Your fantasy Dream Party


Pathfinder First Edition General Discussion

Silver Crusade

So Assume you have to do a dungeon run of every single hard/PC killer dungeon made.

(Including, but not limited to, Rappan Athuk, Tomb of Horrors, flame Temple etc)

What would your 4-6 man fantasy party look like?

list 4- base line party size, pick 4 you think you would ALWAYS take.

5-6 then pick 2 other members that increase party effectiveness/power and why you would pick these 6 members.

Liberty's Edge

Well, the first four would be the "normal" ones, fighter (or barbarian), wizard, cleric and rogue.
For the other 2, bard (for the boons and knowledge) and a summoner (I am starting to like them a lot). Or a ranger.
Or, in a pinch, the PC's at "The Order of the Stick".

RPG Superstar 2015 Top 8

I am presuming the following:
- Takes place largely in underground setting, natural or built or both
- Primary monsters will be undead, aberrations, animals, vermin, oozes, constructs, evil humanoids and monstrous humanoids, possibly evil outsiders
- PRD only

4 person party (not exclusive to men only ;) )
Ranger, Deep walker archetype: With a melee focused combat style and favored enemies chosen from the list above, does respectable damage AND can lead the party through the dungeon, being expertly alert for most issues and being able to identify many threats.

Rogue: Unchained if you can get it (although that currently breaks my own PRD only guideline), but straight up rogue, with focus on mobility and stealth. Be wingman to the ranger, both as scouting partner (who can stealth ahead when needed) and flanking buddy--needs to be designed so he can move and flank whenever and however possible. Of course building out trapfinding abilities as a typical "death dungeon" is going to have buckets of traps (other trapfinding classes could work but rogue has most skill points/freedom to spend where needed). Rogue talents like trap spotter, fast stealth, etc. very useful in dungeon setting.

Cleric: While many divine classes could suit the role, for both healing and anti-undead I still like a classic cleric (with perhaps Sun or Glory Domain for undead fighting) the best, with channel energy and spontaneous cure spells. Cleric can hold their own in combat as well as support others very effectively.

Sorcerer with Deep Earth Bloodline: Other bloodlines are also useful and doable, but with the environment, this nets the sorcerer a number of useful abilities that both back up the ranger and add extra options that improve senses and make moving through specifically through a dungeon easier. While sorcerer lacks the wizard's potential versatility, when it comes down to it, for a high danger situation, I'd rather a character that can blast away with a number of spells known than lament lack of preparing the right spell (arcanist could work but my familiarity with that class is low). Just take a race that can add spells known as favored class ability.

Extra Characters
Songhealer Bard: Bards as always make a great "5th party member" for their buffing and support. Bardic Knowledge may also be crucial to understand certain things found in the dungeon and identify monsters. I chose songhealer here since, if we are presuming very deadly dungeon, more healing is a good thing (somebody's gotta heal the cleric if nothing else). Many other archetypes would suit--just pick something that replaces versatile performance, as building up Performance to gain largely bonus Charisma-based skills (Acrobatics is one of few exceptions) is going to be all but entirely useless in this sort of campaign. Magician would work well too, especially to add more arcane versatility, but that archetype loses the always valuable inspire courage for a lesser ability; same goes for archivist.

Archer Fighter: Any additional party members, you're going to want someone who's good at ranged combat, since dungeon crawling often means close quarters combat--you need someone who can add to the damage count while standing back. Fighter also gets Knowledge Engineering which is helpful in a dungeon and you can have them support as needed elsewhere with Crafting skills or intimidation, etc. This last slot for me is largely a "wild card slot" and if an Archer Fighter wasn't available, there's a variety of things I could also put in her--summoner for critter support, witch for debuffing and more spellpower, druid for critter support and environmental manipulation spells, etc.


Slayer: Fills the Ranger, Rogue, and Fighter role all in one. Solid non-magical all-rounder, good for scouting, trap disabling (and finding with Trap Spotter available), and simply BRUTAL in a fight. I would make him a Sword and Board user primarily, but due to Studied Target not being weapon locked, they make excellent switch hitters as well.

Wizard: High versatility, on-demand spells for when you need them and have a minute to think about the problem. A full Arcane caster is a must for any killer campaign. I personally enjoy Sorcerers more, but the word of the day here is adaptability, and Wizard simply does that better.

Shaman: Much of the status removal and healing power of the Cleric, but filling our theme of versatility with Wandering Hex letting them fill a different crucial role if (when) a character dies. Lore can be a discount Wizard, Battle the discount Fighter, and so on.

Inquisitor: I waffled between putting Bard or Alchemist here, but Inquisitor fits a bit better as the 4th party member. They can scout alongside the Slayer, and generally end up with incredible Perception, Sense Motive, and Monster Knowledge skills, allowing them to identify anything they might see. Their spell list is well tailored for a Jack with a combat and scouting focus, and make excellent combatants, particularly with bows (and a ranged combatant is needed here).

Extra party members:

Alchemist: They make good 5th party members, much like the Shaman being able to pick up multiple roles if someone bites the dust. Bombs like Stinking and Dispelling let them take over the Battlefied Control spot from the Wizard, and they can pass around healing and buffing infusions to party members. Coupled with their high Int and good base skill points, they can make sure no crucial skill gaps are left open should a party member die.

Paladin: For if you need a party member who just WILL. NOT. DIE. Paladins aren't particularly versatile like the other choices above, but they do two things very well: Dishing out damage, and taking it. Self-healing and status removal in spades, with a few times per day massive alpha strike with Smite, and solid all-day combat ability to fall back on. A high Cha two-hander Paladin would provide a good flanking buddy for the Slayer, and be able to save downed (or even dead, with Ultimate Mercy) party members in a pinch, for FREE!

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