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<blockquote data-quote="Ashrym" data-source="post: 6513190" data-attributes="member: 6750235"><p>My idea of ideal groups would be:</p><p></p><p></p><p><strong>4-PC Team</strong>:</p><p></p><p>Lore Bard</p><p>Ancients Paladin</p><p>Arcane Trickster</p><p>Hunter Ranger</p><p></p><p>The general idea in the group is to cover as much as possible with as few characters as possible. This gives us very strong skill allocation with wilderness, scouting and traps, and social aspects. The paladin is for the auras and addition healing plus buffs on a solid melee class. Lore bard is the healer, adds bardic inspiration and cutting words, and controlling effects. Arcane trickster because it is possible to cover traps and opening locks on any character but a rogue is still the best at it and that can be crucial; the subclass choice was for additional useful spell options. Hunter rangers can provide area and range damage, and the awesome pass-without-trace to go with strong early damage and stealth. All 4 characters are spell casters for variety and having 2 characters with expertise gets a wider variety of high skill checks faster. EDIT: Heck, the ranger could pass without trace the party and the bard could cast invisibility from an 5th level slot to cover the group for strong stealth regardless of proficiencies and ability scores.</p><p></p><p></p><p><strong>6-PC Team</strong>:</p><p></p><p>Lore Bard</p><p>Ancients Paladin</p><p>Arcane Trickster</p><p>Hunter Ranger</p><p>Battlemaster</p><p>Totem Barbarian</p><p></p><p>Adding the fighter and barbarian is pretty much a damage ploy. I like wolf totem abilities for easy access to advantage on attacks and trips, and it's hard to say no to fighter damage and maneuver bonuses. With 2 classes that can heal effectively and more potential in 6 classes to have healer and/or inspiring leader healing still isn't stretched.</p><p></p><p></p><p><strong>8-PC Team</strong>:</p><p></p><p>Lore Bard</p><p>Ancients Paladin</p><p>Arcane Trickster</p><p>Hunter Ranger</p><p>Battlemaster</p><p>Totem Barbarian</p><p>Dragon Sorcerer</p><p>Life Cleric</p><p></p><p>Adding the cleric and sorcerer for big effects. The group is getting larger so running the life cleric for primary healing with buffs opens up different buffs for the paladin (like crusader's mantle instead of bless). The sorcerer for additional and more effective area artillery, and more controlling effects so the bard doesn't need to double duty so much with all 3 spell casters. The group still covers a lot of versatility, offensive and defensive buffs, control, skills, and healing; and high damage.</p><p></p><p></p><p>I would also go for the seekers of knowledge / archeologist theme with a group:</p><p></p><p>Lore bard</p><p>Valor bard</p><p>Knowledge cleric</p><p>Ancients paladin</p><p>Elemental monk</p><p>GOO Tome Pact warlock</p><p>Diviner wizard</p><p>Transmuter wizard</p><p></p><p>I probably wouldn't go with 8 PC's but that was stretching it out. Lore bard, knowledge cleric, goo tome pact warlock, and diviner wizard seem the most likely knowledge seekers.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6513190, member: 6750235"] My idea of ideal groups would be: [B]4-PC Team[/B]: Lore Bard Ancients Paladin Arcane Trickster Hunter Ranger The general idea in the group is to cover as much as possible with as few characters as possible. This gives us very strong skill allocation with wilderness, scouting and traps, and social aspects. The paladin is for the auras and addition healing plus buffs on a solid melee class. Lore bard is the healer, adds bardic inspiration and cutting words, and controlling effects. Arcane trickster because it is possible to cover traps and opening locks on any character but a rogue is still the best at it and that can be crucial; the subclass choice was for additional useful spell options. Hunter rangers can provide area and range damage, and the awesome pass-without-trace to go with strong early damage and stealth. All 4 characters are spell casters for variety and having 2 characters with expertise gets a wider variety of high skill checks faster. EDIT: Heck, the ranger could pass without trace the party and the bard could cast invisibility from an 5th level slot to cover the group for strong stealth regardless of proficiencies and ability scores. [B]6-PC Team[/B]: Lore Bard Ancients Paladin Arcane Trickster Hunter Ranger Battlemaster Totem Barbarian Adding the fighter and barbarian is pretty much a damage ploy. I like wolf totem abilities for easy access to advantage on attacks and trips, and it's hard to say no to fighter damage and maneuver bonuses. With 2 classes that can heal effectively and more potential in 6 classes to have healer and/or inspiring leader healing still isn't stretched. [B]8-PC Team[/B]: Lore Bard Ancients Paladin Arcane Trickster Hunter Ranger Battlemaster Totem Barbarian Dragon Sorcerer Life Cleric Adding the cleric and sorcerer for big effects. The group is getting larger so running the life cleric for primary healing with buffs opens up different buffs for the paladin (like crusader's mantle instead of bless). The sorcerer for additional and more effective area artillery, and more controlling effects so the bard doesn't need to double duty so much with all 3 spell casters. The group still covers a lot of versatility, offensive and defensive buffs, control, skills, and healing; and high damage. I would also go for the seekers of knowledge / archeologist theme with a group: Lore bard Valor bard Knowledge cleric Ancients paladin Elemental monk GOO Tome Pact warlock Diviner wizard Transmuter wizard I probably wouldn't go with 8 PC's but that was stretching it out. Lore bard, knowledge cleric, goo tome pact warlock, and diviner wizard seem the most likely knowledge seekers. [/QUOTE]
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