Party Makeup

Gray Lensman

Explorer
I am making up an NPC Adventuring Party ala the Adventuring Companies in the Forgotten Realms.

I have been asked to use only 5 NPCs and put as much flexibility into the group as possible

Obviously need Arcane and Divine, a Rogue and 2 Fighters?

These Are the Books I have, Plus whatever I can glean from the web
PHB (3.0 so I have to look at SRD as well)
PHB II
MM
DMG
Comp Divine, Arcane, Adventurer, Warrior
Eldritch Might I, II, III
Races of Destiny, Stone and Wild and Races of the Dragon
Savage Species
Epic Level handbook
Arms and Equipment Guide


What other good classes would you recommend than the straight up PHB Classes?
 

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Beguiler is a pretty adept choice. Almost like an arcane rogue without sneak attack. It's pretty decent on the tier grid as well so it's got that going for it.

Can't really think of any classes that might be better suited than the core classes, kinda depends on what campaign type or style the game is going for.
 

What role does the NPC party serve? What is their agenda?

In the campaign I am building I have (so far) written up three ally/rival/enemy adventuring groups that are active in the region the PCs will begin adventuring in.

The first is a group is from the Theocracy of the Pale (Greyhawk). They are devout followers of the deity Pholtus and seek to evangelize to the people of the Shield Lands. Amongst their ranks is a Cleric/Rogue/Shadowbane Stalker, a Paladin/Rogue/Shadowbane Inquisitor, a Diviner/Master Specialist, and a dozen Pilgrims (commoner 1).

The second group is a collection of dwarves who are preparing to explore White Plume Mountain and the surrounding area. Amongst their ranks are three Fighter/Clerics, a Bard, and a Rogue. All low(ish) level.

The third group is a preliminary scouting group from the Empire of Iuz. They are lead by an unamed member of Iuz's Lesser Boneheart. (I haven't decided which.) This group contains three Wizards of undetermined power and a Cleric. I am still playing around with the classes/prestige classes of this party.

In your case, I am assuming that the NPC party is supposed to be a well-rounded adventuring party? Possbily serving as rivals or enamies to the PCs? I think a good rule of thumb for five NPCs in combat situations is to have two characters who serve as the primary melee combatants, one who can buff the party, one who can control the battlefield, and one who serves as the primary ranged combatant. Out of combat, you need someone who can heal, someone who can be the party face, and someone who can scout/gather information.

There are a few ways you can go. The first is a higher-powered route with a Bard, Druid, Cleric, Cleric, Wizard. The Bard serves as the party buffer in combat and can serve any of the out of combat roles. The Druid can serve as the primary melee combatant as well as a healer, face, or scout out of combat. The Clerics can be built to have one fight in melee and the other at range as well as being healers and possibly faces out of combat. Finally, the Wizard can serve to control the battlefield in combat while using divinations to gather information.

A more traditional approach would be Cleric, Fighter, Paladin, Rogue, and Wizard. They would also cover all the roles though not as well as the other party.

Unless the party has a specific agenda (like the ones I list for my campaign, and even then I was careful to consider the IC/OOC roles) I think that as long as the NPC party has someone to serve the roles I listed above any character classes should be okay.

One interesting thought would be Barbarian, Ranger, Scout, Spirit Shaman, Warlock. It would be on the weaker end of parties but still cover the roles. This party would work well in wilderness settings. Possibly even originating from a tribal area. A Dragon Shaman could also fit in here.

Another thought could be a holy army of Clerics, Crusaders, and Favored Souls. You would loose a little of the battlefield control aspect here but more than make up for it in other areas.
 

I have been asked to use only 5 NPCs and put as much flexibility into the group as possible

Obviously need Arcane and Divine, a Rogue and 2 Fighters?
No.

Beguiler, Cleric, Druid, Wizard, Wizard.
 


Druid, Druid, Druid, Druid, Wizard.

8 Melee characters, 4 Tanks, 4 Divine Casters, 1 Arcane Caster,
Party of 9 total with Animal Companions.
 


I don't recall much of what Savage Species has since it;s such a disgustingly broken book that i banned long ago. But I imagine putting Feral template onto every character that isn't an int-based caster and in general using as much material from that book as possible is a solid way to go. Maybe a Warlock with that feat that makes their SLAs into Supernatural abilities? God I hate that book...
 

@StreamOfTheSky

Whats to hate about it exactly? Some of the stuff there seems alot less cheap than most epic feats.

Granted the SLA to SU eliminates basically one of the few defenses against the EB, I think there are worse things no? (Besides, if I recall, it only mentions it can benefit from metamagic effects and the ability focus feat. Doesn't say it can apply for that one.)
 

My take would have to be Archivist, Artificer, Druid, Druid, Wizard. One Druid goes into Planar Shepherd, the other stays Druid, Wizard goes into Incantatrix and Archmage. Archivist and Artificer stay where they are.
 

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