Best classes for a party of 2 hobgoblins?


Advice


I'm going to be running a small side campaign for my roommates where we thought it'd be fun to play a duo of hobgoblins in an evil campaign. With only two players, however, they want to make sure they have a good composition. Does anyone have any advice? I haven't played long enough to really know what classes play off each other the best by any means.

Grand Lodge

Inquisitor and Alchemist.


Thanks. Has anyone ever run a "monster" campaign?


Normal Summoner and BeastBound Witch. Possibly an Oracle instead of the Witch.


I did once a long time ago. It was a party of all drow.


A duo of Magi who were ostracized and eventually exiled for their dabbling in the arcane arts.

alot of synergy in a party of magi ( plural for magus).

heres a good 15 point buy for them.

Str: 14
Dex: 12(14)
Con: 12 (14)
Int: 16
Cha: 7
Wis: 10

Garb them in some studded leather and give them a scimitar each with some javelins and your ready to rock and roll.

a good feat to grab for both is improved initiative along with the reactive trait ( for +8 initiative) .

as for spell selection at first level both should just straight up max out castings of color spray .

the synergies are obvious flank buddies , 4 castings of color spray (best 1st-2nd lvl control spell) , both have high initiative so they can usually get their licks in before anyone else.

Id recommend taking perception as a shared skill sure its not a class skill but its damn important.


laughmask wrote:
I'm going to be running a small side campaign for my roommates where we thought it'd be fun to play a duo of hobgoblins in an evil campaign. With only two players, however, they want to make sure they have a good composition. Does anyone have any advice? I haven't played long enough to really know what classes play off each other the best by any means.

I'm assuming this will be for a low to middling level campaign, yes? No 18-20th level Hobgoblins running around?

I kind of like the idea of a Hobgoblin Rogue who combines the Knife Master and Scout archetypes with a Hobgolblin Master Summoner. They can creep in the dark, sneak in and out, summon groups of monsters to wreck havok while the Master Summoner buffs and the Rogue takes full advantage of flanking and charging to deal sneak attack damage every round.


Story Archer wrote:
I'm assuming this will be for a low to middling level campaign, yes? No 18-20th level Hobgoblins running around?

Yeah it will, nothing big or fancy, just something to have fun with during long stretches when our real group can't get together.

Story Archer wrote:
I kind of like the idea of a Hobgoblin Rogue who combines the Knife Master and Scout archetypes with a Hobgolblin Master Summoner. They can creep in the dark, sneak in and out, summon groups of monsters to wreck havok while the Master Summoner buffs and the Rogue takes full advantage of flanking and charging to deal sneak attack damage every round.

That actually sounds pretty cool. It seems like there are certain classes that pair well in with most classes and just change their play style, namely the magus/summoner.

Grand Lodge

Whip wielding Hobgoblins make me smile.
They remind me of this.

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