Pathfinder 1E Advice for way of the wicked?

Got the third part of the AP yesterday. Have skimmed through it and read a few bits.
Was this an early release for those with the subscription? I haven't seen it on the website.

Also, thanks for the suggestions about the caster. I'm still torn between the Arcane Sorcerer and Wizard but I am thinking that a Sorcerer with the Leadership feat (Wizard item creation cohort) might be the route to go. I am just worried about the serious lack of utility magic/versatility the wizard offers since I'll be the only arcane caster in the group. The sorcerer is more my normal 'style' though (generally lean toward DPS classes). I have to keep mulling it over.
 

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Was this an early release for those with the subscription? I haven't seen it on the website.

Also, thanks for the suggestions about the caster. I'm still torn between the Arcane Sorcerer and Wizard but I am thinking that a Sorcerer with the Leadership feat (Wizard item creation cohort) might be the route to go. I am just worried about the serious lack of utility magic/versatility the wizard offers since I'll be the only arcane caster in the group. The sorcerer is more my normal 'style' though (generally lean toward DPS classes). I have to keep mulling it over.

No, I got it on Paizo.

About the sorcerer versatility, if you are arcane, and human (using APG extra spell per level as favored class), you have more than enough spells per level
 


Maybe *fire* is not the best of the elements to focus, later on.
How late, is later? There really are only 5 energy type, one of which is hard to come by (sonic) and most of the good outsiders are mostly untouched by energy anyway.

Celestials = Resistant Cold, Acid & Electricity
Archons = Immune: Electricity
Angels = Resistant Electricity & Fire / Immune: Acid & Cold

Overall it looks like any energy-based 'blast' spell period aren't something to focus on if there will be a lot of these creatures to deal with. Other means of battlefield control is a better option versus the outsiders, and let the melee classes deal with them?

So far I had been thinking of Range Touch focus for direct combat spells over true "blast spells" like Fireball, since we won't reach a level where empowered/maximized Fireballs and Enervations are within reach (6-7th level spell slots) and likely won't see Selective Spell either.

Range Touch Spells of choice so far = Acid Splash (0) [last ditch [MENTION=5566]Will[/MENTION] fall-back], Scorching Ray (2/Fire), Battering Blast (3/Force), Ray of Exhaustion (3/no save), Enervation (4/no save)

(plus 1d6 sneak attack on most of these as they are 'weapon spells')
 

There are no blast that can affect every monster every level. Whatever you choose, you will not be able to use them against some of your enemies, in this AP, or any other.

However:
in AP 3 alone, you have a BBEG who is called The Flame that Sings, a BBEG Called The Flame that Never Dies, a place called The Mountain of the Phoenix, a site called The Three Flames, and a group calle The Three Swords of Flames, and a final BBEG who is called He Who Stands in Light.

I'm not sure if the following AP are going to follow that route, but it seems to be quite flame-themed. Not surprising, as the main antagonist is the religion of holy fire and sun.

On the other hand, several oponents are inmune to other elements too. And at least, with fire, you can try to get some feats and prestige classes that allow you to use Hellfire (which is 50% fire and 50% unholy damage)
 

So far I had been thinking of Range Touch focus for direct combat spells over true "blast spells" like Fireball, since we won't reach a level where empowered/maximized Fireballs and Enervations are within reach (6-7th level spell slots) and likely won't see Selective Spell either.
BTW, this AP is lvl 1-20, and you can maximize/empower fireballs at lvl 9 (when you take "craft rod" feat)
 

Triqui is correct. This is a full twenty level adventure path. That is why Book Three ends with the PCs being 13th level.

That leaves three books to go all the way to 20th level.

And the campaign doesn't end with you being 20th.

Oh, no. We give you some encounters at 20th level to use those hard won capstone abilities for a change.

You've worked hard to be the powerful dark lord that you will become. We give you some time to bask in your unholy glory.

Gary McBride
Fire Mountain Games
 

BTW, this AP is lvl 1-20, and you can maximize/empower fireballs at lvl 9 (when you take "craft rod" feat)

Don't forget thought, as I posted originally, this is a very limited time game session (roughly 6 days at about 8 hours of actual play time per day). We will be lucky if can get through AP 1 & 2. I doubt we will have enough opportunity to start AP 3, which means we will likely cap out at around 9-10th level. Assuming all goes well, we'd pick up the rest of the AP (or as much as we can complete) at next years game.

As to crafting, I will have a cohort (at 7th) that does the crafting. However, I'm still leery about the concept of relying on magic items for the core strategy of the character. Cash, downtime and magic item availability are all matter of DM fiat and this particular DM prefers a more gritty game and less of the core Pathfinder assumption of the "Magic Christmas tree" effect. While I fully understand that purely by RAW I "could" be using empower/maximize by 9th level, there is just no way I can be comfortable making a character that needs to rely on that build structure to be functional, walking into a game where I can't be certain those options will be freely available. Does that make sense?

On a side note, I will be taking the Elemental Spell feat so that I can change the element of any elemental blast spells I take. I'm currently only looking at Scorching Ray (2nd) and Possibly Fireball or Lightning Bolt (3rd) as blast spells and only looking at the 3rd level one IF I can do the rods.

My current spell pool is looking like this at 10th (*Arcane Bloodline):
0-Level: Detect Magic, Mage Hand, Prestidigitation, Message, Spark, Ghost Sound, Dancing Lights, Read Magic, Detect Poison
(Daze is taken at 1st then retrained at 6th)

1st-Level: Charm Person, Vanish, Disguise Self, Feather Fall, Grease, Mage Armor, Protection from Good, Identify*
(Sleep is taken at 1st then retrained at 4th)

2nd-Level: Alter Self, Detect Thoughts, Glitterdust, Resist Energy, Scorching Ray, Web, Mirror Image, Invisibility*
(Levitate is taken at 4th or 5th then retrained at 8th upon attaining Fly)

3rd-Level: Haste, Fly, Stinking Cloud, Slow, Fireball OR Lightning Bolt, Ray of Exhaustion OR Battering Blast, Dispel Magic*
(Summon Monster III [using the Hellhounds option from SRD] is taken at 7th then retrained at 10th upon Attaining Summon Monster IV )

4th-Level: Confusion, Black Tentacles, Enervation, Wall of Ice, Summon Monster IV, Greater Invisibility OR Resilient Sphere, Dimension Door*
(Summon Monster IV would be retrained at 12th level upon attaining SM V)

5th-Level: Teleport, Telekinesis OR Wall of Force, Overland Flight*
 

We just finished the first episode of the AP (set in Golarion, north-west from Hermea)
Party Composition is:
LE Human Cleric of Asmodeus
LE Half elf Sorcerer (Infernal) akin to Barca Nobility

LE Human Rogue

We used 25 points buy method and the 2 extra skill points per level as suggested.


The players and I liked it a lot, it’s really a great adventure and the railroading at the beginning was not an issue at all.
I mostly (because of timing) focused on the main plot so the PC didn’t visit the locations described in the Gazeteer. I also had to remove some encounters in the third chapter.

Sir Balin was indeed quite tough, same for Odendirk (he almost beheaded the poor rogue)!

Thanks a lot Gary for that great AP !

PS: Please forgive any possible english error, I’m French ;)
 

Vyzzini,

Awesome! Though I have received several play reports from Germany and Italy, you are the first french group I've received reports from.

I am glad you are enjoying the adventure path and thanks for taking a moment to tell me about your adventures. I always appreciate hearing about actual play.

I especially like that you have someone of the old Barcan nobility in your party. I think that could be a rich character choice as the campaign progresses.

Regardless, thanks for supporting "Way of the Wicked."

Gary McBride
Fire Mountain Games
 

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