Effective party of Eberron PCs?

I am also running an Eberron campagin. The party is really strong, actually, they consist of:

Warforged Paladin (despite the -2 WIS and CHA, he had the stats to pull it off, he also has the adamantine body feat, the DR is really strong).
Human Artificer/Urban Ranger (from Unearthed Arcana).
Elf Necromancer, with the Shadow Dragonmark
Shifter Cleric of the Traveler, Travel and Trickery domains(the -2 INT, -2 CHA makes it hard for these guys to be arcane casters, but they make great clerics).
Human monk, with the Sentinal Dragonmark. This guy is awsome, a monk with the ability to cast mage armor on himself is really strong.

Overall, they are a really solid group. The artificer has allowed them to get away with not having a rogue in the party (at least, so far). Between lay on hands and the cleric and the artificer, they have plenty of healing. And the Urban Ranger levels provide plenty of diplomancy etc. so far. And the paladin and the monk are really strong in combat.
 

log in or register to remove this ad

Hi,

This is really useful stuff-- thanks!

Any more suggestions? I might make the artificer a gnome as at last the gnome seems to have a sensible role in life!


Cheers


Richard
 

Our Eberron campaign has just started, here's the current class mix (chars started at level 6)

Core:

Human Bard 6 /w human cleric follower via leadership
Human Fighter 2/Barbarian 1/Human Paragon 3 (UA racial class)
Human Monk 5/Cleric 1 (about to enter Sacred Fist PrC)
Human Wiz5/Incantrix 1 (FRCS PrC)

These players don't play as much so the chars aren't always there:

Human Rogue 1/Artificer 5
Human Monk/Rogue (forget level mix) (ranged specialist)

We are using a bunch of the UA variant rules (contacts, traits, flaws, armor as DR, spell points, few others I cannot think of)

In the one-shot test run we've done so far things worked out ok, the cleric follower and monk/cleric via wands are the healers, which may be an issue at higher levels. We also don't have many tanking bodies in the party (2/7 counting the follower) which may be a problem, I think the artificer will get drafted into off tank duty. The range attack rogue is definately going to have issues since he relies on others to generate his flanking, and we only have 2 melee chars.

One thing I will say, the fighter uses a Sharresh and it is a scary weapon, if you can roll dice well those criticals are huge.
 

Remove ads

Top