| FrankCharles |
I remember several discussions about Wacky Flip "single-class" parties (all characters have the same class, with or without allowing multiclassing), but just a few mentions of party composition in threads about character roles.
I'm a little bored at the moment, so I decided to ask what other people think is their "ideal" party of four characters for PF1e, without using third-party options, for a "typical" campaign (non-monstrous communities, primarily evil foes, etc.)?
I'll start with mine:
- Fetchling (Gloom Shimmer and Shadow Magic alternate traits) ranger (guide) 1/wizard (exploiter; take School Understanding [Admixture; Versatile Evocation] at wizard 1st and Quick Study at wizard 5) 6/eldritch knight 2/arcane archer 3/eldritch knight +8 with the Magical Knack (Wizard) trait;
- Half-elf (Fey Magic [Forest; aspect of the falcon], Fey Thoughts [Climb, Use Magic Device], and Weapon Familiarity alternate traits) oracle (spirit guide; Wood mystery) 8/deadeye devotee 2/oracle +3/deadeye devotee +4/oracle +5 leveraging the elf alternate favored class bonus to boost Wood Bond for the first 12 oracle levels and then the human favored class bonus for the extra spells at oracle 13th-16th;
- Half-orc (Scavenger and Toothy alternate traits) druid (river druid; Crocodile domain) 20, variant multiclass rogue with the Vagabond Child (Disable Device) trait;
- Human (Heart of the Fields [Craft/Alchemy] alternate trait) fighter (mutation warrior), variant multiclass barbarian with Combat Expertise, Fast Learner, and Improved Trip at 1st level.
For my ideal party of four, I’d go with a balanced mix: a fighter for frontline defense, a wizard for versatile magic, a rogue for traps and stealth, and a cleric for healing and support. This setup covers combat, utility, and survivability, making the group well-rounded for any adventure.