KrythePhreak
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Posted in Advice Section as well but figured why not =)
Okay recently our group ran into a snag with some "people incompatibility" causing one of our group members to leave taking our merry little band down to four and without an arcane caster. Currently our party is a Paladin of Cayden, Warpriest of Torag, Zen Archer and me the Ranger. We had an Arcanist in the group in the hands of someone who should not have ran a caster, but thats neither here nor there, and now we are without certain useful tools.
So Im thinking of retiring my Ranger, though I really don't want to, to fix our merry little band but what to play is the question of the hour. Me being the Ranger, was always the switch-hitting scout with a backpack that would make McGuyver proud, and I would like to incorporate that kind of playstyle but cover some more support ground.
The two I am considering would either be a Bard or a Reincarnated Druid/Gray Warden but the lack of arcane power bothers me a bit so if I go that route then Wizard or Arcanist that will play as an Admixture Blaster type. I've read the Forge of Combat and every guide over the years and have plenty of builds floating around in my head but mechanically I'm torn on which way to go.
So I come to you all in the boards for some friendly advice if any are ready to give it =D
| Wiggz |
Posted in Advice Section as well but figured why not =)
Okay recently our group ran into a snag with some "people incompatibility" causing one of our group members to leave taking our merry little band down to four and without an arcane caster. Currently our party is a Paladin of Cayden, Warpriest of Torag, Zen Archer and me the Ranger. We had an Arcanist in the group in the hands of someone who should not have ran a caster, but thats neither here nor there, and now we are without certain useful tools.
So Im thinking of retiring my Ranger, though I really don't want to, to fix our merry little band but what to play is the question of the hour. Me being the Ranger, was always the switch-hitting scout with a backpack that would make McGuyver proud, and I would like to incorporate that kind of playstyle but cover some more support ground.
The two I am considering would either be a Bard or a Reincarnated Druid/Gray Warden but the lack of arcane power bothers me a bit so if I go that route then Wizard or Arcanist that will play as an Admixture Blaster type. I've read the Forge of Combat and every guide over the years and have plenty of builds floating around in my head but mechanically I'm torn on which way to go.
So I come to you all in the boards for some friendly advice if any are ready to give it =D
I'd say play what you want and keep your Ranger. Its a good AP for a Ranger. No GM worth his salt is going to punish a party for not being 'properly balanced'.
If you're set on a full Arcane caster then I'd go with the Arcanist, more for utility spells like Teleport or Divination than necessarily firepower.
| JohnHawkins |
This is an excellent adventure path for wizards or Arcanists you will have access to a lot of spellbooks and a lot of opponents who make use of Arcane magic.
You can get a lot of the flexibility by keeping some spell slots empty and then preparing spells when needed, if you do this the feat for rapid study is very useful at higher levels.
The Zen archer should cover ranged damage so you may want to pick up more of the control/buffing type effects. You will find spells that target Will or Reflex are often more useful than fortitude type effects (although of course there are exceptions).
| winddrake |
Consider talking with one of the other players and ask them if they could pick up UMD. It will give you access to a lot of magic via scrolls and wands that you may be missing. The paladin or warpriest are possible candidates for the pick up, and they could get a small bonus to the skill and access to it as a class bonus.
Since your part doesn't have ANY full progression spellcasters, you may need to buy more scrolls than other parties. On the upside, 3 of your party can cast the basic divine spells.
| Latrecis |
These type of threads are very difficult to respond to since any kind of meaningful answer is dependent on things we don't know: how do you like to play? how does your group like to play? How is the GM running the game? how important was the arcane caster to typical group tactics?
Is it a good idea to have an arcane (and divine) caster in your group for this AP? Yeah. But you could say that about every published adventure since the dawn of time.
Is there some class that doesn't belong in the AP? I could add a couple class/race combos to such a list but it would just start an argument as someone else would post "Oh No! We had such-n-such class in our RotR campaign and it was AWESOME!" And we'd both be right.
Since the OP seems to think retaining arcane casting skill is important, I'd make a few other suggestions before dumping a current character for a new one:
1. Just because a player left doesn't mean the character has to leave. Ask the GM if the existing character could continue as an NPC, a cohort or follower, etc.
2. Someone in the party could add another arcane caster as a cohort, follower or hireling. Or spouse/love-interest or long-lost kin.
3. Talk with your group - players and GM - and see how they think the issue should be addressed. Maybe they have other ideas or don't think it's a big deal. Of course, the group may be assuming the OP is going to do something (I've seen groups like that.)
KrythePhreak
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We just finished up our next session tonight and addressed the issue. Currently we are going to be without a caster but 3 of us are rolling a backup for the potential case of death and with us at the end of book 2 it is possible.
The loss of the arcane for us was both huge and not at the same time because the guy running said caster could not do it and essentially the three of us rolling backups ran his character for him while he stared into space. But utility we had was pretty clutch when used effectively. We are still measuring our options with an NPC but will probably wait to see the conclusion of Book 2 before anything gets set in stone.