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<blockquote data-quote="Blue" data-source="post: 7809484" data-attributes="member: 20564"><p>Let's look at the various pillars of play.</p><p></p><p>Social - the only definite CHR-based character is the Paladin. If they have some decent social skills you're covered here. Background may matter some as well, not just for skills but also for things like Folks Hero or Noble for access and familiarity to various kinds of people. If the player goes Bard you're well prepresented.</p><p></p><p>Exploration/Discovery - your rogue should be skill monkey enough to cover urban and dungeon, if it gets taken. I'd really need to know their backgrounds to talk about wilderness, and what happens if that player goes bard.</p><p></p><p>Knowledge skills there's no one better than a wizard - even a cleric (knowledge) or someone with expertise won't juice their INT like wizards do.</p><p></p><p>Your only good WIS is cleric, so you might have a bit of hit or miss with things like perception or insight where a single failed roll may make you miss something important.</p><p></p><p>In combat you've got three possible front-liners (Life cleric gets heavy armor and good HPs, they can survive in the front lines healing folks). Minimal ranged attacks - the rogue going archer would be helpful. Wizard nor bard are real single-target ranged damagers.</p><p></p><p>Wizard is all aaround fantastic utility. Also buffing, area of effect and a lot of other things. Cleric can also buff plus heal. If there's a bard for crowd control and buff/debuff, the wards can focus more and you've got a strong component there. If they go rogue you can have a decent spellcaster component, and add in (hopefully) some ranged and those needed skills.</p><p></p><p>You have an excellent primary healer, and your paladin is an okay off-healer, either to stand the life cleric back up in combat, to cure poison/disease so the life cleric doesn't blow slots, and eventually getting some good out-of-combat healing.</p></blockquote><p></p>
[QUOTE="Blue, post: 7809484, member: 20564"] Let's look at the various pillars of play. Social - the only definite CHR-based character is the Paladin. If they have some decent social skills you're covered here. Background may matter some as well, not just for skills but also for things like Folks Hero or Noble for access and familiarity to various kinds of people. If the player goes Bard you're well prepresented. Exploration/Discovery - your rogue should be skill monkey enough to cover urban and dungeon, if it gets taken. I'd really need to know their backgrounds to talk about wilderness, and what happens if that player goes bard. Knowledge skills there's no one better than a wizard - even a cleric (knowledge) or someone with expertise won't juice their INT like wizards do. Your only good WIS is cleric, so you might have a bit of hit or miss with things like perception or insight where a single failed roll may make you miss something important. In combat you've got three possible front-liners (Life cleric gets heavy armor and good HPs, they can survive in the front lines healing folks). Minimal ranged attacks - the rogue going archer would be helpful. Wizard nor bard are real single-target ranged damagers. Wizard is all aaround fantastic utility. Also buffing, area of effect and a lot of other things. Cleric can also buff plus heal. If there's a bard for crowd control and buff/debuff, the wards can focus more and you've got a strong component there. If they go rogue you can have a decent spellcaster component, and add in (hopefully) some ranged and those needed skills. You have an excellent primary healer, and your paladin is an okay off-healer, either to stand the life cleric back up in combat, to cure poison/disease so the life cleric doesn't blow slots, and eventually getting some good out-of-combat healing. [/QUOTE]
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