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Non-traditional Party Composition


Pathfinder RPG General Discussion

Lantern Lodge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules, Roleplaying Game Subscriber

I've been mulling this around in my head a little bit lately, and got to wondering about party composition. I think we're all familiar with the "traditional" party composition - the Fighter, Cleric, Rogue, and Mage. Sometimes we stray a bit from this format - especially when we have more than 4 players - and I think the proliferation of archetypes allows us to step even further away from the Old Ways.

So, to that end, I'd like to see some examples of non-traditional party composition that you've either experienced, or would like to see in an upcoming game. A discussion of the pros and cons of each, with a nod to archetypes and specializations is what I'm aiming for, here.

To start, I'll put forth 2 sample parties that I'd like to see, and one party that's currently running in my home game.

Home Team - this is the current group makeup of my home campaign

Spoiler:

Bard [arcane duelist] - homebrew Changeling race via ARG
Ninja - Halfling
Wizard [Evocation] - Human

I was kinda surprised with this group when my players presented it. The bard almost always plays full arcane casters, and is almost always Lawful Evil. He's an excellent, mature player, so his evil characters never result in party discord. The ninja normally plays either barbarians or bards. His bards also almost always hit negative hp during the first encounter of the day. The wizard is a younger player, and has played nothing but melee-focused characters, so it's a fun experience having strategy discussions with him on how spellcasters work

They've only had 3 sessions so far, but they seem to be handling things fairly well. A few instances of poisoning and a close call with a cursed sword, and no deaths or dismemberment, yet. Things ought to get interesting when they confront the dandasuka rakshasa, but I've got confidence in them.

Holy Rollers - this team is based around a crew dedicated to a single deity

Spoiler:

Paladin [any kind]
Cavalier [Order of the Star or maybe Tome]
Oracle [mystery appropriate to the deity]
Inquisitor [designed to not cause too much conflict with the Pally]

I've never been in a party with a strong shared motivation such as this, and I think it would be a fun challenge. The group is heavy on in-your-face melee beatdowns, strong spellcasting capability, and good Diplomancy. The Pally/Inquizy combo makes for a great "Good Cop / Bad Cop" scenario. The sheer volume of teamwork feats available through the inquisitor and the cavalier is killer.

They're a bit short on skills, although the inquisitor has his 6 skill points, and careful selection can fill a lot of holes. Depending on preferred combat styles, the party could find itself short on ranged power. No access to open areas can also hamper the mounted characters.

Eldritch Emporium - a party that focuses on arcane power

Spoiler:

Magus
Witch
Sorcerer
Alchemist

Really, I've got no clue what sort of specializations this party should focus on. This group would absolutely dominate a "15-minute workday" campaign; burst damage potential here is scary. Combined with the debuffs from the witch and the buffing potential of the alchemist, they would shred any encounter for which they have enough prep time. And by "enough," I mean 1 minute to toss up buffs and maybe a surprise round to hit the biggest threat with an Evil Eye.

The main drawback here is that there is no full-BAB character. This party would have to be all about putting the enemy down before he can get a swing in. Also, healing power is limited. Another reason for the party to focus on hit-and-run tactics and ambushes.

So, there you have it. A couple ideas and a current non-traditional adventuring group. I'm eager to see your input, and thanks for the participation!

Shadow Lodge

Campaigns I'm currently in or GMing:

Thursday game: Kingmaker (GM)

Spoiler:
Human Oracle
Half-Elf Magus
Centaur Runt Barbarian
Human Samurai
Dhampir Rogue
Pretty standard, minus the lack of a dedicated arcanist.

Monday game: Homebrew (Player)

Spoiler:
Halfling Witch
Human Monk
Human Gunslinger
A little on the off side with Monk frontliner and no real heavy-hitter, but great on the "Disable enemies then beat them down".

Upcoming Monday game: Council of Thieves (Player)

Spoiler:
Human Rogue
Human Alchemist
Aasimar Paladin
{3.5 race} Naga [Rokugani] Sorcerer
Ratfolk Barbarian
Still the semi-standard party, just with some swap-outs.

PbP 1: Homebrew (Player)

Spoiler:
{3.5 race} Gloaming Summoner
Elan Vitalist
Tiefling Wizard
Oread Monk
A little heavy on the casting but not too out of the ordinary, if you stretch the ordinary a little.

PbP 2: Homebrew (GM)

Spoiler:
Human Paladin
Human Crusader {3.5 class}
Samsaran Oracle
Tiefling Druid
{unknown 5th player}
Helloooo, there's the really odd party.


This is the group we are currently playing. We are in a Year long campaign so far and the group is 9th level over all and the campaign is supposed to take us all to 20th.

My character is a 4 Winds/ Drunken Master Monk. At the time of creation I didn't have access to other books than Core and Advancd players guide, otherwise I would have created something else.

We have a Dwarf Inquisitor in full plate and uses guns. The character is based off of two things, the Beatles song Maxwell Silver Hammer (He's got a returning silver hammer and a youtube video about dwarves and elves where he thinks Elves cause cancer :D (the game is full of elves and dark elves, can you say fun?)

We have a Cleric of Caden Kalen (sp) so that's two characters based on beer.

We have what we call a Thug monk (before seeing any archetype) He is based on the Campaign world where he loses most of the monk abilities in favor of strength and durability.

Our GM's girlfriend is a Myrmidarch/scout. She is a 1/2elf and she does ranged attack. At 9th level, she has been doing some massive damage against the demons we have been facing.

Our last member is our newest. He is a Kobald wizard with blue skin (a cobalt kobald)

I should say that I am the primary melee character in the group and because I am a monk, one of the worst. The damned Flurry of misses is probably the cause of one near death and the actual death. But because the Cleric has the Raise Dead and Restoration spells, I won't be leaving the party soon.


Currently playing with a group every Saturday (swapping to Sunday after this week though) with this:

Serpent's Skull:

Barbarian
Bard
Druid
Sorcerer
Cleric
Rogue
Drunken Master of Many Styles Monk (me)

Of those, the Bard, Barbarian, and Cleric are all Half-Elves. Though the Barb and Cleric are justified since they're brothers.

Not sure how out of whack that is, but it certainly seems like we've got the Fighter/Mage/Thief dynamic, except with a heavy focus on the Mage part of the equation.


I have a Witch Hunters Party that is currently going thru a reboot:

Witch Hunters:

Cavalier (Order of the Star)
Paladin (Divine Hunter)
Inquisitor
Cleric
Witch (Sanctioned do to a vision the churches oracle had)

Fairly odd party given the fact that the party's characters all are orphans raised by the church with the Witch being brought in past at an older age. The Witch and Cleric being the oldest of them all and acting like the Parents of the family. Made even worse by the Paladin and Inquisitor having a sibling rivalry over who is stronger and who is a better match for the Cavalier.

Not sure ignition qualifies But I have a thread on the Advice(?) Forum dealing with a TWW and Archer double build I am doing for an upcoming campaign. I haven't went in an detailed what I know as of now But I am planning it soon.

It boils down to:
2 Fighters
A Blasting Based Wizard(or Sorcerer)
A support Cleric
A Rogue/Ranger
And finally a Bard.


Originally, our Kingmaker campaign was going to consist of two Wizards (Generalist + Necromancer), a Cleric and a Ranger.


Icyshadow wrote:
Originally, our Kingmaker campaign was going to consist of two Wizards (Generalist + Necromancer), a Cleric and a Ranger.

Better than the Fighter, Ranger(x3), & Universalist Wizard my group was planning on using for Kingmaker. Unfortunately we never could get it started do to GMs quitting out of Anger at our builds being unoptimized... (am I the only one that feels that is stupid?)


Azaelas Fayth wrote:
Icyshadow wrote:
Originally, our Kingmaker campaign was going to consist of two Wizards (Generalist + Necromancer), a Cleric and a Ranger.
Better than the Fighter, Ranger(x3), & Universalist Wizard my group was planning on using for Kingmaker. Unfortunately we never could get it started do to GMs quitting out of Anger at our builds being unoptimized... (am I the only one that feels that is stupid?)

I think he was worried about you guys being so bad you'd get owned by kobolds.

And if your builds were that bad, I wouldn't really be surprised about the GM's reaction.


That is just it. We used them in a homebrew setting and done fine.

It was more of the fact we weren't Meta-Gaming Power Gamers that they got mad at.

So what if my Fighter didn't take Power Attack and wasn't using a Falchion for damage.

I was still able to pile on enough damage to handle most things quickly especially with the fact that the Rangers had specifically planned to have little overlap on their Favored Enemies and use the Hunter's Bond class feature to aid the entire group.


If that's the case, then the DM was overdoing it, which is rare.


Icyshadow wrote:
If that's the case, then the DM was overdoing it, which is rare.

It wasn't just one. It was 4 or 5. They came from the same larger group that had around 15+ members. Apparently everyone there has to be optimized.


Once played in a brief game where the GM made no effort whatsoever to create a coherent party - and by chance we wound up with an archer fighter, archer ranger, archer rogue, and two wizards. Nobody wanted to melee anything, and every encounter became a game of "kill it before it reaches us!".

It was pretty screwy, but actually wound up being kind of fun most of the time. We did eventually call a mulligan and start over, but sometimes I wish we hadn't.

Lantern Lodge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules, Roleplaying Game Subscriber

I now that feeling, Bacon. You get some interesting stuff without coordination.

We almost had a Council of Thieves game with a Bladebound Magus [me], 2 Bards, and a Rogue. One of the bards swapped out to Fighter, and I switched to Summoner before we got started. Wish I'd kept my Magus.

Our RotRL game had a Metal Oracle [me], a Sanguine bloodline dhampir Sorc, an Archer Fighter, and a Rogue. The Oracle was my second choice, though. The Sorc and I had the exact same idea for a character; the sanguine dhampir. I'm kinda glad, in retrospect, that I went with my Oracle, as nobody else was really front-line focused. I could never get the Rogue to flank with me, for example. Combat was often me in the bad guy's face, the Archer flanking with a longsword, and the Sorc behind me with a long spear. I think the Rogue threw daggers.


Wait an Archer was in Melee!?


The last game I ran was:
Monk (martial artist) CG
Bard (dervish dancer) Probably neutral, forgot and
Red Mantis Assassin (I forget the original class) LE
They actually worked well together despite serious alignment differences. It was heroic if not good.

Our current group:
Archer ranger - Damphir
Incredibly deadly animal companion dog
Inquisitor (Healer and main melee fighter, occasionally needs healing in order to heal) - Aasimar
Redeemed young Manticore - inquisitor's mount
A raven - manticore's animal companion
3 Snapjaw humoculi - manticore's followers
Oracle (minor healing, boosts the rest of the party, heals the healer and archer) - Changeling
2 alchemists - oracle's cohort/meat shield and a friendly combat-NPC
Wizard who hides behind stuff
Uber-deadly guinea pig (baleful polymorph+anthropomorphic animal+permanency+leadership feat+demon that is about to kick our butts)
Our party is rather unconventional and large through many NPCs/cohorts/followers but we've managed to get to the last book of Carrion Crown so far.

Note: above game has 4 players, the rest are the NPC's we've collected on the way.


I love the whole NPC bandwagon stuff...

OK one I will be Co-GM of soon is:

An Elven Cavalier
Dwarven Paladin
Halfling Fighter
Human Monk

Shadow Lodge

1 person marked this as a favorite.
Minion GM wrote:

Our party is rather unconventional and large through many NPCs/cohorts/followers but we've managed to get to the last book of Carrion Crown so far.

Note: above game has 4 players, the rest are the NPC's we've collected on the way.

This sounds like my Kingmaker group in Chapter One when they had just three players - Human Oracle, Half-Elf Magus, and Centaur Runt Barbarian; they got a Worg Cavalier, a Drider Sorceress, and a Kobold Rogue that they'd met and befriended/allied with to come along for the attack on the Stag Lord.

Lantern Lodge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules, Roleplaying Game Subscriber

@Azaelas - Yup, Archer in melee. Since I could never get the rogue to go along with me, we'd often start with the archer and myself engaging the main body of the enemy. Once I had them locked down, the archer would withdraw to safe archery distance and plug away. The Sorc would be second-line with his longspear, picking off anyone who tried to move past me. We actually did quite well, while the game lasted. Schedules killed the game, sadly.


Stockvillain wrote:
@Azaelas - Yup, Archer in melee. Since I could never get the rogue to go along with me, we'd often start with the archer and myself engaging the main body of the enemy. Once I had them locked down, the archer would withdraw to safe archery distance and plug away. The Sorc would be second-line with his longspear, picking off anyone who tried to move past me. We actually did quite well, while the game lasted. Schedules killed the game, sadly.

I am in the middle of building Twin Fighters for an upcoming campaign.

Two-Weapon Warrior & Archer. The Archer is going to fire at long range while the TWW gets stuck in. Archer will get a lot of use out of Precise Shot.


I've got 4 different groups going right now:

Group 1:
-Elf Synthesist Summoner
-Human Crossblooded Sage/Pit-Touched Sorcerer
-Half-Elf Oracle of the Heavens
-Strix Qinggong Master of Many Styles Monk

Group 2:
-Human Witch
-Human Bladebound Kensai Magus
-Human Cleric of Norgorber
-Human Antipaladin (with Succubus companion)

Group 3:
-Human Spellbreaker Inquisitor
-Strix Brutal Pugilist Drunken Brute Barbarian
-Tiefling Wizard (Diviner)
-Fetchling Ninja

Group 4:
-Gnome Beast Rider Cavalier (order of the Lion)
-Grippli Ranger 1/Reincarnated Druid 11
-Halfling Archaeologist Bard
-Ratfolk Mindchemist Vivsecionist Beastmorph Alchemist

Good times :)


The idea has been going around with a group I play with to do an all Rogue (different archetypes of course) party and play Ocean's Eleven.


^I'd enjoy that so long as I could play my "Rogue" (An Alchemist tricked out to be magic Batman. Ya got your Smoke Bombs, Disable Device, magic Dispelling Bombs, that sorta thing).


TWF Rogue, Archery Ranger, Shadow Sorcerer, and Arcane Duelist Bard. They're all about sneaking and skills and things.


I have an entire Summoner Party...

One Standard Summoner.
One Master Summoner.
One Brood Master.


chaoseffect wrote:
The idea has been going around with a group I play with to do an all Rogue (different archetypes of course) party and play Ocean's Eleven.

I wouldn't think any all X party would work except oracle and maybe bard. You either wind up with no front line or no non-device spellcasting or no condition removal or no skills.

I suppose if the GM runs a game with no magic rogues'd maybe work okay, but poison and disease would be a major issue with a rogue's fort save and no magic.


Azaelas Fayth wrote:

I have an entire Summoner Party...

One Standard Summoner.
One Master Summoner.
One Brood Master.

How does the Brood Master do in actual play? I've never seen anyone even think about trying to play one.


Atarlost wrote:
chaoseffect wrote:
The idea has been going around with a group I play with to do an all Rogue (different archetypes of course) party and play Ocean's Eleven.

I wouldn't think any all X party would work except oracle and maybe bard. You either wind up with no front line or no non-device spellcasting or no condition removal or no skills.

I suppose if the GM runs a game with no magic rogues'd maybe work okay, but poison and disease would be a major issue with a rogue's fort save and no magic.

I agree with you if you were playing a standard game where you travel around adventuring, but in city based game where you didn't plan on just kicking down doors to kill stuff and take their loot I think it could work. Probably be a lot less standard combat and more skill checks or 3 guys ganking a guard from stealth.


I've got a blind Erudite Bard. (from pfd20's multiclass archetypes) Looking forward to how his illusions will work.

Lantern Lodge

Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules, Roleplaying Game Subscriber

I once played in a one-shot with an odd mix:
Half-orc Oracle of Life
Tiefling Rogue A [me]
Tiefling Rogue B

The other rogue and I built ourselves as a tag team death squad. Paired Opportunists and other feats. The GM winced any time we managed to isolate an enemy, because it had maybe 2 rounds to live.

The Oracle was . . . well, he was being played by our group "Weird Guy." At one point, he decided that in order to avoid a lynch mob I had to use my massive disguise skill to help him impersonate a gnome.

Like I said, the group "Weird Guy."


chaoseffect wrote:
Atarlost wrote:
chaoseffect wrote:
The idea has been going around with a group I play with to do an all Rogue (different archetypes of course) party and play Ocean's Eleven.

I wouldn't think any all X party would work except oracle and maybe bard. You either wind up with no front line or no non-device spellcasting or no condition removal or no skills.

I suppose if the GM runs a game with no magic rogues'd maybe work okay, but poison and disease would be a major issue with a rogue's fort save and no magic.

I agree with you if you were playing a standard game where you travel around adventuring, but in city based game where you didn't plan on just kicking down doors to kill stuff and take their loot I think it could work. Probably be a lot less standard combat and more skill checks or 3 guys ganking a guard from stealth.

The problem is that with no caster of your own you'll have trouble against enemy casters and with no healer you'll have trouble against poisoners.

Three guys ganking a guard from stealth stops working when the guard captain is a cleric tracking those subordinates at risk for sudden gankage with the status spell. Or the Alarm spell, which isn't a trap and therefore can't be perceived or disabled by a rogue. (contrast with the symbol spells)


Well I have 3 Brood Summoners I have played and this is this players 5th.

They require a bit of skill to use perfectly, but if you focus on just having Twin Eidolons it becomes really powerful. Especially when you start using them with Pack Tactics.


Atarlost wrote:
chaoseffect wrote:
The idea has been going around with a group I play with to do an all Rogue (different archetypes of course) party and play Ocean's Eleven.

I wouldn't think any all X party would work except oracle and maybe bard. You either wind up with no front line or no non-device spellcasting or no condition removal or no skills.

I suppose if the GM runs a game with no magic rogues'd maybe work okay, but poison and disease would be a major issue with a rogue's fort save and no magic.

An all-Synthesist Summoner party is OP.

Kit some for melee, some for ranged, and they can all heal, all buff, all do some awesome castiness and battlefield control... and they are all as tough or tougher than a tank. Boom.


Interzone wrote:
Atarlost wrote:
chaoseffect wrote:
The idea has been going around with a group I play with to do an all Rogue (different archetypes of course) party and play Ocean's Eleven.

I wouldn't think any all X party would work except oracle and maybe bard. You either wind up with no front line or no non-device spellcasting or no condition removal or no skills.

I suppose if the GM runs a game with no magic rogues'd maybe work okay, but poison and disease would be a major issue with a rogue's fort save and no magic.

An all-Synthesist Summoner party is OP.

Kit some for melee, some for ranged, and they can all heal, all buff, all do some awesome castiness and battlefield control... and they are all as tough or tougher than a tank. Boom.

Depends on the Size of the Party. If there are only 3-4 then they will basically be similar to a 3-4 man party of Gestalt builds.

They still suffer from not having enough actions in combat. & lack of Feats.

Osirion

An all-Master Summoner party would annhilate the all-Synthesist party, IMO. Action economy is a harsh mistress, and it's a waste of time to have great melee capability *and* good spellcasting options, since you can only do one in a round.

Same deal with Druids, really. Yeah, you can wild shape and eat faces and do a significant fraction of the damage that the Paladin or Barbarian or archer Fighter/Ranger/whatever were already doing anyway, but that's a sub-optimal use of a full casting class.


Set wrote:

An all-Master Summoner party would annhilate the all-Synthesist party, IMO. Action economy is a harsh mistress, and it's a waste of time to have great melee capability *and* good spellcasting options, since you can only do one in a round.

Same deal with Druids, really. Yeah, you can wild shape and eat faces and do a significant fraction of the damage that the Paladin or Barbarian or archer Fighter/Ranger/whatever were already doing anyway, but that's a sub-optimal use of a full casting class.

The point of the all-synthesists would be they could do -everything-. A party of Master Summoners (while obviously way more powerful) would have several things they could not do without excessive UMD usage, such as heal themselves.


Samsaren Master Summoner with Mystic Past Life drawing Cure Spells from the Bard spell list.

Osirion

Azaelas Fayth wrote:
Samsaren Master Summoner with Mystic Past Life drawing Cure Spells from the Bard spell list.

Or any race Summoner with Infernal Healing. There's always a workaround, even if it's taking a cleric / life oracle cohort. :)

Plus the UMD thing is easier to work with when one is playing a Cha-based class with UMD as a class skill.


Set wrote:

An all-Master Summoner party would annhilate the all-Synthesist party, IMO. Action economy is a harsh mistress, and it's a waste of time to have great melee capability *and* good spellcasting options, since you can only do one in a round.

Same deal with Druids, really. Yeah, you can wild shape and eat faces and do a significant fraction of the damage that the Paladin or Barbarian or archer Fighter/Ranger/whatever were already doing anyway, but that's a sub-optimal use of a full casting class.

You gave me an idea for a Nirmathas campaign involving four druids going to take revenge on Molthune.

Another good idea might be four druids in the Mwangi Expanse, fighting against the forces of the Gorilla King.


Set wrote:
Azaelas Fayth wrote:
Samsaren Master Summoner with Mystic Past Life drawing Cure Spells from the Bard spell list.

Or any race Summoner with Infernal Healing. There's always a workaround, even if it's taking a cleric / life oracle cohort. :)

Plus the UMD thing is easier to work with when one is playing a Cha-based class with UMD as a class skill.

I actually forgot about that spell...


The party that I currently GM for consists of:

Cleric
Rogue
Ranger

We used to have a Cavalier but he moved so...no arcane, very little in terms of melee...but so far it's been fun.


Defenders of the Wilds:

Druid
Ranger
Witch
Barbarian

More of a theme. Not necessary missing anything. It will have some odd synergy and will have little in Combat healing. More of a Hit-&-Run Skirmisher party.


The strangest party setup I've experience came shortly after our gaming group allowed Ultimate Magic and we all read Magus. After everyone built characters without knowledge of each other's builds, the party of FIVE, repeat FIVE, Magi was born. We all died horribly in an antimagic field around 13th level. Good times.


Morganstern wrote:
The strangest party setup I've experience came shortly after our gaming group allowed Ultimate Magic and we all read Magus. After everyone built characters without knowledge of each other's builds, the party of FIVE, repeat FIVE, Magi was born. We all died horribly in an antimagic field around 13th level. Good times.

Yowza...

Huh, I am reminded of my 2 Ninja, 2 Samurai, and 1 Gunslinger Party...

It went horrible until a Ninja & Samurai died in the third encounter of the campaign. They then made a Wizard(Spellslinger) and Cleric(Crusader).

I was then having to increase CR to APL+5 to 6 to even challenge them...


Once upon a time, everyone at my table decided to play the "middle men."
1 Bard
1 Inquisitor
1 Magus
1 Alchemist


Pirate themed game- Gunslinger, Rogue, Bard, Summoner.

Not one party member with str or con over a 10, dex or cha under a 15. You'd think the GM would have to pull punches constantly, but we just kept getting the drop on everything and dodging around...


Googleshng wrote:

Pirate themed game- Gunslinger, Rogue, Bard, Summoner.

Not one party member with str or con over a 10, dex or cha under a 15. You'd think the GM would have to pull punches constantly, but we just kept getting the drop on everything and dodging around...

Yikes... I am frightened at the thought of it... & strangely excited...


My current group consists of two fighters, a Zam, and a witch. So far things die faster than we do (if only just)...


Our gm has a hard time modifying campaigns to fit any party configuration other than the 'primary four'.

At the same time our players seem to ardently hate playing the primary four.

Following the rule that if you cant play a character you like then you wont show up to play, everybody wants to play something whackadoo and that leaves certain necessities of the party unfilled... no trap detection... No healer... Big gaps...

One thing we noticed about a warhammer campaign we played recently is that they sort of gestalt... I'm a noble... but i can fight... I'm an alchemist, but i can fight. I'm a Cart driver.... But i can fight....

So we decided in pathfinder to try gestalt with the caveat that you have to split your gestalt into one 'primary book basic thing the party needs' and one whackadoo whatever you like kinda thing.

So we we ended up with
Cleric Monk (healer)
Inquisitor Monk (fighter)
Alchemist Rogue (thief)
Summoner Wizard (mage)

and so far it's been working out pretty well...


These are the party makeups of the games I'm in:

Level 7:
Bard
Bard
Witch
Oracle, sadly also focused on buffs and summons
Female Half-Orc Paladin of Vishnu focusing on improvised weapons

Level 17:
Antipaladin graveknight
Cleric lich
Hungry Ghost Monk, recently reanimated as an actual Ghost via Create Undead (pesky lich pranks)
Some kind of undead gun shooting guy, not sure what that's called, with a couple of class levels
Druid, but he's angry

Level 1:
Dwarf Cleric
Dwarf Fighter
Halfling Rogue
Human Alchemist
Gnome Magus

Only the Level 1 group is remotely traditional. I find that Pathfinder games work fine even when your standard 'roles' aren't filled. You just might have to be more creative with your approaches in scenarios. The Level 7 group is the most interesting. Our last session, we killed a small dragon by a combination of massive buffs, debuffs, and the Paladin beating it to death with a table leg.


beej67 wrote:

Some kind of undead gun shooting guy, not sure what that's called, with a couple of class levels

Our last session, we killed a small dragon by a combination of massive buffs, debuffs, and the Paladin beating it to death with a table leg.

Isn't the Undead thing a Pale Stranger?

And I gotta say I love the images that sentence gives me...

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