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Design the best well rounded party of 4

deathbecomesus

First Post
I vaguely recall seeing a similar post someplace (WotC?) in the past. BUt I thought this would be a good topic for discussion.

Design the best, most well rounded party of 4 20th level characters. Be prepared to handle any encounter, creature, or situation. What combination of classes would you want?
Feel free to use multi-classed characters, as well as prestige classes.
 

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deathbecomesus said:
I vaguely recall seeing a similar post someplace (WotC?) in the past. BUt I thought this would be a good topic for discussion.

Design the best, most well rounded party of 4 20th level characters. Be prepared to handle any encounter, creature, or situation. What combination of classes would you want?
Feel free to use multi-classed characters, as well as prestige classes.

In a nutshell, for maximum power and nastiness, I'd go with:

Tank: ranger1/monk2/brb2/ftr2/paladin2/templar 1/holy liberator4/tactical soldier2 and then fill out from there with whatever, probably more templar and tactical soldier.
Arcane: wizard11/fatespinner4/archmage5
Healer: cleric6/radiant servant of pelor10/contemplative4

And then a Druid20.

No rogues because a party of magicky folks should be able to duplicate nearly everything a rogue can do with magic, stealth and all.
 




Kunimatyu said:
No rogues because a party of magicky folks should be able to duplicate nearly everything a rogue can do with magic, stealth and all.
Except find traps. Might i suggest dumping the druid for an artificer?
 

Paladin/Sorc
Ranger/Druid
Monk/Rogue
Cleric/Mage/Mystic Theurge

Prestige the Ranger/Druid into a class that allows sneak attack and watch him and the Monk murder things a lot. Paladin/Sorc seems like a decent self-buffer, Cleric/Mage can support magic and wade in if he likes, Ranger/Druid for the BAB in animal form and additional healing, Monk/Rogue for sneak-attacks galore with hand-to-hand attacks... brr.
 

4 level 20 rangers. 900,000 arrows/full attack... ROOAAAARRRR

nah, to easy to stop, i think the bases themselves work fine:

lvl 20 fighter, rogue, wizard, cleric
 

Well rounded party of 4

1. Human Druid 20. Does it all -- tank, summon, blast as needed. Is the party expert on the natural world. During the later levels will be in wildshape most of the time and act as the party's frontline fighter.

2. Wizard 5/Incantatrix 10/Archmage 5. The party's arcane master, provides ranged support and can easily manipulate spells through metamagic and archmage abilities to suit the situation.

3. Cleric 5/Dweomerkeeper 10/Divine Disciple 5. Who else can run around with their own personal anti-magic field and still cast spells? Can have permanent buffs up the wazoo? Cast miracle and gate with no XP cost? Why, the Cheater of Mystra, of course! The wizard may be able to cast those 9th level arcane spells more often and have a more generous list of knowledge skills, but for sheer cheese the Cheater can't be beat.

4. Spike-chain wielding Changeling Rogue 12/Fighter 4/Warshaper 4. Overreliance on magic does not for a balanced party make. This is the PC you look to when Plan M (Magic) goes horribly wrong. Immunity to stunning and crits, 15 (!) foot reach, Fast Healing 2 and +4 bonus to STR and CON in combination with feats like combat reflexes turn this PC into a whirling mass of death and ultimate tactical melee combatant. The 12 levels of rogue also make it a strong skill monkey. Both the Rogue and Druid should invest in listen and spot so the party won't be surprised.
 

Kunimatyu said:
monk2/brb2/ftr2/paladin2/templar 1/holy liberator4/tactical soldier2
There are alignment conflicts in there. Even assuming that you switch alignments at appropriate times (extra cheesy, I know), you're going to either lose paladin abilities (and PrCs that require them) or barbarian rage.
 

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