Single Class party


Pathfinder First Edition General Discussion


So here is a question for some hilarity sake and too see what people come up with. If you had to pick a single class to build a 4 man party with, what would it be? For example like 4 druids, or 4 summoners, or whatever. Additionally, how does the Party stand up to the classical 4 (fighter, cleric, wizard, rogue).

This is coming up since alot of people are claiming like, 4 wizards could do better than a party of the classical 4.

Sovereign Court

Bard, can cover everything.


It's a tough choice between 4 druids or 4 summoners. If you allow archetypes then summoners when out because the Master summoner can have a literal skill monkey with its +8 racial bonus, and synthesis is a very straight forward martial.


I would obviously allow archetypes lol. That is the only way to logically be able to have a sorcerer play a rogue xD


I think a party of four Monks could be a lot of fun. The game could take on a wuxia flavor, with the four Monks employing various weapons and fighting styles.

-Matt


Mattastrophic wrote:

I think a party of four Monks could be a lot of fun. The game could take on a wuxia flavor, with the four Monks employing various weapons and fighting styles.

-Matt

The problem lies when you have to do anything short of fighting.

For instance, a party of 4 druids are capable of:

Scouting and Reconnascience via wildshape, Speak with Plants, Stonespeak, and speak with animals.

Buffing with spells like Magic Fang and other "anima" buffs while wildshaping

Healing

Battlefield control (entangle is ful times)

and straight up damage potential with things like Galeena, the Conqueror Ooze to do crazy melee damage.

Liberty's Edge

Starfinder Superscriber

I was in a group of 6 bards that played a PFS scenario. We got through it; it was a little dicey here and there, but not excessively so. I think it was a second season scenario; as six first-levels of balanced classes tend to stomp many of those, it may not be a surprise that six bards could survive. But, still.


Oracle. They have adequate skills if they don't dump int, they have access to all the fiddly little potentially necessary cleric spells and with three to five of them they can actually learn them all. Mysteries provide more variety than archetypes usually do.


I was involved with a very successful (fun) game in second that was all thief, which transitioned into third. We had the ability to multiclass though, just so long as you had more levels in thief/ninja/bard (we only ever had one ninja, and no bards) than your other class. I have every intent of eventually doing the same thing in pathfinder.

If we're looking for effectiveness I dont think all rogue would be the go :)...

For me, I would rather go with a strict concept than a class limitation. All warrior as opposed to all fighter or all criminal as opposed to all rogue, and discuss it with the players before hand, citing things like "does a synth summoned count as a warrior" or "does a wizard who's escaped jail count as a criminal"


While any of the 9-level casters could do this very well, and at any level (Witch party would need extra care in choosing archetypes (Gravewalker), Patrons, and Samsaran Mystic Past Life spells to plug their over-specialized holes, but still quite feasible), I would probably go with team Summoner.

They're the best level 1 party and never stop being great.
I'd go with a Wild-Caller Synthesist (party tank), two Master Summoners (provide the armies / utility summons; their eidolons load up on Skilled evo for skill monkeying), and one vanilla Wild-Caller (his souped up eidolon supports the Synth in melee, and summoner himself can be more of a generalist). For games in the mid or high levels, every summoner could pick up Eldritch Heritage and Improved Familiar and REALLY pour on the action economy.

K177Y C47 wrote:
This is coming up since alot of people are claiming like, 4 wizards could do better than a party of the classical 4.

They are.


Cleric, Druid, Oracle, or Summoner all come to mind immediately. Very versatile and very powerful classes with lots of different build options to allow for some specialization. Bard and Inquistor are not far behind. All of these classes are powerful and versatile enough to carry an entire party on their own.

Moving into riskier territory, you have the Magus, Wizard, Sorcerer, and Witch. These guys have more outstanding weaknesses, but have more than enough power and versatility to pull it off. You will need to play them very differently, though, as they must fulfill a far more versatile role in their party than they are accustomed to. Alchemist comes in just behind these guys.

Out of the martials, there's only one class I'd be inclined to even consider for an "all-one-class" party: the Rogue. This is because your biggest difficulty isn't bringing muscle to bear in a fight, but rather dealing with situations where sheer martial strength will not avail. With UMD as a class skill and a few scrolls or wands to deal with situations where spellcasting is necessary, and along with the ninja archetype for greater versatility, the Rogue could really come into his own in such a campaign.


K177Y C47 wrote:
The problem lies when you have to do anything short of fighting.

Monks have a pretty decent skill selection. But yeah, thus the suggestion of running a wuxia-themed game for a party of four Monks.

-Matt


Mattastrophic wrote:
K177Y C47 wrote:
The problem lies when you have to do anything short of fighting.

Monks have a pretty decent skill selection. But yeah, thus the suggestion of running a wuxia-themed game for a party of four Monks.

-Matt

haha true. I missed that part xD


this has been talked about a lot...
Single-Class-Party
another Single-class-party
and another SingleClass-Party
an All Rogue-party

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