Playing in a Way of the Wicked campaign soon


Product Discussion


I'm trying to decide what to play and I was wondering if someone could help answer some questions about the campaign.

How often will stealth come up?
Is trapfinding important for the campaign?
By end game how important will it be to have spells?
Supposing I play a class with an animal companion, will it be restricted from use often?
Is the Asmodeus same as the one from Golarian?

Sovereign Court

1) As often as you like. The campaign is very open minded in how you deal with things but expect to be fighting because like usual, people in your group will come with heavy armor...so stealth become largely useless in some situations.

2) Without spoiling much, there are traps and at one point in the game in book 2...you will make traps.

3) It depends again on how you deal with some situations, like usual spellcasters are very strong but this guy emphasizes that you work as a team, so if you have spellcasters in your party, no worries.

4) It won't be restricted often, except at the beginning but I suppose your dm will tell you that.

5) Fluff wise? Yes. Talingarde has a backstory, you should ask your dm to let you know a little more about the setting and you will understand more of what happened to him.


Those were great answers, though I guess I need to rephrase question 2. Currently nobody in our group will have Trapfinder, how bad is that? I don't need numbers or spoilers, just need to know how necessary you believe trapfinding and Disable Device will be to the party.

I'm last pick and that knowledge specifically will make the biggest difference in what classes can fit my concept. I'm trying to be a strong and sneaky character, which can be fulfilled by a great number of classes, but if trapfinding is important it narrows me down to Urban Ranger, Slayer, Sanctioned Slayer Inquisitor, an Alchemist Build, or a Seeker Oracle.

Sovereign Court

Without a trapfinder, you can get by. With trapfinding, you could potentially resolve some situations more easily and pretty sure, you get also some bonus group xp for doing so.


Thanks a ton :)


I'll be wrapping up my WotW campaign soon. You're in for a fun ride; my players have had a blast being the villains. Primarily the group is a human antipaladin, her twin brother (think Jamie and Cersei Lannister from Game of Thrones) Inquisitor (Purifier of the Burning Pentagram [Rite Publishing]), elf sorcerer (daemon bloodline), and human talented rogue [Rogue Genius Games] who was tightly focused on lies and deception (no trapfinding).

The campaign, except for a few bits, is really a big sandbox that allows a fair amount of latitude to the players. The Asmodeus as written, can't use any of the Golarion fluff of course, but inserting it is easy; he's still a lawful evil devil-god after all!

Have fun!


If you're starting a WotW campaign, this campaign Player's Guide is a must read.

Other than that, the campaign is a blast. Enjoy!

Dark Archive

You should ask all of theses questions to the GM. Maybe he is planning some changes to the books that we obviously don't know about. Right now you're just asking for spoilers - that seems awkward.


How often will stealth come up?
In our campaign plenty of times. It helps if the whole party is at least a little bit stealthy.

Is trapfinding important for the campaign?
We have a dedicated trap finder in our party and it has come in handy from time to time. Not as often as stealth though. Not by a long shot.

By end game how important will it be to have spells?
We haven't played through to the end yet, we are two thirds of the way through and we have only one full caster in a party of five characters and it seems to be working okay.

Supposing I play a class with an animal companion, will it be restricted from use often?
No, only in rare cases.

Is the Asmodeus same as the one from Golarian?
In our campaign it is.

I found that there are more roleplaying opportunities and since the characters are evil, many more opportunities to be really devious than in most adventure paths I have played. Also the NPCs are really interesting, I picked a character with a high charisma score and it is heaps of fun just interacting.


Thank you for all those answers :) they've really helped narrow down my choices. I'll either be running an Inquisitor, Hunter, Beast Shape focused Druid, or a Slayer.

Heavily considering the Hunter or Slayer though since nobody else in the party has Martial weapon access! Probably Hunter since my pet can be another Front Liner.
Cleric, Wizard, and Bard are the rest of the party.


I ended up formulating the baseline for my character! 25 point buy for 17 14 14 13 14 10. Yes I know the wisdom is lowish, but I don't believe Hunters should be casting spells offensively. Most of his spells will be buffs, status removal, and spells that use caster level like Dispel Magic.

He will be a Human Hunter with a Wolf companion. The two of them will be using pack flanking, outflank, paired oppurtunist, and Precise Flank while next to eachother to make as many accurate attacks as possible. They will also get broken wing gambit and seize the moment to proc more AoO.

After the Wolf gets big I plan to have my Hunter ride it to simplify movement and reduce board clutter. Though I can always choose not to ride it.

The companion itself will have a pretty simple feat selection of narrow frame, power attack, and combat reflexes as its earliest feats. Later intending to grab feats to shore up its saves.

Hunter having so many skill points per level and the trait system will let me have a lot of leeway with skill points too.

The key figures I envisioned to think up this character are Rexxar+Misha from Warcraft 3, Sejuani from LoL, and the villain from how to train your dragon 2.


Bear in mind that at the beginning of the campaign, you'll be imprisoned and awaiting execution. You won't have access to your animal companion right off the bat. In order to have your full range of character abilities, your GM will have to ensure your wolf is penned up somewhere in the prison (which begs the question of why they just didn't kill it) or you'll have to pick one up later in the first adventure.

If anyone else in your group is looking for PC ideas or one ready to run, I suggest grabbing a copy of Adventure Path Iconics: Path of the Wicked it has several nice options.


I'm just assuming my companion is dead and using the perm animal focus on myself anyway. A level or two without my companion wont be a big deal since low level combat is a slap fight anyway.


Having disable device in some form comes in pretty handy, for traps and other reasons. One or two people who can stealth well can also be pretty useful. I have an assassin that would go off on her own sometimes (on relevant jobs), but that's not critical and it might not fit your group to take up the GMs time like that.

The only full caster we have is a cleric, along with an assassin, monk, and a geisha bard. We had an alchemist who died after his player moved as well (plus some 'minions'). we've gotten along decently. One class we've often though would be handy was a Druid! Druidic magic can do some amazing things if you're given time to prepare. And unlike PFS, you can actually plan some things out in WotW since you're the ones working from the shadows.

Just keep in mind that this AP has a reputation for being difficult, so you'll need to be careful and plan your moves.

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