Useful classes for this AP


Reign of Winter

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Grand Lodge

Pathfinder Adventure Path Subscriber

Ah; ok, thanks.


Piccolo wrote:
There's a lot of Will saves involved in Reign of Winter?

Yes. Very this. One of my players took Iron Will and plans on taking Improved Iron Will.


I've been running the first few books, haven't gotten the later books and some basic suggestions:

1) Think of the AP in many ways as Pathfinder Doctor Who (with a strong element of fairytales tossed in) - really any class (or race) can work - initially the party actually probably shouldn't be particularly "winter" themed as they start in Taldor (technically in summertime) but knowing the overall theme as a GM I'd be relatively lenient here - but it does help ramp up the threats and impact early on if the party is prepared for Summer in Taldor and gets tossed into eternal winter.

2) Early on we had a paladin and he was on his way to likely falling (and very likely all the way to anti paladin) - I actually was looking forward to that character arc over the course of the entire AP but unfortunately that player and his wife moved away so couldn't continue. But I do like that concept and one of my current players has a paladin (but a multclassed one).

3) I do think having a Witch in the party is very flavorful and will, in fact, have some mechanical benefits over time. But again the AP doesn't break if you do not - though having your own source of hexes and having someone who can learn from familiars etc does offer some nifty advantages over time. This is also a great scenario for a party that has access to an in party crafter (the AP does have some alternatives if the party doesn't have a crafter but it is definitely well suited for a party that can be self-sufficent particularly in the later books.

4) I have been adding in additional Fey elements - and I think over the course of the whole scenario emphasizing the fey & fairy tale elements will pay off - so having PC's with some reasons to be interested in that would likely do well (druids for example)

5) As a GM I have been adjusting the AP for my party composition - there are definitely some very challenging combats in the AP but a strong party should be able handle it


I've been DMing the game for a couple of years now, and we're coming to the end. You definitely want to use the Player's Guide, as it offers great suggestions.

I'm of the opinion that any party can find a way to best any situation, as long as you have the basics (somebody that can do damage; somebody that can patch you up; somebody that can talk; somebody that can provide support functions [like fly]). Pathfinder offers a phenomenal number of ways to meet these basic requirements.

Nevertheless, this campaign definitely rewards a few specific choices.

First and foremost, a race or class that offers cold resistance is excellent. Dealing cold damage is not great. Dealing large amounts of fire damage will reward you time and time again. Your initial hunch of something like a boreal sorcerer that takes fire spells is spot-on.

Witches get a number of fun options, if you're comfortable with a high degree of backstory association.

My sense is that Druids are almost as useful (bonuses against fey!), without any backstory overhead. Alas, nobody played either of these for me.

Traps are no big deal. If you build somebody explicitly to be a trap monkey, I think you will be disappointed. My players tripped every one and didn't die for it. Curses, on the other hand, are something to be reckoned with, so if you can make somebody good with those, do so.

There's plenty of opportunities for using enchantments, but do have a backup plan. There are some high-profile fights against things immune to it. Will saves are just as important as they always are. You've got a lot of witch foes in this campaign who will test a low will save, but they are smart enough to test your other saves if you're tough to crack mentally.


I can confirm that a druid is a good choice. One of my players plays a druid, and he is very effective, especially in the wilderness encounters and against fey.
Another has a sorcerer with a lot of fire spells. He is very effective as well.
And the bard is quite effective. He also fits nicely with the fairytale theme.
Someone specializing in ranged attacks is also quite useful.


Dragonchess Player wrote:

IMO, monks and rogues/ninjas are possibly the two worst fitting classes (unlike Jade Regent).

No on has addressed why Monks are poor choices for this AP and one of my players is planning on rolling an unchained monk for our first session saturday. Why is the monk bad? Should I suggest for him to play a different class?

Rest of the party consists of...
Halfling Ranger
Ratfolk Witch
Sylph Druid


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Mister Bushido wrote:
Dragonchess Player wrote:

IMO, monks and rogues/ninjas are possibly the two worst fitting classes (unlike Jade Regent).

No on has addressed why Monks are poor choices for this AP and one of my players is planning on rolling an unchained monk for our first session saturday. Why is the monk bad? Should I suggest for him to play a different class?

Mechanically, monks are as effective as they are in other APs. A qinggong monk of the four winds or master of many styles with Efreeti Style (for the bonus fire damage) and Marid Style/Marid Spirit (for the cold resistance) can do pretty well (Dragon Style/Dragon Ferocity/Dragon Roar is also useful in conjunction with Elemental Fist, if you have enough feats). Sohei may also be OK.

Thematically, on the other hand, they don't have as many built-in "hooks" as other classes and they will not have many class-appropriate items that I can remember (other than from one encounter in the fourth book).


^Monks may not have much in the way of built-in hooks, but you shouldn't let that stop you. And you can get indirect hooks -- be a visitor from Tian-Xia in Taldor on what was supposed to be business (probably working for somebody else, since you are starting out at 1st level), and then things went down the tubes, and now you are looking into crossing the Crown of the World to get back home, but before you can start out, this diversion comes up . . . .


Do not forget that Rasputin was called 'the mad monk' (historic reference). Perhaps you could use that to your advantage.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Luna eladrin wrote:
Do not forget that Rasputin was called 'the mad monk' (historic reference).

<wince>

Christian (Eastern Orthodox, in Russia) monks are not the same as Far East (usually Buddhist or Shinto) monks. In game terms, "monks" are not (necessarily) tied to organized religions.

Also, a monastery =/= a dojo. Even in the Far East, unarmed fighting styles are only one aspect of what is taught and practiced in a monastery (not the main focus).


I know that. You could play with the concept, however. After all, the player characters do not know that.


Muser wrote:

Assuming an 18 Dex human gunslinger with a pistol hits level 6 she'll be hitting, and hit she will thanks to touch AC, enemies for 1d8+4+PBS. If she takes the right feats, 1d8+8+PBS twice or thrice. This is without any magic equipment or spells whatsoever. Say our gunslinger's investigator friend buffs her with cat's grace, she purchases or enchants her weapon, and routinely fights with the gnomish archer bard Mischievo we could be looking at +16/+16/+11 1d8+12.

And Mischievo's thinking about taking haste next level.

Please tell me Mischievo is a real character and provide a detailed account of his antics. Thank you.


Magical Child Vigilante.

In fact, a party of three Magical Child Vigilantes, and one Alchemist. ;)


... I'm having a sudden vision of a Pathfinderised version of the Bat-family tackling this AP. It could be fun, although they would be a little light on the spellcasting side (unless one re-flavoured it as "using high-tech equipment"). Maybe they could get their doctor in the form of a Cleric cohort? :)


I'm starting a game and these are my 3/4 of my players so far,

Gnome Flame Oracle with Failed Apprentice and Snowstepper trait

Human Paladin with Warded against Witchery and favored energy resistance trait cold for human paladins

Half-Elf Ranger Skirmisher with favored enemy Fey and Wayfarer traits

what else would be good?


I have run this to a lawful evil party. Having lots undead means an easy bypass to most environmental problems

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