ThatGuyDM |
Can't decide between these three:
1. Ghost Hunter: Literally made for the module, so probably ok. Contains spellcasting features that don't necessarily suit a martial.
2. Ghost Eater: Maximum incorporeal hate.
3. Undead Slayer: More broad, and Slayer's Strike seems to synergize very well with Retributive Strike.
Without spoilers, which do you think would be most useful for the AP?
Captain Morgan |
Depends on your build. A Paladins with a weapon ally already gets access to ghost touch and disrupting, so that plus shining oath is really all you need. If you have those, Undead Slayer probably adds the most, especially if you rock a maul for Slayers Strike.
An important consideration: AV is a sandbox where you can and should retreat if you're not ready for many of the fights. I'd use a disrupting rune as your base, and if you run into a ghost consider shutting the door and coming back later with ghost touch. Ghosts are sitebound so they can't chase very far.
Also, don't forget to carry slashing weapons for fleshies and bashing weapons for bonies.
ThatGuyDM |
Depends on your build. A Paladins with a weapon ally already gets access to ghost touch and disrupting, so that plus shining oath is really all you need. If you have those, Undead Slayer probably adds the most, especially if you rock a maul for Slayers Strike.
An important consideration: AV is a sandbox where you can and should retreat if you're not ready for many of the fights. I'd use a disrupting rune as your base, and if you run into a ghost consider shutting the door and coming back later with ghost touch. Ghosts are sitebound so they can't chase very far.
Also, don't forget to carry slashing weapons for fleshies and bashing weapons for bonies.
But then they could take those *and* shifting! Thanks for that advice too; I'm used to modules having more of a time pressure, so that'll be good to keep in mind.
NielsenE |
You didn't list Knight Reclaimant, but if you like that flavor/can qualify for it, some of its abilities are great (treating successes as critical success against undead abilities, etc)
Captain Morgan |
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Captain Morgan wrote:But then they could take those *and* shifting! Thanks for that advice too; I'm used to modules having more of a time pressure, so that'll be good to keep in mind.Depends on your build. A Paladins with a weapon ally already gets access to ghost touch and disrupting, so that plus shining oath is really all you need. If you have those, Undead Slayer probably adds the most, especially if you rock a maul for Slayers Strike.
An important consideration: AV is a sandbox where you can and should retreat if you're not ready for many of the fights. I'd use a disrupting rune as your base, and if you run into a ghost consider shutting the door and coming back later with ghost touch. Ghosts are sitebound so they can't chase very far.
Also, don't forget to carry slashing weapons for fleshies and bashing weapons for bonies.
Shifting is fun and all, but is better for intrigue games. It is kinda nice if you only have one striking weapon but by then skeletons and zombies aren't really big problems anymore.
Also... Maybe skip the Oath feats. There's a lot of interesting roleplay potential in AV, and an Oath go destroy certain enemies could limit that. Unless you want to slay all evil instead of hearing them out, of course.