| AaronUnicorn |
I'm about to start a new group through the Mummy's Mask AP, and they're working on building their characters.
I have three out of four players who have their character ideas pretty well flushed out:
1) An Aasimir Psychic who is a native of Wati.
2) A Gnome Rogue who has aspirations of moving into the Arcane Trickster prestige class.
3) A Half-Elf or Ifrit Hunter
And my fourth player currently has no firm ideas.
Any ideas of weaknesses that the team could use shoring up in for me to direct her? We've got a pretty decent broad-based of magic (at least if properly buttressed through scrolls and wands) between the Psychic, the Hunter (who can use a lot of the more common Divine magic through items) and once she starts getting there, the Arcane Trickster.
The main thing I can see as a weakness is a meat shield/fighter type.
Any advice from people who have gone through the AP?
Yakman
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... has the fourth player read the player's companion?
there's lots of good ideas in there.
i think you are honestly pretty well covered for a lot of things. one bit is that there's plenty of charisma and knowledge stuff in the first couple of books. you might want a bard or some 'face' to the party.
you might not be super beefy, but whatevs.
do you have any of the 'not firm' ideas that you could toss us?
Yakman
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Yakman wrote:do you have any of the 'not firm' ideas that you could toss us?The fourth player is slightly leaning towards a Paladin of Osiris, which gives us some muscle, and possibly a "face."
good. just make sure you got them knowledges covered with the rogue and the psychic and them CHA scores up on the Paladin.
that's a great class & deity for this campaign. really hits it on the nose in every way.
archmagi1
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The AP's biggest *needs*, in my order of importance, are 1) Traps, 2) Knowledge, 3) Magic. Your rogue should cover 1 no problem. 2 just needs built in throughout the group. Let each of them take a different route, just make sure you don't skimp on them, because a quarter of book 3 is propelled by knowledges. 3 seems pretty neatly covered in the group, just remember to abate some of the Paladin's party healing deficiencies somehow.
"Face" doesn't really come into too much necessity, but it would be useful as a secondary focus for someone (PAL is a good option bc of the CHA synergy).
| MerlinCross |
I don't have too much experience with Psychics but you'll fight a lot of Undead which tend to be either mindless or resistant to mental effects. Along with a few constructs. So he might be getting the short end of the stick.
A Paladin or Warpiest can be useful but a Cleric can also help when it comes to undead(Especially in book 2.).
| AaronUnicorn |
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I don't have too much experience with Psychics but you'll fight a lot of Undead which tend to be either mindless or resistant to mental effects. Along with a few constructs. So he might be getting the short end of the stick.
I've made sure to stress this to her, and she plans to take the Will of the Dead Pherenic amplification (which allows her mind-affecting powers to affect undead) and also to have a good focus on telekinetic abilities that aren't mind-affecting. But I appreciate the warning.
Yakman
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MerlinCross wrote:I don't have too much experience with Psychics but you'll fight a lot of Undead which tend to be either mindless or resistant to mental effects. Along with a few constructs. So he might be getting the short end of the stick.I've made sure to stress this to her, and she plans to take the Will of the Dead Pherenic amplification (which allows her mind-affecting powers to affect undead) and also to have a good focus on telekinetic abilities that aren't mind-affecting. But I appreciate the warning.
yeah, that'll work. not everything is undead, but lots of things are.
| Hjard |
Even though you already discussed the "psychic magic vs mindless" point I feel the need to stress it again. The entire first grave is populated by mindless creatures. Not undead. Mindless.
The rest of the book contains only a small amount of humanoid or living creatures. It's mostly undead, constructs and vermin.
Something you should hint to your group: Swarms are very common in the first book and can be impossible to deal with, when the group is not prepared. Fortunately, the first grave contains that "Summon Swarm"-Trap, that summons a swarm for only two rounds. A group that does not expect swarms will be unable to deal with that swarm, but since it dissapears after two rounds, it serves as a perfect reminder to plan for such things in the future.
| AaronUnicorn |
Even though you already discussed the "psychic magic vs mindless" point I feel the need to stress it again. The entire first grave is populated by mindless creatures. Not undead. Mindless.
The rest of the book contains only a small amount of humanoid or living creatures. It's mostly undead, constructs and vermin.
Something you should hint to your group: Swarms are very common in the first book and can be impossible to deal with, when the group is not prepared. Fortunately, the first grave contains that "Summon Swarm"-Trap, that summons a swarm for only two rounds. A group that does not expect swarms will be unable to deal with that swarm, but since it dissapears after two rounds, it serves as a perfect reminder to plan for such things in the future.
I definitely appreciate the warning. The player has actually opted for an Occultist over a Psychic, and I've given her ample warning that she shouldn't expect to be mind-controlling and charming her way through fights. So far, she's taken Conjuration and Divination as her two Implement Schools, with the plan to move to Abjuration and Evocation next - so she's well prepared for that.
They don't have a lot that will prepare them for swarms yet - I'm hoping that the Summon Swarm trap will be a good wake-up call for them there.
Yakman
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Hjard wrote:Even though you already discussed the "psychic magic vs mindless" point I feel the need to stress it again. The entire first grave is populated by mindless creatures. Not undead. Mindless.
The rest of the book contains only a small amount of humanoid or living creatures. It's mostly undead, constructs and vermin.
Something you should hint to your group: Swarms are very common in the first book and can be impossible to deal with, when the group is not prepared. Fortunately, the first grave contains that "Summon Swarm"-Trap, that summons a swarm for only two rounds. A group that does not expect swarms will be unable to deal with that swarm, but since it dissapears after two rounds, it serves as a perfect reminder to plan for such things in the future.
I definitely appreciate the warning. The player has actually opted for an Occultist over a Psychic, and I've given her ample warning that she shouldn't expect to be mind-controlling and charming her way through fights. So far, she's taken Conjuration and Divination as her two Implement Schools, with the plan to move to Abjuration and Evocation next - so she's well prepared for that.
They don't have a lot that will prepare them for swarms yet - I'm hoping that the Summon Swarm trap will be a good wake-up call for them there.
occultist is really cool for this AP. lots of awesome relics and potential implements.