4 classes, no multi-classing

Psionic Warrior - Frontline
Monk -as scout, with decent buffs he will just have to dodge traps
Psion - telepath for a front man. extra knowledge for Energy Missle - king of artillery at low lvl
Cleric - unavoidable psionic healing sucks, and monk needs buffs for fighting.
 

log in or register to remove this ad

Holy Rollers

Paladin
Cleric
Monk
Sorcerer

- The paladin acts as both warrior and backup healer, while the cleric is the healer and backup warrior. The monk goes along with the spiritual motif, and can scout around pretty well. The sorcerer could focus on fire magic, and the four of them could go out to stomp massive undead!
 

Fighter, Mageknight, Mage, Exalten

Fighter (fighter, obivously)
Mageknight (probably the main healer, if he takes Heal Life)
Mage (blaster and healing; can use tradition skills to get Search and/or Disable Device)
Exalten ("face" and general support. Uses Create Sound and Infuse Force to boost attacks)

Druid, Ranger, Scout, Barbarian

Druid (healing and blasting)
Ranger (combat and sneaking)
Scout (sneaking and combat)
Barbarian (combat)

The animal companions are good, too. Scout and Barbarian take the Wild Cohort feats; ranger takes Natural Bond.
 


Fighter - To kill stuff
Cleric - To heal stuff
Wizard - To blow stuff up
Rogue - To find traps and disable then

The classics still work the best. ;) Also, remember, that no one but the rogue can find traps with a DC above 20. And only rogues can disable magical traps.
 




reveal said:
Also, remember, that no one but the rogue can find traps with a DC above 20. And only rogues can disable magical traps.

Not true any more. All three new base classes from CV - Ninja, Scout, & Spell Thief - have full trapfinding capabilities.

Also, as has been pointed out, AU does not place such restrictions on a character. If the character can meet the DC, the character can attempt to deal with the problem.
 

Munchkins Gone Wild:

Druid x4

Who needs a fighter, a rogue, a cleric and a wizard when every party member can be all of the above? :cool:

Genre-Bender:

Samurai, Adventurer, Jacker, Greenbond

Or should this team be called steampunk cyber-samurai gone wild? ;)

The samurai (OA version, of course) and the adventurer (OGL Steampunk) are both good fighters; the latter has some skills, too. The jacker (OGL Cybernet) is a more combative rogue. The greenbond (AU) serves as a cleric replacement.

Square Pegs:

Artificer x4

Similar to the druids, weaker at lower levels, a bit behind at higher levels - but oh, what firepower!
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top