Best group?

For a group that might be a tad short of firepower (only 4 instead of 6), I recommend a Bard who specializes in diplomacy.

Use him to avoid unnecessary battle as much as possible. You should still get the experience for the encounter. Not everything need be a battle!

Of course, this depends on the flavor of campaign, but a diplomat can avoid a LOT of combat and, if using Complete Adventurer, also get lots of di$count$ using Diplomacy as well.

You also should have one brute fighting type who can really lay down the smack-down.

Most of all, though, play characters that are fun to play!!
 

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A lot of it depends on the campaign.

A Beguiler makes a really nice Rogue/Wizard combination, though. They'll typically have at least as many skill points as rogues and can spontaneously cast a lot of useful utility spells (including several that obviate the need to spend skill points in some things). With a beguiler, you can probably eliminate both a Rogue and a Wizard (though you'll still want an arcane blaster-type which could be a Warmage or Sorcerer).

How would this work:

1. Beguiler
2. Cleric or Druid
3. Warmage
4. Fighter or Barbarian or Knight

-Stuart
 

Hmm, a lot already mentioned the classic 4, so I'll try and be creative. I'd try to make your effective party as large as possible, if I were you. So, how about:

Halfling Paladin: High cha, so great for Leadership, mount is almost like an extra cohort, and as a medium creature, can go into most dungeons. Go for Halfing Outrider PrC, it's got great abilities.

Druid (any race): Cleric's got more straight power, but I think druid's better in this situation. Animal companion adds to numbers, taking the augmented summoning feat and making use of it A LOT further adds to the army. Skills and wildshape make for a better scout than most rogues and scouts.

Human Monk/Sorcerer: Asthetic Mage feat turns this into a great utility combo. With one level in monk, or 2 for evasion and various other goodies, you're only a little behind a straight caster. In return, much more versatile (and survivable), and with the charisma score, great for Leadership feat. Possibly go into Enlightened Fist, although that further erodes caster level.

Tank character: honestly, this guy should cheese multiclassing for all it's worth. Either 2 or 4 levels in fighter, depending on what Weap. Spec. is worth to you, some levels in Ranger for skills and abilities (take 1st level in ranger), maybe 2-3 hexblade or paladin levels for magical protection, etc... Be a human to make this easier to do w/o XP penalties, and have a decent charisma for the paladin/hexblade levels and for... you guessed it! Leadership feat! Once you've made off with all the class skills you can carry w/o XP penalties, switch over to any number of overpowered PrC's.

So.. that makes 4 PC's, 3 cohorts, 1 animal companion, 1 paladin mount, and droves of powerful animal summons. Pass that off to the DM, and maybe he'll agree to just let you guys gestault to make up for the small party in return for not going forward with such a group :lol:

I suppose it is lacking in ranged power... maybe go elf druid and buy some archery feats. Druid attack spells can supplement the weakened arcane casting. Alternatively, drop one of the melee guys, but I like always having at least 2.
 

Four Clerics/Divine Types:

Trap Detector/Scouting - Rogue 1/Druid X (or Cloistered Cleric X if allowed)
Ranged Combat & Spell Support - Elvish Cleric with PBS (from Elf Domain), Precise Shot, and Rapid Shot
Blaster/Diviner/Social "face" - Human Cleric with metamagic feats and emphasis on wis & cha, using "save or die" spells like hold person and command. Make use of the Magic domain to access any necessary arcane stuff via scrolls or wands.
Tank - Cleric of Kord with a greatsword and platemail.

Everyone will be able to take care of themselves due to strong defensive spells and solid d8 hit dice while still covering all of the essential roles.
 

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