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Ideal Party Make-up.

The Onion Knight said:
For six person party
all human
3 straight up fighters one wizard, one rogue, one cleric. The simplest are often the best

Thats works quite well but I would go with 1 fighter, 1 ranger, 1 wizard, 1 rogue, 1 clerics and either a brad or paladin.

Its just as simple but you need a tracker/missle guy and some extra magic support
 

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6 sorcerers. Each of them gets the basic artillery spells and a few utility and defensive spells. Nuke everything in your way. Have all of them have 18 CON and amulets of health, so they get a decent Fortitude save and lots of HP, and there you are. I did this party in Baldur's Gate II and I, well, nuked everything in my way.

I don't know if it would work that well in a PnP game, though. Lack of healing would be the killer. Can you polymorph into something with fast healing?
 

Zappo said:
6 sorcerers. Each of them gets the basic artillery spells and a few utility and defensive spells. Nuke everything in your way. Have all of them have 18 CON and amulets of health, so they get a decent Fortitude save and lots of HP, and there you are. I did this party in Baldur's Gate II and I, well, nuked everything in my way.

I don't know if it would work that well in a PnP game, though. Lack of healing would be the killer. Can you polymorph into something with fast healing?

That idea is pretty cool actually.


Instead of buffing up on meta magic feats take some stuff like cosmopolitan/tracking/alertness for an elf and other niche stuff


Once the party hits medium (7+) level they can all take the Leadership feat.

Each can take another Sorcerer as a cohort and the next highest level guy as a fighter/rogue crossover.

Keep taking leadership---- more cohorts

All the low level guys can be back at the party stronghold

Oh and for healing, Unicorns and Lantern Archons can be summoned and there are always magic items

The only major weakness is dungeon crawls. For that you really need rogues and fighters IMO
 

In the group I run I would suggest

A Fighter
B Fighter (or Barbarian or Ranger)
C Wizard
D Cleric
E Rogue
F and a utility character with some charisma and spell casting powers to round things out.
 


Stealthy!

Ranger (maybe +2 Barbarian or Rogue levels)
Bard or Illusionist
Cleric (w/ Trickery domain) or Druid
Rogue (duh!)


-- Nifft
 

what the heck

from a pure muchie aspect, my 6-person team is...

half-orc barbarian
halfling ranger(monte)/rogue
dwarven cleric (melee based)
human cleric (healing based)
halfling evoker
gnome illusionist

I'd really vote againsta bard type. They really would have no role.


For a 3 person team...

human or halfling rogue/fighter
human wiz
half-orc or dwarven cleric/figheter


or

half-orc barbarian
human cleric
human or halfling bard
 

Tank- Fighter or Barbarian, or multiclassed Ftr/Brb, protecting everybody else
Second Tank-War Cleric or Paladin, dealing the smack out to evil
Scout-Human Rogue, dungeon crawling, information gathering, and those delicious sneak attacks.
Divine Support-any Cleric, healing and buffs
Arcane Support-Elven Transmuter with some divinations
Arcane Artillary-Human Sorcerer, Haste, Fireball, Fireball, Cone of Cold, Meteor Shower.
 

For the 3-man group, I would go:

1.) Human (optionally halfling or dwarf) Wizard
2.) Human (optionally dwarf or half-orc) Cleric
3.) Human Ranger (optionally ranger/fighter)

That way you have arcane magic, healing, stealth, and two capable tanks.
 


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