Party Composition


Rise of the Runelords


Any possible pitfalls with the following party:

Paladin
Druid
Rogue
Gunslinger

Give me your thoughts.

Dark Archive

Pathfinder Adventure Path Subscriber

Lack of arcane at higher levels might be problematic. Gunslingers will find very little gear as printed to support their class, but that's to be expected. Without knowing more, it's hard to say, though. I can't immediately think of anything that would say to me "don't play this character."


You might have a problem with the gunslinger given the preponderance of giants in the AP.


No Cleric or Oracle? Body count will be high.


I would think the Paladin and Druid help to offset that.

Both can do light healing, but more importantly, the Druid can bring in Summons that take hits for the party.

I'd probably push the Rogue to go Arcane Trickster (pulling double duty as the Rogue and Spellcaster), as the Paladin and Gunslinger should be keeping Damage Output up.

Dark Archive

Pathfinder Adventure Path Subscriber

@Gwaihir: I don't really see that as a problem, per se. It's an advantage, to be sure, and a pretty big one, but is it really that overpowered compared to the other things that PCs can do by Book 3 and onwards? Pesonally, I say no, but then I've had a game get that high or seen what a mid-to-high level gunslinger can do.

Oh, I'd also be aware of the gunslinger pistolero weapon cord cheese that's going around these days. If your player is wanting to play a gunslinger because of this, then you might want to look into the discussions on that particular build, just so you know what you're in for. If, however, they're wanting to play a gunslinger because gunslingers are cool, then I don't foresee any problems with that.


Thanks for the input and comments. Very helpful.

How about instead of a Gunslinger, the character goes with a Wizard Spellslinger? Would this give them the arcane abilities needed or just make a character who can do two things, but neither well.

Keep the comments coming.

Dark Archive

Pathfinder Adventure Path Subscriber

I've got a bit more experience with that - I ran a PF Freeport game for a time, and one of my friends played a Spellslinger. I wasn't especially impressed. They lose cantrips and have four opposition schools. This means your character is going to be hyper-specialized. Losing cantrips sounds minor, but that means no access to wizard staples: detect magic, read magic, any sort of renewable arcane attacks like ray of frost or acid splash. And if you roll a 1, your gun is jammed, and you're probably screwed, since you can't spend Grit to clear it faster. I'd definitely shy them away from it if they're not experienced players. If they are, then more power to them.

I won't say it wasn't powerful - the PC dropped a sorcerer before he ever got a chance to go. Then again, the shot was a critical at close range, so x4 damage is nothing to sneeze at, but that's pretty much what was going to happen regardless of who critically hit the sorcerer.


Thinking now of changing the Gunslinger to an Arcane Duelist Bard and the Rogue to a TWF Ranger.


DM Dad in FL wrote:
Thinking now of changing the Gunslinger to an Arcane Duelist Bard and the Rogue to a TWF Ranger.

I really like this party, especially if either the bard or the ranger focuses on ranged combat. All of your characters will be able to use a wand of cure light wounds and the paladin has lesser restoration and restoration on his spell list. With a druid as your primary caster you'll have a very different approach to mid- to high-level battlefield control magic and the bard provides some much needed arcane capability. I expect the paladin to be in the front lines mixing it up with the ranger and companion animals flanking. The bard song will turn them into a meat grinder.

For skills, the ranger and druid will cover all kinds of outdoor skills and knowledge and the bard will handle most everything else (social and knowledges).


With no cleric and no stereotypical arcane all I can say is I hope you like being on horses, because RotRL has some major distances to cover. In book three you're half a nation away via riverboat, and in books five and six you're traveling to two different edges of Varisia.

Without a sorcerer or wizard casting Teleport, without a cleric casting Wind Walk, we're talking Level 13 for the druid for Wind Walk. Encourage the bard to get Shadow Walk, or else everyone needs to invest in some really comfortable masterwork riding saddles.

What I have done in our tabletop RotRL is have a non-prestige class Sorcerer who's about to get Teleport, and a Leadership Cohort wizard who has taught me the value of (Summon) Mount and Phantom Steed.

You're also quite a distance away from a major city like Magnimar most of the time, so as the GM throw in some Bags of Holding Type III or IV among the treasure if you don't want the PCs leaving a trail of discarded items after the first five miles on the road.


jhpace1 wrote:
Without a sorcerer or wizard casting Teleport, without a cleric casting Wind Walk, we're talking Level 13 for the druid for Wind Walk. Encourage the bard to get Shadow Walk, or else everyone needs to invest in some really comfortable masterwork riding saddles.

The bard also gets that spell at 13th level. I kind of like that this party won't have easy access to teleport - the spell always seemed like an easy out to me. That said bags of holding are admittedly pretty key here.


Thanks for every ones input. I look forward to making this group happen and will keep you abreast of the action.

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