What are the best class combinations?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

In your opinion, what class combinations (of four) are most likely to ROFL-stomp nearly any Paizo published adventure path or module?

I'm thinking a quartet of summoners; or a cleric, kineticist, summoner, and wizard.


cleric, barb/bloodrager, wizard, bard is very strong.

Silver Crusade

This is a tough question because so many things can work depending on how they are built.

If I were to make an ideal team for every scenario it would be:

Arcane Duelist Bard (Frontline, strength based skills, secondary face, inspire courage and feats that can be applied to him make him a fantastic buffer too) Substitutes: Barbarian, Paladin, Fighter, etc
Zen Archer Monk (Damage Dealer, secondary front line combatant, amazing wisdom based skills) Substitutes: Rogue, Inquisitor, Kineticist, etc
Psychic - (Great buffing/debuffing/mind affecting spell list, all knowledge skills as class skills) Substitute: Arcanist, Sage Sorcerer, Wizard, etc
Oracle - pick your poison on archtype and mystery to fill any holes you are missing (can cover blasting/battlefield control/buffing/divine casting in general, and primary face) Substitute: Cleric, Bard

The other option for a great team to handle all scenarios: 4 Bard
Arcane Duelist (frontline)/Archaeologist (Frontline)
Thundercaller (blaster)/Fire Dancer (blaster)
Song Healer (healer)
Lotus Geisha (battle field control)


What level?

Grand Lodge

Half-orc Primalist Spelleater Bloodrager w/ Arcane Bloodline, Evangelist Cleric w/ Focus on summoning and Heroism Domain, Witch w/ Time Patron (haste and Time stop....Unlimited Hex usage), and a Zen Archer Monk

or

Switch Hitter Ranger (with Boon Companion), Oath of Vengeance Paladin, Skald, and Occultist Arcanist (I call it the Rage Party. All the raged Summons/Pets and a Raging Paladin too)

But I will Be honest the Half-orc Primalist Bloodrager w/ Arcane Bloodline after level 8 can solo a majority of AP encounters...I was actually asked to retire him due to the group feeling it was OP and outshining the entire party...to the point they just stood there and watched him Crit wreck bosses with a Falchion. Level 9 while hasted I got lucky and did 3 critical in a row for roughly 200ish damage and the DM just said enough of this f-ing character I want him retired before you get Come and Get me at 12.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Avoron wrote:
What level?

It's got to cover the range of published Paizo adventures, so pretty much any/all levels.

Fruian Thistlefoot wrote:
...while hasted I got lucky and did 3 critical in a row for roughly 200ish damage and the DM just said "enough of this f-ing character I want him retired before you get Come and Get me at 12."

What a big baby! Sorry you had to go through that.

Grand Lodge

Ravingdork wrote:

Fruian Thistlefoot wrote:
...while hasted I got lucky and did 3 critical in a row for roughly 200ish damage and the DM just said "enough of this f-ing character I want him retired before you get Come and Get me at 12."
What a big baby! Sorry you had to go through that.

=b <- Closest thing I could get to a Thumbs up lol.


I'd go with Samsaran Witch, Elemental Ally Druid, Razmiran Priest Sorcerer, and Exploiter Wizard.

From level 9 on, this team will blow almost anything else out of the water.

But if you want to go full-on summoning, that could be even more ridiculous. How about Master Summoner, Saurian Shaman Druid, Monster Tactician Inquisitor, and Occultist Arcanist? Maybe throw in a Skald or Evangelist Cleric for group buffing.


4 clerics. If that isn't enough ask me.

Silver Crusade

Oracle of Battle: Reach weapon (Fauchard)
Paladin Tempered Champion: front line (Falcata, and Heavy Shield)
Bard: support/traps/range
Sorcerer Bloodline Arcane: Battle field control.


Shoot, Summoner x4 is already taken. Well, since that's taken I'm going to go with: Wizard, Cleric, Druid, and Summoner. Two pet classes, all casting power, no mercy.

Dark Archive

I like to go half orc worth a level dip in fighter(unbreakable). This allows them to get diehard and endurance and qualify for deathless initiate and master and all that. Then, you'll drop when you have 50 arrows in your back, and five swords!

Grand Lodge

KoboldKhemist wrote:
I like to go half orc worth a level dip in fighter(unbreakable). This allows them to get diehard and endurance and qualify for deathless initiate and master and all that. Then, you'll drop when you have 50 arrows in your back, and five swords!

Half-orc can get Endurance Feat as a alternate Racial. So the "Dip" isn't that Necessary. And Deathless Feat chain is is pretty lackluster for a 5 feat chain.


Pretty sure a Spirit Binder Wizard with a Crab Paladin (Crabadin?) will solo pretty much anything you find in an AP.


Alchemist, Arcanist, Druid, and Cleric.


4 razmiran priest sorcerers
FOR RAZMIR

Grand Lodge

4 Life Shaman with Mauler familiars, at least one with a 2 level Medium dip. Flavor to taste with Wandering Spirits and multiclassing and stats.

Life Link plus Hierophant Seance Boon heals each person for 7 at the start of each person's turn, quickly dispersing and then healing most damage. Everyone's a full caster, cherry picking the best Wizard or Cleric spells.


I would make a whole team of half elves
First an alchemist with infusion and paragon surge for the extra feat, shared with
the entire team, maybe a vivisectionist to fill as a rogue.
Second a Dual cursed oracle, mistery of batle or metal. Frontline and rerrolls for everyone.
Third a wizzard, the anti boss. Take some save or suck spells and with the rerrol of the oracle or a quicken
ill omen in high levels no one will save. Also a good textbook.
And for the last, a cleric. Make him tanky and take a battle domain and a utility one.

You have two divine casters, two frontlines, vivisectionist with sneack attack and a lots of damage, a wizzard
for flexibility, areas and good spells and sos counter to the big bad guys. Everyone has a extra feat and everyone can focus on a skill
to make good checks that even if failed can be re rolled with the oracle or a cleric with bit of luck, touch of law or something like that.
can save the day.
You have 4 sources of resurrection, and with simulacrums, dopplegangers and clones of the alchemist you party will never be in danger.
At level 20 you have a philosofal stone for infinite money (and infinite wishes of the wizzard)


My party to crush encounters.

1) ecclisitheurge cleric of Azathoth. The bad touch cleric from hell. Using channel ray at early levels to make anything except undead go mad at early levels he then works his way into killing anything he can touch in two turns at later levels using madness domain power +bestow curse+save or die spell. Then he fills in his weaknesses with any two arcane spells he wants at level 7 on. This alone can one shot many adventures with some luck.

2) evangelist cleric of RA. Between performances, heroism domain, and mass dazing with rulership variant channel you are going to be the best supporter there is. And what you can't do maybe your summons can clean up.

3) theologian cleric of fire deity X. Just plain and simple good old blasting. Some will say that a cleric isn't the best blaster and this is a waste. I've seen some nasty blasters but I can say that a blaster in heavy armor and that free intensify spell that doesn't count against metamagic is nothing to sneeze at. This is another dazing/control method on top of dealing good ranged damage. Pick a positve channel.

4) a battle cleric. I've done a number of battle clerics and I've yet to find the defining best one. Generally I say get war/tactics, luck, or demon domains with a good weapon (any 3 of those is a winner). The bless equipment chain is pretty strong path to go down if you like Bane. Whatever the specifics you job is to inflict pain and be semi tanky. War/tactics I think is the best thing to pursue as is helps the groups initiative.

That's the party. There are plenty of other ways to go about 4 clerics but this is my favorite as it makes everyone that faces it have to make multiple saves across different types of saves or else they turn into babbling idiots. Even when they do get past all those saves they still have to deal with the battle cleric and possibly the bad touch cleric. The only area you might suffer in is skills but even this isn't too bad.


^And so what's a Warpriest supposed to be for again?

Silver Crusade

The skill player
Grenadier Alchemist: Thanks to alchemical weapon, you've got great debuffing to combine with bomb debuffing, and you've got tons of skills and amazing extracts that normally wouldn't be able to target a party member (self only stuff), making them amazing. Supporting the diviner wizard, you won't have opponents on their feet long enough to be a problem.

The strength player
Switch Hitter Paladin: Ranged smite is amazing, and two handed smite is amazing. You've got a front liner who can smash people into pieces with the ability to hang back at a range and pelt them just as easily, having access to amazing spells and self healing. Really your premiere front liner for most encounters.

The controller player
Diviner Wizard: With the ability to almost never fail initiative, you're starting off every combat strong and ready to go, as well as having the entire wiz/sorc spell list to fall back on in case thing get dicey. Throw in a +4 init familiar and you're already won. And when you haven't, the alchemist can pick up the slack.

The support player
Vanilla Cleric: There's nothing special that you need to make a cleric work. You have everything you need to succeed with amazing buff spells, the ability to mix it up in melee as easily as anyone else, and the cleric spell list is basically perfect for this role. When your front line paladin needs less support, you can focus on other things too, making you more able to adapt to the changing flow of combat.

My ideal party though would probably be: Alchemist, Magus, Inquisitor, Warpriest just to keep everyone playing around the same tier.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Cleric, Cleric, Druid, Wizard.


UnArcaneElection wrote:

^And so what's a Warpriest supposed to be for again?

Yeah but warpriests are much more focused on themselves than helping the group. A cleric with the right domain powers and channeling can help a group in a ton of ways without using a spell. The warpriest has to choose between heals and fervor, usually. And then a battle cleric is almost as good as warpriest anyway in damage output, though admittedly as flexible. In the end the cleric wins for a group mentality but the warpriest is best for the individual.


Renegadeshepherd wrote:

My party to crush encounters.

1) ecclisitheurge cleric of Azathoth.

2) evangelist cleric of RA.

3) theologian cleric of fire deity X.

4) a battle cleric.

Like it.... although I say be a bit daring and make it an all Dark Tapestry party with a few tweaks!!

1) Samsaran (Mystic Past Life)of Azathoth, Ecclesitheurge (Scribe scroll build), Dreamed Secrets feat, Arcane Savant PrC

This is your have every spell in the book guy, very squishy but in the right party... v.useful!

2) Instead of Evangelist, try a Half Elf Herald Caller of Shub-Niggurath with the Feather Domain..... you are now a summoning monster AND have an animal companion to ride around on causing havoc!
Bolt on Dreamed Secrets for extra loving! Can potentially be the skill monkey with Evangelist PrC.

3)A Human Theologian of Mhar - Fire/Ash with Exalted PrC and bonus domain of Earth..... you focus on blasting and battlefield control with pit spells.... spell focus and specialise in evocation so you can lay waste to enemy groups with high CL Blasphemy spells.

4) Dwarven battle cleric of Yog-Sothoth....Separatist..(Travel and War/Tactics) focus on being the group buffer and tank. Steel soul for extra spell protection.


Would you believe I never knew about the herald caller? In that case I would just forgo a battle cleric in the traditional sense. Instead I would make the battle cleric a herald caller with demon domain or tactics and TWF (dex based). At low levels against undead bring two wakizashi (half elf to gain prof) and go to town. Then later just summon the army for the evangelist. With the herald caller you can now free up the evangelist burning feats for summoning and now the evangelist has freed up feats form item creation.

As module creator I don't know how you can beat this four man party without making it a GM vs party situation.

ON ANOTHER NOTE: you mention a theme of those who worship the dark tapestry deities.... It's concievable to also run a light or no armor cleric theme that looks almost identical. Would be especially good for a cult or similar group for a story. Who needs AC if your never attacked?


Question: if a herald caller is in an emergency force sphere and channels to heal himself, can he heal the summons as well? If so I could remake that entire cleric party off that fact.


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Some of the ideas on this thread are actually pretty good for a villain party for the GM to use.


UnArcaneElection wrote:

Some of the ideas on this thread are actually pretty good for a villain party for the GM to use.

Definitely. In fact I co-GMed a campaign where my main Cleric character became the antagonist at the end of the story. I basically used the bad touch cleric in my main post. The cleric of Azathoth was defeated by the 4 PCs in a 4 on 1 fight. Yet despite this the cleric of Azathoth killed 2 of the four. It was a truly epic confrontation thanks to my co GM an lead writer. Point being just one of the clerics mentioned in here by me or silver surfer can decimate some parties and is a reasonable villain for any party.

The Exchange

Urban ranger, Paladin/Anti paladin, hangover evangelist cleric (Ra for sun domain), wizard.

If core:

Ranger (dip 1 rogue for trapfinding), Bard, reach cleric, wizard.


4 summoners. One synth, one master, on unchained, and one normal for variety.


I mean... I don't know if this is -actually- true, but it's probably close enough. I'd just take 4 wizards-- assuming that I had certain assurances. That is to say, the ability to choose the character's point buy and the knowledge of what character build options might be banned by the GM.

I think that's about all you'd need, ever, for anything, excepting maybe an incredible amount of patience to research spell choices and archetype combinations.


Witch with misfortune hex and cackle. An improved familiar that can cast bungle is great to make sure your misfortune hits and sticks.

Druid with an archetype that lets him summon as a standard action (Saurian Shaman is the most flexible)

Barbarian, invulnerable rager, or Ranger, core, preferably a Dwarf with steel soul and, if you're feeling crazy, the trait that boosts hardy even further.

Paladin, core.

The druid, his animal companion, the dwarf, and the Paladin are all bruisers with great saves and toughness, so your party can take some hits. Your witch makes every real threat reroll everything, which is brutal, and uses battlefield control spells otherwise. Your druid has all the amazing flexibility of 9 levels of divine spellcasting and wild shape. You're ready for just about anything.


Exguardi wrote:

I mean... I don't know if this is -actually- true, but it's probably close enough. I'd just take 4 wizards-- assuming that I had certain assurances. That is to say, the ability to choose the character's point buy and the knowledge of what character build options might be banned by the GM.

I think that's about all you'd need, ever, for anything, excepting maybe an incredible amount of patience to research spell choices and archetype combinations.

at about level 3+ id probably do that as well but from levels 1 and 2 that party will have deaths very easily. One crit from a two handed weapon is pretty much death to a wizard and having about a 70% of hitting a normal attack means not all those wizards will make it.


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Best Combo ever:
Intelligent Player with any class. :)


TriOmegaZero wrote:
Cleric, Cleric, Druid, Wizard.

I dunno. I think a case can probably be made for Cleric, Druid, Druid, Wizard or Cleric, Druid, Wizard, Wizard. Maybe even Cleric, Druid, Wizard, Bard depending on how the GM rules social skills. Under a GM that lets you try really outrageous bluffs glibness can be stronger than mass charm monster.


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1) Beastbonded Witch

2) Dreamweaver Witch

3) Shaman (life/slums)

4) Hexcrafter Magus

All with Coven Hex. They each pitch in 6 grand as soon as they have it and make a Coven Collar

A Coven of casters with piles of curses. Four familiars, all with wands of Ill Omen.

Such laugh. So curse. Wow.

Silver Crusade

Pathfinder Adventure Path Subscriber

Wizard, Wizard, Wizard, Wizard.


Renegadeshepherd wrote:

Would you believe I never knew about the herald caller? In that case I would just forgo a battle cleric in the traditional sense. Instead I would make the battle cleric a herald caller with demon domain or tactics and TWF (dex based). At low levels against undead bring two wakizashi (half elf to gain prof) and go to town. Then later just summon the army for the evangelist. With the herald caller you can now free up the evangelist burning feats for summoning and now the evangelist has freed up feats form item creation.

As module creator I don't know how you can beat this four man party without making it a GM vs party situation.

ON ANOTHER NOTE: you mention a theme of those who worship the dark tapestry deities.... It's concievable to also run a light or no armor cleric theme that looks almost identical. Would be especially good for a cult or similar group for a story. Who needs AC if your never attacked?

You could do your idea but I do feel that part of what makes a good Herald Caller is making proper use of your single domain..... having that animal companion (prob dinosaur) about makes melee that much better. Sacred Summons the troops in and then next turn Blessing of Fervour for buffage!!

And Dwarves make great battle clerics especially with spells like Mighty Strength.

With the 4 that I listed you could have 2 neg channelers and 2 pos channelers to make sure healing was taken care of.

But hey with a Dark Tapestry party all things are possible!!! :0)


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If you're not slotting a Paladin I'd say your group is sub-optimal. Class is way too strong in AP's at all levels to not deserve at least one slot.

And 4 wizards, really? You'll need to be very lucky to finish even the first chapter, or you'll have to rely on a weak/forgiving GM. Even god Wizards need front liners - what are you gonna do staff strike everything to death?


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Renegadeshepherd wrote:
UnArcaneElection wrote:

Some of the ideas on this thread are actually pretty good for a villain party for the GM to use.

Definitely. In fact I co-GMed a campaign where my main Cleric character became the antagonist at the end of the story. I basically used the bad touch cleric in my main post. The cleric of Azathoth was defeated by the 4 PCs in a 4 on 1 fight. Yet despite this the cleric of Azathoth killed 2 of the four. It was a truly epic confrontation thanks to my co GM an lead writer. Point being just one of the clerics mentioned in here by me or silver surfer can decimate some parties and is a reasonable villain for any party.

The key to any cleric BBEG is:

1) Optimised build and kit for Blasphemy spell

2) Some troops to sweep up the bodies afterwards... ;)


Pathfinder Rulebook Subscriber
Liegence wrote:

If you're not slotting a Paladin I'd say your group is sub-optimal. Class is way too strong in AP's at all levels to not deserve at least one slot.

And 4 wizards, really? You'll need to be very lucky to finish even the first chapter, or you'll have to rely on a weak/forgiving GM. Even god Wizards need front liners - what are you gonna do staff strike everything to death?

In my experience you don't need a frontliner at low levels. Especially from levels 1-4, stats are more important than class - a wizard with 16 STR isn't that bad in the front lines with the right spells to back it up. I ran a campaign for an Arcanist and Shaman (that was it, just 2 people) and the Shaman only had 10 strength but still managed a high AC and relied on Shillelagh for damage. It was surprisingly effective. They didn't actually need a martial character until nearly Level 6 when monsters started getting too much hp to whittle down.


Sure, by making sub-optimal Wizards you could shore up the lack of weapon-based offense for as many encounters as you can muster the spells. So then you're resting every other encounter and gimping your power development. That's hardly the ROFL-stomping the OP is requesting builds for...

And that goes beyond the obvious Shaman is not a Wizard / Arcanist is not a Wizard. Mixing spell casters could easily work. Summoner and Bloodrager are both great options.

Four Summoners = viable

Four Wizards = sub-optimal, especially at low levels. Might not even finish chapter 1.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Given the composition of most APs:

1) Paladin. Strong tank, good healer, and very high damage vs. evil foes (which are common in APs); especially effective against dragons, evil outsiders, and undead; possible face. For versatility (if desired and the generation method is forgiving), invest in 13 Int (for added Skill Ranks) and Unsanctioned Knowledge (for access to a few more powerful spells).

2) Cleric, Druid, or Oracle. Buffer, healer, and tank (depending on class and archetype/domain(s)/mystery, the focus can vary between the roles); possible blasting.

3) [Fighter or ranger] 1/[arcanist or wizard] 6/eldritch knight 2/arcane archer 3/eldritch knight +X. Archer, battlefield control, blasting, buffer, and utility.

4) Bard or witch. Buffer/debuffer, healer, and utility; depending on class and archetype (and patron, if a witch), could add face, locks/traps, summoning, etc.

This group covers all the bases, with enough overlap that multiple characters can act in the various roles, protecting against single points of failure or inability to contribute in different circumstances ("one-trick-ponies").


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Tryn wrote:

Best Combo ever:

Intelligent Player with any class. :)

Also, this.


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I'll just repost my answer from another thread with explanation:

I would happily argue that Druid/Sage Razmiran Priest Sorcerer/Shaman/Master Summoner is one of the strongest possible teams. I'll unpack exactly what synergies make this combination so strong.

Druid - Druids can fill a number of roles in party from front line meleer, to battlefield control, to healing, to skills especially very important WIS skills like Perception. Especially helpful during early levels 1-5 where the Animal Companion is an extremely reliable free combatant. The Druids effectiveness tapers off at the higher levels, but can still perform it's roles well.

Master Summoner - Wielding a Skill Eidolon and a versatile long duration set of summoned monsters, the Master Summoner is mostly Battlefield control via Summon and buffing. Master Summoner's get a number of valuable buff spells "early" which helps make the low levels much easier. Can use their Eidolon as a powerful skill user as the Skilled Evolution is an incredible +8 at low levels with important skills like Perception and Sense Motive as Class Skills. At later levels, Master Summoners become versatile problem solvers using the massive toolbox Summon Monster provides to address problems on the fly. Doubles as a face.

Shaman - In counter to the Druid and Master Summoner, the Shaman is aiming for the late game. At low levels, the Shaman is at their weakest (particularly level 1), but eventually grows into a much more powerful and even more versatile problem solver. Can cover a variety of roles simply by switching spirits, and can prepare key spells off the Sorcerer/Wizard list at the earliest possible level. Serves mostly as a debuffer, providing Save or Die Slumber from level 2. Synergizes very well with the Razmiran Priest Sorcerer by converting Sorcerer/Wizard spells with expensive material components into divine scrolls, which the Sorcerer can use cost free out of a 1 level higher spell slot.

Sage Razmiran Priest Sorcerer - In terms of set-up this character takes the longest to get going. Thanks to Sage, the Sorcerer can use INT which has the side-effect of giving the Sorcerer a ton of skills to put to use. Covers the Trapfinding role with help from Aram Zey's Focus. Can also be a highly effective face with correct traits. Covers battlefield control and debuffing with Sorcerer list. Works as a back up healer thanks to Divine Scrolls at level 9+. Works in combination with Shaman to get party access to powerful cost free spells. At high levels, the Sorcerer can fill all roles effectively while providing a massive amount of skills, early spell access, and a staggering amount of high cost spells at no cost.

In this set-up the Druid/Summoner shine early on while while the Shaman and Sorcerer take over at later levels. All of them can cover a number of roles and have a lot of flexibility and unique abilities to bring to the table.

Silver Crusade

Liegence wrote:

If you're not slotting a Paladin I'd say your group is sub-optimal. Class is way too strong in AP's at all levels to not deserve at least one slot.

And 4 wizards, really? You'll need to be very lucky to finish even the first chapter, or you'll have to rely on a weak/forgiving GM. Even god Wizards need front liners - what are you gonna do staff strike everything to death?

I agree with both points here, although the second one for different reasons.

Since AP was stated in the first post, a paladin is almost always good for an AP (skull and shackles, not so much...), making them a powerhouse early on and into the late game. They're dependable at avoiding saving throws and the self healing is just amazing, making them tanky early on. Later on, they're the best buzz saws for late game opponents.

For wizards, I think past 2 wizards you're getting diminishing returns. 2 wizards, they're great for filling in each other's gaps, but they're not playing the long game. The long game needs a cleric for status removal and other divine stuff that a wizard will have to work around to get, and that's not really super optimal. If we're going to play "super caster party", I'd go diviner wizard, conjuration wizard, vanilla cleric, master summoner summoner.


LuniasM wrote:


In my experience you don't need a frontliner at low levels. Especially from levels 1-4, stats are more important than class - a wizard with 16 STR isn't that bad in the front lines with the right spells to back it up. I ran a campaign for an Arcanist and Shaman (that was it, just 2 people) and the Shaman only had 10 strength but still managed a high AC and relied on Shillelagh for damage. It was surprisingly effective. They didn't actually need a martial character until nearly Level 6 when monsters started getting too much hp to whittle down.

In my experience wizards survive low-mid levels largely through kind GMs that are happy to let them cast from the back of the party without interruption!! Back in 3.5 I was even guilty of it myself!.... Not an archer, ninja or save vs fort caster to be seen!!

Throw 4 wizards into an un-tailored adventure with a balanced GM and you will quickly see the difference!

Full BAB classes are sadly undervalued.... :(((

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Atarlost wrote:
TriOmegaZero wrote:
Cleric, Cleric, Druid, Wizard.
I dunno. I think a case can probably be made for Cleric, Druid, Druid, Wizard or Cleric, Druid, Wizard, Wizard. Maybe even Cleric, Druid, Wizard, Bard depending on how the GM rules social skills. Under a GM that lets you try really outrageous bluffs glibness can be stronger than mass charm monster.

You've got one cleric for melee, one cleric for casting (with a pocket fighter if you want), a druid for casting with a pocket fighter, and a wizard for casting. You'll be fine.


Liegence wrote:
And 4 wizards, really? You'll need to be very lucky to finish even the first chapter, or you'll have to rely on a weak/forgiving GM. Even god Wizards need front liners - what are you gonna do staff strike everything to death?

Simple, you bring a Paladin in crab form.


Arachnofiend wrote:
Liegence wrote:
And 4 wizards, really? You'll need to be very lucky to finish even the first chapter, or you'll have to rely on a weak/forgiving GM. Even god Wizards need front liners - what are you gonna do staff strike everything to death?
Simple, you bring a Paladin in crab form.

Like I said, you'll need a weak GM to make it work. A real GM isn't going to let that bs walk over him - not with monsters that use actual tactics.

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