HaraldKlak |
Do they have to be full casters all of them?
A summoner might be very useful, as the eidolon (and summons) could take the heat off melee threats.
A druid, battle oracle or magus can fill out the melee role, while still being a caster.
For general battle field control, I think a wizard conjurer becomes important.
Oblivionsdebate |
you could do it as a wizard/sorcer and 4 oracles/clerics
but to be honest i think it would be more fun to go cleric that is buffing
a wizard for controll
a battle oracle or maybe a synthisit sumoner
a sorcerer that is more evoker themed take the madrid bloodline and pick up rimespell for lawls
and a bard that helps out all the summons these guys will probably be using. oh and skills which helps a bunch
i think that would be a good mix of abilities and would be fun to play in that group
ursinethemadbear |
If the party must all be full casters, I would go with:
1 Druid (wildshape for melee)
1 wizard (Conjuration for battlefield control and summoning for melee)
2 Clerics (for massive buffing as well as decent melee)
1 Witch (for additional debuffing goodness)
If partial casters are allowed:
1 Druid (again use wildshape for melee)
1 Wizard (nothing better for battlefield control)
1 Summoner (either synethesist or master summoner for melee goodness)
1 Alchemist (bombing expert for some nice blasting with good buff and melee sub-options, also has some good skills)
1 Cleric (for buffing and debuffing purposes)
Both options have a most or all of the roles filled, with extra healing and buffing to make up the difference.
Davor |
Bard (Arcane Duelist)
Bard (Magician)
Bard (Word Striker)
Bard (Court Bard)
Bard (Sandman)
DONE.
Give each of them the Eldritch Heritage (Arcane) Feat tree, then just watch as they always have the tools for every situation, all the time. Always rocking a +X to hit/damage (which stacks with Word Striker), -X to enemy hit/damage, Sneak Attacking, trap disabling, counterspelling, the Duelist can be an adequate group defender if built the right way, everybody can heal and Use Magic Device...
Oh, and of course with a few feats, almost all of them benefit from Haste as well (except the Word Striker, who doesn't need it).
Or, heck, go into Eldritch Heritage (Fey), grab the Wildblooded power to get an animal companion, take Companion Bond, and BAM, each super-versatile bard is also rocking a full progression animal companion... who ALL BENEFIT FROM THE BARD BUFFS. Have you ever seen 5 hasted, inpsired, heroic tigers pouncing towards you with a volley of arrows and magic behind them? I didn't think so.
ursinethemadbear |
Bard (Arcane Duelist)
Bard (Magician)
Bard (Word Striker)
Bard (Court Bard)
Bard (Sandman)DONE.
Give each of them the Eldritch Heritage (Arcane) Feat tree, then just watch as they always have the tools for every situation, all the time. Always rocking a +X to hit/damage (which stacks with Word Striker), -X to enemy hit/damage, Sneak Attacking, trap disabling, counterspelling, the Duelist can be an adequate group defender if built the right way, everybody can heal and Use Magic Device...
Okay, I admit, this might not be as powerful as my idea, but I would love to play in this group, especially if you flavor it less as an adventuring party and more as a performing troupe that accidently finds adventures.
stringburka |
if it's full caster lvl:
3 witches, 1 wizard, 1 druid.against a single foe:
3 evil eyes, SoS spell, win.against multiple:
summons, battle field control, usual combat.against golem or antimagic field:
you wanted 5 full casters, death is likely
While that works for an "all-combat" game (thought it can be hard against for example golems or any encounter starting out of range for the casters and they'll have very bad survivability at low levels), how would you do social encounters whenever you can't cast spells (in my experience, almost all social encounters that is, but YMMV)
Fing Mandragoran |
In a 5 person group what class combination would be most competitive?
I am DMing RotRl right now with an interesting party was all casters until I added a melee.
Dwarf Universal Wizard
Gnome Druid
Human(Varisian) Witch
Elf Transmuster/Eldritch Knight
Human(Qadiran) Cleric
When the party all chose casters primarily I added a Shoanti Barbarian NPC assigned to them by the local guard to help in martial matters.
I'll tell you one thing about the party. They always seem to have the proper spell for whatever situation occurs.
calagnar |
Halfling Jinx Caster Hedge Witch Patron Healing
-7 saves evil eye spontanus cure spells for healing. flow of battle spells.
Halfling bard Magican
Dweomercraft Song Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter.
and buffing spells.
Halfling Sorcerer Bloodline Fey Wildblooded Sylvan
Animal companion (Boon companion as your level one feat), and SoS spells.
Halfling Summoner
Edilon and crowed control spells
Halfling Oracle Mystery Nature
Bonded Mount, and Divine spells.
So you have 3 full caster, 2 3/4 casters, 2 animal companions, and 1 edilon.
Fing Mandragoran |
Halfling Jinx Caster Hedge Witch Patron Healing
-7 saves evil eye spontanus cure spells for healing. flow of battle spells.Halfling bard Magican
Dweomercraft Song Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter.
and buffing spells.Halfling Sorcerer Bloodline Fey Wildblooded Sylvan
Animal companion (Boon companion as your level one feat), and SoS spells.Halfling Summoner
Edilon and crowed control spellsHalfling Oracle Mystery Nature
Bonded Mount, and Divine spells.So you have 3 full caster, 2 3/4 casters, 2 animal companions, and 1 edilon.
I agree with this but Id make them all Gnomes and have them be part of the Wonder Seekers faction.
Gravefiller613 |
Davor wrote:Okay, I admit, this might not be as powerful as my idea, but I would love to play in this group, especially if you flavor it less as an adventuring party and more as a performing troupe that accidently finds adventures.Bard (Arcane Duelist)
Bard (Magician)
Bard (Word Striker)
Bard (Court Bard)
Bard (Sandman)DONE.
Give each of them the Eldritch Heritage (Arcane) Feat tree, then just watch as they always have the tools for every situation, all the time. Always rocking a +X to hit/damage (which stacks with Word Striker), -X to enemy hit/damage, Sneak Attacking, trap disabling, counterspelling, the Duelist can be an adequate group defender if built the right way, everybody can heal and Use Magic Device...
and make them a dwarven heavy metal band?
ursinethemadbear |
ursinethemadbear wrote:and make them a dwarven heavy metal band?Davor wrote:Okay, I admit, this might not be as powerful as my idea, but I would love to play in this group, especially if you flavor it less as an adventuring party and more as a performing troupe that accidently finds adventures.Bard (Arcane Duelist)
Bard (Magician)
Bard (Word Striker)
Bard (Court Bard)
Bard (Sandman)DONE.
Give each of them the Eldritch Heritage (Arcane) Feat tree, then just watch as they always have the tools for every situation, all the time. Always rocking a +X to hit/damage (which stacks with Word Striker), -X to enemy hit/damage, Sneak Attacking, trap disabling, counterspelling, the Duelist can be an adequate group defender if built the right way, everybody can heal and Use Magic Device...
Only if your DM will let you supply the game's soundtrack. I'm thinking Disturbed and ManO'War.
Gravefiller613 |
Gravefiller613 wrote:ursinethemadbear wrote:and make them a dwarven heavy metal band?Davor wrote:Okay, I admit, this might not be as powerful as my idea, but I would love to play in this group, especially if you flavor it less as an adventuring party and more as a performing troupe that accidently finds adventures.Bard (Arcane Duelist)
Bard (Magician)
Bard (Word Striker)
Bard (Court Bard)
Bard (Sandman)DONE.
Give each of them the Eldritch Heritage (Arcane) Feat tree, then just watch as they always have the tools for every situation, all the time. Always rocking a +X to hit/damage (which stacks with Word Striker), -X to enemy hit/damage, Sneak Attacking, trap disabling, counterspelling, the Duelist can be an adequate group defender if built the right way, everybody can heal and Use Magic Device...
i was just going to compile most of Brutal Legend's soundtrack.
Only if your DM will let you supply the game's soundtrack. I'm thinking Disturbed and ManO'War.
Poison |
If it were up to me, I'd have a Wizard, a Summoner and a Druid would forming the baseline party for versatility; the remaining two spots would probably be filled with a Magus and a Bard. Fills all the traditional roles to a degree while maintaining the signature flexibility of being an all-caster league.
Veldan Rath |
Davor wrote:Okay, I admit, this might not be as powerful as my idea, but I would love to play in this group, especially if you flavor it less as an adventuring party and more as a performing troupe that accidently finds adventures.Bard (Arcane Duelist)
Bard (Magician)
Bard (Word Striker)
Bard (Court Bard)
Bard (Sandman)DONE.
Give each of them the Eldritch Heritage (Arcane) Feat tree, then just watch as they always have the tools for every situation, all the time. Always rocking a +X to hit/damage (which stacks with Word Striker), -X to enemy hit/damage, Sneak Attacking, trap disabling, counterspelling, the Duelist can be an adequate group defender if built the right way, everybody can heal and Use Magic Device...
What, like Josie and the Pussycats?