Will any classes make poor choices for this Adventure Path?


Ruins of Azlant

Scarab Sages

Pathfinder Adventure Path Subscriber

I can see a lot of people picking "safe choices" like Sea Witch and Aquatic Druid etc and personally I don't want to do that.

I'm not really familiar with the classes beyond the Core Rulebook so I was wondering if there are any classes that will be poor/bad choices for this AP?

If so why?


Cavalier with a horse?


Maybe Gunslinger: getting your gun to work underwater might be possible, but it's going to cost you. And given the relative scarcity of vendors, even ammunition might be in short supply.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
John Lynch 106 wrote:
Cavalier with a horse?

Depends on the cavalier. A ghost rider Order of the Beast cavalier can 1) manifest and "dismiss" their spectral mount fairly easily, mitigating most of the logistical issues with a mount; 2) turn the spectral mount into a swimming creature via Wild Mount Shape at 8th level.

A vanilla or "standard" cavalier may not have many opportunities for mounted combat, however.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A typical bow-using archer will find their effectiveness severely curtailed in underwater environments.

A bolt ace gunslinger with an underwater light crossbow and Rapid Reload will probably work very well, however.

Silver Crusade

Pathfinder Adventure Path Subscriber

I don't recommend Gunslinger, powder and water do not mix well.


See, I would have agreed with you all about gunslingers, but there is an enchantment in UCombat that makes it possible to use your gun underwater. Also if you feel that a gunslinger would be unfairly penalized, you can give them alchemical reagents as a non-monetary resource on the island that allows the gunslinger to make the required ammunition for a reduced price.

Silver Crusade

Invisibility:
An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).

Non piercing weapon deals half damage underwater

Spellcasting if cant water breath requires concentration check

(Im not sure, but looks likes bows work underwater at -2 cumulative)
Ranged Attacks Underwater:
Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.


John Lynch 106 wrote:
See, I would have agreed with you all about gunslingers, but there is an enchantment in UCombat that makes it possible to use your gun underwater. Also if you feel that a gunslinger would be unfairly penalized, you can give them alchemical reagents as a non-monetary resource on the island that allows the gunslinger to make the required ammunition for a reduced price.

Yeah, dry load. So later on in the campaign, it's an (expensive) option.

Early on, underwater you are screwed. (Even later there's still the -2 to attack per 5ft. water to your target).

Good thing most of the AP is not underwater.


Fran's Lunzer: Good point. Forgot to look at the cost. I'm advising my players specializing exclusively in ranged and thrown weapons is a bad idea.


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DM_aka_Dudemeister wrote:
I don't recommend Gunslinger, powder and water do not mix well.

They mix perfectly well... of course, the gunpowder won't ignite :(


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

There are two main factors:

(1) Underwater combat. Avoid gunslingers, bow users, thrown weapon users, people specialized in a melee weapon that does non-piercing damage (you can overcome that at higher levels but there is a risk you'll have big problems for a level or two), and fire-oriented casters. If you run a monk, you'll need to take a style that makes his damage piercing, or use a piercing monk weapon. Also, invisibility reliant builds like some ninjas and arcane tricksters will have problems.

(2) Low chance to buy supplies. Avoid equipment heavy builds like those built around constantly using high-end wands or scrolls. Also avoid weapon users who specialize in obscure weapons: you won't likely find an appropriate magic weapon, and you probably can't buy one for a long time. (Item crafting feats could help here. It's a good AP for taking downtime.)

Urban characters will have relatively few chances to shine; wilderness-oriented ones will have more. But there are some moments for the urban guys.

The party of a fire sorcerer, a bow archer, a vanish-reliant ninja and a greatsword tank in heavy armor is probably about as bad as it gets.


Interestingly, the party have an opportunity to ally with an underwater NPC who has "Thrown weapon" weapon style! Luckily the NPC is quite effective anyway.


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Don't forget Bomber Alchemist. Thrown weapon and GMs might differ on how you can use a bomb underwater anyway.

That said there's an Archetype for that and Mutagen can really be useful along with a few potion

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