An anti paladin, barbarian and wizard walk into branderscar prison


Advice


Who should be the 4th member on the way out?

OK, after much back and fourth three of us are pretty set in our roles for an upcoming way of the wicked campaign.

Our fourth still can't decide what she wants even after I offered suggestions based on community help.

So she's decided to base it on what is best paired up with the above 3 classes for this particular adventure and then make it her own from that.

Any suggestions?


Evangelist Cleric


Yeah we were thinking cleric but the inability to heal "in a pinch" due to the negative energy kind of turned her off, however, that particular archetype does seem tasty


Someone sneaky and supportive. You have two combatants (hammers), one caster/controller (anvil), but no support casters (arms).

You are also weak in the ability to stealth around, and possibly (depending upon build) in your ability to deal damage at range. I also don't see an obvious candidate for party face.

I'd go for a bard, myself, specializing in ranged attacks of some sort. In combat, stay behind the thugs, buff them, and then hit them with arrows.


Remember it's better if they are more well rounded than a team of 4 specialized ppl.
At least that's what the author suggests, anyway.


Orfamay Quest wrote:

Someone sneaky and supportive. You have two combatants (hammers), one caster/controller (anvil), but no support casters (arms).

You are also weak in the ability to stealth around, and possibly (depending upon build) in your ability to deal damage at range. I also don't see an obvious candidate for party face.

I'd go for a bard, myself, specializing in ranged attacks of some sort. In combat, stay behind the thugs, buff them, and then hit them with arrows.

The barbarian said he was going to also do a scout role, and the anti paladin was going to be face. Or that was our plan


Play an oracle. You get to decide whether you cast cure or inflict regardless of alignment and they can act as great support.


Oddly enough, WotW -- if run straight -- is less healbot-y than most APs. You can probably manage without a healing cleric, though of course it's a perfectly reasonable choice.

Minor spoilers:

Getting out of Branderscar Prison can be a marathon run where, yes, you'll feel the absence of a healbot cleric. You can still totally pull it off IMO. You just need to be more thoughtful and less aggressive than many PC parties are.

Once you're past that, most of the rest of the module is mostly bite-sized chunks: small or limited encounters where unless the dice are really being difficult, you shouldn't need a lot of healing to stay viable. There could be another long run at the end, but that depends on how you play it.

If you were arguing "what is best" I'd say either some sort of cleric, a bard, or -- wait for it -- a rogue. Yes yes rogue hate, but in this particular module you'll definitely want to have a sneaky stealth type, a skill monkey, and a face character. If a character can do all those things well, you can forgive them some melee damage output. (Especially since the party already has two melee-heavy damage types.)

Doug M.


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Bard. Stealth + Face + Buffs.

Silver Crusade

Alchemist (I suggest Vivisectionist) could be fun.

A Mad Scientist joining a party of evil guys(anti-paladin).

But what she likes to play?

Safe player? In Harms Way? Thinkering?


How about an inquisitor? They have enough skills that they can cover the sneaky stuff and anything else you need. They can take healing spells so can cover any healing, probably through the use of wands and scrolls. Between Judgments and Bane he will more than hold his own as far as damage. Inquisitors also have good ranged weapons which you seem to be lacking.


I'm not sure how much of a DPR machine the anti paladin is going to be. His strength is 14. He invested heavily into con to be a"tank " and into charisma

Silver Crusade

Goddity wrote:

Bard. Stealth + Face + Buffs.

Yet substantially less damage.

However you shouldn't be lackingbin the damage dept.


malaketh wrote:
I'm not sure how much of a DPR machine the anti paladin is going to be. His strength is 14. He invested heavily into con to be a"tank " and into charisma

Eesh. Tank characters only work if they can actually provide bonuses to their allies or make themselves a juicier target. Does he have a means of doing that?

Would the DM, perhaps, let this feller be an evil version of the Sacred Shield? I doubt it, but it's worth tossing out there. That's a fairly solid "come at me" archetype for paladins. Reflavoring it for an Anti-paladin would take a bit of work.


I'd vote for someone with a good selection of skills especially the rogue type ones...and not just for Brandescar.

Just played through the prison escape and a little bit beyond and our Rogue has been pretty invaluable so far. from what I've played so far doesn't feel like you'll need overwhelming damage output but you'll almost definitely need plenty of skills covered. I'd imagine any one of a rogue, ninja, bard, inquisitor or investigator could help you there.

I'm playing an AP in our game because we lacked any kind of melee muscle in the group but otherwise I'd have gone with an Inquisitor of Asmodeus, maybe with the infiltrator archetype.


Solid choices, just confirmed, I was wrong, the anti paladin is two handed and the wizard is a"blockbuster " so we are good for damage


I quite like Tiefling Fiendish vessel Cleric, for the channel energy to hurt your enemies and heal your freinds at the same time, useful early on and then its still a cleric for casting later on


You have an Int based character, a Cha based character and a Str based character. An Archer Inquisitor wouldn't be a bad idea, especially since you don't have a Divine caster.


I also vote for bard.

There will be times when you need to be slippery to be successful. We have a bard in our WotW group; he's playing like a "dirty politician" type. Making contacts, greasing palms, and worming his way into and out of situations. Also, if he's providing combat buffs for everyone else, His personal DPR doesn't need to match the others.


She's liking the bard as well... Thanks for the advice... I think we found a winner


rorek55 wrote:
Goddity wrote:

Bard. Stealth + Face + Buffs.

Yet substantially less damage.

However you shouldn't be lackingbin the damage dept.

If that was a problem (it isn't, enough hammers to go around already, and inspire courage makes them all the better at it), then they could go with an archaeologist bard.

This trades out performance for scaling luck bonuses to attack, damage, saves, and skills, but only to themselves. Same scaling at inspire courage, and a swift action to use. Throw in the fate's favored trait (+1 to luck bonuses; puts this on par with the barbarian's rage at level 1) and lingering performance (unlike performance, the luck rounds do not increase as you level; they do allow performance feats, and this one effectively triples your rounds) and you have a damage dealer.

The archaeologist is also the trap/scout archetype for bards. Scaling bonuses to perception and disable device, and while they lose versatile performance, they keep loremaster (so they can juggle most of the knowledge skills at once)

Also, another alternative, which DEFINITELY DOES NOT WORK FOR THIS AP would be the dawnflower dervish. They get double bonuses for performances like inspire (but only for themselves; I like the idea of these two archetypes for this AP since it is a bit selfish, focusing on its own power), which again, puts it on par with rage in sheer numbers. Unfortunately... this archetype requires you to worship Sarenrae, a good aligned sun deity.....


Pathfinder Lost Omens Subscriber

a reanimate dead cleric, tank with the undead and heal the undead.


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Bard sounds like an entirely reasonable choice. A face and a skill monkey will be more valuable than additional damage output.

Also, a bard lets you play around with different sorts of evil. Let the others be rampaging monsters of destruction; the bard can be sleazy and slimy.

Doug M.


bard is a good choice for any group. if your group ever goes mythic in this campaign, mythic arcane strike allows you to just add a bane weapon quality of your choice to your weapon.

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