Advise for Rise of the Rune Lords, but no spoilers


Rise of the Runelords


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Ok so for those who saw my last thread, A follow up. For those who did not to summarize.

We have a group of 5 VERY skilled players starting a Rise of the Rune Lords campaign.

1. An Aasimar Ranger Switch Hitter build
2. An Aasimar Zen Archer Monk
3. A Human Evoker Wizard with mostly Ranged touch Spells.
4. A Tiefling Dawnflower Dervish Bard
5. Finally me. A Tiefling Rage Priest, who specializes on Natural Weapons.
(Rage Priest found here - http://mcarchetype.wikispaces.com/Rage+Priest )

Notes on our DM.

- He will make everything much harder than in the book because those modules are not made to challenge expert players with well made characters. Generally he doubles the HP of critters and raises their AC and saves by 3 to 5 each.

- He hates build shenanigans or abilities that trivialize encounters.

We are all cool with these things it is to be expected to make the game challenging.

My question is however, without giving away any spoilers, will we be ok on rise of the rune lords modules 1-20?

Notes on my Character
As a Cleric who essentially traded a domain, spontaneous casting and changed channeling in for Rage and rage powers. Due to racial alternate traits and a roll on the alternate table I have Claws and A bite attack. When I hit level 3 I will gain a 4th attack due to rage powers.

At level 3 while raging I should have Claw/Claw/Bite/Gore, but is that all?
Are there more ways to get natural attacks that I have missed? Unfortunately Tieflings can not take the wings feats that Aasimar can.

Any advise would be very appreciated.


P.S. Sorry about spelling errors and such I typed that on my phone.


Whisperknives wrote:
My question is however, without giving away any spoilers, will we be ok on rise of the rune lords modules 1-20?

If your GM's idea of making encounters harder is a HP buffer and higher AC, then yeah, you're gonna be fine.

Though you sweat a bit, once or thrice :P

-Nearyn


Nearyn wrote:
Whisperknives wrote:
My question is however, without giving away any spoilers, will we be ok on rise of the rune lords modules 1-20?

If your GM's idea of making encounters harder is a HP buffer and higher AC, then yeah, you're gonna be fine.

Though you sweat a bit, once or thrice :P

-Nearyn

Oh that is most definitely not his only strategy. That is just the basics of his adjusting the rest is based on increased numbers and using good combat strategy.

Spoiler:
Combat strategy is going to be huge on both sides. In the first fight in the first module it was us vs I want to say 10 goblins in the market square and then just a few minutes later it was us protecting the noble being attacked by 20 goblins and 5 on goblins riding the large rat things.

At the end of the fight, 4 of us were at under 3 HP the other was at 5, the Noble was alive and well, and all the goblins were dead

Strategy is huge for us, not rules lawyering style but proper use of combat tactics, placement and use of the terrain.


Note that Runelords doesn't actually end at 20th, usually around 16th-17th.

That doesn't mean your GM couldn't pad it out somehow.


I stand by my statement. You'll do fine. Of course it gets funny if he starts doubling or tripling the amount of enemies later on, but you seem to have faith in his ability to juggle the power levels of the game, so I'd say no issue.

-Nearyn


Nice contribution of spoilers there Whisperknives.

You should do fine, you don't really have a dedicated tanky melee class but a lot of support damage to make up for it. Some stuff mid-levels (8-10) is going to smack you pretty hard so that might be something to take into account, so plan on someone absorbing 3 attacks of 25-30 damage a whack per round for several rounds, or at least chain healing/channeling to soak it. Our GM did basically the same thing as we have 8 players, he doubled their hp, levels, etc, and we have squeaked by. Our biggest problem has been crit survival, usually the PC is already damaged, and a hit for 60+ will dampen your enthusiasm.


Heimdall666 wrote:

Nice contribution of spoilers there Whisperknives.

You should do fine, you don't really have a dedicated tanky melee class but a lot of support damage to make up for it. Some stuff mid-levels (8-10) is going to smack you pretty hard so that might be something to take into account, so plan on someone absorbing 3 attacks of 25-30 damage a whack per round for several rounds, or at least chain healing/channeling to soak it. Our GM did basically the same thing as we have 8 players, he doubled their hp, levels, etc, and we have squeaked by. Our biggest problem has been crit survival, usually the PC is already damaged, and a hit for 60+ will dampen your enthusiasm.

When I said No spoilers in the title I meant from the advise coming in, I do not want to know things ahead of time. Not that I would not talk about what already happened.

Also sadly enough I am the tankish person of the group. A dervish bard, 3 ranged characters and me. The Switch-hitting ranger is only switch hitter until he gets til about 3-5 where he will be all archer.

I am the Rage Priest as the only tankish one and the only healer, and as more than likely primary melee damager.

I am going to stay busy.


Spoilers are still a concern because this thread title is something that spoiler-conscious searchers might open.

Not your fault, but let's be careful anyway.

Flagged for spoiler tags.


So is channel rage usable once per day or 3+CHA modifier times per day? The ability entry contradicts itself. That's a very strong archetype there. d10 hit dice? Full casting and full rage progression? Man I wish I could play one of those.

I'd say your party will be just fine.


Nuclearsunburn wrote:

So is channel rage usable once per day or 3+CHA modifier times per day? The ability entry contradicts itself. That's a very strong archetype there. d10 hit dice? Full casting and full rage progression? Man I wish I could play one of those.

I'd say your party will be just fine.

While the channel Rage ability is 3 + Cha a day my CHA is a 5, so I can not use it anyway.

I find it funny that the group is 2 Aasimar archers, 2 Tiefling melees and one lonesome little human kind of stuck in the middle of it.

My Tiefling is 5 Charisma, Claws, prehensile tail, fangs, and horns but is a CG follower of Caiden Calean who tries his best to be a good person but most people just do not listen.

The only reason that the archtype is powerful is because Cleric in general is a very badly made class.

No capstone ability, no ability gained at all at max level, no new abilities after level 1, just a more powerful channel.

Not a lot you could change about it that would not make it better.


Cleric gains a lot of features through his domains, and he is a full caster in medium armor with 3/4 BAB. I am a bit dissapointed of channel energy too, but it is definately better than the turn undead of the previous versions and anyway it is not a badly made class by itself.


I made a dwarf multiclass barbarian/cleric with travel & growth domains, enlarged with a two handed (reach) weapon is crazy damage while raged and great cleaving plus extra movement. Take the rage power that lets you cast in a rage and you can spot heal as well. No reason it wouldn't work with tiefling.


Is there any way to get talons on the feet for natural attacks, or possibly a Tiefling equivalent of the Aasimar Body/wings/metalic wings feats?

Speaking of which, why do kobolds and other races have a feat to make their tails natural weapons but Tieflings don't?

For that matter, why do Aasimar get feats to get wing attacks but Tieflings don't? Tieflings actually have wings as a racial trait, Aasimar don't and I see a them as having a better chance at it than aasimar would.


Kobolds are super weak, they should have some extras to ease the pain. Aasimars, well, designers are into them as it seems... ;)

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