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Advice

Grand Lodge

We're still a few months out from starting our CotCT adventure, but I like to be prepared. What I am asking for is just advice from players or GM's alike, that have played the campaign. I don't know what the other players are playing yet so this is going to be a semi hefty list. I am not looking for party comp or builds, just spoiler-free campaign specifics and if the character idea will mesh well with the adventure. Here's the list:

Brawler (Strangler) or Monk (Tetori): From what I know of the campaign, it's city based so that means a lot of humanoids and not a lot of things above size large. I'm just hoping this guy would stay effective until the end instead of losing momentum like in Giant Slayer.

Rogue (unchained): I would play this character as more of a Dex/Int based skill monkey. Just hoping this guy would have a chance to shine with a huge skill set.

Fey-blooded Sorcerer or Bard: This would be the party face choice. It'd be nice to play either, but that is more dependent on the availability of social interaction that can be modified by spells.

Ranger: I read that rangers are great for roleplay here (thanks Player's Guide), but I am more interested in advice with Favored Enemy. I am also worried about a size large Animal Companion moving through tight spots. Any suggestions for thematic ACs would be cool too.

Paladin or Barbarian: Both would be a front-liner. Didn't know how the paladin's alignment would work in the campaign, negatively or positively.

Thanks in advance for the time and info everyone!

Grand Lodge

Your best bets with your Current list are:

UnRogue- The AP has lots of skill opportunities. Being very good at skills again this would let you shine in the major skill portions of the AP.

Bard: Social SKills and other skills. Like the Unrogue you will have plenty of places to shine and offer some serious help in combat depending on what route you went with the build.

Barbarian- Best front liner option of them all that was listed. Offers a fair number of skills. If you go human and keep a decent Int of 10-12 you won't be hurting in the skill department. You can easily focus on some Intimidate for social and you would have combat covered in Spades.


How about you go DEX/CHA with your UnRogue and take the Sczarni Swindler archetype? You can safely even dump INT, considering you'll have more than enough skill points.

If Favored Enemy is a problem, play a Guide Ranger or a Wild Stalker! The first gets a Smite of sorts instead and several abilities to help a party in the wilderness, the latter gets Rage and better senses. If you go Wild Stalker, go Skirmisher too since you can't really cast while raging.

Grand Lodge

Quote:
If Favored Enemy is a problem, play a Guide Ranger or a Wild Stalker! The first gets a Smite of sorts instead and several abilities to help a party in the wilderness, the latter gets Rage and better senses. If you go Wild Stalker, go Skirmisher too since you can't really cast while raging.

There is Freebooter as well!

Or you can look at the slayer Class and do it up right forsaking the whole nature theme without sacrificing the good stuff of a Ranger (Bonus feats).

Lastly a Inquisitor would do quite well with their Skill points and Bane class feature.

I think slayer is the true way to drop the nature feel and have a more City style ranger. Also Picking up a favored terrain urban might not be a bad Idea to help Boost your bonuses on skills and initiative checks. It is just not on your list.

Grand Lodge

Thanks for the tips! I am actually fine with Favored Enemy, I just don't know what ones to take. I'm not the biggest fan of CHA rogues though. But I could look into it.

Also, no love for the grapplers? I was hoping they could shine with a lot of humanoids.

Grand Lodge

Favored Enemy- Human for sure, Undead would be another good one to have later in the books. Outsiders always seem to work their way into most adventures.

Grappling is fine if that's what you want go for it. Plenty of Medium creatures in this one to tie up and strangle to death. Tho I tend to find there is a lot of things I don't want to hug and hold on to and end up Using grapple as an alternative as opposed to focusing on it like the strangler and Tetori seem to do.

I do know the city is full of expert "Duelists" and "swordsmen" and Grappling, disarming, and tripping, Sundering are all viable here. If you really want to experience Combat maneuvers CotCT and Skulls and Shackles give that opportunity in spades.


Xen wrote:

Thanks for the tips! I am actually fine with Favored Enemy, I just don't know what ones to take. I'm not the biggest fan of CHA rogues though. But I could look into it.

Also, no love for the grapplers? I was hoping they could shine with a lot of humanoids.

Grapplers get boring extra fast.

For CHA Rogues, remember the old saying - never TWF, use extra feats to pick up Eldritch Heritage to do crazy stuff (Shadow, Rakshaza, Fey, Oni and Undead can all be pretty fun).

Grand Lodge

Thank you both. What do you think get's boring about Grapplers, Secret? Honestly wondering, never played one.

Fruian, I would love to play a Swashbuckler party face, but another player called shotgun. If he backs down, this thread will be irrelevant, haha.


Grapplers have a hammer and everything looks like a nail. If it cannot be defeated through grappling -- they are gonna grapple it anyway.

I prefer a more mixed character - a straight Monk (Unchained?) with Imp. Grapple is much more flexible to me.

Grand Lodge

My GM already said I could use Tetori with Unchained Monk so I would do that. Brawler and UC Monk both get full BAB so even without grappling, they would still hit decently hard enough. The only thing I would worry about is not having the AC I would like with the Monk. I agree with your analogy about the hammer, but that is why I asked about this AP specifically. Everything humanoid and medium (large a few times a day) can be grappled, which is what I thought most of this AP was. Especially with dimensional anchor while grappling late game. Tie that in with some Boots of Striding and Springing and you can remove a caster from combat pretty quick.


AC is not that good for Monks - they are based upon their mobility. Use Acrobatics + Abundant Step creatively, remember that as a grappler your job is to remove an enemy from the equation.


I can say a Paladin of Iomedae would get quite a bit of shine-time in CotCT, especially in the last half; smite will work on nearly everything you'll face, too.

Grand Lodge

Deadbeat: If I was to play a Pally it would probably be Sarenrae (Dervish) or Erastil (Ranged). Does Sarenrae have any presence?

Secret: I definitely agree, but Brawlers can use light armor. Giving them a bit more survivability.

So overall, I have gotten Ranger, Rogue, and Pally. Good choices. The party can do well in the AP without an Arcane caster?


Go with the mythomaniac Fey Sorcerer. Fulfill your destiny.

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