Tips for a party without a fighter

Alexander123

First Post
Hey everyone, I am looking to make up a party consisting of a druid, cleric, rogue and a wizard and I've heard such a thing is possible but I am not sure how such a thing would work out, I'm worried it might become a TPK real fast. I'd appreciate any advice you might have. Thanks.
 

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Wildshape into something very strong and stand between the wizard and the enemy. Make sure the cleric knows how to buff himself and step into combat. Make sure the wizard is acquainted with the finer points of battlefield control, buffing, and debuffing.
 

You can use summons to tank for you. I have heard of other people claiming that their malconvoker wizards made better tanks than fighters could ever be (for example, they could summon huge centipedes to grapple the foes or wolves to trip).
 

You needn't be worried, a Druid and a Cleric can look after themselves in melee quite well. It's a question of mindset mostly. If those two are played as healers/party buffers, you'll lack melee staying power. But if you look at what the classes really can do, you'll see that they're very, very capable in melee, and still have other options (like full casting...) to fall back on.

An important question, however, is starting level: both Druids and Clerics can melee from level 1: One has an Animal Companion that's as good a fighter as a fighter, and the other has heavy armor and shield proficiency to stay alive.
But both become really, really good at melee from levels 5 and 7 onwards, respectively: the Druid learns Wildshape, and the Cleric gets Divine Power. Try to remember these important break points to utilize as yardsticks for planning out the campaign.
 

Dunno which edition this question is for.. I think 3.5 because AD&D had 'thief' instead of 'rogue' I think?

But yeah, It depends on level, but a cleric & druid can stand their own in melee, and depend on how it's built a rogue may or may not work well too in lower level. In higher levels, having a fighter isnt that important as the druid will wildshape into nasty things, so make that out as you will.

And if you really need meatshields, (let them) hire some NPC's or something.
 


The answer to this question depends entirely on level.

At 1st level a Cleric with the War domain and a 14 Str (or better) is basically a drop-in replacement for a Fighter. The Cleric only needs to start with a 15 Wisdom, so this is a very possible build.

Druids either tank on their own (with Wildshape), or they summon elementals, or they let their animal companion tank for them (at low level).

Rogues can't tank, but they can sure help finish fights fast. Again, exactly how they do it depends on level -- is the Wizard capable of casting improved invisibility several times each day? How about haste? Does the Rogue qualify for Weapon Finesse (i.e. level 3+)?

Cheers, -- N
 

Basically, what everyone else has said. This is actually pretty simple to do...and sounds like, potentially, a really cool party.

Cleric with armor and shield can stave off the front line. Druid gets armor too, plus animal companion, plus spell use. Rogue can get in the mix with some sneak attacks or maybe he's a "fighter wanna-be" and charges forth in his leather armor with buckler and short sword flashing. Wizard does what wizards do from the rear and all's swell.

I have two more words for you: Range and Reach.

Make sure the rogue has a bow. Make sure the druid has a spear or scythe and a sling. Cleric stays in front if anyone gets too close (he's still, presumably, the best armored to take hits) but can buff and wing area-effects from range. Sending volleys of magic and missiles can be just as decimating (if not more so at higher levels) as "up close" hand-to-hand melee.

Have fun and happy butt-kicking.
--Steel Dragons
 

I've played the tanking Cleric. The only problem you run into is someone in the party (probably the Druid) needs to tank for a round or two if your not prepared for the fight. After that the Cleric can more than hold his own after he buffs. In my group our monk handled the first 2 rounds then I went in.
 

Make sure the rogue has a bow.

Only good within 30 ft to qualify for sneak attack damage.

Most foes can close within a round and engage you - or charge. Either way the rogue can end up in a world of hurt if his singel shot sneak attack didn't finish off the foe.

Better tactic fr rogues is 2 weapon fighting and concealment (like a successful hide check)

Rogue is considered "invisible" - hence foe is denied Dex mod to AC, sneak attack applies and rogue also gains a +2 on attacks - with both weapons.
 

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