Best group?


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4 instead of 6

Seriously Rogue is not necessary. I'd cut him out entirely. They have low survivability anyway. (rogues die most often, actually, in most campaigns).

Substitite Bard for rogue and use spells to increase survivability.

Make a Bard-Archer
Cleric-tank
Small race Sorcerer
Fighter/Barbarian combo tank

The bard doubles as weak healer/arcana caster/ranged specialist; the cleric doubles as a tank (strength domain, etc.), the sorcerer blasts stuff, the fighter/barb is the real tank.

Make the bard with their skill points get some rogue-ey skills and you are set.

Have spells duplicate the effects of a rogue; much more efficient.
 

Well, if you want to step outside the typical Rogue, Cleric, Wizard, Fighter routine how about:

Arcane Trickster (Wizard/Rogue with emphasis on casting but lots of skill especially re: traps)
Psychic Warrior (Self Buffing Tank)
Favored Soul (Healing and Secondary Tank)
Warforged Psion(Shaper) (Durable blaster with some self healing ability)

That should cover all your bases and yet be different and interesting.
 

I suggest one or more PCs taking the Leadership feat at 6th level. Two of the four PCs in our campaign have done that and it has helped a lot. Course, it is dependent on what type of cohorts the DM supplies. I supplied a Bard and a Cleric, so the party has 4 out of 6 characters that can heal (the other two are the PC Paladin and Cleric).
 

It really depends on how much experience your players have. New players often really struggle with classes that provide a wide selection of spells, whereas more experienced players tend to have no problem.

There are also many "bests" - most fun, most powerful, most adaptable, easiest to play, etc . . .

I'm a bit surprised no one has suggested four artificers.
 

KarinsDad said:
I suggest one or more PCs taking the Leadership feat at 6th level. Two of the four PCs in our campaign have done that and it has helped a lot. Course, it is dependent on what type of cohorts the DM supplies. I supplied a Bard and a Cleric, so the party has 4 out of 6 characters that can heal (the other two are the PC Paladin and Cleric).

In my 4 class combo, two will have reasonably good charisma (bard and socerer) allowing Leadship to be very useful at 6th level.

Good suggestions. Leadership is hands down the most powerful feat out there.
 


agree on the no rogue, scout can do that

the front man should be both a damage soak and have very good saves. Id say a favoured soul (maybe a wood elf) with no wisdom but ok cha and physical. could go paldin i guess.

on the flanks id have a scout and a warmage

as u r sixth level you have a lot of 3rd level spells going on (FS can buff himself lots and warmage can deal out endless damage). scout can nip about supporting whom he sees fit

at the back id go with a small wiz3/cle3 who will be a mystic theurge. maybe cleric of glory and summoing and a conjuere specialist. as he will have lots of spells he can be used to fill in utility gaps, handle the undead, support with summons

JohnD
 

Off the beaten path & very potent parties

1) Human Cleric to prc Radiant Servant (with healing/undead/combat he's good if not great)
2) Human Psion Telepath, Nomad or Kineticist as soon as you can get expanded knowledge *Astral Contruct* this gives your party an instant brute, and a very good one at that!
3) Paladin (Combat, a great leader type and healing)
4) And the Duke of Deception, the Prince of Pain, Herald to the Arcane, (this failed cutprse and former town crier will make it big some day) introducing Bilbo The Magnificent....a Halfling Sorcerer who currently is working as the "sound effects technician" for a struggling Bard and his failing side show. He is commonly known by most diapointed customers & hecklers as "oh look the Bard's got himself a pet Peck" "hey you I want my money back"

Malum
(the above Halfling is an ambitious & funny fellow players pc who serves as great comic relief)
 

I think teh best 4 characters for a party is... the 4 characters the players want to play. It,s true a blaanced team will allow to do much things, but it is a lot more fun to play what you want.

And for survivability of the Rogue, having played Rogue since a long time, I would tell that it can survive as long as any other if played well. It is just some people go with his Rogue into bracket into each combat, and search every room and try to disable every trap... that is suicidal.

Combat Expertise and improve feint allow the rogue to stay on teh same side of the Figther and Cleric, and thus, raise his survivability. try to use social skill to get around combat. No combat, no dead... Not everything have to be search, and if you search all, you can sometimes just pass next to the trap without disabling it, or simply trigger the trap from a safe place (summon monster and ask the monkey to open the chest...).

A group I like is much:

Paladin, Cleric, Wizard, Rogue.

The Paladin is a bit less good in combat than a figther, but haev better saves and can heal, a good backup when it is the cleric who fall.

The cleric is the healer by excellence, and if you have many combat, you need healing. He is a good second figther.

Wizard, for more flexibility in the spell list than any other arcane caster. Make him archer, and his feat of archery will apply to all ray spell too (fun to cast ray of enfeeblement on teh Ogre without touching your Paladin).

Rogue, a trapfinder by excellence, have many skills, and can do a difference in combat with his sneak.

Paladin will have high Charisma, Cleric and Rogue should have Average. Wizard can have average or low. So except the wizard, everyone will have some social ability, which can allow you to go around some combat. The cleric will be the best placed to have a cohort and should get a Bard (He will boost everyone, can be a good archer to support teh team and can heal if needed).
 

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