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Gwazi Magnum
2016-09-24, 05:19 AM
Say that you were put into a campaign where you and you alone were given control of six different PCs, and you could build them however you want (within the rules, obviously). How would you build them?

Lord Vukodlak
2016-09-24, 05:42 AM
Say that you were put into a campaign where you and you alone were given control of six different PCs, and you could build them however you want (within the rules, obviously). How would you build them?

One wizard, one cleric, three fighters and one rogue.

Wizard and cleric are power houses in there own right. The three fighters a simple meatshields and beat sticks, likely built almost identically if not literal clones and the rogue is the skill monkey. If I'm controlling that many characters I want the majority of them to be rather simple.

Krazzman
2016-09-24, 05:47 AM
One wizard, one cleric, three fighters and one rogue.

Wizard and cleric are power houses in there own right. The three fighters a simple meatshields and beat sticks, likely built almost identically if not literal clones and the rogue is the skill monkey. If I'm controlling that many characters I want the majority of them to be rather simple.

Yeah, something similar.

Wizard, Cleric, Fighter, Cavalier, Fighter, Rogue. Cavalier mainly for the Teamworkfeat charing to get outflank and gang up to basically get +4 everytime the frontliners stand next to each other.

CharonsHelper
2016-09-24, 07:00 AM
The boy-band group of six bards!

Arcane Duelist (regular bard song - +competence attack/damage) [the bad boy]

Archivist (+insight attack/AC) [the smart one]

Court Bard (debuff foes -attack/damage) [the snarky one]

Archaeologist (+luck bonus to himself - make sure to grab Fate's Favored / deal with traps) [the one with the signature hat]

Magician (for casting offensivly & performance buffs all casting) [the cute one since highest CHA]

And if the game plays with it - Unchained Skald (not official - but easy to extrapolate Ubarb's rage to the Skald) [the one who is a bit metal]

So much buff stacking! At level 1 it'd be +3 attack/+2 damag/+1 AC / +caster level / +save / +temp HP - not to mention the foes being debuffed. And that's before any spells!

Pugwampy
2016-09-24, 07:04 AM
2 Barbarians 2 Wizards 2 Priests

Eldariel
2016-09-24, 07:27 AM
Wizard, Witch, Cleric, Druid, Arcanist, Oracle - the usual. The more spells the better.

AvatarVecna
2016-09-24, 08:16 AM
Say that you were put into a campaign where you and you alone were given control of six different PCs, and you could build them however you want (within the rules, obviously). How would you build them?

1) Goblin Fighter (Trench Fighter) 3/Gunslinger (Musket Master) X, played as a sniper; dump Cha and Str (using pack mules/extradimensional spaces/Muleback Cords to help your carrying capacity). Spend the Fighter levels making good use of a longbow, then pick up your free firearm at lvl 4, repair it, and start blasting away. By level 8, you should be targeting Touch AC from up to 80ft away (Distance weapon), free action reloading, firing three times per round (Rapid Shot+iteratives), and getting double Dex to damage. For skills, focus on a scouting role, and select the appropriate goblin alternate racial features to aid you in this venture.

2) Goblin Unchained Rogue X, played as a kind of dervish; dup Cha and Str (using pack mules/extradimensional spaces/Muleback Cords to help your carrying capacity). Feats and Rogue talents should focus on boosting your combat (I suggest taking TWF and possibly ITWF/GTWF when appropriate), while you use your alternate racial features, skill points, and Trapfinding should make sure you're the ultimate sneakthief/trapmonkey; for advanced skills, I suggest Acrobatics, Disable Device, Perception, and Stealth, although preferred order is debatable. You'll be darting through the melee, so keep your Con good, and maybe find a way to boost your CMD.

3) Peri-Blooded Aasimar Bard X; keep Int/Cha high, and Str low, but everything else can get by with a 12 base. Spells should be split between healing and buffing, and feats should boost Bardic Music and skills. Speaking of skills: face skills besides Intimidate (and possibly that as well) are a must, and whatever Perform skills taken should be something you can use without needing an instrument (Act/Comedy/Dance/Oratory/Sing), of which I would suggest taking Act, Dance, and Oratory since their Versatile Performance skills have no overlap (Bluff/Disguise, Acrobatics/Fly, and Diplomacy/Sense Motive, respectively). Oratory should be taken at lvl 2 (to ensure the two most important face skills aren't being neglected), followed by Act and Dance respectively, although if you feel Bluff is important enough to invest in before 6th lvl, make sure to retrain those skill points elsewhere. Beyond face skills and performance, invest at least one rank into every knowledge skill you care about for your duties; you're not the primary textbook character, but with all Knowledge skills as class skills and a progressive bonus to Knowledge skills, you'd be a fool not to invest at least a rank in a few skills for the extra +4 when it counts.

4) Middle-Aged Elf (Lorekeeper) Arcanist X; max out Int, have decent Cha, don't dump anything so low you'll regret it. Spells should focus on utility and summoning, items should focus on boosting Int and buying more spells, skills should focus on Spellcraft, Knowledge checks, and if you've got leftover skill points Perception/Sense Motive (just because I find them generally pretty useful). Take "Breadth Of Experience" and you've got yourself a solid Living Textbook skill role, and a versatile mage.

5) Dwarf Cleric X. Buffing, healing...build them for battle, and make sure they've got at least a couple useful skills trained up (Diplomacy/K: Religion/Perception/Sense Motive in some mix, IMO).

6) Ragebred Skinwalker Barbarian X. Go for the Beast Totems and get a bunch of natural attacks per round; make sure to be on the lookout for cheap/effective ways to keep them magical over long periods, preferably using the assistance of the resident casters. Once you get pounce at lvl 10, you'll be able to start really rocketing around the battlefield and laying on the hurt.

1) Gunslinger PrC (http://www.d20pfsrd.com/classes/3rd-party-prestige-classes/paizo-fans-united/gunslinger) gives a pile of bonus feats, some neat abilities, and can make your range increments count as closer range increments for all purposes (such as for determining whether you target Touch AC or not). Consider picking the 3.5 feats "Far Shot", "Darkstalker", and "Quick Reconnoiter", if you can find spare feats in your build.

2) Consider the 3.5 feats "Darkstalker", "Quick Reconnoiter", and "Craven" to boost your sneaking, scouting, and stabbing respectively.

3) Date a fey, take Nymph's Kiss, gain skill points, rejoice. Take advantage of 3.5's opportunities to optimize Inspire Courage. Consider upgrading your casting with War Weaver, Sublime Chord, and Ultimate Magus.

4) Go for the Theurge (http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/theurge) instead of the Arcanist; you'll need to boost your Wis as well, but that shouldn't be a huge problem (especially if starting at high enough lvl that you have the spell levels necessary to fully dump physical stats via point-buy and aging). Going this route will take some of the pressure off the Cleric as well, which is a bonus.

5) DMM Persistomancy, Extra Turning, Nightsticks, blah blah blah you knew what was gonna be here before you opened the spoiler.

6) Spirit Lion Totem+Shock Trooper. Free up a rage power and get that super-pounce online way earlier.

EDIT: Strictly speaking, full caster party is always better, but mixing casters into a mundane party is fun too.

Snowbluff
2016-09-24, 09:30 AM
Cleric, Wizard, Vivisectionist, Synthesist Summoner, Cleric (archer build), Wizard (archer build)

Yeah... that should do it.

Cleric and Wizard the basic casters.

The Cleric Archer and Wizard are cheesing things like Named build and arrow duplication. Both are Samsaran to pick up more damage spells. Cleric has Animal (for an animal companion mount) and Tactics Domains. You're looking at 960+ damage out of that particular cleric, while the Wizard will dip a couple of levels into arcane archer for a few more utility tricks, but still respectable damage.

Then the Vivisectionist and Synthesist are built as melee fighters. The Vivisectionist will abuse flanking and Greater Invisibility, as well as natural attacks to get a lot of sneak attack. The Synthesit will focus on straight up bruising and being buff.

Skills and traits will fill in the role of any "skill monkey," particularly by the wizards and alchemist.

Thealtruistorc
2016-09-24, 01:38 PM
Let's go with an Aegis, an Incanter, a Conjurer, a Mesmerist, an Alchemist, and a Vitalist.

The Aegis can effectively fill most combat and utility roles, so he'll be the all-around skill guy. The conjurer will mostly emphasize summoning, battlefield control, and when needed scrying. The Incanter will utilize his spheres for effects that have large-scale influence, such as necromancy and nature effects. The Mesmerist will be the party face, utilizing illusions and trickery to get the party wherever they need to be. The alchemist is an auxiliary support character, with buffs and utility potions alike plus the additional combat abilities. Finally, the vitalist would keep everyone together and ensure that nobody gets killed on their watch.

Mehangel
2016-09-24, 04:10 PM
Fey Adept (might dip into Hedgewitch) - Spheres: Illusion
Hedgewitch a (Font of Inspiration + Spiritualism) - Spheres: Divination
Hedgewitch b (Entropic Sage + Spiritualism) - Spheres: Destruction
Incanter (might dip into Hedgewitch) - Spheres: Conjuration
Medic (might dip into Hedgewitch) - Disiplines: Golden Lion + Silver Crane
Shifter (might dip into Hedgewitch) - Spheres: Alteration

Roles
Melee: Shifter + Hedgewitch b + Conjured Companion
Healer: Medic
Skill Monkeys: Fey Adept + Hedgewitch a
Casters: Everyone but Medic.

Arutema
2016-09-24, 04:24 PM
The melee guy - oracle of metal
The know-it-all - pyschic searcher oracle of lore
The debuffer - dual cursed oracle of heavens
The healer - oracle of life
The blaster - oracle of flames
The traps guy - seeker oracle of streets

GreyBlack
2016-09-24, 05:20 PM
I've often joked that a 6 wizard group would be interesting and be able to fill all the holes in the group, but that's not 100% true. It's probably closer to 1 Investigator, 2 Clerics, and 4 wizards.

Mehangel
2016-09-24, 05:50 PM
I've often joked that a 6 wizard group would be interesting and be able to fill all the holes in the group, but that's not 100% true. It's probably closer to 1 Investigator, 2 Clerics, and 4 wizards.

I assume you meant 1 Investigator, 2 Clerics, and 3 Wizards? Because otherwise your 6 man team is a 7 man team.

Azoth
2016-09-24, 06:16 PM
Wizard (Conjuration (teleportation))5/Dervish Defender Warder1/HellKnight Signifier4/Bladecaster10 (Riven Hourglass focus from Lords of the Wheel tradition) Improved Familiar for a UMD monkey. 9th lvl spells, 9th lvl Manuevers, BAB16. Going for typical action economy shenanigans. Two standard actions per turn, and good old Celerity the manuever means he is going to control the battlefield like a boss and can melee when spells aren't necessary.

Cleric (Madness + Trickery Domains)9/Ordained Defender Warder1/Battle Templar10 (Golden Lion + Silver Crane focus). 9th lvl spells, 9th lvl manuevers, 13BAB. He can Heal/Buff while laying a smack down on enemies. If need be he can Touch of Madness to soften up an enemy's saves.

Wilder (Rage Surge)9/Zealot (Void Prophet)1/Awakened Blade(Sleeping Goddess focus)10. 8th level powers, 9th level manuevers, 17BAB. Primary beatstick that can buff himself easily.

Crossblooded Sorcerer (Orc + Dragon)1/Wizard (Evocation (Admixture)) 19. Ranged Damage Dealer.

Vitalists (Healing Method) 20. Dedicated Healer/status remover.

Cleric1/Bard19. Skill monkey/face extrordinare. Abuses Authoritative Vestments to standard action Diplomacy in a 30ft Radius 3+Cha/day.

Just off the top of my head team. Each member can easily fill multiple roles based on spell/power selection.

digiman619
2016-09-24, 06:18 PM
Fey Adept (might dip into Hedgewitch) - Spheres: Illusion
Hedgewitch a (Font of Inspiration + Spiritualism) - Spheres: Divination
Hedgewitch b (Entropic Sage + Spiritualism) - Spheres: Destruction
Incanter (might dip into Hedgewitch) - Spheres: Conjuration
Medic (might dip into Hedgewitch) - Disiplines: Golden Lion + Silver Crane
Shifter (might dip into Hedgewitch) - Spheres: Alteration

Roles
Melee: Shifter + Hedgewitch b + Conjured Companion
Healer: Medic
Skill Monkeys: Fey Adept + Hedgewitch a
Casters: Everyone but Medic.

This looks awesome, though I'd probably shift out the Incater for a Warshifter (The Shifter Archetype that gets maneuvers), and Hedgewitch a with a Stalker.

Calthropstu
2016-09-24, 06:57 PM
Ah the baldur's gate team.

Heh.

almost all casters

Druid, wizard, sorcerer, psion, cleric, and paladin.

The sorcerer would have summon monster spells, the druid would be able to summon more if need be.

The wizard would have a rotating spell list based on what would be needed each day, the psion would get psychic reformation and make the sorcerer a t1 spell slinging powerhouse, the cleric would take care of healing, and the paladin would eat hits.

Quertus
2016-09-24, 08:26 PM
Say that you were put into a campaign where you and you alone were given control of six different PCs, and you could build them however you want (within the rules, obviously). How would you build them?

The thread topic has the word "ideal" in it, so, I'd go with Quertus, Khan, Glixxon,... ie, 4-6 existing characters. Since I'd be the only player, there'd be no-one but the DM to complain about power disparity between the PCs. And how much custom content the DM allows (again, no other players to complain) determines how many new characters I can make.

If I had to build them all from scratch... it depends. As a one-shot thought exercise, I might try 5 or 6 stacking builds - typeless buffs or debuffs, for example.

If I was planning on playing the party long term... I love playing multiple characters at once, but I've never played 6 before. Tactically... it depends on the DM and the rules. I'd choose differently if, say, characters can never be replaced, or if the adventure is already written vs if it is custom tailored to my characters.

But, probably, I'd want a lot of healing. I'm looking at...

1) Arctic Human Wizard Arcane Spellcaster (main character). 20 con, vulnerable noncombatant, regional toughness (refluffed), troll-blooded (refluffed), roll with it x2. Probably goes into Tainted Sorcerer, for free true resurrection. Looks like a wizard, acts like a wizard, intelligent foes will want to target him - which is what I want, since he's the one who will bounce back. Will likely wind up with custom spells to, say, create hybrid creatures based on what he encounters as he adventures.

2) Dark Petal Rogue --> Ur-Priest (refluffed?). Party scout, eventual healer. Usually hides --> great opportunity for role-playing "stretch goal". If I don't like how the personality turns out, they don't interact much. If UrP can't be refluffed, probably has a goal of ascension, with a desire to be the first Ur-Priest deity. :smalltongue:

3) indestructible uber-charger. Mostly ignored for RP purposes (I played this guy before. His personality is pretty... bland. He'd be really easy to play as an "x-th wheel". This is the only existing personality I'd be stealing in this setup.)

4) hydra-riding half-ogre BFC. Probably at least one level of Crusader to act as backup healer. Dumb as a brick; mostly ignored for RP purposes.

5) undead-dragon-riding cleric. Most every cheesy trick in the book to allow for undead, primary healer & item creation. Personality tbd.

6) ideally, I'd go new (to me) or custom here.


I've often joked that a 6 wizard group would be interesting and be able to fill all the holes in the group, but that's not 100% true. It's probably closer to 1 Investigator, 2 Clerics, and 4 wizards.

Clearly, your ideal team is immune to math :smalltongue:

Âmesang
2016-09-24, 09:56 PM
Gisbourne, the half-orc hunter ranger
Sun Tzu, the human monk
Shakespeare, the half-elf bard
Gilgamesh, the hobbit halfling rogue
Tesla, the elven conjurer
Nostradamus, the gnome magician wizard

…and if I ever finish The Bard's Tale, The Destiny Knight, and move on to The Thief of Fate, I'll add Joan of Arc, the human paladin, to my party. :smallsmile:

Florian
2016-09-25, 03:55 AM
Frontline:
- Fighter/Hellknight
- Paladin
- Skald

Casters:
- Druid
- Arcanist/Diabolist
- Witch/Winter Witch

Firebug
2016-09-25, 01:19 PM
Frontline:
Thassilonian Specialist of Envy (Wizard, Abjuration) (tank & counterspell focued)
Thassilonian Specialist of Greed (Wizard, Transmutation)

Damage:
Thassilonian Specialist of Sloth (Wizard, Conjuration) (minion master)
Thassilonian Specialist of Wrath (Wizard, Evocation)/Maybe dipped Sorcerer for damage
Thassilonian Specialist of Pride (Wizard, Illusion) (Shadow conjuration/evocation focused, and to make everyone greater invisible)

Utility:
Thassilonian Specialist of Lust (Wizard, Enchantment)/Dipped Sorcerer (Crossblooded Undead/Impossible) to affect other creature types.

If you said 7, I would have included the:
Thassilonian Specialist of Gluttony (Wizard, Necromancy) (minions/debuff)

Btw, a similar table is developing in my local PFS. Gogo specific boon to allow Thassilonian Specialist!

Blyte
2016-09-25, 01:36 PM
Barbarian (overrun)
Oradin
Rogue/Sleepless Detective
Blaster Sorc
Wizard (divination spec)
Cleric

Mordaedil
2016-09-26, 05:26 AM
1 True Necromancer.

Novawurmson
2016-09-26, 05:49 AM
One warder for tanking duties (possibly multiclassed with aegis).

One bloodrager for melee damage.

One shroud/mind's eye disciple marksman for ranged damage.

One mesmerist for buffing/debuffing/crowd control.

One wizard for utility.

One vitalist to keep them all topped off.

Not necessarily the most objectively powerful party, but one I'd have a lot of fun playing.

Klara Meison
2016-09-26, 08:40 AM
A wizard focusing on SoD, crowd control and buffs, a cleric focusing on necromancy and creating bloody skeletons for frontline(and dabbling in whatever else), a druid with even more summons/crowd control, a psion for utility and psychic reformation, some PoW class for damage bursts(I prefer Harbingers, but that's just me), probably Warlord for teamworking with all those skeletons.

At low levels Wizard uses Color Spray, Cleric heals and joins the front line, Druid uses a sling from the back and stays safe while PoW classes generally carry combats.

At medium levels Wizard controls the battlefield, letting PoW classes crush the enemies, and crafts items, Druid summons dinosaurs/dire tigers while safely flying around as a little bird and throws around Dazing AoE spells, Psion punishes creatures with SR and no PR.

At high levels Wizard goes into planar binding and simulacrum shenanigans and Cleric makes a small army of self-recycling bloody skeletons. All that is sent into the fray of the battle, where Warlord(or some other class that shares teamwork feats) severely boosts the power of this small army. Harbinger flies around taking down high-profile targets like enemy casters, while Druid throws powerful summons wherever the frontline seems to be failing and helps Wizard disable enemies for the melee army to take down. Psion helps to shore up whatever weaknesses in the party that remain.

stack
2016-09-26, 09:53 AM
Hedgewitch x6 neatly covers all the roles.:smallbiggrin:

More likely I would take a hedgewitch (triple goddess archetype) with the spiritualism tradition for healing, maybe dip some divination there.

Elementalist (probably admixture savant) for damage. Resizer/Sun warrior mage knight for melee/lockdown. Fey adept as a face/illusionist. Another hedgewitch to be rogue/flex. Incanter for general casting not covered by the others.

vasilidor
2016-09-26, 10:39 AM
Bard:dirge singer - brings reinforcements & party buffs
slayer: original flavor (with trapfinding) - sneaky trapfinder who can also fight
Arcanist: summon monster focus past 5th level - more reinforcements and general utility
Cleric:heal domain and knowledge domain, sos and sod - does damage prevention first (by trying to disable enemies) and also can heal.
Alchemist: original flavor, bomb focus - because i like explosions
Paladin: original flavor, spirit divine bond - good damage dealer against evil, back up healer

Eldonauran
2016-09-26, 05:15 PM
Paladin - Melee focused w/ LOH for swift action healing, high AC
Bloodrager - Primal. He kills things dead :smallamused:
Druid - Nature Fang archetype (here is our true jack of all trades, fills in any role very well, also trapfinder and summoner of stirges)
Skald - Totemic skald (other switch hitter, power amplifier via rage song, backup arcane caster)
Oracle - Spirit Guide Life Mystery, dual cursed. Link link and shield other shenangins.
Arcanist - That arcane wizard guy. Uses his spells when things go sour.

Paladin & Bloodrager are first two into melee combat. Oracle & Arcanist throw down a buff to them as needed and proceed to lock down the battlefield. Druid and Skald get their buff on and wade into combat as needed, though their job is to keep the Oracle and Wizard safe for the first two to three rounds, as needed.

Secret Wizard
2016-09-26, 05:53 PM
Qtaro, Pummeling Style Brawler

Pol Pol, Noble Fencer Swashbuckler

Mohammed, Flames Mystery Oracle

Cherry, Controller/Blaster Verdant Sorcerer

Josder, Sun/Trickery Sacred Fist Warpriest with some divination spells and unarmed positive energy Channel Smites.

Zafoor, Gnoll Earth Kineticist

GreyBlack
2016-09-26, 06:24 PM
I assume you meant 1 Investigator, 2 Clerics, and 3 Wizards? Because otherwise your 6 man team is a 7 man team.

Yes, miscounted. Thanks for that correction.