Best (and worst) race / class combos to play in RotR


Rise of the Runelords


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I just found out I will be joining a new campaign next week, playing Rise of the Runelords. I assume the anniversary edition.

I have never actually played it.

Without giving away too much in the way of spoilers, what are some of the best class/race combos to play, either mechanically or flavor wise?

What about some of the worst?

How about Archetypes, and Traits, as well...?

Grand Lodge RPG Superstar 2014 Top 16

I am playing in that campaign right now- it is our regular Friday game. I play a Dwarven Fighter- straight up and have had a great time. I am not sure what books and rules your group uses. Maybe if you post those I could make some other suggestions.

Grand Lodge

Cleric of Iomadae would work fine and there is even a trait that makes you a very good healer spell wise, getting you more bang for your healing buck when you do cast them and allowing you to use more spells for combat.

Elves are never bad if you use the APG to switch around whatever racial traits best suit your character. Humans too will do great.


karossii wrote:

I just found out I will be joining a new campaign next week, playing Rise of the Runelords. I assume the anniversary edition.

I have never actually played it.

Without giving away too much in the way of spoilers, what are some of the best class/race combos to play, either mechanically or flavor wise?

What about some of the worst?

How about Archetypes, and Traits, as well...?

The best Race/Class combinations I could reccomend, based on my experience:

Kitsune Sorcerer (Fey or Sylvan Bloodline) focusing on Enchantments.

Tiefling Paladin (Oath of Vengeance) with the favored class option to maximize his Lay on Hands.

Dwarven Ranger (Infiltrator) with his favored Enemy as Giants maxxed out.

Half-Elven Master Summoner with a flying eidolon as a scout or a Halfling Master Summoner with a flying eidolon as a mount.

Human Barbarian (Invulnerable Rager) with a reach weapon.

Elven or Human Wizard (Conjuration or Void Elemental school).


Thanks for the responses thus far. Hoping for even more... :)

JRC, We're using pretty much every Paizo source. 3PP is not explicitly allowed, but as long as it is balanced, might be on a per-item basis.


What's the current party makeup?

Gunslinger is amazing considering that most of your opponents will have the touch AC of kleenex


I'm running that AP right now, I hope you like it becasue it is a ton of fun.
At least early on, the half orc invulnerable rager that takes toothy and has lesser beast totem does way more damage per round than they expect.

Minor spoiler below, but it is a gear recommendation, that I do will all characters I play now, so take it as you will.

Gear spoiler:
Cold Iron arrows/bolts/whatever. Basically, get some cold iron ranged ammo. They are really cheap, double the cost of the regular item, and super worth it.

Scarab Sages

A literate Goblin Wizard.

Universally hated by men and goblins.


Would a crafting based character do well in this AP?

Grand Lodge

I never thought of a Gunslinger but that could be freakin' awesome! Musket Master for the win.


darkwarriorkarg wrote:
Gunslinger is amazing considering that most of your opponents will have the touch AC of kleenex

On the other hand, I don't know how it is for other players, but stealth has served us well so far, and it seems like gunfire would make it harder to keep quiet.

karossii wrote:
Would a crafting based character do well in this AP?

I've been having no trouble finding time to craft, but my GM may be giving us a bit of extra downtime to help with that, so take my words with a grain of salt.


Poldaran wrote:
darkwarriorkarg wrote:
Gunslinger is amazing considering that most of your opponents will have the touch AC of kleenex

On the other hand, I don't know how it is for other players, but stealth has served us well so far, and it seems like gunfire would make it harder to keep quiet.

karossii wrote:
Would a crafting based character do well in this AP?
I've been having no trouble finding time to craft, but my GM may be giving us a bit of extra downtime to help with that, so take my words with a grain of salt.

Crafting: discuss with your GM. There could be a very tight timeline,or he/she can stretch it a bit for the more expensive items.

Gunslingers WOULD benefit from Oil of Silence (250 GPs)


First off, not one... but TWO threads for you to read on this very topic! I hope they're helpful.

However, for two quick and easy choices, I'd say a Dwarf Fighter and a human wizard. Dwarves, rangers and wizards have the most to go on in this AP, from a roleplay and mechanics perspective.

Defensive Training: +4 AC vs giants.

Two races get this ability. Dwarves and gnomes. Spoiler alert, but it will take you far. There are a LOT of giants in the later stages of the path. (Meaning also that rangers will have a great time with certain favored enemies: goblin and giant being chief among them). Roleplay wise, this makes the most sense for a Dwarven war veteran who's been fighting giants for his entire life. He's a little disconnected from the ancient human empire that the AP revolves around, but there are enough of his racial enemies around to keep him entertained. Furthermore, greed is one of the central themes of this adventure path, and who loves treasure more than a dwarf?

Thassilon was an empire of human wizard lords. THere's a lot for a wizard, especially one with an academic interest in the subject, to go on here, and a LOT of spellbooks, magical items and gear catered to wizards interspersed throughout the adventure. Take a look at the Thassilonian Specialist in Inner Sea Magic.

Varisians and Shoantis all have long-forgotten ties to Thassilon as well, so if you wanted to play a gypsy or barbarian they're all solid choces. Worshippers of Desna will probably have a great time with some of the Lamashtu cultists the PCs run into, as well, and a varisian woman is an awesome pick for reasons detailed (spoileriffically) in the second link above.

As for crafters, I'd say this is a good adventure path for it. The PCs even encounter an ancient magical forge at the end of the fifth adventure. I have a PC shooting for the craft construct feats and a robot army. I'm pretty stoked!

Sovereign Court RPG Superstar 2011 Top 32

I've both played in and run this AP and I've seen a dwarf druid both times. Seemed to be very effective.

In fact, once giants start rolling in, big pets have plenty of room to exist. Easily able to fit large animal companions, mounts, and eidolons in the areas of the later adventures, in general.

A lot of potential crafting time in this AP is players playing "chicken" with the GM/major NPCs. Nothing says you have to move on right now, but every week you sit and craft the bad guys *might* be getting stronger.

Bad characters? It would be tough to be a PC goblin. Characters who hear "ancient powerful evil being" and think "let's work for it!" A party completely unable to handle haunts might have...problems. A character who thinks all "monsters" exist to be killed might make things tougher than they need to be.


So is Thassilonian Specialist good to take then (themewise)? I've heard that it may actually cause problems with playing the adventure path... causing issues with how much the character should already know, ruining the sense of discovery and wonder, etc. I'm asking as someone who's never played it (but is about to) and is making a gnome wizard.


Assuming ROTRL is played more-or-less as is:

BAD RACES
Any goblinoids (guess who are the first main bad guys?)
Ogrekin, half-giants and anything like it
Drow (should not even be known in 4707 AR and you're not far enough from Crying Leaf... or the Mordant Spire)

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