Creating A Balanced Adventure Group


Advice


So Far I have 2 new players one is a Druid & one is a Rogue. I have never had a Druid in my game before plus I don't know how the player will build. I have a third player who is almost always either Wizard or Sorcerer but is not always available so I sometimes have to pick up the slack with an overly helpful "npc" that I run. Usually this is a cleric but with the druid seems kinda redundant, my next fav is usually a ranger but with the rogue & druid seems redundant, any suggestions for balancing out my party?
Note I have only been GMing for 3 yrs & this is my second game group so if I missed something obvious sorry.


Look at the druids build clue # 1 nature bond does the druid take an animal companion or a domain......

Look at the druid's stats is he stated like a caster or a melee'r.....

Cleric may still be a strong choice even with a druid, or you could NPC a witch.......

Dark Archive

The Druid might be a viable tank if played smart and the animal companion was setup towards this end. But this would most likely come at the expense of some spell casting ability. If you're starting off at a level where the Druid has some Wild Shape access and builds to that, it's a lot easier.

Rogue is DPS, plain and simple. Wizard/Sorcerer is most likely some combination of utility and damage with flavor bits from the bloodline/school.

A fighter, paladin, or some other very 'tank' oriented NPC might be best. Clerics can accomplish this, but I think you're pretty covered on the kinds of spells a Cleric provides via the Druid.


KenderKin wrote:

Look at the druids build clue # 1 nature bond does the druid take an animal companion or a domain......

Look at the druid's stats is he stated like a caster or a melee'r.....

Cleric may still be a strong choice even with a druid, or you could NPC a witch.......

Drow Druids Stats

Str 12
Dex 14
Con 12
Int 12
Wis 16
Cha 11

He wanted to be decent in melee use his spell slots for healing/buffing & get Augment summoning ASAP. He took a Viper as his animal companion. other then that hes up in the air


Tank/Paladin for the win!!!!!


terok wrote:
Tank/Paladin for the win!!!!!

Never been a fan of the Pal, the divne bond seemed kinda useless to me, I wouldn't have even thought of the witch.

Dark Archive

Cleric or Bard; support-only characters are the best for GMs; let the PCs feel like the heroes.


Thalin wrote:
Cleric or Bard; support-only characters are the best for GMs; let the PCs feel like the heroes.

Witch human, extra hexes for both feats

Evil eye
healing
cackle

That is a support NPC! Crossbow yes, spear yes, spells yes


KenderKin wrote:
Thalin wrote:
Cleric or Bard; support-only characters are the best for GMs; let the PCs feel like the heroes.

Witch human, extra hexes for both feats

Evil eye
healing
cackle

That is a support NPC! Crossbow yes, spear yes, spells yes

The reason I was usually the cleric was bc most of my players were power fighter max damage in exchance for bad defence types so I would be the swiss army healer so they could keep going. The Witch sounds like a winner I need to read up on her more. thanx guys.


Thalin wrote:
Cleric or Bard; support-only characters are the best for GMs; let the PCs feel like the heroes.

Only problem with having the GM play the Bard especially, is often they are forced to be the face in social situations. Meaning you have the GM communicating with NPC's which the GM is controlling. Can get confusing and can lead to unwanted railroading..


Kyle Drown wrote:
Thalin wrote:
Cleric or Bard; support-only characters are the best for GMs; let the PCs feel like the heroes.
Only problem with having the GM play the Bard especially, is often they are forced to be the face in social situations. Meaning you have the GM communicating with NPC's which the GM is controlling. Can get confusing and can lead to unwanted railroading..

I completely agree which is why the bard was out of the question.


Try a character like this for support!


What kind of adventures will you be running? This group looks like it will be relying on brains and stealth to resolve adventures - this should be fun.

I don't see a front-line fighter - aka meatshield - in your party. I'd probably go with a good defensive fighter - high STR, CON, low DEX, INT, as support.

Or just go with the three of them, and let 'em solve their own problems. It will be more of a challenge to run, but could be fun.

Liberty's Edge

It might sound silly, but a second rogue could be a good bet.

Rogues are defensively easy to build, high dex, armor and a shield means 25 AC relatively quickly, and reflex saves are near automatic after a few levels.

Several rogue talents add to utility the other rogue may not have. For instance if you take major magic you can have a CLW wanding rogue to keep your HP up between battles. Depending on how much you use knowledge skills a the rogue could toss some points into the important ones.

Also, your rogue will love the flank buddy.

Alternately the Monk is a great defensive character, but I wouldn't want to GM one as an NPC.

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