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Ideal Party Make-up.
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<blockquote data-quote="Elder-Basilisk" data-source="post: 318079" data-attributes="member: 3146"><p>For a fairly typical game of mixed combat and social interaction:</p><p></p><p>1. Barbarian/Fighter</p><p>2. Cleric (Possibly Cleric/Sacred Exorcist or Cleric/Church Inquisitor)</p><p>3. Ftr/Rog</p><p>4. Wizard</p><p>5. Fighter/cleric or Paladin</p><p>6. Bbn/Ftr/Brd or Rgr/Ftr/Bard (archery focus)</p><p></p><p>Slots 5 and 6 are optional but really help to round out the party's healing and combat capabilities. In a six character party one healer is a marginal proposition. And one archer adds a lot to any party. More than one archer spells a party that can dish out the damage but can't take it (and has trouble avoiding taking it except by killing the bad guys in round 1 or 2) Someone in the party should have the ability to track as well.</p><p></p><p>For the record: the three person party question.</p><p>1. Cleric (elf and war domains; archery focus)</p><p>2. Ftr/Bbn/Cleric (travel and luck domains)</p><p>3. Rgr/Rog/Wizard</p><p></p><p>The Ftr/Bbn/Cleric will function as the tank but the cleric levels (and domain powers) will provide some help with healing and buffs and, also very significantly, will help with saving throws. One blown save can take out 1/3 of the party's capabilities in a three person party so you have to make sure it doesn't happen regularly.</p><p></p><p>The cleric functions as a backup fighter and heavy damage dealer (with archery). She also doubles as the party's spellcaster summoning allies and buffing the party.</p><p></p><p>The Rgr/Rog/Wiz provides some backup spell capability and serves as the party's scout. With the shield spell, the character has significant defensive capability and the rogue levels provide sneak attacks (occasionally--with 3 characters including 1 archer there won't be too much flanking) and scouting capability as well as the ability to deal with traps.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 318079, member: 3146"] For a fairly typical game of mixed combat and social interaction: 1. Barbarian/Fighter 2. Cleric (Possibly Cleric/Sacred Exorcist or Cleric/Church Inquisitor) 3. Ftr/Rog 4. Wizard 5. Fighter/cleric or Paladin 6. Bbn/Ftr/Brd or Rgr/Ftr/Bard (archery focus) Slots 5 and 6 are optional but really help to round out the party's healing and combat capabilities. In a six character party one healer is a marginal proposition. And one archer adds a lot to any party. More than one archer spells a party that can dish out the damage but can't take it (and has trouble avoiding taking it except by killing the bad guys in round 1 or 2) Someone in the party should have the ability to track as well. For the record: the three person party question. 1. Cleric (elf and war domains; archery focus) 2. Ftr/Bbn/Cleric (travel and luck domains) 3. Rgr/Rog/Wizard The Ftr/Bbn/Cleric will function as the tank but the cleric levels (and domain powers) will provide some help with healing and buffs and, also very significantly, will help with saving throws. One blown save can take out 1/3 of the party's capabilities in a three person party so you have to make sure it doesn't happen regularly. The cleric functions as a backup fighter and heavy damage dealer (with archery). She also doubles as the party's spellcaster summoning allies and buffing the party. The Rgr/Rog/Wiz provides some backup spell capability and serves as the party's scout. With the shield spell, the character has significant defensive capability and the rogue levels provide sneak attacks (occasionally--with 3 characters including 1 archer there won't be too much flanking) and scouting capability as well as the ability to deal with traps. [/QUOTE]
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