The party of five

MavrickWeirdo said:
That's playable
mais bien sur. but of course.

i meant what i said. i never joke about D&D EVAR.

without those 5 classes the rest of the suspension of disbelief falls apart. without those 5 classes the reasons to adventure mean nada/rien/nothing.

they make the towns. they harvest the crops. they make the babies. they make the laws. they fight the wars. they are the real components of why things work.
 

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I'm gonna say...

Human fighter who uses a greatsword and heavy armor; the party's meat-shield and mook-squisher.

Halfling rogue with high dex, int, and wisdom; acts as the party's eyes and ears, and gets in as many stabs as possible by dual-wielding and flanking enemies with Mr. Human Fighter.

Elf cleric; a source of divine magic and moderate ranged support with a longbow and magically enhanced strength...plus, he can turn undead.

Half-elf sorcerer; a font of arcane fire and pure charm, this guy has a combined role of mobile artillery and spokesman.

Dwarf wizard; this guy has a spell for every occasion, and he's as tough as the rogue, if not the least bit silent.
 

And now for a simsons reference;
Grimstaff said:
Die, orcs, die!

"I don't have anything against orcs! The tattoo is in German; it means 'The orcs, the.'"
[/derail]

I think I should mention that the first group I played in for the long term had the following odd characters...

Half-Giant Barbarian (smashed things with an axe, and had an ECL through the roof)
Elven fighter/rogue (sneak-attacking ninja of doom)
Fire Genasi Cleric of Gond (neutral good, no less)
Human ranger (me); also NG; only odd by association with the other characters.
Human paladin who often (foolishly) ran through dungeons while using Detect evil, thinking it would alert him to any threats

Ah, good times.
 

5th wheels.

I'm of the opinion that the Bard makes a good 6th wheel.

Human works best, but others work as well.
Group of 5 Optimization at 10th level:
Straight Wizard 10,
Straight Cleric 10,
Fighter 2, Barbarian 1, Rogue 7. Then Straight Rogue from here until level 20, where you pick up a level of Ranger before you go epic.
Straight Druid 10
Fighter 5, Barbarian 2, Rogue 3. Then Straight Fighter from here.

The Cleric, Wizard and Druid would be built as Casters, not Tank Cleric, Gish, or Wildshaping combat Druid.

The Cleric can be a little more offensive in his spell selection, and could always engage with Righteous Might/Divine Power/Divine Favor, but will probably wait until Quicken Spell makes sense. This type of build probably has a lower Strength, and Constitution then normal for a Cleric, while maxing out Wisdom, and keeping Charisma high for turning, and Dex and Int at respectable levels for AC, initiative, and skills points. Eschewing weapon feats for Spell Penetration and Greater Spell Penetration, is also a probable direction.

The Druid should focus on Summonning multiple creatures: Spell Focus Conjuration, Augment Summoning, Natural Spell, and Spell Penetration, are probably the starting feats, with Greater Spell Penetration, and Extend Spell to follow. Track also makes sense. After a few more levels, the Druid will probably be more comfortable WildShaping into Large creatures and wading into combat. The Druid has probably punted most of the physical stats, and along with a maxed out Wisdom, has a high intelligence so he can max out his skills. If Human, he can come close to maxing out Concnetration, Diplomacy, Knowledge (Nature), Listen, Spellcraft, Spot, and Survival, thus freeing up other people's skills

The Wizard could be built many ways. More of a Buffer, or an offensive caster specializing in any school: Conjuration makes sense, as would Evocation, Necromancy, or Enchantment.

The Fighter/Rogues are going to be a little different. They get to use their extra movement to help Spring Attacks go off all over. In addition, they should use the Fighter Feats to focus on the Spiked Chain, giving the two Fighter Rogues plenty of Flanking Targets with the Druids' summonings. They can also evade Fireballs or Flame Strikes from their own party casters. The more Rogue of the two is probably using Weapon Finesse and has his Dex out the wazoo and plays like a pretty standard Rogue, though he is probably sacrificing some less important skills, knowing the other Fighter Rogue is covering 1 or 2. The Fighter, is probably going to use multiple feat trees to go along with a huge strength. He may even be the frequent recipent of an Enlarge Person to improve reach.
 

Most effective party of five characters, core only?

Druid
Wizard
Fighter
Rogue (specializing in traps & locks and other dungeon skills)
Rogue (specializing in 'face' skills), eventually cleric/rogue (prolly about 7/3)

That way your two rogues can flank with each other. :)
 

Definitely the four basic food groups, plus a fifth wheel.

Knowing that there will be a fair mix of dungeon, urban and wilderness adventures I'd say Sorcerer instead of Wizard (high CHA to be the party's 'face man') and a Ranger as the fifth wheel.

Of course, there should probably be at least some multi-classing as they get up in levels. Ranger/Druid especially.

But I do like the idea of the above mentioned all Cleric party with different Domains. I can see that working. And the 'all cures, all the time' schtick would certainly help in keeping them around for a while!
 

1-10, all core party of five:
-Half-Orc or Dwarfen Cleric: Strength and Destruction Domain. High Strength Constitution and Wisdom, though wisdom no higher than 16 in the end. He needs Wisdom only for spell levels and a rare spell DC. Absolute Buffing machine and melee Tank. Greatsword or Greataxe. May take War instead of Strength domain.
-Human Cleric: Sun and Healing Domain. High Wisdom and Charisma. Second line cleric and "face" guy. Improved turning, total healing machine. Both offensive and buffing spells.
-Human Druid: Concentrates on Summoning on early levels, later learns to use wildshape to maximum effect. Should allways have healing spells at hand. With wildshape, summoning and animal companion brings a lot of meat to the table.
-2x Human,Dwarfen or Gnome Wizard. Both specialists. Choose forbidden schools in a way that all schools can be used between the two. Fokus on crowd control and single target attack spells as well as buffs the rest of the group can't use.

Every member of the group should carry loads of scrolls. This group has to prepare well, but since every member has access to at least some divinations that's not to much of a problem. Has to get rid of traps through divinations, dispel magic, summoned monsters and other magical tricks. This group is screwed when played by noobs or players that just don't know what they do. If played clever they should whipe up everything though.
 

For the fifth wheel, I'd take a bard or a marshal. Both are support characters in combat and can act as the party's public face in social situations.

For the totally oddball group... The Officers' Club.
Gnome marshal/fighter, gnome marshal/fighter/wizard, gnome marshal/fighter/rogue and gnome marshal/fighter cleric. All have a different set of marshal auras and the feat Swarmfighting.

It's theoretically workable. I think.
 



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