Smallest Party


Advice


When I first started gaming it used to be that you had to have at least one fighter, cleric, mage and a thief. So your minimum party had to be at least 4. Pathfinder kind of changed that but I am wondering what is the smallest party you could get away with and still be able to cover all the roles. I am not talking about a campaign where the GM tailors the adventure to the party, but rather a standard game.

Here is my challenge to come up with a party that can cover all the roles of a traditional party with the fewest members. Since you will be facing the same challenges as a normal party you will need to be able to take care of the same challenges as would be expected in a normal adventure. You do not need to be the best at the job just competent.

These are the roles that need to be covered. Use of scrolls, wands and other magic items are perfectly acceptable but the wealth by level needs to be followed. Assume 12th level characters with a 25pt buy.

Healer
• HP loss
• Ability Damage
• Fatigue
• Exhaustion
• Negative Levels
• Ability Drain
• Blindness
• Deafness
• Disease
• Curse
• Poison
• Death

Ranged Combat
• Handle CR appropriate threats at ranges greater than 30 feet, or against flying or otherwise inaccessible opponents.

Close Combat
• Handle CR appropriate threats ranging from adjacent square to 30 feet.

Area Damage
• Deal damage over an area (Mainly for Swarms)

Traps
• Locate and neutralize both mechanical and Magical Traps

Intelligence
• Locate and gather information about opponents
• Detect Magic
• Identify Items especially magic items
• Navigation both above and below ground

Defensive Magic
• Provide protection vs. elemental damage
• Provide protection from mental control
• Remove hostile magic
• Counteract opponents magic

Battle Field Control
• Hinder or disable opponents
• Restrict or control opponents and opponents movement
• Provide Support for your teammates.

Movement
• Pursue and avoid enemies
• Overcome obstacles
• Maneuver on and under water


Archaeologist bard archetype could cover almost all of that with back up from a witch. can toss in say maybe a magus for extra covarage


That is a good combination but would have to be a hedge witch for the healing. Also very dependent on magic for damage so may have trouble with creatures with spell resistance and constructs. The archeologist bard covers a lot but is a little light on combat.


dervish dance and archaeologist luck combination with lingering performance make it more combat friendly then you think. at lvl 11 you will have a +3 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. you can dump str focus on dex for combat.

also look at teamwork feats like Feint Partner, Outflank, and Precise Strike.


I had actually figured on Dervish dance and that makes him ok for close combat but lacking in ranged combat. Also figured on taking Heroism as a spell for further bonus.


1 level dip into gunslinger and you have your ranged combat.

Or pick it up thru the rogue talents you get at level 4 and 8.


Halfling Archeologist Bard

Human Paladin

Kitsune Sorcerer (Fey Bloodline) or Half-Elven Master Summoner


I was going to say a creative summoner could have it all covered... but your mileage may vary.

Edit: And by that, I do mean a wizard specialized in summoning, or possibly some other full caster with a good complement of summon-able creatures.


TeShen wrote:
I was going to say a creative summoner could have it all covered... but your mileage may vary.

I've seen a good Master Summoner do some truly amazing things - I'm not just talking about dominating combat, I'm talking abotu single-handedly getting the entire party out of a number of sticky situations.


a hybrid built Chirugeon alchemist with a melee focused druid.

Elf Alchemist:
16 (or 14)
16 (or 18)
10
18
8
10
Can heal effectively and covers most curing abilities. even Death!
Covers ranged very well for a good part of the day using bombs, if that fails he can pull out a sling and mutagen. if you want to get into melee you can think about putting more points into constitution, mutagen up to get in close with the druid. Also the alchemist has some really nice potions he can make that give him more charisma and can let him bluff his way through anything. The alchemist can disable just about any device with the proper skills and potions, save for magic devices (see later)

Half orc Druid:
18
14
12
16
8
10
The druid has the ability to get really large and keep the alchemist safe, as well as casting many low level control spells. he can fly, travel in the water, and track very effectively.

The only thing that is really missing here is taking care of magical traps, but as a druid he can just summon up a wolverine and throw some meat onto the trap. His high wisdom will allow him to spot the traps quickly and the alchemist can dismantle all nonmagical traps. I haven't added in bonus points, they are up to you to decide how to put them in, either more damage for the druid or survivability. same with the alchemist.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Smallest Party All Messageboards

Want to post a reply? Sign in.