Questions regarding Wrath


Wrath of the Righteous


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

At some point in the next few months I will be starting this AP as a GM. This will be my first real time as a GM. I have been a player for years. And before people can chime in with, "Don't run this as a first time GM" advice let me add - I am already tweaking mythic. I am not above disregarding numbers in favor of theatrical and cinematic. Our groups do this a lot already. It's nothing new to us.

So, I have a couple of questions.

My group is looking like this combination - Aasimar paladin of Iomedae, a Tiefling Magus, a druid of Sarenrae taking the Fire domain, and a human wizard. A lack of healing can be overcome with potions and wands. With this group, what areas of combat do you think they will lack in? What should they excel in?

How out in the open is membership in the Riftwardens? Or, are the Riftwardens even known to exist in Kenabres?


A paladin will be excellent against most opponents in this campaign, the combination of Smite evil and mythic power makes them very effective.
The Magus will need to avoid specialising in using Shocking grasp as demons are immune to electrical damage and will need to make sure they can overcome SR.
The druid should be fine, although later in the game Summon natures ally becomes very weak, as the none mythic creatures summoned are underwhelming against mythic opponents
Wizards are wizards

I have found that by level 12 or 14 in combat healing starts to become necessary as the sheer amount of damage mythic opponents can do starts to make combat very deadly. The heal spell combined with relentless healing makes up for a lot of that. Before that wands of CLW and similar handled none combat healing easily

My impression is that the Riftwardens are semi secret not common knowledge but probably well known to the leaders of kenrbras and among Arcane casters

This thread has creature stats which I find much closer to level appropriate than most in the scenario, I still end up increasing hp by a large number to ensure fights last more than one attack from the party paladin
http://paizo.com/threads/rzs2qmo4?Wrath-of-the-Righteous-statblocks-documen t


Pathfinder Adventure, Rulebook Subscriber

The group should be fine for healing. My group was an Inquisitor and a Paladin and we hand no problems. Paladin can heal almost as well as a cleric.

The only weakness I see is the lack of access to the Cleric spell list, which can be very helpful in some situations, but a non-optimal group should make this AP more fun not less. The only issue I see is overcoming SR and energy resistances, but that's not really a problem for mythic games.

Tell your players up front that if some option they take becomes too good, you may ask them to change the option or rework it to pull down the power level. This will help to maintain the fun factor.

I would suggest looking over this thread HEREfor advice on running the AP. It does devolve into sniping about the AP, but most of the advice is still really good.


I normally agree in combat healing is unnecessary however as an example last week fighting the dragon in book 4 two pc's were knocked into massive negatives by a single round of attacks. Without the ability to cast Heal on a dead person to bring them back to positive hp both of those characters would have been dead. There is then a distinct possibility the battle would have been lost , certainly the group would have been unable to continue to their main objective until resurrections had been procured. The same has happened in other big battles as it is hard for the defense to keep up with the damage output of powerful characters (PC or NPC)


In terms of tweaking mythic take a look at my thread.

I'd pay special heed to JohnHawkins' comments about healing. Also, your group is sorely lacking on combating the early flying foes. Make sure they're aware that may be an issue. Also, at a certain point a lot of things have fire resist, make sure your druid is aware of that.


More important than fire resistance , is that a fair number of druid blasting spells use lightning and all demons are immune to electricity damage

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