WOTR - Complete Noob


Advice


Hey folks,

First off sorry if I'm sticking this post in the wrong place.

I'm joining my first Pathfinder game, the GM is running Wrath of the Righteous.

At first I was just going to go with Paladin because it seemed thematic (and I heard it made the game easier) but having glanced through other classes I've found some look more interesting from a RP standpoint but I'm unsure how well they fit into the game (or how good they are in general).

The ones I'm most interested in is Swashbuckler although Rogue with the Knife Fighter Archetype looks cool too.

I don't know enough to go into specific builds but if I can be sure my class isn't going to suck too much then I'll work it out from there.

The party so far is made up of:
- Aasimar Cleric.
- Orc Samurai.
- Tiefling Bloodrager

And there may be another player but he's not been around to give his thoughts on character choice.

Anyway any advice for a complete noob to Pathfinder would be appreciated whether it's around the game or the Adventure Path itself would be great!

- Blue

Shadow Lodge

The Core Rulebook version of the Rogue is considered pretty weak overall: You'll really want the Unchained Version instead if your GM allows. When we played this AP, our Ninja was kinda underwhelming in actual play.

Looking at your party composition, you seem to be lacking in:

  • Arcane power (Bloodragers don't really cut it here),
  • Good Social Skills (A lot of 'decent charisma' characters but probably no 'high' charisma builds),
  • Good Intelligence Skills (Knowledge(Planes), Spellcraft, and the like)
None of the 'gaps' are necessarily fatal and covering everything is somewhat unlikely, but it is still something to keep in mind: My group consisted of three Martials and an Oracle, but my Spirit Guide Oracle covered a lot of those gaps fairly well (Charisma up the proverbial wazoo and the flexibility to cast fireballs one day and use Charisma for Intelligence based skill checks on others) and we just steamrolled through most of the AP.

On a side note, starting with Wrath of the Righteous is probably not the best idea as this AP involves the Mythic rules, which are probably best appreciated by veteran players as it makes both the PCs and the opposing NPCs much more powerful than normal: It's not 'bad' for a new player, but someone with many games under their belt will probably appreciate the 'change of pace' a lot more than you will...


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I really appreciate the response.

I actually raised the concern about WotR and being a new player but the other players are more experienced so I guess I just have to get I'll just have to adapt! I'm fairly experienced with other types of ttrpgs so hopefully so long as I keep the Mythic rules in mind it'll be fine.

Out of curiosity is there a specifically good Arcane Class? I'm more used to D&D where I typically play wizards, which would probably cover the gap in intelligence skills and Arcane Power. But I suppose, equally, a Sorcerer could cover the Charisma side of things.

- Blue


Wether you already have a "face" or not also depends on the optimization level of the Bloodrager.

If he is demonspawn (thematic) thats +2 CHA from there, if he does the single level dip into fractured mind (dedication phantom) (credit to Taja, that dip is actually insanely good, although you mostly take it for an effective +8 to will saves) he gets skill foci on Diploacy and Sense motive, take the trait extremely fashionable to get diplomancy as a class skill.

If you are debating between Wizard, Arcanist and Sorceror, here are things that spring to mind:

--You become mythic close to the end of act 1.

Using Wild Arcana as your archmage arcana, you can suddenly cast spells that are on your spell list but that you dont know multiple times per day, typically. This is probably more impactfull on a sorceror then on a wizard or arcanist.
To elaborate a bit, a sorceror has spell slots, and can casts his X spells per day through these spell slots, if you have Fireball and lighting bolt, and 3 level 3 spells per day, you can cast 3 fireballs or 3 lighting bolts or 1/2 in any combination.
Wild arcana allows you to cast any arcane spell from your overall list on top of that.

--Definitly take a look at the Eldritch breach
It basically lets you roll twice and take the higher on checks to overcome Spell resistance, and, spoiler, just about all Demons have that.

--Back this up with normal spell penetration feats.


Casters of any sort take a decent amount of familiarity with the system to be affective, especially arcane casters.

If you are a prepared caster you have to figure out what spells you are going to prepare each day. You also have to worry about the ability to learn spells. You get a couple of spell of your choice every level. You can also learn more spell from scrolls or other sources, but that depends on the availability of those sources. Without knowing what you will be encountering it may be difficult to prepare adequately. Given enough information to choose wisely you kick ass, if you are caught with unprepared you may end up being useless. Memorize the wrong spells and you may be useless for the encounter or even the day.

Spontaneous casters don’t have to worry about memorizing spells as they can cast any spell they know if they have an unused spell slot of the appropriate level. But a spontaneous caster can screw up his character with a poor spell selection. This means every spell you choose to learn needs to be carefully chosen or it may haunt you for a long time. Some spells are great when you first get them but after a few levels they are useless. Taking on of these spells means you have less useful spells available.

The fact that you are using the mythic rules does lessen it a bit. Taking Wild Arcana will give you the ability to spend a mythic point and cast any spell on your list. But doing that too much is not going to leave you a lot of mythic points for other things.

I have not played WOTR but I do run a mythic campaign. From what I understand a paladin will really shine in this adventure path. The mythic paladin in the game I run is very effective. The campaign I run focuses more on undead than evil outsiders but the result is going to be similar. If you are like the swashbuckler you might want to take a look at the virtuous bravo archetype. They get a lot of the swashbucklers abilities but don’t get spells. A DEX based paladin is actually incredibly effective because reflex saves are usually the paladins weak save.


It looks like the party could use some arcane magic, and an archer...

Eldritch Archer Magus or Arrowsong Minstrel Bard both come to mind. And of those, I prefer the Bard. The Magus will probably do more damage, but the Bard can cover skills, party face, arcane utility magics, and buff the party.

Although, the Panache Paladin is a pretty solid suggestion, as it kind of combines your original Paladin idea with the Swashbuckler class that has caught your eye. And [as mentioned] being a Dex-based Paladin helps your Reflex saves.


Thanks so much for the responses everyone. It's helped me wrap my head around a few things and understand bits and pieces better.

I'll be honest I hadn't considered a archer, they're my go to in most games but I'm so used to them being useless in most D&D games that I hadn't even considered it. I might look at the Arrowsong Minstrel Bard as I hadn't heard of that one.

Thanks again folks.


You're used to archers being useless? That is something I have never encountered... the archer has always been a highly valued asset in every game I have both played or ran.

Arrowsong Minstrel isn't the strongest, by any means, but you do still get Inspire Courage. Wearing a Dervish Sikke will increase the Inspire Courage bonus by 1. And a Tuned Bowstring allows you to "maintain a performance in combat without expending rounds of bardic performance as long as she fires at least one arrow each round". Arrowsong Minstrel gives you Precise Shot at 2, and you can take Manyshot two levels earlier than other Bard archers generally can get it. You could take Strings for your Versatile Performance at 6, and Martial Performance at 10 would give you Weapon Focus for your bow.

1. Point Blank Shot
2. Precise Shot
3. Rapid Shot
5.
7. Manyshot
9.
10. Weapon Focus

Various races could add feats, too. Human has an open bonus feat. Elves can start with two different Spell Focus feats. Half-Orcs can start with Endurance.

I don't know how well any of this will translate into a Mythic game, though.


Now, an Eldritch Archer Magus...

Since we have martial weapon proficiency, the obvious choice is Half-Orc to use the Orc HornBow. And we start with a masterwork Orc HornBow as our bonded weapon, which is nice. Being a Half-Orc also gives us Darkvision. We will start with the Sacred Tattoos and Shaman's Apprentice alternative racial features to get a +1 luck bonus to all our saving throws and the Endurance feat. Taking the Fate's Favored trait will bump our +1 luck bonus up to a +2 luck bonus on all our saving throws.

1. Endurance
1. Point Blank Shot
3. Precise Shot
5. Rapid Shot
5. Intensify Spell
7. Weapon Focus
9. Manyshot
11. Snap Shot
11. Improved Initiative

This probably translates better into a Mythic game, honestly...

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