6 Charcter Stomp Down Challenge

Ace

Adventurer
Here is a challenge for you all

Make the Meanest Badest 6 person party you can with the following restrictions

The character should be survivable from L1 to L20

Core Races only

No Prestige Classes

WOTC stuff only

No Leadership Feat


Heres my entry (classes, race, level only)

1- Hammer-- Barbarian 1 Fighter 19 Human or Half Orc

This guy is your basic Tank fighter. The Barbarian Level costs a feat but gives an enhanced move (Even in full plate if its magic) extra HP and improved Fortitude. Rage is good for emergencies too. If your DEX is 14 or so consider a second level of Barb for the Uncanny Dodge ability too

2 Healer -- Cleric 20 Human

Spell casting to the max and decent combat ability too. I like Travel and War as Domains but YMMV

3 Ultimate Tracking Machine Ranger 1 Barabarian 1 Rogue 18

Give yourself the cosmopoitan feat for your Wilderness Lore and you are ready to RUMBLE. The extra Ranger and Barbarian levels get you some nice comabt abilities and of course extra movement and free tracking.

4- Mr. Zappy Sorcerer 20 Human

Talk about Firepower. You have spells to spare, you are basically well Artillery

5- Utility Mage Wizard 20 Human or Gold Elf (if you have a very good Con)

Scribe Scroll is your bread and butter. You have tons of spells to choose from and since you have a limited number of slots you have magic items a-go-go.

and one of

Good Guy- Human Paladin 20
Boring But Usefull you are another front line fighter and can make short work of Undead

or Utility Guy-- Human Babarian 2 Bard 18
You don't do armor (unless its Bracers) but what you do is well alittle bit of everything. Your Barbarian levels help you keep your skin intact and get to the destination. Otherwise you have Summoning Spells, Bardic Music and Buff spells. After the Fight you can heal too

These guys should be able to handle almost anything
 

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Here's my entry:

1 - Cleric Archer. They're very versatile. This one focusses on combat a bit.
2 - Cleric Archer. They're very versatile. This one focusses on combat a bit.
3 - Cleric Archer. They're very versatile. This one has a few more healing abilities.
4 - Cleric Archer. They're very versatile. This one has a few more healing abilities.
5 - Cleric Archer. They're very versatile. Also has the arsenal spells -- Flame Strike and the like.
6 - Cleric Archer. They're very versatile. Also has the arsenal spells -- Flame Strike and the like.

:D :p
 

Balanced Party (none are multi-classed)
1: Half-Orc Barbarian
2: Elven Wizard
3: Human Cleric
4: Halfling Rogue
5: Human Sorceror
6: Dwarven Cleric or half-elf Druid

2 arcane spell casters
2 divine spell casters
1 Rogue
1 Barbarian Killing Machine (20th level Barbarian's rock)
 

This question I think has come up exactly before. Let me see if I can remember my answer.


1. Dwarven Fighter/Barbarian - a good solid frontline defensive fighter to hold the line.

2. Elven Rogue - City/Dungeon rogue, good for finding those hard to find secret door too.

3. Human Ranger/Rogue - Combat/Wilderness rogue, rogues just feed off each other in combat. He can fight, he can track.

4. Dwarven Wizard - Utility caster and item creator, this guy is the answer man for the party.

5. Elven Sorcerer - Artillery and buffer, and not a bad archer with Greater Magic Weapon.

6. Human Cleric - Healer, buffer, combatant. Clerics do it all.
 

20 level Ranger Half-Elf - His feats are geared to take full advantage of two weapons.

20 level Rogue (any race)- Opportunist with Crippling Strike.

20 level Monk- he gets flanking for that rogue. He disarms and dishes out the damage, the rogue rips the enemy a new one.

20 level Wizard for stuff the tanks can't handle.

15 level Cleric/ 5 level Fighter- combat and protection.

10 level Rogue/10 level Gnome Illusionist- Just for fun. :D
 

Might I suggest a Rogue/Fighter/Templar/Holy Liberator/Order of the Bow Initiate.

One of the players actually made him in my last campaign, and he was practically invincible, not to mention the fact he could dish out absurd amounts of damage per round. Can't remember the precise breakdown: better ask Chris_Nightwing (he normally lurks around here from time to time).
 

Al said:
Might I suggest a Rogue/Fighter/Templar/Holy Liberator/Order of the Bow Initiate.


except the challenge was without Prestige classes.

Ace said:

No Prestige Classes.

Under those premises, you need a pair of glasses ;)

My party would be:

  • Human Paladin Because they rock. I'd have choosen Aasimar, but Ace said core races only
  • Dwarven Fighter Hard as nails
  • Human Wizard specialist Lean towards Transmutation
  • Halfling Rogue Archer Dude.
  • Human Cleric because you can't have too much healing.
  • Human Cleric because you can't have too much healing.
 
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1. Dwarven Melee-cleric with War & Dwarf (or Luck) domains
2. Dwarven Melee-cleric with War & Dwarf (or Luck) domains
3. Elven Archer-cleric with War & Elf Domains
4. Elven Archer-cleric with War & Elf Domains
5. Elven Archer-cleric with War & Elf Domains
6. Halfling Sorcerer

Halfling is optimal for sorcerer. One better AC and one better to-hit for those disintegrates.

At higher levels this party would be a bitch to beat. The five clerics ensure that you have 1 round to kill them; otherwise somone will throw in a Heal or a Mass Heal. Fortunate Fates are active of course; as are Stone Giant forms (via Miracle), Spell Turnings, Death Wards, Spell Resistances, Slow Poisons, Freedom of Movements, Immunity to Spells etc. Halfling sorcerer might want to open with a Mass Haste, or maybe even one of the clerics (via Miracle) to give partymates extra action on the first round.

The clerics' armors and weapons are mostly +1's with extra abilities, which are then made +5 with the Greater Magic Weapon spell.
 

Human Fighter. For smashing things with swordses. Maybe put one level of Ranger there for smashing with two swordses, but thats all the ranger a game ever needs.

Human Wizard (maybe specialist Invoker). For standing waaaay back and setting things on fire.

Human Rogue. For sneaking around and killing stuff with a dagger or what have you. Also ranged combat.

Human Cleric. Healing and Protection domains. Healing good. And also able to rain down death a little.

Human Cleric. War and Destruction domains. To back up the fighter and rain down death. And healing too.

Human Bard. For morale boosting tea parties, singing, and talking the rest of the party out of problems when they've smashed, poked, and lit on fire one too many Paladins, Druids, or one of the other silly classes.

Other races can't compare to an extra fear and extra skill points.
 

If you were wondering why I didn't use any Dwarves, Gnomes or Halflings our group finds the loss of movement crippling in combat

The extra speed is much important in combat in our games.

Now the Dwarf gets and extra effective HP a level and the Halfling and extra effective point of AC and a to hit bonus but ist just not worth the loss of speed IMO

I will tell you it took a concious effort of will not to give everyone barbarian or monk levels :)
 

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