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Worst 5th party member
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<blockquote data-quote="JayOmega" data-source="post: 1105678" data-attributes="member: 8650"><p>Wow, I'm not the only one? The "core characters" (read: the ones who show up all the time) in my game are 3 rogues. They've got a cleric follower/love-interest, and temporary cleric & fighter NPCs as guides through a dwarven mine. The occasional characters, in order of how-often-they-show-up, are a monk (played by the 8-year-old son of one of the "rogues"), a paladin (a.k.a. "the bait"), a very-occasional wizard, and a barbarian who shows up so seldom that he usually needs to gain two free levels every time just to keep up.</p><p></p><p>One of the rogues is also Fighter 1/Shadowdancer 3, and another just took her first level of thief-acrobat. The third is pure rogue. All have insane Hide/Move Silently/Tumble scores, two have always-on movement magic, and the third has a <em>Bag of Flanking Partners</em> (er, Bag of Tricks) so it's a special occasion when they <em>don't</em> get flanking bonuses and sneak attacks. But yes, the constructs and undead do give them a bit more trouble than usual.</p><p></p><p>ObOnTopic: No party with a melee rogue will think having a Monk in the group is a bad thing. High mobility + decent AC + tumble skill = lots of flank attacks. If the rogue is a missile-type, then the Monk isn't nearly as much help, and would be the least-optimal 5th character. As mentioned before, they're two-trick ponies: mage-killer, and "speedy guy" to run down fleeing enemies.</p><p></p><p>With the basic F/W/C/R party, I'd say "barbarian" is the wrong choice for a 5th member, in general. Lots of hit points, lighter armor, melee character, rage, and bonus speed (first into melee; everyone's target in the first round) means lots of cleric spells used on Cure Barbarian Wounds spells. Any party with a Barbarian needs two healers, or the Cleric is going to get really bored.</p></blockquote><p></p>
[QUOTE="JayOmega, post: 1105678, member: 8650"] Wow, I'm not the only one? The "core characters" (read: the ones who show up all the time) in my game are 3 rogues. They've got a cleric follower/love-interest, and temporary cleric & fighter NPCs as guides through a dwarven mine. The occasional characters, in order of how-often-they-show-up, are a monk (played by the 8-year-old son of one of the "rogues"), a paladin (a.k.a. "the bait"), a very-occasional wizard, and a barbarian who shows up so seldom that he usually needs to gain two free levels every time just to keep up. One of the rogues is also Fighter 1/Shadowdancer 3, and another just took her first level of thief-acrobat. The third is pure rogue. All have insane Hide/Move Silently/Tumble scores, two have always-on movement magic, and the third has a [I]Bag of Flanking Partners[/I] (er, Bag of Tricks) so it's a special occasion when they [I]don't[/I] get flanking bonuses and sneak attacks. But yes, the constructs and undead do give them a bit more trouble than usual. ObOnTopic: No party with a melee rogue will think having a Monk in the group is a bad thing. High mobility + decent AC + tumble skill = lots of flank attacks. If the rogue is a missile-type, then the Monk isn't nearly as much help, and would be the least-optimal 5th character. As mentioned before, they're two-trick ponies: mage-killer, and "speedy guy" to run down fleeing enemies. With the basic F/W/C/R party, I'd say "barbarian" is the wrong choice for a 5th member, in general. Lots of hit points, lighter armor, melee character, rage, and bonus speed (first into melee; everyone's target in the first round) means lots of cleric spells used on Cure Barbarian Wounds spells. Any party with a Barbarian needs two healers, or the Cleric is going to get really bored. [/QUOTE]
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