4 classes, no multi-classing

The army:

Druid for Summon Nature's Ally, with augmented summoning
Wizard for Summon Monster n, also with augmented summoning
Fighter with varied tactical options for battlefield control - reach weapon, bow, tower shield; archery chain and combat expertise
Bard for social skills, scouting, and to give the whole lot + to hit and damage

This team is vulernable to traps, but can always just sacrifice summoned creatures to trigger or bypass some of them.
 

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Slobber Monster said:
The army:

Druid for Summon Nature's Ally, with augmented summoning
Wizard for Summon Monster n, also with augmented summoning
...

Or:

Druid (companion, Summon Nature's Ally)
Sorcerer (familiar, Summon Monster)
Paladin (mount, Leadership)
Psion (Shaper, 'nuff said)

-- N
 

Unearthed Arcana basic classes: 2x warrior, 2x spellcaster.

Have the party take into account their own skills and feat selection, so the rogue functions are divided up.

Rav
 


All Int: Swashbuckler, Wizard, Psion, Rogue

All Wis: Monk, Cleric, Druid, Psychic Warrior

All Cha: Paladin, Bard, Favored Soul, Wilder

-- N
 


Paladin
Druid
Warmage
Ranger

Paladin does the tank thing and serves as a backup healer. Also does self buffs ect.
Ranger takes the archery feat chain and covers the paladin while serving as the scout/trap finder.
Druid is the primary healer and support caster with summoned monsters flanking the paladins opponants ect.
Warmage blows crap up.
 

The Dressed in Black party or Goth to Go

Hexblade
Warlock
Ninja
Ur-Priest

The All in White party or Glitterati

Paladin
Favored Soul
Skull-clan Hunter
Celestial Mystic
 

Crothian said:
Thief x4

They go in get the treasure and no one notices
Unless someone has blindsight or tremorsense or scent or any magical savvy at all... Weren't you one of those that argued that alarm could not be detected using search?

On the other extreme, a lot of people are dumping the thief and not providing any alternatives - you NEED a traps man. Traps which reset cannot be overcome with summons, and traps which insta-kill cannot be overcome by healing. Plenty of traps cannot be bypassed in any simple way.

My one would be:
Warforged artificer (traps and healing)
Warforged fighter (tactical battlefield control)
Warforged Cleric (divinations)
Warforged ranger (scouting)
 

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