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

Con the Monk into being a Ninja (Complete Adventurer) and you would be golden. Monk-like AC, fast movement, sudden strike (like SA - flanking) and trapfinding. A druid with sufficient use of Vigor spells (SC) and the paladin has got healing in the bag.
 

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Remathilis said:
Con the Monk into being a Ninja (Complete Adventurer) and you would be golden. Monk-like AC, fast movement, sudden strike (like SA - flanking) and trapfinding. A druid with sufficient use of Vigor spells (SC) and the paladin has got healing in the bag.


Actually, when I ran Ptolus the party was Paladin, Ninja, Urban Druid (Dragon Compedium variant), and Duskblade and they had no trouble at all. Complete Scoundral has some nice feats for a multclass ninja/monk as well.
 


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 can always hire some NPC clerics/rogues once they've got a couple levels under their belt and have some $$. They'll definately want to invest in healing potions pretty quickly.
The no rogue is the only problem I could see, in that Ptolus is such an mix of urban campaign + dungeoncrawl. One locked door that they can't bash down without attracting unwanted attention and they're stuck. Also, unless i'm confused, none of those classes have gather information as a class skill, which I've found to be pretty well used by my Ptolus group so far.
 

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.

Personally I don't hold with parties requiring a particular mix, we've run with massive gaps in the party before, as long as the GM can at least make the effort to adapt things minimally.

A memorable game was Fighter, Ranger, Rogue & Bard. Absolutely worthless healing, but it still worked to a point.
 


to be honest we never have rogues* in our group....that way you need less traps and locks to keep them amused....and they always feel compelled to wander off in shadiows and silence and get themselves into trouble.

Assuming you have a charisma caster of somekind they can do the talking. Aside from themonk (probably) most of the the rest of the party are likely to have some charisma, which is always very useful in urban adventure

John

*hmm, ok they are probably the least favoured 'icon'.
 

mrjam said:
Could they have some problem without a rogue and a cleric?
They should be doing just fine without a cleric, but they may miss the rogue. Even if they aren't encountering any traps, rogues are incredibly versatile and useful in lots of situations.

In your party the monk is the closest match to fill the rogue's roll, but monks simply don't have enough skill points. They may do okay if they take special care to coordinate their skill choices.
 

Overall I think the strengths more than compensate for weaknesses.

The Monk and Druid can fill in some Rogues skills, imperfectly but good enough. Summoned Animals can spring some traps.

I would note that you have a lot of combat staying power with both an Animal Companion and eventually a Special Mount in the party to help hold the line. That will help the Sorcerer stay healthy, and allow the Druid to Summon during combat.

You have reasonably distributed healing as well -- Druid, Paladin, Monk (a little self-healing).

I think this is a better party than Fighter, Cleric, Wizard, Rogue.
 

at the same time i had an eberron group who relied on the artificer for healing and being the rogue(potions,wands and scrolls) and the campaign died becus the party was TPKed 7 sessions in a row. it was unfortunate
 

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