
Klar vs. Goblin |

The hammering my group is taking in RotRL has given me a new respect for properly balanced parties. So, if you were to design the best party to get the most out of CotCT, what would you come up with?
Just to make things interesting, let's say a party of five, with four straight base class characters and one alternate: a splatbook class or prestige class build.
My picks, based on the player's guide:
Seelah (Paladin) - The party's public face and strong right arm.
Kyla (Cleric) - Because without one, they ALL DIE.
Lem (Bard) - Party fast-talker, keeps them informed of local happenings.
Ezren (Wizard) - party's sage, troubleshooter, and heavy artillery reserve.
Alternate: ranger/rogue build for Justicar prestige class - extra stealth and muscle, can bring 'em back alive.
What do you think?

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Barbarian with a mighty composite longbow and a big, nasty weapon--greatsword, earthbreaker, greataxe, etc.
Cleric that leans towards melee and has maxed out Diplomacy (if using Pathfinder RPG, the Magic domain and its Hand of the Acolyte is killer)
Wizard-Summoner to create lines of defense/offense that won't sponge up healing during or after combat, sprinkled with a good mix of utility and battlefield control spells (fly, obscuring mist, etc.)
Sorcerer with loads of evocation
For the "splat book" offering, Beguiler from PHB II--trapfinding/disarming and the ability to entirely turn the tables with enchantment or keep weak-willed foes busy with illusions
For combat: Barbarian on the front lines with summoned critters attacking low AC foes or using Aid Another to make sure those Power Attack swings connect, Cleric close by to heal and lend melee support as needed, Sorcerer and Beguiler creating mayhem from a distance, and Wizard-Summoner aiding with spells where needed. In ranged combat, Barbarian unloads with arrows, Wizard can summon mobile creatures, Sorcerer can blast away, and Beguiler calls up illusions or messes with the head of foes.
Out of combat: Cleric can handle diplomatic encounters. Beguiler can identify secret doors through spells and skills, Cleric can locate traps, Beguiler can disable them, or Wizard can trigger them with summoned critters.
This would be a versatile 5-person set-up for most adventures, and from having read all of "CotCT" and DMed the first adventure, it'd be killer for this adventure path, too.

Gray |

The hammering my group is taking in RotRL has given me a new respect for properly balanced parties. So, if you were to design the best party to get the most out of CotCT, what would you come up with?
What do you think?
Dang, I posted yesterday and I guess it really was eaten.
My group is really taking a beating in RotRL as well. Looking back I would not have started this until I had all of the modules, and I may have suggested that someone play a straight wizard.
With that in mind, I'll probably suggest a few character ideas for CotCT that can shine in this AP as well.
So I'm hoping to that my players will pick:
Paladin
Cleric
Rogue
The 4th slot is a toss up. I'd like a wizard but an outcast Shoanti barbarian or ranger would fit nicely into the AP.
That being said, we most likely will not get to this AP until mid 2009.

rironin |

This isn't an exact answer to the question, but I've been having similar thoughts about my players. I only run four, and I am not putting the same core restriction on there. Here is my four-player dream-team for CotCT:
- Cleric
- Wizard
- Beguiler (PHB 2)
- Crusader/Warblade (Tome of Battle)

Revan |

Hmm, my impressions...
* Serithial really calls out for a party with a holy knight archetype. If we're sticking to core, this would obviously be the Paladin. If we can bring in non-core classes, Crusader of Iomedae, all the way!
* Likewise, having one of the party members take up the mantle of Blackjack is too awesome to pass up. Rogue and Ranger are the obvious choices. A Swordsage could also work nicely.
* An exiled Shoanti Barbarian adds nicely to the dynamic of History of Ashes (and ensures that someone speaks Shoanti, for that matter).
* A Wizard rounds out the party, probably one forced to abandon his studies at the Academae by Gaedren's machinations.
If a fifth is allowed, add a cleric, especially if you're using a Paladin rather than a Crusader--you'll need the healing.

roguerouge |

Beguiler
Scout X/Ranger 2/Whirling Dervish (Swift Hunter build)
Trickster cleric
Halfling Rogue 1/ Wizard x
Everybody on this team can stealth, meaning you can avoid combats that the tin cans would drag you into. You have great access to illusions and enchantments, while still having conjurations and evocations. Every skill's going to get covered with this approach. You will just dominate any humanoid you come across. And your melee guy will actually get good right around 9th level... and his favored enemy damage on top of the skirmish damage will keep him feasible.
You won't be able to nuke people from orbit, and Scarwall's going to be a pain, but you're not on a clock with that adventure. Go one room a day, if you have to.

roguerouge |

Just to make things interesting, let's say a party of five, with four straight base class characters and one alternate: a splatbook class or prestige class build.
Okay, done your way...
Druid (wild shape melee and battlefield control; Shoanti connection; wild shape stealth)
Trickster Cleric: stealth and steal undead for your frontline.
Beguiler: stealth, illusions and enchantments, trap-finding
Druid: summoning build
Halfling Wizard built for stealth and boom stick roles.
Stealth everyone. Let the animal companions and summoned critters serve as front line. Cover every type of spell.

Dark Apprentice of Logue |

Just to make things interesting, let's say a party of five, with four straight base class characters and one alternate: a splatbook class or prestige class build.
My group will be starting soon and it will look like this:
Female Human Paladin (Korvosan Guard)
Female Elf Ranger (Sable Company Marine)
Male Human Cleric (Abadar)
Male Elf Wizard (Hasn't committed to school yet)
Female Elf (or Human) Rogue
So I think I have all my bases covered. I just am having issues with 3 out of the 5 being Lawful Good.

Schmoe |

I was extremely excited about this group:
Barbarian
Barbarian
Cleric
Necromancer
Conjurer
The idea was that the Necromancer had single-target disabling duties, the Conjurer had meat-shield duties, the Barbarians killed things dead, and the Cleric buffed and kept everyone healed. The two wizards would share in battlefield control and utility.
Unfortunately, the game broke up after our first session, but I'd love another try with this group.

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My group currently has:
Human Swashbuckler 2/Fighter 8 (Two Weapon Fighter, using the the feat that lets her combine fighter and swash levels for Dodge, Grace, and Fighter feat prereqs)
Elf Scout 3/Ranger 7 (Archer, Sable Company Marine with a hippogriff, uses the feat that lets him combine Scout and Ranger levels for Skirmish and Fav. Enemy)
Human Monk 10 (Just a pure monk)
Half-Elf Illusionist 10 (Originally human, died and reincarnated)
Half-Elf Druid 7 / Nature's Warrior 3 (Originally half-orc, died and reincarnated. Riding dog animal companion tank)
With two deaths so far, they've been doing remarkably well. Druid died back in the fight against the leukodaemon, wizard died in the fight against the beatific one (first one got to summon a second which tore him apart).

Grogtard |

Our current party:
Dwarf Monk (9)
Sorcerer (9)
Bard (9)
Cleric/Rogue (5/4)
We've had two PC's die so far. My cleric in the first adventure. Darned gators! And the Paladin died last session due to a bad case of poison combined with getting thoroughly thrashed. We've been lucky and took some round a bout ways through the adventures. We're pretty much sticking just to Pathfinder without dipping deeply into the splat books.