Best Two Person Groups


Carrion Crown

Liberty's Edge

I am running Carrion Crown for my wife, we decided to play it as a two person game, just letting her have all the XP and starting one of her players at 2nd level. So far so good, she just hit 7th level with both characters and took leadership.

She picked an Oracle (ancestor mystery, Melee focused) and an Inquisitor (took Animal Domain and then later Boon Companion)

She just picked up a Gnome Wizard with leadership to craft items, but so far she's done fairly well. Which got me thinking.

What would be the best classes for a two person party.

Liberty's Edge

Wrong forum, this is for Pathfinder Society, which requires a 4 person party minimum, for one thing.

For another, a two member party is goinmg to be lacking in so much that it is going to have difficulty.

Best options:
Paladin & Magus

Some healing, some coverage for both Divine & Arcane spells.

I think they can come up with a bypass for some of the trap stuff, but they may still be a bit skill-shy.

Liberty's Edge

Callarek wrote:

Wrong forum, this is for Pathfinder Society, which requires a 4 person party minimum, for one thing.

For another, a two member party is goinmg to be lacking in so much that it is going to have difficulty.

Best options:
Paladin & Magus

Some healing, some coverage for both Divine & Arcane spells.

I think they can come up with a bypass for some of the trap stuff, but they may still be a bit skill-shy.

Sorry about wrong forum. Hopefully a mod will move me. I've got a bad habit about not checking when I add threads.

Contributor

Moved thread.

Sczarni

Paladin / Bard = choppy, talky, be nice to everyone time.

Illusionist / Trickery & Travel cleric. Sneak plus full arcane & divine casting.

Ninja / Oracle of Battle or Metal ..samurai ninja pair up.

Liberty's Edge

psionichamster wrote:

Paladin / Bard = choppy, talky, be nice to everyone time.

Illusionist / Trickery & Travel cleric. Sneak plus full arcane & divine casting.

Ninja / Oracle of Battle or Metal ..samurai ninja pair up.

Problem with Bard is the buffs are less useful when only buffing one person.

Wizard is right out, with no one to tank.

Ninja I am waiting for the final, and based on the playtest I'm not sure I have much interest in the class.

And while a Paladin is great, they also come locked into the whole paladin code thing.

My wife is likely running Jade for me next, and I was thinking Druid/Magus.

Sczarni

ciretose wrote:
psionichamster wrote:

Paladin / Bard = choppy, talky, be nice to everyone time.

Illusionist / Trickery & Travel cleric. Sneak plus full arcane & divine casting.

Ninja / Oracle of Battle or Metal ..samurai ninja pair up.

Problem with Bard is the buffs are less useful when only buffing one person.

Wizard is right out, with no one to tank.

Ninja I am waiting for the final, and based on the playtest I'm not sure I have much interest in the class.

And while a Paladin is great, they also come locked into the whole paladin code thing.

My wife is likely running Jade for me next, and I was thinking Druid/Magus.

Best tip I've learned from small group parties:

Keep everyone multi-talented, stealthy, perceptive, and ready to flee. Most of the time, with smart, cautious play, a sneaky extra-sensory-perception type party can make it through almost any of the AP's so far.

A pair of Inquisitors, or pair of rangers (or Ranger/Rogue/Fighter/Etc...) can really complement one another, and by playing the Sniper/Splinter Cell game you can succeed. Alternatively, an Arcane Duelist Bard with a decent melee threat for backup (say, Inquisitor, Cleric, or something similar) can talk his way into trouble, back out of it, can forge documents, pick locks, steal, lie, cheat, and in general be Jason Bourne.

It just requires a realignment of your "party roles" rubric.

Our current Serpent's Skull party is all stealthy (Illusionist, Rogue, Ranger, Bard, Oracle) and has been achieving a lot of success with trickery and shenanigans, rather than the more traditional "up the middle" approach.


Pathfinder Adventure, Rulebook Subscriber

I was thinking about running a two player game lately but I was wondering: How do you deal with domination and charm spells and powers? Seems to me it goes ugly pretty fast if one of the two characters turns on the other while the BBEG chuckles.

Liberty's Edge

I'm thinking cleric and cleric. Ok, kidding aside, I think it depends on how you feel about modifying encounters. If you shift a few things around, Haunting would be doable by just about anything, so long as one of those things has channel positive energy.

Thought: Maybe level up one NPC per adventure to assist her party. A good way to do this would be with a bard (or a cleric, with buffing spells.), so that she's still doing all the work and the NPC is just providing some combat boosts and much needed healing. Kendra is already statted, and makes a fine non-combat addition so long as the party is willing to equip her. A lower-level version of Grimburrow, or one of his acolytes, a guard from the pawn shop, or a young student of Alundru could all join for a short time as needed.

Also: Hero Points: A great way to prevent TPKs from a single unfortunate roll.

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