| breakerofworlds |
We are about to start aow our ggroup looks like this:
2-Lvl 1 bararbians 1 thf 1twf
lvl 1 hedge mage which
lvl 1 bomber alchemist
lvl sumoner
Basicly our Gm has asked us to go ahead and build secondary characters
as he has little faith that our frist has the right stuff to really make a go at it, but is willing to let us try.
I was wondering if someone who has played the ap has any suggestions as back up chracter. I'm pretty open to ideas just want something that will mesh well with the story and feel of the ap. Please try to keep spoilers to a min. Thank you.
| breakerofworlds |
As someone GMing AoW, if you want to be useful, powerful, dangerous, and enjoyable, be a Paladin. They loooooooooove this adventure path.
Telling you why would be a spoiler, but a Paladin will make your group very strong against some of the foes you'll be fighting on a regular basis.
Thats awesome as I love some paladin goodness.
Touc
|
Playing AoW (converted for Pathfinder) now, can say party deaths are a reality if the adventure is run properly. The path is geared towards "old school" balanced parties (fighter, caster, trap disabler, and healer). Not everything can or will be solved by combat, but make no mistake it's AD&D style - lots of dungeons and monsters to be had.
The GM in me says it's a bit unfair to pick a character based on how well they'll handle the adventure path, but look towards party balance. The AP gives suggestions to the GM how each core class fits in. Avoid mounted classes; there's a lot of adventures where a large mount can't easily go. A healer who can selectively channel energy comes in handy. I'm not convinced (after seeing my own players struggle) that the plan we'll just "wand-tap heal" afterwards is a sustainable model in this AP.
As a final bit of advice, don't be afraid to retreat and come back to fight another day.
Touc
|
This AP can have some 'marathon' battle sessions where, without a "mass" healer, it'll be rough. However, a savvy party that doesn't throw caution to the wind and doesn't assume every encounter is meant to be solved by combat can fare well. The AP notes reflect these are "thinking man's" dungeons. While combat is inevitable, my best advice, as with any AP, is to think outside the box on encounters. This AP is well-designed for that style of play.
Cylyria
|
I'm one of the barbarians so if I die mostly likly a up front guy but if a slot opens up ie: a couple of simultanous deaths then I'm up for not being meat sheild.
So is that the general acceptance of this ap you real have to have the old pocket healer?
Based on what has gone down in my AoW campaign so far, you will def. need a healer of some sort. Wanding will prolly get you thru the 1st 3 books, but Halls of Harsh Reflection is gonna slaughter them if it continues
| StreamOfTheSky |
As someone GMing AoW, if you want to be useful, powerful, dangerous, and enjoyable, be a Paladin. They loooooooooove this adventure path.
Telling you why would be a spoiler, but a Paladin will make your group very strong against some of the foes you'll be fighting on a regular basis.
If I get what you mean, I think a RANGER would actually be a great choice, because of favored enemy, which isn't limited in "uses per day" like spells or...other stuff... But yeah, you'd have to figure out which FE to pick. Though, you'd effectively have till level 5 to figure it out before you start missing out on max possible FE bonus (since you can apply the +2 upgrade to the FE you just chose at 5th level).
Of course, I haven't actually played AoW, I just spoilered myself on it reading an excellent journal on how a swordsage (3E class) fares in actual play, that just happened to be an AoW game.