Which Adventuring Path would be best for this group?


Pathfinder Adventure Path General Discussion


Hi All,
I've got a quandary that I'd like help with. If there was a group of all Tier 3 and/or 4 classes, which AP could they reasonably be able to accomplish without a large amount of deviation from the printed AP? As a point of reference, the tier 3 and 4 classes are:

Tier 3:
Alchemist, Bard, Inquisitor, Magus, Investigator, Warpriest, Paladin (Sacred Servant), Hunter, Skald, Mesmerist, Occultist, Spiritualist, Bloodrager (Monstrous Physique UMD/Urban Bloodrager), Medium (Spirit Dancer), Vigilante (Warlock/Zealot)

Tier 4:
Barbarian, Paladin, Ranger, Adept, Brawler, Slayer, Fighter (Eldritch Guardian/Lore Warden/Mutation Warrior/Martial Master/Drill Sergeant), Bloodrager, Medium, Unchained Monk, Unchained Barbarian, Monk (Properly Archetyped - namely Qinggong Monk), Vigilante (Stalker/Avenger), Unchained Rogue
(above from ktown forums)

If the point was to get away from the overly restricted or unrestricted classes and put everyone on a mostly equal footing at the start, could any of the published AP's be accomplished without DM Fiat with a group that was composed of 4 people from the above classes?


Any will do, just make sure everyone has a 15 point buy as that's the benchmark for what they design APs for.

Have fun!


captain yesterday wrote:

Any will do, just make sure everyone has a 15 point buy as that's the benchmark for what they design APs for.

Have fun!

Thank you for the response. I was under the impression from most that I have seen that some require higher level spells that most of those classes don't gain access to.


As long as you have people covering all of the roles, your group should be fine. ^^ The big thing, I think, is recovery - though Paladin and Warpriest ought to be able to cover that.

(Permanent ailments are bad, and some stuff requires high-level divine magic to remove. If nothing else, try to be generous about finding/buying scrolls for recovery.)


All the APs should be accomplished just fine using any combination of that. Obviously, the closer together the types of characters are, the more trouble they'll have with certain encounters (flying creatures vs an all-melee party, for example) and find certain ones easier, but there are no setups in any APs I'm aware of that run on "If the party can't cast Dispel Magic at this point, the adventure simply breaks".

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