Paladin + Monk + Druid + Sorcerer: a good party?

Nate Jones said:
Eeew, yuck...you got your Fighter in my Druid soup. While others certainly don't share my opinion, I myself would never play that multiclassing mess. I could perhaps see the rogue/monk, but the others I wouldn't touch with a 10.1 foot pole. Sorceror/Bard? Do you want to ever get spells? And cleric would undeniably be a better option than favored soul (If, by some strange compulsion, you were forced to multiclass into a divine casting class at all) - you still have spontaneous healing, but you also have the option of not having healing. Of course, all of this only applies if you run your games like my DM does - high expectations of character ability.
Obviously, our mileage varies. When I design a character, I make him as versatile as I can right *now* -- with the expectation that I may never play that character again. I don't suggest that every player multi-class, but at least that one or two try and branch out to cover some extra bases. Sorcerer/Bard, upon further exploration, makes more sense at higher levels than lower ones. I stand behind my Fighter/Druid, or even Barbarian/Druid (assuming people play by the rules, making the character CN in alignment by default) for added attack power (which works in wildshape as well) and weapon options. Paladin/Cleric works as well or better than Favored Soul -- I was just going for more spells/day as a FS. Monk/Rogue is still one of my favourite class combinations; any two of Fighter, Monk, and Rogue make a great pairing in general.
 

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solkan_uk said:
I find it slightly annoying that the campaign was stated as being core+Ptolus and people quickly start adding stuff from the Complete series to the mix.
I forgot that there are people in the world that still insist on Core rules only... I call them coremongers. IMC, I extend the definition of "Core" to include any officially licensed WotC D&D/d20 product -- Complete series, Minis HB, Oriental Adventures, Unearthed Arcana... it all falls under the D&D umbrella. YMMV, and obviously does. :)
 

mrjam said:
We are launching a new Ptolus campaign (using only the core books+ptolus), and my players want to create the following PCs:

- human sorcerer
- half-elf monk
- elf druid
- human paladin

Could they have some problem without a rogue and a cleric?

You're the DM. Don't throw so many rogue-oriented obstacles at them and they'll be fine. If they can't unlock a door, have them spot a key poking over the top of the lintel. Reduce the Spot DC's for traps so they have a chance to avoid or work around them.

The aim of the game is to have a good time. If the players are getting frustrated because there are things they can't do, you are falling down as a DM, to some extent. Tailor the game to the abilities the PC's have, give them a chance to shine and don't frustrate them because they can't disarm a trap without a 10-foot pole.

As for the lack of a cleric: the Druid has good Cure/ Heal access, just make sure that he takes Scribe Scroll and uses it to prep some Cure/ Vigour spells 'just in case.'
 

mrjam said:
We are launching a new Ptolus campaign (using only the core books+ptolus), and my players want to create the following PCs:

- human sorcerer
- half-elf monk
- elf druid
- human paladin

Could they have some problem without a rogue and a cleric?
The party is efficient, with a few concerns:

1. It is less efficient against undead than a core party.

2. Paladin and Druid will have to prepare more healing spells, tying up some of their spell versatility. If the PHB2 were used, the Spontaneous Fast Healing option for the druid would be very much welcome. Ditto on the alternate Turn Undead mechanic from Complete Divine/Expedition to Castle Ravenloft.

3. No one in the party can deal with traps, so they should be kept at a minimum.

4. Part of the druid's potential will be wasted because there won't be any wilderness to make use of wild empathy and other abilities. The animal companion will probably be limited to the smaller ones.
 


If Dungeonscape is available, there is alternate class abilities to give Rangers and Barbarians "trapfinding" at the cost of Swift Tracking and Trap Sense respectively.

A Ranger with the Trapfinding ability can't open locks, but its good at find/disable traps. Using the Urban Ranger variant from UA would really make him work in a urban/Photus environment.

Just by core though, as long as you don't use a lot of Traps or undead, you'll be fine.
 

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