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A friend of mine was inspired by Mr. Kyle Elliot's Library of the Lion, and has built what he thinks is nearly a submission worthy Module (40 pages, no art). He wants to put us through to play test at levels 1, 3, 5, and 7.
There need be no consistency as to character, but we will not be leveling up at all. It is just a play test to work out some kinks.
The guidance so far is: Build 1 "normal" set of characters, and 1 "optimized" set of characters. The first is to test whether a bunch of average joe builds can complete the various chapters without TPK, but with a certain level of difficulty. The second trip through is to make sure there is some challenge level for optimized parties.
I have free reign to do anything at all that I want. I can make any class, any archetype so long as it is PFS legal. I can build a 1, 3, 5, 7 that are all the same class, or different classes all around, or any combination of the two. I can even split the "normal" v. the "optimized".
So far all I have settled on is:
Normal 7: Dervish Dancer Bard
Normal 5: Bard (vanilla)
Normal 3: ???
Normal 1: ???
Optimized 7: Witch (Elf or Tiefling with Slumber and Flight Hex; no idea what else)
Optimized 5: Heavens Oracle (Gnome, Awesome Display, no idea what else)
Optimized 3: ???
Optimized 1: ???

Renegadeshepherd |
Ill offer some optimized suggests first. My optimized choices tend to be on the ridiculously powerful side so please take it with a grain of salt.
#1 level one human cleric of Dispater. Take selective channel and improved initiative with reactionary and sacred conduit. With charisma 18 your DC is 15 so that's good and with improved initiative and reactionary you have a +6 in addition to dex mod. Simply go first and daze every enemy save enemy undead. When you face undead beat em up the old fashioned way.
#2 Level 1 demon spawn (pitborn) tiefling archeologist bard. Get strength 20, fates favored, reactionary, armor of the pit OR lingering performance feat depending on preference of offense or defence. You have with ur performance +7 to hit and damage with melee weapon (long sword probably). Because you have a long sword you have options with shields but I don't think you will need it honestly. The bard offers great skills on top of combat ability and the racial bonuses are awesome. Stupendous level 1 character.
More to come later have to go for now.

Renegadeshepherd |
More ideas....
#3 level 3 human invulnerable rager/urban barbarian. Feats are power attack, weapon finesse, dervish dance. 18 dex should be enough since you want some points for your 13 strength and decent con and wisdom. With +4 to dex from controlled rage and fighting defensively you will be HARD to hit and will be taken 1 less damage when you do get hit. Even with power attack penalties and fighting defensively your still getting a +2 to hit if I recall correctly but your doing scimitar damage plus 7 damage. Solid.
#4) Level 5 sensei/ki mystic monk 3/inquisitor 2 (half orc, dwarf, or human). Wisdom does it all... You attack with unarmed strikes or monk weapons, initiative bonus, with conversion inquisition you get mouth skills, inspire courage based on wisdom, AC from wisdom, and more and more from one stat. Get a 20 wisdom, power attack, and the rest is up to you. Keep in mind your a supporter not a DPS machine but that does t mean your useless.
More later...

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I agree with Pupsocket to some degree. With that in mind...
At 1st level, a Half Orc Barbarian with Shaman's Apprentice, Sacred Tattoos, Fate's Favored, Power Attack, and optimized stats is pretty optimal as melee characters go.
The unoptimized version could be a melee Fighter or Ranger with a much less optimal stat-array. Maybe going sword and board.
For 3rd level, you could go Magus 3, going Dervish Dancer and Shocking Grasp for the standard Dex-build.
An amusing equivalent for non-optimized would be a Str-based Fighter 1/Wizard (Scryer Subschool) 1/Eldritch Knight 1. It might be optimal much later, butit sure isn't at this level...
Just some ideas.

Mark Hoover |
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A cleric, fighter, rogue and wizard. Everyone takes different starting languages, save common. You cover the 6 monster knowledges (Arcana, Dungeoneering, Local, Nature, Planes, Religion). One guy adds some Cha based skills as the party face, another guy is your skillz monkey with traps and magic devices, a third knows spellcraft and finally the last one has survival skills. You all take something in perception if you can.
- the wizard takes a familiar: this gives utility, extra eyes for perception and a backup scout
- the cleric and wizard take a variety of spells: utilities, buffs, debuffs and battlefield controls
- the fighter and rogue invest in alchemy: they are the backup battlefield controls with smokesticks, oil, alchemist fire, etc. Also invest in simple fixes: marbles, flour, chalk.
- the wizard doesn't get rid of Scribe Scroll: work with GM to take pre-made scrolls as part of your starting gear and buy 100 GP (8 scrolls) to start. As you go on in the game until wands are an easy buy keep investing in cheap, 1-shot spells. Collaborate with the cleric for him to cast HIS spells into your scrolls.
Finally, optimize these characters. Congrats, you now have a great group of PCs. Not perfect - there is no such thing as a perfect party. But this simple, basic combo of boring core PCs gives you a little of everything you might possibly need to "win" this module. Pick the right 4 races (I favor 2 humans, a dwarf and an elf) and you've even got all the senses you need.
Sure, my solution isn't as sexy as say a band of tiefling barbarians, a half-elf summoner/alchemists or assimar warpriests, but it gets the job done. 65% of the time, all the time.

Ravingdork |