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<blockquote data-quote="Hammerhead" data-source="post: 267479" data-attributes="member: 73"><p>I think that 2 clerics would be almost ideal for a 6 man party. If you only have one cleric in 6, then his spells are stretched too thin. He can't buff everyone, keep them healed, and still have enough juice left over to be useful in his own right. By picking somewhat opposed domains, they could cover lots of other ground as well. Don't have 2 Strength/Destruction/War clerics. If one gets Travel, then you have the Wilderness Lore skill, combined with a high stat. Human clerics work fairly well, since clerics will probably need the extra feat and skill points.</p><p></p><p>A rogue or fighter type/rogue multiclass will be effective at almost all aspects of dungeoneering. If fighting power is less important, then straight rogue would be best, so he can get some social skills. Human and halfling rogues work well. A wood elf fighter rogue is really mean too.</p><p></p><p>The group needs a tank type. Fighter, barbarian, paladin, or some multiclass of the above work well - just not the barb/paladin. Heavy armor, high strength/con and either sword and board or two hander weapons. Human, Dwarf, or 1/2 orc work well in this role. </p><p></p><p>One arcanist is almost a necessity. I prefer a wizard over a sorcerer, because they get spells much faster, both in terms of spell levels, and aquisition. If you need to deal with a certain situation type, then a wizard can buy a scroll, master it, and use it all the time. A sorcerer will spends lots of extra gold buying multiple scrolls, or will simply have to wait a level or two. Also, a wizard can make items more easily. Gnome or human are really good, halfling and dwarf aren't bad also. If you can pick a race with 0 LA and an appropriate ability bonus, like sun elves, then that's also a good choice.</p><p></p><p>A Bard or paladin would work pretty well in the final slot, as might a decent multiclass guy.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 267479, member: 73"] I think that 2 clerics would be almost ideal for a 6 man party. If you only have one cleric in 6, then his spells are stretched too thin. He can't buff everyone, keep them healed, and still have enough juice left over to be useful in his own right. By picking somewhat opposed domains, they could cover lots of other ground as well. Don't have 2 Strength/Destruction/War clerics. If one gets Travel, then you have the Wilderness Lore skill, combined with a high stat. Human clerics work fairly well, since clerics will probably need the extra feat and skill points. A rogue or fighter type/rogue multiclass will be effective at almost all aspects of dungeoneering. If fighting power is less important, then straight rogue would be best, so he can get some social skills. Human and halfling rogues work well. A wood elf fighter rogue is really mean too. The group needs a tank type. Fighter, barbarian, paladin, or some multiclass of the above work well - just not the barb/paladin. Heavy armor, high strength/con and either sword and board or two hander weapons. Human, Dwarf, or 1/2 orc work well in this role. One arcanist is almost a necessity. I prefer a wizard over a sorcerer, because they get spells much faster, both in terms of spell levels, and aquisition. If you need to deal with a certain situation type, then a wizard can buy a scroll, master it, and use it all the time. A sorcerer will spends lots of extra gold buying multiple scrolls, or will simply have to wait a level or two. Also, a wizard can make items more easily. Gnome or human are really good, halfling and dwarf aren't bad also. If you can pick a race with 0 LA and an appropriate ability bonus, like sun elves, then that's also a good choice. A Bard or paladin would work pretty well in the final slot, as might a decent multiclass guy. [/QUOTE]
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