4 classes, no multi-classing

Numion said:
3 x Cleric

1 x Sorcerer


Perhaps you should replace the Sorcerer with a Cleric. With the right combination
of feats and domains he can be quite good at blasting-type magic, and he has a lot more
hp and better AC...
 

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Hexblade = Strong BAB, Mettle, and spells (Fighter-type)

Favored Soul = Assume diety is "healing type" so healing is prefered spells known. Can
pump party full of healing, and has great saves and nifty tricks. (Healer-type)

Warmage = Big Badda Boom-Boom. Screw tricky stuff, blow it up. Fast. (Wizard-type)

Scout = With a Track feat, is better than ranger, and still decent in combat w/ rogue
ablilities and skills. (Rogue-type)

Would be a good "D&D strike team" for play style.
 

Barbarian
Fighter
Ranger
Paladin

The only real problem would be traps that the ranger could find, but not disarm. This group would need careful magic item purchases, but would otherwise do ok. The ranger would be on archery duty, the paladin would be the healer, and the fighter and barbarian would be meat shields for the ranger.
 

Probably go for the core.

Fighter

Rogue

Sorcerer: I know, it's not true core, but hey, they're easier for new player's to get used to as the whole prepeartion bit isn't an issue.

Cleric.
 

--Fighter (fighter)
--Thief (rogue)
--Red Mage (bard is the best single class I suppose, but could really go fighter/wizard/cleric/mystic theurge)
--Black Mage (evocation specialist)

Then throw in a monk and a cloistered cleric as NPCs
 

Paladin, Ranger, Druid, Druid

The paladin provides healing and up-front fighting.
The ranger provides scouting and ranged fighting.
The druids provide healing and magical firepower (entangle, flame strike, fire seeds, etc)

The party would excel in wilderness settings, as the paladin can get full use of his mount and the ranger and druids are in their element.

The party would work well in city settings, too, as long as the paladin focuses on diplomatic skills. The ranger can track elusive opponents, and the druids can enlist the aid of rats and cats to spy on people.

Indoor settings would be difficult, but only if there are traps. A paladin fighting alongside two buffed animal companions, with the ranger and druids supporting from behind, make a very potent combination. In the case of traps, the best solution may be to have the druids summon creatures to trigger them.

Looking over the classes, there is really no replacement for a rogue when it comes to finding and disarming traps. Any combination that lacks a rogue is going to have that weakness (except possibly Scout. I don't have that book.)
 


Paladin, Spirit Shaman, Spell Thief, Psion (Kineticist)

Paladin handles tank duties, some turning, and some healing.

Spirit Shaman handles healing, some turning, some spell casting, and wilderness savvy.

Spell Thief handles infiltration, arcane savvy, and information gathering.

Psion (Kineticist) handles artillerist duty, book learning (knowledges), and with Psionic Body feat is not nearly as fragile as a wizard.

Since Paladin, Spirit Shaman, and Spell Thief all make heavy use of Charisma, they can share Diplomatic duties when interacting with NPCs to choose the one least offensive to the societal subsection they arer currently dealing with.
 

Warlock
Rogue
Rogue
Sorcerer


Someone else posted the wilderness group, this is my urban crew. Stand up fights are for those too stupid or too unprepared to find a better way.

Warlock - Faceman, high charisma, decent int and dex. Bluff, Disguise, and intimidate. Take charm plus any utility powers (Walk Unseen, Flee the Scene, for getting in and out, Baleful Utterance for taking out locks and doors, Beguiling Influence for face skills)

Sorcerer - Some combat spells for emergencies, as well as access to things like teleport, fly, and the more standard arcane spells.

Rogue + Rogue - The heavy lifters of the party, they do the dirty work, as well as act as the main combatants. Surpise, flanking, and sneakattacks should cut down anyone fast. Expect them to go into Nightsong Enforcer and Nightsong Infiltrator.
 

Numion said:
3 x Cleric

1 x Sorcerer

I like this. A few alternatives:

4 x cleric (a good selection of domains and skills will fill most gaps, all can fight, all can heal, all can blast with spells)

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3 x cleric
1 x druid

Druids can be good in melee and spellcasting, summoning, and (somewhat) healing. Their different spell list gives the group some extra options.

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3 x cleric
1 x warlock

With the right invocations, a warlock can fill some gaps in the cleric's spell options. UMD would get a lot of use.
 

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