4 classes, no multi-classing

Particle_Man

Explorer
For instance: Fighter, Bard, Scout, Warlock.

Bard and Scout between them can handle Rogue/Ranger stuff. Warlock for Arcane stuff. Bard for healing. Fighter, for fighting.

Fighter, Scout, Warlock all have in common the "good at low levels, not so tough at high levels." Bard normally has the "not so tough ever" label, but as sole party healer, gets a little more credit (without the "uber-cleric" problem). Notably, both magic-types can wear light armor. I think the party would be balanced with respect to each other, and things would not get too crazy at high levels. Interestingly, these four lack divine power, which might be interesting in a gameworld w/o gods or divine energy of any kind.

Ok. Your turn. Find 4 classes, no multi-classing, for a party. Doesn't have to be the most powerful, but should at least "fill the gaps" of the original roles of Fighter, Rogue, Wizard and Cleric. It would be even better if you give reasons for your choices, and notes about them.

Note that I only changed 3 out of 4, and only went non-core for 2, but you can do as you like.
 
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Samurai, Ninja, Wu Jen, Shugenja.

Barbarian, Druid, Bard, Sorcerer.

Swashbuckler, Rogue, Cloistered Cleric, Wizard.
 



Hexblade, Spellthief, Bard, Warmage

I would envision these four classes for a world where arcane magic was very common, yet deities (and thus divine magic) did not exist. A world where the gods once waged an apocalyptic war, perhaps. Many deities died or were so badly wounded that they're no longer answering prayers. The gods are basically on hiatus until further notice. Much of nature was destroyed in the ensuing battles and Druids and Rangers are rare. Even they might find their divine gifts somehow weakened or altered by the desolation that surrounds them.

While it would be a high-magic setting, it would also be rather gritty and fatalistic. A bleak world where all the classes have both knowledge of arcane magic and basic combat training. Powerful mage-kings hold sway over most of the known world, keeping the citizens of the massive, isolated cities under their control through fear and manipulation...

Hexblades would, of course, fill the role of Fighters. Furthermore, their abilities at shrugging off magical attacks would leave them well equipped for dealing with the large numbers of arcane spellcasters among the populace. Light armor would be the Hexblades biggest weakness. They'd need good all around physical stats to make it work as well as Charisma.​

Spellthieves would serve as Rogues. Their special talent for turning magic against its casters would be invaluable within the group. Obviously, speed and stealth are of the utmost importance to the Spellthief. Dexterity, Constitution, and Charisma would probably be key for these fellows.​

Bards, poor sods, would have to fill in the traditional role of Cleric: boosting and healing allies when needed and perhaps providing a few utilitarian spells. A wide range of skills would allow the Bard to balance out with the Spellthief, the two specializing in different areas. Charisma, Dexterity, and Wisdom might not be a bad way to go. Someone needs to be able to make a Will save, after all.​

Warmages are obviously Wizards. Powerful spells, extra damage, decent hit points, and the ability to wear armor should make Warmages somewhat durable, but against other powerful spellcasters they might need to depend on the Hexblade and the Spellthief. High Charisma and Intelligence along with Constitution would be a must.​

All of these classes require decent Charisma scores and they're all going to start out with light armor, so they'd need to be careful. The funny thing is that by the 8th level the only class wearing medium armor would be the Warmages (the traditional Wizard class). But consider the following two options:

A) Magic is legal and practiced by nearly everyone. In this case, it could be assumed that the culture encourages a mixture of sword and sorcery and so heavy armor would be a pretty rare thing. Everyone learns a little magic and a little combat. Furthermore, finding magical equipment might be somewhat easier. This would certainly make things a little easier on the PCs.

B) Magic is illegal to the lower castes from which the PCs originate. In this instance, magic is common only among the rich and powerful, the movers and shakers of this particular setting. Here, the PCs would have to keep their magic secret, at least early on and when encountering the mage-king's minions. Magic items would be harder to come by...probably only taken from those the party managed to defeat in combat. This is obviously the path to go if you want to make your PCs suffer.
 
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Particle_Man said:
For instance: Fighter, Bard, Scout, Warlock.
The four classes you named can also seen as functions in a party
Fighter = Full Fighter
Scout = Half Fighter, Half-other than spellcasting abilities
Bard = Half-Fighter, Half-Spellcaster
Warlock = Full Spellcaster

I can not name four classes because the choice depends on the players and the GM.
E.g. if a GM is very fond of using undeads as monsters you will need a cleric.:)
 

Bard - Use as main spellcaster. The bard can chose spells usable in combat,
and is also useful as spokesman, skill-user, and he has more hp than
the wizard/sorcerer.

Psychic Warrior - A fighter with a few surprising tricks.

Paragon Halfling - "I am not a rogue! Stop using racial profiling!"

Spirit Shaman - Use as healer, backup fighter, and outdoors-man. Like a druid
that doesn't smell of wet fur.


(Of course, the Paragon Halfling will have to multiclass after level 3. )
 

3 x Cleric

Two should be melee tank clerics and one could be an archer cleric. A good melee cleric can usually match, or at least be not a lot behind a fighter or barbarian in damage dealing, and is superior in durability and versatility. With this trio two can hold the first line and keep the sorc and the archer cleric safe, heal a lot of damage, protect with spells and of course lay the smackdown on enemies.

1 x Sorcerer

Should concentrate on being artillery. In some cases plentiful area of effect spells can play a crucial part.

As a team this could be a winner combination. 4 spellcasters could easily pack enough and different kinds of magic to match any challenge, at least on higher levels.
 

Bard - rogue / arcane spells / support / spokesman
Ranger - rogue/ archer / scout / 2nd tank / animal companion
Barbarian - tank / fighter
Druid - divine spells / support / animal companion

This party might be quite powerful, it only lacks a true wizard or sorcerer. I think that running a small party does not require a wizard, they are too weak at low levels, and might not get the protection the may need.

also note that there are 2 anminal companions, this can really help (flanking, scouting ect)
 

Particle_Man said:
Ok, I see the oriental theme of the first one. What are your reasons for the other two?

Barbarian, Druid, Bard, Sorcerer. - sort of a, well, barbarian theme. Tribal society and the like. Barbarians as primitive warriors, Druids as shamans and wise-men in touch with the spirits of the world, Bards as the learned skill guys, and Sorcerers as the arcane spellcasters with mysterious powers.

Swashbuckler, Rogue, Cloistered Cleric, Wizard. - pretty much the opposite of the barbarian theme. It's witty, urban swashbuckling goodness. Everybody is reasonably skilled, favoring a quick mind over brute strength. Light armor, swinging from the chandelier and such. :)
 

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