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Most people focus on making builds as individuals, but there are a select few out there who really focus on good party combinations. I'm not looking for what member comprise a good party (e.g. one fighter, one bard, one wizard). Instead, I'm looking for specific groups of individuals whose abilities vastly help the group due to specific party composition.
Here is an example from ohako:
"For instance, there's the oracle of nature power 'friend to the animals', which offers the outrageous +Cha to saves on all animals within 30 ft. So, the more animal companions you can pack close together, the better the power. Thus, I made an 'Elfquest team' composed of a halfling oracle of nature, a halfling cavalier (order of the paw), a halfling urban ranger (for the trapfinding), and a halfling sylvan sorcerer, all of whom get to ride on wolves by 4th level."
What else we got? I'm thinking about writing something up mayhaps.

Javaed |
I looked into an Aldori Swordlord build that included Greater Feint and a trait that gives you an AC boost when you feint. He would have been teamed up with a Rogue that took Butterfly Sting and an Order of the Cockatrice Cavalier.
Basically the rogue setup crits for the fighter and the Cavalier, the cavalier provided teamwork feats and the fighter set things up so the rogue could get in sneak attacks.

magikot |
1 person marked this as a favorite. |
Cavalier (Inspiring Commander archetype, Order of the Dragon) to Battle Herald. Requires 3rd party stuff but you synergize with everyone. Up to a +6 to attack to any teammate at level 2? Yes please. You toss out DR, THP, and heal allies like candy. Since you're already into 3rd party products, take a 1 level dip into warlord for more passive bonuses to your party.
Cavalier 9/Warlord 1/Battle Herald 10
+2 Initiative
+2 Competence Bonus to Attack and Damage
+1 Untyped Bonus to Attack and Damage
+3 Circumstance Bonus to Attacks vs your Challenge
+9 Aid Another (assuming minimum +1 int bonus)
DR4/-
1d6 THP
4d6 Healing per turn on up to 4 allies
+4 to two saves that your party is weakest at
Whatever Teamwork feats you have
With your full BAB, shield and medium armor proficiency, and HD, you can tank easily. Buff-bot go!!

Azten |

Bard.
Summoner.
Inquisitor.
Oracle of Life.
The Summoner places monsters around the map for defense and offense, often helping the Inquisitor use his/her Teamwork Feats. The Bard uses inspire courage, among other buffs, to help the critters and the Inquisitor hit harder and more often. The Oracle of Life keeps everyone, including the summons if he/she wants, alive and can remove status ailments like disease.
Between those four characters there are plenty of buffs, healing, and combat potential(ranged and melee).

Azelyan |

Blade of Mercy + Enforcer - two-handed Fighter
Witch.
Early game you get that slumber hex, and he can deal non-lethal damage knocking that thing unconscious. Throw in a wand of enlarge person and he's coup de gracing for like 6d6 + two handed bonus with a great sword in the early levels. Not to mention Witch winds up getting tons of debuffs, if she picks up leadership and finds a bard who can buff. You have like the ultimate buff/debuff combo.

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This might not be what you are looking for. But i post it anyway.
I played through Shackled City and Age of Worms with the following group. We used the pathfinder system.
Our goal was simple. Healing and defensive spells are a last resort. To investigate and scout for our problems, prepare for them and defeat it as fast a possible was our primary way of solving things.
- Elf druid/wizard, prestiged into Mystic theurge. Focusing on conjuration. To summon allices and spells to make the battle ground fit into our mind. He was always shape shifted into a small flying animal together with his small flying familiar
- Elf Wizard/rogue, prestiged into arcane trickster. His school was divination. Our scout. We always had him spying around in the front and searching for our next problems and foes. He always waited for the combat to start, then he took a great position through invisibility, then began to hide and made devastating sneak attacks with ranged attacks.
- Elf Paladin/rogue, focusing on ranged sneak attacks. His plan was the same as the arcane tricksters, to find a great spot, hide and then sneak attack from it. It was always easy to get good hiding places, as our many spells made the battle ground fit into our mind and summoned allies to be the meat shield.
- Elf wizard illusionist/cleric, to buff the summoned allies and other players in the first few rounds.
- Elf ranger. Always mounted on his horse - in the middle of combat. From its back he fired arrows like a maniac and the horse stomped on everything. The horse and him both covered in metal armor they where like a modern tank.
This group. Our planing together with spells and abilities. We dominated - everything.

Breiti |

Aasimar Cavalier (Order of the Staff)
+
Sorcerer(Fey Bloodline, Enchantment focused)
Challenge: Whenever an order of the staff cavalier issues a challenge, his target takes a –1 penalty on saving throws against spells and spell-like abilities for 1 round after the cavalier successfully damages the target. This penalty increases by 1 for every four levels the cavalier possesses.

ohako |
Here are links to the two party builds I was thinking of
Team Halfling Pack. The basic idea is the nature oracle's revelation: friend of the animals. So, included with this link are stats for
1. a halfling cavalier (with the order of the paw)
2. a halfling urban ranger (they get trapfinding), along with a trait that replaces the loss of Handle Animal.
3. a halfling oracle of nature with bonded mount and friend to the animals...and a trait to get Handle Animal as a class skill.
4. a halfling sylvan sorcerer
If you and your friends all play these guys in PFS, you can take the, what, Horsemaster trait from the Qadira faction, and add +2 to Ride checks. Qadiran halfling wolfriders, moop moop!
Here's the other team: Team Garden. It revolves around using the Swamp domain power: natural healing to provide discriminatory AoE healing to the rest of the party: ghorans. It might not be a great combo, but consider. Your ghorans can go exploring weird dimensions, the underworld, whatever, and a 7th level druid with Extra Channel can keep them from hurting from no-light damage. Team members
1. an elf treesinger druid with the Swamp terrain domain
2. a ghoran paladin of Erastil, taking the sacred servant archetype to get the Plant domain
3. a ghoran guide ranger
4. a ghoran verdant sorcerer, wildblooded to groveborn
I swear there's a team somewhere inside the Coordinated Charge feat...but I have no idea what it is.

Vicon |

Barbarian (+ to STR & CON morale bonus when raging) & Cleric or Bard that can cast "Moment of Greatness" (doubles morale bonuses for one round, but can be cast over and over)
In the party I'd seen this used the Barbarian could rage for +4 STR and +4 con every round, but when they need to REALLY lay the smack down, they invoke MoG to get +8/+8... you can double barbarian rage bonuses from level 1. Great synergy.

johnlocke90 |
Most people focus on making builds as individuals, but there are a select few out there who really focus on good party combinations. I'm not looking for what member comprise a good party (e.g. one fighter, one bard, one wizard). Instead, I'm looking for specific groups of individuals whose abilities vastly help the group due to specific party composition.
Here is an example from ohako:
"For instance, there's the oracle of nature power 'friend to the animals', which offers the outrageous +Cha to saves on all animals within 30 ft. So, the more animal companions you can pack close together, the better the power. Thus, I made an 'Elfquest team' composed of a halfling oracle of nature, a halfling cavalier (order of the paw), a halfling urban ranger (for the trapfinding), and a halfling sylvan sorcerer, all of whom get to ride on wolves by 4th level."
What else we got? I'm thinking about writing something up mayhaps.
I think Antipaladin+any caster is extremely powerful. Antipaladin with a cruel weapon and Cornagan smash puts them at -6 by himself(-8 against fear). The intimidate check is trivial considering its a class skill and antipaladins stack strength and charisma. We have a witch in our party. So enemies have to roll saves twice and she has a save or suck for reflex, will and fort.
Antipaladin also has hamatula strike, so not only does he shaken and sicken, he also has a pretty good chance to grapple with very high attack roll bonuses. If the witch casts icy prison and the enemy makes his save, he is entangled, which lowers his CMD by 6. And then when th eenemy gets grappled they get another -4 on their dex. All this means that the enemy is looking at a -11 on his reflex saves. And most boss monsters have reflex as their weakest save.

johnlocke90 |
Barbarian (+ to STR & CON morale bonus when raging) & Cleric or Bard that can cast "Moment of Greatness" (doubles morale bonuses for one round, but can be cast over and over)
In the party I'd seen this used the Barbarian could rage for +4 STR and +4 con every round, but when they need to REALLY lay the smack down, they invoke MoG to get +8/+8... you can double barbarian rage bonuses from level 1. Great synergy.
Moment of greatness gives the bonus on one roll or check. Wouldn't do anything for his strength or con.

AdAstraGames |

I spent a good chunk of one of my character's early PFS career doing the following:
My fighter runs into the middle of a mob of NPCs on a double move action, fighting defensively if only a single move is needed on round 1.
Oracle casts Bless.
Turn 2: Do Dazzling Display. Everyone around me is Shaken.
Oracle comes up and casts Bane with a DC of 17....and everyone is at an additional -3 to hit.
My PFS Sorcerer is all over two tricks:
1) Using Floating Disk to move the largely immobile Full Attack dependent ally into melee range of the enemy.
2) Using Toppling Magic Missile with Spontaneous Metafocus to make sure that the opponent in front of the fighter is prone.
Fighters like being on higher ground, getting moved 30' and still getting to full attack prone opponents. It's like giftwrapping them.