The Best Three Man Party


Pathfinder First Edition General Discussion

51 to 100 of 112 << first < prev | 1 | 2 | 3 | next > last >>

I like a Paladin, because they are the most durable class in the game and have some of the best DPR, making them the ideal tank.

Archaeologists get trap finding and stupid good perception checks, plus access to healing, same thing with urban rangers, sans the perception thing. The access to healing is really what sets them above the standard rogue types. Rangers are better combat wise, so I would say stick with the urban ranger. This person really needs to fill the scout role along with being the skill guy, and being half a healer is pretty good.

Lastly I vote wizard, but not just any wizard. A healing wizard. You are not reading crazy talk. Still had plans on making the build myself, but a samsaran can (by borrowing from the bard or witch lists) gain access to up to 6 of the healing spells. Since they are all touch spells (mostly) you can deliver them through your familiar to your allies. AND, doing the teleportation conjuration subschool lets you get to your allies a lot faster and heal them. Also, all those healing spells are conjurations and can be prepared in your specialization school slot. Personally I prefer the bard list over the witch list for access to Bardic Teleport (or whatever it's called) and Good Hope. Not to mention that the Cure spells aren't one level higher than standard spell circles. The witch does have access to the spells Heal and Status, so really it depends on what you care about.

The main thing here is that all the party members have access to about half a dedicated healer's level of healing, which overall makes up for not having a dedicated healer in the party.


Thokar wrote:
I'm surprised I didn't see more mention of Inquisitor. The wealth of divine spells, broad range of skills, and ability to hand out serious damage in melee combat makes the inquisitor a must have, IMO.

as an inquisitor lover and it being my most played class I too gave this much thought. but I c an inquisitor as either the "fifth man" class or a solo act. I mean honestly the inquisitor is a hybrid, a MAGNIFICENT one but a hybrid nonetheless. As such it shines when hes alone or when the others miss the dice roll.


My favorite ever was an evil party... antipaladin(specifically the one that becomes undead), necromancer, dirge bard.

Paladin tank, Necromancer can heal him with negative energy spells, necro has pets, dirge bard bonuses work on the pets too, and the bard has the normal charm/buff/debuff.


That little ol' band from Texas

*Derails thread. Leaves the room*.


Currently I'm Dming a party of a Sword-and-Board Fighter, Sky Druid, and Trapper Ranger archer. We're running through Runelords AP, which is designed for 4 players, but currently they haven't met with too much trouble.


Sorcerer, Pladin and Cleric. There you've got healing, arcane magic and a heavy hitting tank that can deal serious damage.


The current party I'm running through Rise of the Runelords is

Half-Orc Barbarian 3/Cavalier 1
Tiefling Magus 2/Sorcerer 1/Magus 1
Human Rogue 1/Gunslinger 2/Ranger 1

Not sure I would recommend it as best though.

Cleric is a powerful staple, honestly would prioritize it over a wizard (they get much more important later though), depends really on what you're dealing with.

In two man parties I've had Cleric and Barbarian (Rise of the Runelords) together, as well as Cleric and Samurai (Jade Regent).

Scarab Sages

I'd go with: Master Summoner, Shaman, early entry eldritch knight


Paladin, Cleric and Wizard.

You've sufficient martial prowess and healing to progress. The wizard takes care of the rest. Ideally, I'd ask about taking along an NPC hireling who gets a fair share of the wealth, etc.


1 person marked this as a favorite.

Druid with AC, Druid with AC, and Druid with AC


I want to say cleric, wizard (conjurer), barbarian. The only issue is a lack of party face. I don't love the idea of replacing wizard or cleric with CHA-based casters because you lose a ton of flexibility and on the wizard-side lose all the needed knowledge skills and on the cleric-side the flexibility to easily handle healing, buffing, and supplemental summoning.

So I guess I'd go cleric, wizard (conj), and paladin. Alternatively I would do oracle, wizard (conj), paladin. With the wizard I would definitely recommend the teleportation subschool, giving your frailest party member the means to easily move around the bf and avoid melee.


If you want a face character with that party simply have the Wizard take Student of Philosophy or give the Cleric the Glory Domain.


Half-Orc Barbarian/Cavalier with the Amplified Rage teamwork feat + any Skald + a Summoner or conjuration-focused Wizard. Summoned creatures can take the Skald's Rage and the Cavalier's Amplified Rage for +8 Strength and Constitution if you keep them in a group together, not to mention the additional bonuses from Augmented Summoning and tons of buffs. The Skald has condition removal and buffs, the Barb/Cav is a pure martial powerhouse, and your Summoner or Wizard can bring in support and control the battlefield. Pretty solid, I think.


3 druids...

1 druid is playing Carnivorous Crystal Monster.

1 Druid plays BFC caster guy

1 Druid plays as "scout" type.

OR

3 Clerics

1 Battle Cleric

1 Buff Bot Cleric

1 Cleric Raining rightous hell on your ungrateful ass

OR

3 Summoners....

1 Synthesist Summoner Making the DM cry

2 Master Summoners Making the DM cry even more

Dark Archive

According to my playgroups it's

Quigong monk, Calenite Inquisitor, Calenite Oracle/Samurai

or

Witchguard Ranger, Winter Witch, Cleric of Zon-Kuthon


I tend to have a pretty regular 3-man side game going with my wife and another couple for when the main game can't get together for a while.

We had the most luck with Paladin-Wizard-Bard. Enough healing to get by, buffing from the Bard, blasting (my wife likes evokers) and non-combat spells from the Wizard, raw damage and tanking from the Paladin, plenty of skills between the Wizard and Bard, two high Charisma characters. The only real hole that we missed was trap finding, but that never really became a problem in our campaign.

The key to a 3-man group is generous ability scores (our GM tends to let us make uber characters for these groups) and careful selection of magic gear. Leadership also makes a good choice for these types of parties if someone can afford to use a feat on it.


1 person marked this as a favorite.

I found our Kingmaker game was built with the possibility of 3, and the ones who really served their roles were:

Summoner, Alchemist (Mine, where I focused on healing, bombing, and melee combat), and a Druid w/ Animal companion.

Obviously we're cheating a little by having 2 pet classes, but thats the kind of thinking that can be helpful in 3 man games.


1 person marked this as a favorite.

One to host the event
One to buy the refreshments
and me to just show up


1 person marked this as a favorite.

Well, if you use the Forge combat model, a 3 man group completely encompasses the three roles; Anvil, Hammer, and Arm. The Anvil basically threatens a large area with a reach weapon and provides flanking for the Hammer. The Hammer dishes out the damage. The Arm buffs everyone up. Ideally, each member will "double" as an off-variant of one of the other roles. Your primary Hammer may be an off-Arm in a pinch or maybe an off-Anvil. You also have non-combat roles such as the Face and the Trapfinder.

I'd say an Anvil/Arm, Hammer/Anvil, and Arm/Hammer combo would be ideal. The Anvil/Arm would likely be a reach Cleric with debuff/disable spells. The Hammer/Anvil would either be a Paladin, a Barbarian, or a Ranger; possibly a Zen Archer. The Arm could be a Wizard, Sorcerer, or possibly an Inquisitor with Growth or Strength domain if you don't mind having no arcane caster. Sorc, if you have one, would be your ideal face. Paladin comes in second, and your Cleric third if you have neither of the others. As for traps, an Urban Barbarian or Trapper Ranger could work but you'll probably need to rely on the Find Traps spell for most of your trap-finding needs.

If going with an Anvil/Hammer, Hammer/Arm, and Arm/Anvil team, I think the best Anvil/Hammer would be a reach Fighter, maybe Lore Warden. Hammer/Arm would likely be a Paladin or Inquisitor, possibly a Magus with a few buffing spells. Your Arm/Anvil would be a Druid with a sturdy, defensive AC or possibly a Wizard/Sorc with battlefield control and defensive spells. Of course, Sorc is your first choice for Face, Paladin is second. In a pinch, Inquisitor can be an intimidating face as can Wizard a wizard with the Bruising Intellect trait. With Blistering Invective, your intimidate can be even more potent in combat. As for trapfinding, again, Find Trap is your go-to.


Lord Twitchiopolis wrote:

Pathfinder is based on the idea of a four+ man group, but on sometimes you wind up with only three. My question to you is this:

What combination of characters makes up the best three man party? Assume a modest level 5, if that in any way effects your judgement.

Two monks and a dwarf rogue.

Try it.


Or just go three bardarians (yes, bard/barbarian) covering different areas and weapons (one goes ranged).


A small party of clerics is also very cheesy, or two clerics and a melee.


1 person marked this as a favorite.
DM Under The Bridge wrote:
Or just go three bardarians (yes, bard/barbarian) covering different areas and weapons (one goes ranged).

Skalds.... Just saying.

ACG got you covered.


Obvious answer would be (human) Cleric (for extra skills), Druid and Wizard. Not only they are all full casters, they can easily cover different areas and have enough skills for the party to be effective in every situation. Don't even have to be too optimized.

I think Inquisitor, Magus and Bard would be more fun, though.

The Exchange

2 people marked this as a favorite.

As soon as I saw the thread title, I had a vision of Quagmire from Family Guy appear before me:

Quagmire: Three men? That's no kind of party! Giggity!

More seriously, I think Ranger, Cleric and Sorcerer would be solid.


Toadkiller Dog wrote:

I'm playing in a 3 man party in Council of Thieves.

Paladin - Scimitar and Shield (not TWF)
Urban Ranger - Takes care of traps and other skills, also has an AC with Boon Companion
Wizard - buffer

Fights can be hard, but we manage it.

Similar party to this.

Paladins self heal.
Rangers get access to wands without UMD and get spells to heal.

having two half healers can be just as good as having your fourth person dedicated to buffing and healing.

Wizards because wizard. To add comedy, have him be a Samsaran taking all of the cure spells from the bard list, take the Conjuration (Teleportation) school, and see him act as both a healer and a blaster/battlefield controller. Improved familiar to grab a Fairy Dragon to turn invisible and deliver touch heals to your allies in combat is also nice.

Ideally the paladin will be a BFS build, and the ranger will be the urban variant switch hitter who covers all the skill stuffs that aren't party face related or knowledge based.


Alchemist feeling techy. Paladin or cleric for divine tanky.
Magus or wiz/sorc depending on the need f8r more combat or more open spells


Without a Cleric or Life oracle, you will have issues with Condition removal, Raise dead, etc.

Paladin is your obvious Tank, then Wizard, then Life oracle.


Elven_Blades wrote:
I'd have to say that what makes a good 3 man party is largely dependent on the campaign. Obviously, casters are practically useless against a construct heavy dungeon

Absolutely not the case. You can still buff your party members and use no-SR battlefield control spells like the Create Pit line, or a Dazing spell tacked onto something like Acid Arrow or Pellet Blast.

My vote for the best 3-man party would be Oradin/Wizard/Druid.


1 person marked this as a favorite.
Lord Twitchiopolis wrote:

Pathfinder is based on the idea of a four+ man group, but on sometimes you wind up with only three. My question to you is this:

What combination of characters makes up the best three man party? Assume a modest level 5, if that in any way effects your judgement.

Cleric and two druids.


1 person marked this as a favorite.

Forsigth diviner
Teleportation conjurer
Admixture evoker
Would be my suggestion. It is gonna be high profit and high risk.

Liberty's Edge

1 person marked this as a favorite.

You need a melee character, an offensive caster, some healing, and a good range of skills. Ranged attacks are nice, too, though not precisely required. How these are arranged is really up to you.

Some randomly chosen good arrangements:

Melee Druid
Archer Bard
Witch

Melee Cleric
Ranger
Wizard

Hospitaler Paladin
Inquisitor
Save-or-Die Oracle of the Heavens

And so on and so forth. Those first two can have trapfinding if they need it, too.


I'd go with Paladin, Monk, Grenadier Alchemist. Paladins and Alchemists can both heal, Alchemist and Monk cover a lot of skill and utility between them, Monk and Paladin can cover melee combat well, and Grenadier can cover them from range.


1 person marked this as a favorite.

With 3 guys your lacking somewhere. Thus I say just get animal companions and/or summons and then ur good. Truly when I look at small party groups I instantly default to clerics from the Tian Xia (think I got name right) pantheon. They have reach weapons as favored weapons all over the place and that's all u need to wreck scenarios.

RPG Superstar 2012 Top 16

1 person marked this as a favorite.

For a three man party you have to maximize roles coverage. Every character has to be able to fill at least two roles, in case the main one goes down.

For condition removal, you'll need a cleric or life oracle. There's really no way around this. THe cleric is probably more ideal because as a prepared caster he can change his role emphasis from support to control to face to front liner every day as needed.

You need a front liner of some sort. Ideal is the paladin, who has built in healing, immunities, condition removal via mercies, a spell list, can use wands, and will have the Cha to be a decent party face.

For skills, you're probably going to want an urban ranger, if a second damage dealer is important, or an archeologist bard, if you want more skills/support/magic. Both perform the anti-traps role perfectly, have the skill points to invest in whatever your other two don't, and can be marvelously versatile, with options from animal companions to bardsong and other things.

Very key is that all three characters can use healing magic and wands without problems.

The Inquisitor and Magus get honorable mentions as excellent multi-role, but the first doesn't have the pure tanking ability of a paladin, quite, and the Magus isn't a nine level caster or a skill monkey. They would have to go into the paladin's niche, and it would change the nature of the party, but it could be done.

All that said, cleric-cleric-cleric with wise domains and spell loadouts can also do the job without too much problem. The combination of that much healing and condition removal with spell buffs will do the job without a problem.

==Aelryinth


2 people marked this as a favorite.

Half-Orc Drunken Brute Barbarian, Half-Elf Drunken Master Monk, and a Dwarven alchemist with max ranks in Craft (Booze)....


Wizard, Cleric, Druid final answer

Liberty's Edge

Master Summoner, Bard, Cavalier. Just hang in the back and let the boosted critters handle the threats :-))

RPG Superstar 2012 Top 32

I would go with urban ranger archer, paladin healer/UMD trait user, druid w/ animal companion. All can use wands of CLW, and all 3 can tank in emergencies.

Scarab Sages

For me it would be the following triad

- Summoner: The eidelon can mostly handle the role of skills-monkey, taking on things like Disable Device, ungodly levels of Stealth and Perception, and Survival. The summoner himself can then use summon monster ability during combat to soak up additional damage, and provide buff spells. UMD as a class skill, and Charisma as your casting stat also help you act as secondary healer via Wand of CLW

- Paladin: The consumate self-healing tank, able to soak up large amounts of damage, and if geared correctly, also dish out decent damage as well. The focus on Charisma also means you can often dedicate one of your limited skills points towards Diplomacy, and archetypes such as Hospitaliar take care of in-combat healing as well, with a Wand of CLW to back things up.

- Wizard: The ultimate generalist, able to tailor their spell selections to handle most odd-ball situations. Couple that with a high Intellgence, and focus on various Knowledge skills, you can take on most challenges to face a party. My personal recomendation would be a focus on Conjuration magics, to back up the summoner with even more disposable toys, but a Transmuter or Enchanter also offer solid bonuses. If you favour ultra-cheesy, a Life Necromancy sub-school practioner, with Heighten spell and Magical Knack (Disrupt Undead), potentially offers unlimited healing, 1hp at a time.


I've seen an Inquisitor, Bard, and Ranger party that was insanely powerful. The buffs from the BARD on the Ranger and Inquisitor made they very very tough.


Master summoner, Evangelist, Wizard

Summon a ton and buff your way thru anything

EDIT: to be blunt with those spell lists it does not matter if it is a normal summoner either, and I have seen it done with a normal one and by the time 5th level and 3rd level spells they were set with so many options and abilities.

Scarab Sages

Druid, Bard, and Summoner is probably your best combo since you can effectively field a full team with your companions and have all the spells and skills you could ask for.

Alternatively Bard, Inquisitor, Alchemist, with the Bard going Arcane Duelist and playing frontliner. Probably not as much combat power as the first group, but super high adaptability.


Lord Twitchiopolis wrote:


What combination of characters makes up the best three man party? Assume a modest level 5, if that in any way effects your judgement.

This would seem to be at least in part level-dependent... but I have to say, the most powerful 3-man group I've ever seen or been a part of was:

Half-Elven Summoner, built to fight alongside or astride her eidolon.

Half-Elven Master Summoner, eidolon build as a flying scout.

Half-Elven Master Summoner, eidolon built as a gremlinesque skill monkey.

The group was obviously strong combat-wise in all environments and had all their bases covered skill-wise. They were weak in healing and condition removal, but using stealth and summoning creatively, it was rarely a problem.

It was actually a pretty great group with some cool backstory - half-elven twins with an estranged half brother who was also half-orc, all sharing the same ancestral magics. They made pretty short work of the Second Darkness campaign they played in.


Paladin, cleric, and full arcane caster would be my choice.


Witch + Martial + Whatever

Slumber hex is too good.


Hospitaler Paladin
Teleport Subschool Conjurer (wizard)
....your seasoning of choice.....


Lord Twitchiopolis wrote:

Pathfinder is based on the idea of a four+ man group, but on sometimes you wind up with only three. My question to you is this:

What combination of characters makes up the best three man party? Assume a modest level 5, if that in any way effects your judgement.

Archaeologist Archer Bard

Healing Patron Witch
Sword and Board Paladin

No dead weight, all can cover multiple roles (so multiple contingencies), all can heal, 2x area damage, 2x ranged, 2x perception, 2x initiative, 2x melee, 2x DCs, 2x great saves, all necessary buffs covered, all necessary healing/restorations covered, all necessary arcane covered, all 3 have staying power over a long day, none sacrifice staying power/killing power at the expense of adding reliance on others to foot their increased resource bills etc


insaneogeddon wrote:

Archaeologist Archer Bard
Healing Patron Witch
Sword and Board Paladin

No dead weight, all can cover multiple roles (so multiple contingencies), all can heal, 2x area damage, 2x ranged, 2x perception, 2x initiative, 2x melee, 2x DCs, 2x great saves, all necessary buffs covered, all necessary healing/restorations covered, all necessary arcane covered, all 3 have staying power over a long day, none sacrifice staying power/killing power at the expense of adding reliance on others to foot their increased resource bills etc

Who's your second melee?


1 melle focused druid. saurian ot tiger shaman.
1 battle cleric that focus on reach weapon + heal + cast/fight/buff
1 urban ranger switch hitter for range use/trap/skills/perception

2 animal companions (boon companion ofc) . take 1 grappling tiger and one reach spear using ape (15-20 reach).

the druid is summon master until no more spells left than charge in.
the animals use armors and fight on defence to add damage and "walls"
the cleric buff 2-3 rounds than attack at range, than fall back and heal.

the ranger scout / trap remover. fights he shoot behind his ape, killing from afar. when needed he take shield and sword and join the chaos.

the party can take challenge of 5 man .

51 to 100 of 112 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / The Best Three Man Party All Messageboards

Want to post a reply? Sign in.