandpoint because you've heard of giants being on the move...

And anti-giant dwarf ranger... and you switch the racial trait from goblins to giants...


Yea giant is the way to go with this campaign. You fight them for most of it.

Sczarni

Deyvantius wrote:

How bad are traps in this Module?

I'm torn between the spellcasting of the battle cleric and the martial power of the ranger - hence the inquisitor conundrum.

They haven't been that bad so far, however I'm only level 4 in our GM's RotRL campaign. We have a party of 5, Cleric, Monk/Druid, Rogue Sniper, Magus, and Wizard. Here and there you'll get into a fight with trapped littered around, amazingly we avoided every spot where they were at the whole match. There was one nasty one in Thistletop if I remember right... I think our Rogue disarmed it though. Traps are here and there, but I wouldn't say it's a Necessity to have a trapfinder - though It'd be nice. Of course, the tank can always plunge through and just shrug off the damage or eat it. Barbarians and Monks are great for that haha.

Dark Archive

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A trapfinder isn't really needed in RoTRL; and remember you can always SEARCH for traps, even if you can't disable them. THat's what summoned monkeys are for (you have a druid, right? :)).


What the others said about traps, they are not an issue.

Now on what to play, you already have a full arcane caster (although it would be better if he was a wizard) and a full divine caster (although it would be better if he was a cleric), the only thing you need is a martial (full BAB) and whatever the forth wants to make.
Now (assuming that the druid would be a caster druid instead of a melee druid) a battle cleric can work if your DM makes the 4th a martial. If the druid is going for melee then the battle cleric can still work and leaves the DM to choose between a martial and a hybrid*, maybe a bard (who can fight) since the knowledge skills are kinda important and you don't have a wizard.

PS. To anyone who expects to fight in melee (expect druids) BE a DWARF, seriously in that AP dwarves are very very good, both the goblinoid and giants stuff AND the +2 versus spells (which can go up to +5) are godsend.

*those with 6 levels of spellcasting and 3/4 BAB

Dark Archive

Avoid the battle cleric / bard; you'll spend your first 6 levels loving all of your feats and the other 9 wishing you had not spent all of those points on those stats and had buffed your casting.

The druid's animal can tank, BUT a dedicated CMB fighting type (manuever master Monk or Polearm-swinging Lorewarden) would probably be ideal for keeping the creatures away from your squishies. I agree with the "Dwarves are awesome", especially with the Manuever Master.

Then the GM can play a dedicated support cleric or bard (or evangelist is a really good choice for GMs). This lets him buff you guys up without thinking too much; and leaves the PCs as the true "heroes". If I need an NPC as a GM, I prefer to do support for this very reason.


Arcane Trickster. Oh wait, that's my GMPC. ;)

Rogue is useful as there's a Rogue Trait that has the GM roll automatically for you to detect traps when you're within 10 feet. You could go four levels of Rogue for Uncanny Dodge, and then shift to Ranger full-time. There ARE some fairly nasty traps. Some are obvious. One area isn't as obvious at first but once you realize there are traps you'll be searching EVERYWHERE.

You won't get to 20th level, so don't worry about being a split-class.


Tangent101 wrote:

Arcane Trickster. Oh wait, that's my GMPC. ;)

Rogue is useful as there's a Rogue Trait that has the GM roll automatically for you to detect traps when you're within 10 feet. You could go four levels of Rogue for Uncanny Dodge, and then shift to Ranger full-time. There ARE some fairly nasty traps. Some are obvious. One area isn't as obvious at first but once you realize there are traps you'll be searching EVERYWHERE.

You won't get to 20th level, so don't worry about being a split-class.

What trap are you talking about?


Spoiler:
There's the slashing pit trap in Thistletop. There's the multiple traps in the Ogrekin household. There's the bridges at Thistletop and below the keep that the Ogres took. There's several magical traps which could be detected by a lucky or skilled rogue.

There's enough that a rogue with the talent to auto-detect traps is useful, especially as they're not EVERYWHERE so you start letting your guard down.


Tangent101 wrote:

** spoiler omitted **

There's enough that a rogue with the talent to auto-detect traps is useful, especially as they're not EVERYWHERE so you start letting your guard down.

First of all i would like to remind everyone that anyone can find any kind of traps as long as they are looking for them.

RotRL spoiler:

The one in the bridge is a serious one although we can agree that it's also kinda obvious, the other one (the slashing chest) isn't very dangerous.
I give you that the traps in book 3 can be a lot of hassle but if the players go first in the barn and release the black arrow rangers then they have a rogue to handle the traps for them.
And what magical traps? i remember TWO through the game, one on the doors of the library in Mokmurian's lair (and this one doesn't has to be disabled with disable device) and the one in the lich's phylactery in Runeforge (who also doesn't need to be disabled with disable device).
Oh and there is one more trap inside the runeforge that door with the piston who led to the dummy room, well outside of the "smash" solution, at those level, you can just summon a babau to disable it for you.

So no i don't think that a trapfinder is needed in RotRL, even if we are only talking about a two level rogue dip for the rogue talent trap spotter.


I think he is talking about the

Spoiler:
trap near Nualia that is a cage with a pair of glaives attacking you for several rounds.
That one could be messy.


Oserath wrote:
I think he is talking about the ** spoiler omitted ** That one could be messy.

Ok that could be messy.

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