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*Pathfinder & Starfinder
Most powerful, flexible party
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<blockquote data-quote="Imaginari" data-source="post: 4418326" data-attributes="member: 61142"><p><strong>Eladrin Party</strong></p><p></p><p>I've actually been thinking about this question for some time. </p><p></p><p>My ideal party would consist of all Eladrin. Why you ask? Well, imagine a party that could all teleport past obstacles, require very little sleep, be extremely difficult to ambush at night, all have the stealth skill, and would be extremely mobile in combat. Granted that with a party of all Eladrin, you are lacking some of the staying power of other races. Still, if everyone could teleport, you have quite a few more options. </p><p></p><p>Class wise, I imagine such a mobile party would primarily be focused around two rogue, with the other roles supporting the strikers while they dish out the damage. But this requires some trade-offs.</p><p></p><p>• Trickster Rogue: Primary role is to set up flanking. Emphasis on mobility and stun/daze power and feats.</p><p></p><p>• Brawny Rogue: Primary role is to dish damage with backstab. Emphasis on backstabbing and damage dealing powers and feats.</p><p></p><p>• Tactical Warlord: Primary role is to maximize the number of backstabs the rogues can get in one encounter. Secondary role as a healer. Emphasis on tactical support, movement and healing powers and feats. Additionally any powers that daze/stun or immobilize enemies can grant the rogues additional opportunities for combat advantage.</p><p></p><p>• Protecting Paladin: Primary role is to defend the rogues and keep the enemies attacking him. Secondary role as a healer. Emphasis on defensive and healing powers and feats. </p><p></p><p>• War/Control Wizard: Primary role is to deal with minions and provide battlefield control. Emphasis on area of effect powers and anything that can daze/stun or immobilize enemies to grant the rogues additional opportunities for combat advantage.</p><p></p><p>So what do you guys think? The setup does lack a cleric, which is a significant issue. I try to make up for this by having a paladin and warlord, both with secondary healing abilities. Still, the party would have to be fairly quick in battle. Additionally, Eladrin tend not to make the best paladins dues to their racial bonuses. </p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Imaginari, post: 4418326, member: 61142"] [b]Eladrin Party[/b] I've actually been thinking about this question for some time. My ideal party would consist of all Eladrin. Why you ask? Well, imagine a party that could all teleport past obstacles, require very little sleep, be extremely difficult to ambush at night, all have the stealth skill, and would be extremely mobile in combat. Granted that with a party of all Eladrin, you are lacking some of the staying power of other races. Still, if everyone could teleport, you have quite a few more options. Class wise, I imagine such a mobile party would primarily be focused around two rogue, with the other roles supporting the strikers while they dish out the damage. But this requires some trade-offs. • Trickster Rogue: Primary role is to set up flanking. Emphasis on mobility and stun/daze power and feats. • Brawny Rogue: Primary role is to dish damage with backstab. Emphasis on backstabbing and damage dealing powers and feats. • Tactical Warlord: Primary role is to maximize the number of backstabs the rogues can get in one encounter. Secondary role as a healer. Emphasis on tactical support, movement and healing powers and feats. Additionally any powers that daze/stun or immobilize enemies can grant the rogues additional opportunities for combat advantage. • Protecting Paladin: Primary role is to defend the rogues and keep the enemies attacking him. Secondary role as a healer. Emphasis on defensive and healing powers and feats. • War/Control Wizard: Primary role is to deal with minions and provide battlefield control. Emphasis on area of effect powers and anything that can daze/stun or immobilize enemies to grant the rogues additional opportunities for combat advantage. So what do you guys think? The setup does lack a cleric, which is a significant issue. I try to make up for this by having a paladin and warlord, both with secondary healing abilities. Still, the party would have to be fairly quick in battle. Additionally, Eladrin tend not to make the best paladins dues to their racial bonuses. :) [/QUOTE]
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