The party of five

Warforged Barbarian (we don't need no stinking fatigue)
Warforged Fighter (Adamantine, large shield, tank)
Warforged Artificer (healing and traps)
Warforged Blastificer (because we can)
Warforged Wizard (utility magic)

That should work out fairly well, especially as a group for pure dungeon crawling. You've got two heavy hitters, at least one trap man (could be two if the blastificer has some spare skill points), and three casters able to heal anyone in the party.

There could be some roleplaying issues if your travels take you to Thrane or Karrnath though.
 

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Fighter
Cleric
Rogue (or Scout)
Wizard (or Sorcerer)

5th Wheel: Marshall/Bard with insane high CHA

Weird Party: Fighter, Buffing Wizard, Healer, Warmage x 2
 

I would go Cleric, Paladin, Ranger, Bard, and Sorcerer. I always believe that spontaneous spellcasting is far more useful than having a long list of spells to pick from (it's also the only reason why I didn't put Druid instead of Cleric).

The Paladin, Ranger and Cleric would be your front-runners, Bard can use singing buffs and spells to augment any sneaky stuff you might need, and the Sorcerer can snap off whatever spell he thinks is necessary. Also note that all the above classes have at least some spellcasting ability. If you need someone sneaky for traps, replace the Bard with a Monk, and max out Use Magic Device; Monks are great fighters, and their high saves and evasion can usually protect them from most traps.

For fun? Make a party of Dwarven Fighter/X, replacing X with another class of your choice. I did this once before with an all-Drow party. Lots of laughs were had by all.
 

Since the premise was core-only (and hurrah for that).......

Dwarf Wizard X (probably specialist conjurer or abjurer; conjuration covers just about everything evocation does, anyway) - high Int, high Con, good or decent Dex, everything else = dump stats; spend most of his cash and spare time on scribing new spells and scrolls, a spell or three for every situation; take feats like combat casting, one or a few copies of toughness, improved familiar, improved counterspell, still spell, silent spell, spell mastery, and perhaps one or a few copies of spell focus; knowledge skills like arcana, architecture and engineering, history, geography, and the planes; good concentration and spellcraft skills; could be cool to roleplay, would be fairly resilient, could have a tough and capable familiar, could be the group's sage, and would always have a few spells prepared (stilled and silent) by memory that could get him out of a bind (Animate Rope, Mage Hand, Shatter, Sleep, whatever).

Human Barbarian X/Fighter 2 - high Str and Con, and perhaps good Int so he could have plenty of survival/scouting/travel skills; probably focus feats on track, power attack, cleave, improved sunder, improved unarmed strike, improved grapple, and iron will; can be an effective caster-killer with his speed and improved grapple (I don't care about your Shield and Mage Armor, puny mage! I grab your head and crush you!); will need a bow sometimes, but won't rely on it most of the time; could be interesting to roleplay with a good mental ability score, grappling prowess, strong willpower, and scouting skills.

Halfling Rogue X/Fighter 2 - high Dex and Con, good Int and/or Wis as secondary focus; could scout with or separate from the barbarian, and could tank alongside him too with good AC/HP; rely on sneak attacks, primarily through flanking, for damage-dealing, so Str can be low; feats focused on stuff like dodge, mobility, weapon finesse, spring attack, and improved feint (and whatever the feat was that it requires, don't recall if it's combat expertise or combat reflexes); skills emphasizing sneaking, traps/locks, scouting, and travel, with any extra points going into knowledge - local and one or two social skills, namely bluff and either diplomacy or sense motive; a bow would be essential for some situations, though best used from short-range after an ally has paraylzed, stunned, or unbalanced a foe somehow.

Human Druid X - high Wis and Con, secondary focus on Dex and Int, relying on wild shapes to gain high Str for melee when needed (can probably wield a scimitar in ape form anyway!); skills focused on effective magic-use (concentration, knowledge-nature, spellcraft, etc.), animal handling, and general utility, but movement skills won't need any more increases when Wild Shape kicks in; feats would focus on point blank shot, far shot, track, combat expertise, improved trip, lightning reflexes, and the feat that allows spellcasting in Wild Shapes (name escapes me at the moment); druids can be pretty versatile, and since they can be pretty strong on the offensive, they won't really need to heal allies as often since the group will be wasting enemies at a good pace; an animal companion can make a useful support tank, and this group will be pretty devastating in melee.

Gnome Bard X - high Cha and Int, good Dex and decent Str; the group's "face," enchanter, and ranged combat support; feats emphasizing skill use, spell DCs, crafting potions or something, and especially ranged combat; resident master of the bow, using bull's strength and such to make effective use of composite bows; great support for the group in general, and could probably have the skills and spells to be a fun trickster and the comedic relief.
 

It is definitely tempting to include both a Paladin and a Bard - from third level on the group is rarely going to have serious problems with fear or charm effects. Monsters that rely on those effects like Harpies and Vargouille are total pushovers for such a group. I think from fourth level on I'd multiclass the Paladin into Fighter because the feats are potentially worth more for maximizing group effectiveness than are the Paladin's spells, mount, and extra smites.

Human Paladin 3, Fighter X (tank with Combat Expertise, aura of courage, immune to fear, better saves than a normal fighter)

Halfling Bard (archery feats, inspire courage, UMD, social skills, racial bonuses to saves on top of good class progression, size and dex bonus to AC)

The other three I'd go with:

Half-Orc Barbarian 1, Cleric X (Strength and Destruction domains, Power Attack - this guy can lay some serious smack down once per day, and serve adequately as a cleric the rest of the time. Not great against undead unfortunately.)

Human Wizard (item creation feats)

Elf Ranger 2, Rogue X (archery feats, scout, trapfinder, wilderness lore, tracker)
 

diaglo said:
warrior, adept, expert, Aristocrat, and commoner :D

That's playable


Half-Orc Warrior (duh)

Gnome Adept (racial spells & alchemy supplement class spells)

Dwarf Expert (weaponsmith/locksmith)

Half-Elf Aristocrat (Social skills, and 480gp starting gold)

Elf Commoner (Hunter/Animal Trainer with elven racial skills & weapon proficiency)
 

Corsair said:
Warforged Barbarian (we don't need no stinking fatigue)
Warforged Fighter (Adamantine, large shield, tank)
Warforged Artificer (healing and traps)
Warforged Blastificer (because we can)
Warforged Wizard (utility magic)

That should work out fairly well, especially as a group for pure dungeon crawling. You've got two heavy hitters, at least one trap man (could be two if the blastificer has some spare skill points), and three casters able to heal anyone in the party.

There could be some roleplaying issues if your travels take you to Thrane or Karrnath though.
My current group is
Warforged Fighter
Warforged Monk/Fighter (no multiclassing penalties)
Warforged Artificer

But the incoming arcane magic using players add don't want to play warforged.
 

Heh, the age-old question... "What is the perfect D&D party?"

If you ask this question to 10 different D&D players, you'll get 10 different answers.

My picks:

Dwarf barbarian: The ability to absorb damage and dish it out.

Halfling rogue: Open locks and disarm traps, with dual-wield feat chain for more sneak attacks per round.

Gnome Wizard: For all the useful things a wizard can do.

Human Cleric: Healing, turning undead, and other priestly stuff.

Aasimar Paladin: Aasimar are in the Monster Manual, but this can be replaced with human if you want only PHB races.
 

Interestingly, no one has mentioned a monk once. Heck, neither would I. They're fun and all, but not my thing.

Single classed, I'd just go dwarf fighter, elven rogue, human cleric, human wizard, and a sentient half-red dragon black ooze paladin. (It's core, it's core!) :)

I'm playing a bard right now and I'm not too keen on it as the fifth-man. Party is an elf ranger2, 78 year old fighter1/cleric1 whose physical stat mods equal -6, a human swashbuckler2, a human rogue2 who dropped, and a human bard2, me. I could do a lot more... stuff, I guess, as a different class, but our bases aren't covered at all.

Five man groups I've seen effective -- fighter, sorc, druid, spellsword, psionicist worked fine. (Fighter was a dhampir, sorc was a dire badger, druid was an elf, spellsword was a human, psionicist was human with physical stats of -9, but that some of that part isn't very core.)

Nonstandard groups I'd consider to be effective:

A circle of five conjurors who were very very cautious and summoned creatures to do their work, or better yet, a circle of four conjurors with an impatient barbarian would be a good party, or a good sitcom.

As for nonstandard I'd like to see played, I'd like to see a ranger, a rogue, a druid, an illusionist, and a barbarian, all of them specialized in stealth.
 

Optimized level 10 party

Fighters are very important at low level, but if the rest of the party is optimized propertly I think I would pick:

Druid 10 (focused on wildshape)
Cleric 10 (since party lacks a fighter, a melee cleric would be best)
Wizard 5/PrC 5 or Psion 10
Rogue 8/Ranger 2 (open lock, disable device)
Bard 10 (focused on diplomacy)
 

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