Rise and Rise again until your party is finalized.


Rise of the Runelords


Finally, after waiting for what seems like forever my Rise campaign is finally getting off the ground.
I would ask the community their opinions regarding the finalized character choices the party has made.

This campaign will be run via roll20 and consist of 6 PCs, they are:
Human Rogue (Sniper)
Dwarf War Priest (no archetype chosen)
Human Arcanist (either Elemental Master or Eldritch Font)
Changling Druid (no archetype chosen)
Half Elf Fighter (Thunderstriker)
Aasimar Oracle (Dual Cursed Life mystery)

I turn to the community to give me their opinions of the party and the party's chances of survival. I think the party is pretty strong with all four main roles being accounted for and the addition of two support spell casters.
Thank you for your feedback.


Except for the Sniper, your party does look pretty solid. IMHO, Snipers are a poor choice for a ranged build. I predict that the player who chose to build a sniper will feel useless as the campaign proceeds:

Spoiler:
IMHO, the Sniper archetype is useless. Giving up trapfinding for halved range penalties is a bad trade because combats just don't take place at long range very often. Increasing the range you can do ranged sneak attack damage is nice. But you still only get your ranged sneak attack damage against enemies who have lost their DEX bonus to AC. Usually, that will happen in the first round of combat when the enemies are flat footed. If the Sniper rolls poorly on initiative, they might not be able to capitalize on that.

After the first round, the Sniper will be dependent on finding ways to get rid of the enemy's DEX bonus to AC. I can't think of any reliable ways to do that at range. The rest of the party can use spells and feinting to set up the rogue. But the party is better off investing their resources in defeating the enemy themselves.

I'd advise the Sniper to use the Ranger class as the basis for their ranged combat build. Or to build a front-line Unchained Rogue that can get their sneak attack damage by flanking and giving their allies (and themselves) a bonus to hit at the same time.

It looks like one of your players decided to build a healer Oracle. Which two Curses did your Oracle choose? Some of them are dangerous when chosen by a dedicated healer. For example, taking both the Blind and Deaf curses would be very detrimental to a field medic.

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