Is an "all caster" party feasible?


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Stalker0 said:
4 clerics = the win.

I have run several campaigns with only clerics, set in the FR, usually within a single church, and one person might multiclass after a half dozen levels or so.
However, they were always only spellcasters until lvl 5 each time, so yes, not only is it possible to run a campaign as you described it is even easy. I never once had to do any extra work or alter an adventure idea because I didn't have any "muscle".
 

Only core? Very feasible. Druid and Cleric can both do decent fighting/tanking jobs, with one switching out for healing, the other for tanking. The other two, arcane casters (well more likely a bard and wizard) fill out the other roles.
(Although a rogue still seems more necessary to me than a bard. :p :) )
 

Gort said:
Traps and locks can be defeated by a beguiler (new specialised mage class similar to the warmage, but uses enchantment/illusion spells and gets lots of skillpoints and the all important "trapfinding" ability) or, since they rarely do enough damage to kill in one shot, enough divine casters can simply heal someone after they spring the trap.


Phht! Summon Creature I is the real anti-trap.
 




4 (6) players

- core only: cleric, druid, wizard, bard (cleric, sorcerer)

- incl. other books from WotC: cleric, druid, favored soul, duskblade or bard (archivist, wizard)
 

There's nothing more devastating than 4 clerics. It gets worse with splatbooks.

"I turn undead... and elementals!"
"I turn undead... and evil outsiders!"
"I turn undead and aberrations!"
"I turn undead really really well!"

"Cleric group hug!"
 

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