| raven73 |
Hi All,
I'm in the process of building a party that is biased toward Martial Skill's.
My thoughts on composition are.
Fighter (TWF)
Ranger (Switch Hitter)
Cleric (Undead Focused)
Bard (Archer)
I have gone for Bard as he should be able to introduce a bit of arcane magic and buffs for the fighters. The Bard should also pick up some skills that would usually be brought to the table by a rogue.
The Ranger is included to cover any stealth requirements, his animal companion will also help boost the party.
I've gone for an Undead Cleric just for a little flavour.
Any thoughts would be appreciated, also is there anyway I can get disable device as a class skill (Feats/Traits) as none of my party get that skill.
Thanks
Lee
| Turgan |
The bard could be a 1/2-Orc with Falchion (race) and maybe an arcane duelist archetype (APG, lots of feats and arcane bond).
Str>Cha>Dex=Int>Con>Wis
Trait: Vagabond child, Disable Device as a class skill, +1 trait bonus
Sacred tattoos: +1 luck bonus on all saving throws (replaces orc ferocity racial trait)
Will you build the party as level-1-group or start higher? Is it just for fun or are the characters build for actual players?
I would recommend going straight archer with the ranger. There is a feat called "safe shot" I think, which lets the archer shoot without causing AoO. Probably go with the beastmaster archetype (loses 6th level bonus-feat but gets to chose free companion, like druid, e.g. tiger), the feat boon companion (makes the animal companion worthwhile).
Of course there a many other strong options.
calagnar
|
If you want a martial heavy group.
Paladin (THF) melee/healer/face
Ranger (Switch Hitter) melee/range/skills
Rogue (TWF) skills/melee/range (Build as: Fighter TWF)
Bard (Reach Weapon) melee/casting/skills
1: 3 of 4 can cast cure spells. And use wands with out UMD.
2: 2 of 4 are front line melee. With 1 flanker and 1 reach weapon.
3: 2 of 4 can stealth for scouting. This is important in that you will need to know what your facing first. With out a crowd control caster picking your fights will make a big difrence.
4: The bard in this type of group needs to have Inspire Courage. All archtypes that don't keap this ability should not be looked at.
| Atarlost |
Urban/Trapper Ranger is the only full martial trapfinder. I'd prefer Urban to not lose spellcasting.
Bard or Evangelist makes everything better. Have one or the other. The bard has better proficiencies, but the Evangelist can dip fighter to get full armored casting.
I'd skip the rogue. They don't contribute much that the ranger doesn't.
If there's no bard there should probably be a Paladin or Cavalier for face work. I think the Cavalier has more skill points which is probably more important than the Paladin's Charisma.