What are our odds?


Advice


We start our first session of Wrath of the Righteous tomorrow, and I'm pretty worried about our survival odds. We have an...interesting line up of characters:

1. Female Tiefling Hexcrafter Magus, a strength based scimitar user

2. A male Aasimar Sylvan Blooded sorcerer, who will have some kind of dinosaur animal companion as a meat shield.

3. A male Human Zen Archer Monk. Along with our Sorcerer, he's our ranged combatant.

4. And my character, a male dwarven Inquisitor, using the Cold Iron Warden archetype from the Demon Hunter's Handbook.

I'm nervous, because not only do we not have a dedicated "tank," the only front liners being two medium base attack bonus, d8 hit dice characters and a giant reptile, we also seriously lack healing resources; my inquisitor is the only character that has a healing spell, and as a half-caster, that won't cut it for long.

Are we boned?


Is your inquisitor going to be melee or ranged?


leo1925 wrote:
Is your inquisitor going to be melee or ranged?

I'll be going melee. I haven't decided on whether to go sword and board or two-handed just yet.


Well, I think it's alright. You all have decent survival chance and decent damage output in both physical and magical. Don't worry. Beside, it's GM's job to keep the encounter balance, not players.


@SiuoL
Not when playing APs, at least for me the reason i buy the APs is that i don't have to do the work myself.

@OP
With two 3/4 BAB melee you should be ok (although magi tend to be a little too fragile until they get medium armor), also at 3rd level the zen archer will be able to shoot his bow at melee range with no problem, so tell him to move to the front with the other two in order to absorb some of the attacks.
The biggest problem i see is that your group doesn't have a 9 level divine caster, that might become a problem at mid+ levels, you might have to blow most of your known spells on staples, and even then it might not be enough.


I wouldn't be terribly concerned about not having a "tank".

Your odds, as you put it, depend far more on intelligent play by the party than anything else assuming the GM is being halfway reasonable. Tank is an MMO term for someone who stands up against the boss and goes toe to toe while absorbing damage and keeping the boss(es) focused on himself not his companions. Frankly it works based on the rather typically 'stupid' AI of the creatures being 'manipulated' by the players (and/or game mechanics). GM controlled bosses aren't controlled by 'stupid' AI but a living GM ... who will decide the boss needs to go smash the cleric, wizard or whoever and ignore the 'tank' when it is in their best interest (and/or for interesting play) rather than stand there 'tanked' while being ripped to shreds by the spellcasters (or whoever).


I would say that with this setup you might miss out on quite a bit of class/story related bonuses. Like for example a paladin and/or a character that is good with leadership related stuff

I don't think your in any trouble for the first adventure, Long term is quite uncertain.


Tanking doesn't exist in Pathfinder. There are handful of very limited ways to force a creature to attack a specific character rather than the target it would like to. You can't have a tank, but you do need characters with decent AC, good group tactics to protect the squishier members and access to healing. At level 1 it's not an option, but once you get enough cash as a group your first investment should be a wand of either cure light wounds or infernal healing, whatever your group fancies.


King_Of_The_Crossroads wrote:
I'm nervous, because not only do we not have a dedicated "tank," the only front liners being two medium base attack bonus, d8 hit dice characters and a giant reptile,

You have 3 people who can go up to the frontlines safely with great AC(including the monk) and an animal companion. Doesn't look that awful to me.

Diekssus wrote:
I would say that with this setup you might miss out on quite a bit of class/story related bonuses. Like for example a paladin and/or a character that is good with leadership related stuff

That's just silly. You can still have a leadership type thing, and you definitely don't need a paladin for story. The inquisitor can be and act like a paladin in every way, as can the sorcerer, or the tiefling hexcrafter...


My point above is that ALL characters need to be able to 'tank' as the situation depends or demands. A single character acting as the sole tank is pointless unless somehow the campaign rules and equipment can FORCE the foes to engage them and only them and do so routinely. Otherwise the foe will often bypass the 'tank' to attack whoever it wants based on the situation of the encounter leading right back to all characters need to be able to survive the direct interest of the foes including any "bosses".


Thanks for all the replies, folks. I feel more at ease now that I've given it some thought; while having a paladin or dedicated fighter would be awesome, I guess we'll be able to do pretty well as long as we use our heads and the dice favor us.

A slight update: I decided to ditch the inquisitor route and made an oracle with the Time mystery. That will give us 9th level divine spells eventually, as well as a few more healing spells early on.


MrSin wrote:
That's just silly. You can still have a leadership type thing, and you definitely don't need a paladin for story. The inquisitor can be and act like a paladin in every way, as can the sorcerer, or the tiefling hexcrafter...

I did not say you needed them, However the mythic item you find in your first adventure is only usable for paladin's. will that make you unable to play this? no. Will it affect your odds in a negative way? yes. Having a character that is able to use banners and such will also be rather useful.

This is the case in every adventure path of course, even more so with those that present artifacts. being able to effectively use them is a large boon that will help in the success of your party.


It looks decent, though I imagine an oracle or cleric could probably help a bit with the survivability. Dwarf clerics in particular are fairly resilient - btw, King, what race is your oracle?


The Shaman wrote:
It looks decent, though I imagine an oracle or cleric could probably help a bit with the survivability. Dwarf clerics in particular are fairly resilient - btw, King, what race is your oracle?

I went with a half-orc for race. I thought it would be fun to play a "noble savage" kind of character. So I made an orc raised half-orc who "saw the light of Iomedae," and became a priest. He blends orthodox Iomedae worship with tribal animism.

He's a beast in combat so far; an 18 strength combined with a greataxe spells trouble for evil doers. :)


"Never tell me the odds." -- Han Solo


Diekssus wrote:


the mythic item you find in your first adventure is only usable for paladin's.

This makes me incredibly sad.

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