Ultimate optimized 4 man party (Your Opinion)


Advice

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So I have been considering what the ultimate classic 4 man party would be. I know this has been done before, but I thought it a fun topic. A party that would be able to fill all the roles of PF, dish out consistant DPS, and have high survivability. A party that could take on not only deadly traps, heavy combat, but also have social interactions down.

20 point buy.
No homebrew.
All PF sources available (excluding custom Races).

Lets consider the different roles:

Tank
Healer
DPS
CC

And Secondary Roles:

Scout/Trapfinder
Face
Buffer
Skill monkey

So obviously your big 4 would have to have at least two roles... Not necessarly one of each. I would consider a start point something like this... Class - Roles it CAN be if needed.

Half-Elf Summoner (no archtype) - Tank/CC, Face, Buffer
Human Ranger - DPS, Scout
Halfling Oracle - Healer/CC, Face, Buffer
Half-Orc Rogue - DPS, Scout/Trapfinder, Skill Monkey

Now thats just a Template. Nothing is really optimized or fleshed out, but as you can see they fufill all roles. Some fufill the same function. Im sure there are better picks. For instance a Paladin could be a Tank/DPS, Face. So what are your Top 4. Have I missed any Roles?

Shadow Lodge

I am working on a very, very in depth look at this here:How to Round out your Party. It's about 60% done at this point. YOu seem to have a good grasp of this, so I'd love it if you could give it a look.

The Exchange

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Why of course going 4 alchemists is the best optimized party in PFS.

Tank/dps: Feral Mutagen expert, end up taking vestigial arm so you always have a potion in hand.

Face/Healer: High Charisma, High Int, works on making potions have the best effects and giving out some sweet healing potions and buff potions.

CC/DPS: Why of course you have a high dex/high int Bomb throwing machine, This is the guy that is maximizing his damage with thrown bombs and thrown weapons. Some of the discoveries give bombs some good battlefiend control, the Smokebomb, toss that on some bad guy spell casters or rangers then they have to blindly run around trying to get out of a 20 foot burst of smoke. Solid stuff.

Skill monkey: Alchemists need a high int for their infusions which gives them a boost, they get 4+int which is decent it adds up. The skill monkey is a trait shared by almost everyone in the party because they all have decent skill ranks. They get disable device which is a huge buff and since everyone has it, no reason every alchemist shouldn't have at least one rank in it.

All around The 4 alchemist can be the most optimized and efficient party and probably get along the easiest as well. Bit of squabling over some items but they are all unique which helps.

Thats just my opinion!


Are you allowing broken and the most DMed Block class available?( you can't even play this in organized play)

Summoner Synthesis
Summoner Synthesis
Summoner with Skill monkey Eidolon
Summoner Master Summoner..

Race= Irrelevant

At 10th level pretty much destroy anything in the game...although combat might take 15 hours for 5 rounds of actual combat..

The Exchange

Lord Tsarkon wrote:

Are you allowing broken and the most DMed Block class available?( you can't even play this in organized play)

Summoner Synthesis
Summoner Synthesis
Summoner with Skill monkey Eidolon
Summoner Master Summoner..

Race= Irrelevant

At 10th level pretty much destroy anything in the game...although combat might take 15 hours for 5 rounds of actual combat..

Gotta love summoner stacking, just as potent if not more than the Alchemist stacking. Summoner's are just too deadly and too time consuming for combat, but damn effective.

Lantern Lodge

Lord Tsarkon wrote:

Are you allowing broken and the most DMed Block class available?( you can't even play this in organized play)

Summoner Synthesis
Summoner Synthesis
Summoner with Skill monkey Eidolon
Summoner Master Summoner..

Race= Irrelevant

At 10th level pretty much destroy anything in the game...although combat might take 15 hours for 5 rounds of actual combat..

I wouldn't be opposed to swapping 1 of those 2 synthesis summoners out for a druid, but YMMV


Dragonamedrake wrote:

So I have been considering what the ultimate classic 4 man party would be. I know this has been done before, but I thought it a fun topic. A party that would be able to fill all the roles of PF, dish out consistant DPS, and have high survivability. A party that could take on not only deadly traps, heavy combat, but also have social interactions down.

20 point buy.
No homebrew.
All PF sources available (excluding custom Races).

Lets consider the different roles:

Tank
Healer
DPS
CC

And Secondary Roles:

Scout/Trapfinder
Face
Buffer
Skill monkey

So obviously your big 4 would have to have at least two roles... Not necessarly one of each. I would consider a start point something like this... Class - Roles it CAN be if needed.

Half-Elf Summoner (no archtype) - Tank/CC, Face, Buffer
Human Ranger - DPS, Scout
Halfling Oracle - Healer/CC, Face, Buffer
Half-Orc Rogue - DPS, Scout/Trapfinder, Skill Monkey

Now thats just a Template. Nothing is really optimized or fleshed out, but as you can see they fufill all roles. Some fufill the same function. Im sure there are better picks. For instance a Paladin could be a Tank/DPS, Face. So what are your Top 4. Have I missed any Roles?

Definitely wouldn't include a rogue. Replace him with a bard. Archeologist bard if you really need trap sense. Then replace Oracle with a cleric.

Alternately, you could just replace the rogue with a wizard. Ranger+summoner+oracle will be plenty of flat damage. Arcane spells are very powerful and the party should have at least one full arcane caster.


Switch hitter ranger, reach inquisitor, archeologist bard, any wizard you fancy.


Cleric. Wizard, Magus, Summoner


A "perfect" party should have survivability from lvl 1-20... just bc at lvl 5 you will crush all but if a group of 5 goblins will eat your face at lvl 1 it is not really a "perfect" party


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Who's proposal was that directed at Dax?

Sczarni

your trapper I'd make a wizard.

Aram zeys trap focus gives the wizard "trapfinding" and with his high int, he can handle disable device in there no problem anyhow. Throw in trapsrpingers gloves and he's all set. (it's what I do in PFS, so for the cost of a lvl 2 I can disable even magical traps)


Paladin/Fighter, Ranger, Rogue/Bard, Wizard/Cleric. These cover the classic roles. Put a Paladin with a Rogue or a Fighter with a Bard. More offensive, go with Wizard; healing or fighting lots of evil, Cleric. Everybody shines, less stepping on toes.


Just something to think about when putting together this all slow bab casties

Grand Lodge

Cleric, Wizard, Druid, Sorcerer.


I don't agree with all of your roles, so my party will look a little different along those lines.

Spoiler:
Tank - Everyone should have defenses, more so for those who willingly enter melee.
Healer - The party should have the ability to heal itself, but I don't consider "healer" to be anyone's primary job.
DPS - Everyone should contribute to damage.
CC - Control comes in many forms, and everyone should contribute.

And Secondary Roles:
Scout/Trapfinder - First, I would separate these tasks.
Face - The party should ideally contain at least one large bonus to Diplomacy and Sense Motive, but they don't have to be on the same character, and I prefer to let all players participate in social roleplay.
Buffer - Definitely not a role, but not an unwelcome element to any character.
Skill monkey - Again, not a role, however there are certain skills I would prefer to have represented in the party.

One build, without a particular setting or campaign in mind, would look like this:

  • Paladin - Human, Skills(Diplomacy, Ride, Perception), build for melee DPR
  • Ranger(Infiltrator) or Barbarian - Human, Skills(Survival, Perception, etc.), build for melee or ranged DPR
  • Cleric - Human, Skills(Sense Motive, Heal, Perception), build for melee with feats but use spells for party buffs and control
  • Wizard - Elf, Skills(Spellcraft and Knowledges), build for control without neglecting party buffs and damage

Sczarni

I personally like life oracle over cleric myself, but that's just me.

The Exchange

Copying shamelessly from TarkXT

http://paizo.com/threads/rzs2p576?On-building-a-balanced-group-working-out- just

Switch hitter ranger - DPS/tank
Evangelist cleric - healer/buffer/dps/face
Elf wizard (get a familiar for more sneaky fun - possible improved familiar (imp) at 7) - CC/skill monkey/sneak(familiar)/buffer
Bard Archer (Either archeologist/archivist) - CC/Scout/Trapfinder / face / sneak / buffer/ skillmonkey

Archivists lose the ability to take 10 on all skills until lv 17(very late game) and their bardic performance is dependent on knowledge checks. Again Archeologists cant disable magical traps till 6. The combination of Standard bard buffs + Archivist would make hitting easy. Also Ive never been able to wrap the idea of archeologist performance being used with saving finale.


I'm always partial to Druid, cleric, wizard, paladin.

My favorite 5th party member is a witch.

The Exchange

Another possible idea:

Paladin/inquisitor - Tank/Dps/Face
Evangelist cleric - healer/buffer/dps/face
Sylvan/seeker sorcerer - CC(animal companion bull rushing(true strike casted first) monsters into a pit anyone?) /sneak/buffer
Bard Archer - Skill monkey/CC


Byrdology wrote:
Switch hitter ranger, reach inquisitor, archeologist bard, any wizard you fancy.

Ranged archeologist into arcane archer. You have enough fire power, abilities, healing, arcane support, and SKILLZ for everything!


The party that is in my campaign seems over powered so ill list them.

Half-orc Barbarian- tank and DPS.

Gnome Druid- Healer and cc

Elf Sorcerer- DPS

Half-elf Rogue- Face, Skill monkey, and Scout/trapfinder
And Secondary Roles:

They are only lvl 3 at the moment but I haven't even been able to slow them down with anything. As for the buffer. They haven't really needed one...


Four paladins, each of which has quickened channel, and each of which casts 'shield other' on the guy to their left.

Bonus if all four are half orcs with the ability to fight on (or channel) below 0 hit points.


^ Only in a campaign focused around Undead or Fiends :P


^ or things that can be killed with swords.

Which is nearly all of them.


EDIT: To each his own friend.


Human Oathbound(Wyrm) Paladin [Flying Charger]- Tank/DPS/Face/Healer
Human Urban Ranger [Switch Hitter]- Scout/Trapfinder/DPS/Skill Monkey/Healer
Elf Spellbinder Wizard [Cryomancer Evoker]- CC/Buffer/Skill Monkey (pokedex)
Dwarf Forgemaster Cleric [Crafter]- Healer/Buffer

main roles are bolded
idea is the paladin and ranger draw aggro, pally takes most of the hits with his high armor and high HP, ranger can do ok with lower AC and slightly lower HP than the pally (assumed to be typical due to stats) the wizard blasts frozen rimey things at everything buying the team free turns all over the place and can prepare all kinds of fireballs in any slot he wants because of being a spellbinder and the cleric can craft cheap and fast while being tanky and decent at combat himself, but never on the front line since its his job to heal, buff, and support

the role of the cleric i suppose could be filled by a bard, but the forgemaster gets craft arms for free at lvl 3, which saves the team a feat and half its gp if GM allows, they also craft stuff in half the time


Broken Zenith wrote:
I am working on a very, very in depth look at this here:How to Round out your Party. It's about 60% done at this point. YOu seem to have a good grasp of this, so I'd love it if you could give it a look.

I will take a look. Thanks

Codanous wrote:
Why of course going 4 alchemists is the best optimized party in PFS.

So let me add that it should be 4 DIFFERENT classes. That will make the convo a bit more fun... and less a flame war over the Overpoweredness of a single class. And I dont play PFS or really care about it that much. Id just stick to PF material.

Lord Tsarkon wrote:

Are you allowing broken and the most DMed Block class available?( you can't even play this in organized play)

Summoner Synthesis
Summoner Synthesis
Summoner with Skill monkey Eidolon
Summoner Master Summoner..

See my response above. I dont care about PFS and my four was a simple example. Im not really looking to say whats best... simply was curious as to what people considered their top 4.

lantzkev wrote:

your trapper I'd make a wizard.

Aram zeys trap focus gives the wizard "trapfinding" and with his high int, he can handle disable device in there no problem anyhow. Throw in trapsrpingers gloves and he's all set. (it's what I do in PFS, so for the cost of a lvl 2 I can disable even magical traps)

Do those gloves allow you to disable Magical Traps without having to use dispel?

Blueluck wrote:
I don't agree with all of your roles, so my party will look a little different along those lines.** spoiler omitted **

A core role should be Healer. That doesn't mean he has to ONLY heal. Even in my example he could be CC and the Face. But you do need someone that can heal in a pinch or between combats. I think we have about the same idea. Just cause you can heal doesn't mean you have to be stuck doing just that.

lantzkev wrote:
I personally like life oracle over cleric myself, but that's just me.

Agreed. Oracles don't have to memorize heals "Just in Case". They can CC/DPS/Ect... and still heal if the crap hits the fan. Add in the CHA as a casting stat and they can also be a Face if needed.

RPG Superstar Season 9 Top 16

The Legionnaires.

Summoners, such as...The Summoner, Druid, Wizard/Sorc.

Evangelist Cleric with Sacred Summoning to dole out buffs and also summon.

If your summoner toolkit can't fix the problem, maybe your magic toolkit can.


All Halfings all the time.

3/4 BaB classes in each role.

Magus
Inquisitor
Rogue
Alchemist.

Sczarni

I'd not bother with the bard in that situation just a mort, giving up bardic performance is a huge loss imo and not worth it for the meager abilities.

The spell its self lets you disable as if a rogue (so you can now disable magical traps) the gloves just give you a +5 to disable device on the cheap (and a bonus to your sv vs traps) in the glove slot.


I suppose I could clarify each role a bit. At least as I see them.

Tank - Someone who can not only take a beating(Avoid taking a beating), but also have the ability to make the enemy WANT/HAVE to hit you instead of the rest of the group.

Has some or all of the following... AC/DR/Fast Healing
Is Beefy (HP)
The ability to goad the enemy, or lock them down.
*Note* The TANK doesn't necessarily have to be the one who locks them down in front of the tank. The CC'er can do this too.

Healer - In its most basic form this can be someone that can use a wand between fights. However to really fill the role you will need to be a bit better then that.

Accomplish something in combat when not needed to heal (DPS or CC)
Can pump out emergency healing when needed.
Can take care of debuffs (Curses, disease, negative levels, ect)

DPS - This is a simple role. One that most want to fill. A DPS's job is to be able to hurt others. That simple.... or is it.

Don't be a one trick pony. Have more then one way to skin a cat.
Be sure you can bring the hurt from range if needed.
Make sure you cant be taken out of the fight to easily (shore up weakness)

CC - Probably the most important role. The CC has to be able to control the battle field. You need to be able to Debuff, lock down, and make the terrain work for your group. Its your job to put your parties strengths in their best situation. Make the numbers work in your favor.

Terrain control - split up the enemy, slow them, hamper them, obsure them ect.
Debuff - Make the enemy worse at what they do.
Lock down - Simply taking the biggest threat out of the fight at the right time... or at least keeping him busy until the party is ready. This can be as simple as funneling the bad guys in front of your tank.


Wizard(conjuror)every party should have one, Pally, Cleric or Oracle, lvl 1 rogue(trap finding) and either ranger or inquisitor.

Sczarni

Chaos like I've said, wizard can do the trap finding without much of an issue (specifically a elven one with 20int starting) When you run across a magical trap just shake a wand of Aram Zeys trap warding at it and bam, now you can disable the magical trap as well as get a bonus to it all!

Shadow Lodge

I've finished my Rounding Out Your Party tool! Play around with it, and tell me what you think. It should help you guys create optimized parties, and be fun besides!

To test it out, I will determine the "Weighted Party Score" of a few of the suggestions on this thread.

Switch hitter ranger, Melee inquisitor, archeologist bard, and wizard: 16.13

Cleric, Wizard, Druid, Sorcerer: 15.48, suffers from lack of trapfinders or sneaky types, and fairly squishy overall.

Paladin, Ranger (Ranged), Sorcerer, Rogue: 18.4.

If there are a few of you trying to edit it at the same time, make a copy for yourself!

Rounding Out Your Party

Sczarni

lol why not link directly to the doc, or you padding your blog score now =D

Shadow Lodge

Unfortunately, there's no place to neatly write instructions or explanations on the google doc. I figured it was easier to have the instructions for using it and a link to the actual google doc in the same place. Hence, blog!

Anyway, I'd love feedback!

The Exchange

The cleric(evangelist) does the bard song actually. Bard is just there for good hope/haste..and skill monkeying + decent archery. No one skill monkeys like a bard(versatile performance), and I've seen bards put my wizard to shame in knowledge checks. Take 10 is awesome, not to mention stacking bonus of half your levels in knowledge checks. Note: some GMs refuse to let you detect magical traps if you don't have trapfinding/ a class feature that says you can disarm magical traps. So you wouldn't even know it is there for you to pull your wand out.


I'd go for Arcane Duelist as the tank. Nothing makes you want to kill someone like them giving all their allies substantial combat bonuses and throwing annoying spells at you. Nothing makes you not die like the arcane miss chance defenses on top of armor and a shield. The arcane duelist is unique in being able to perform somatic components with his weapon hand and with eschew materials can cast with a weapon and heavy or even tower shield. He gains the ability to cast in medium and heavy armor as he levels as well. He's also the face.

Healer has to be cleric. It's sad, but true. Nothing else gets the cure and condition removers on the same schedule. Build as a battle cleric. This is your secondary tank, because taking down the medic first is also popular. Channel is actually pretty good for out of combat healing.

Crowd Control is a Storm Druid. Spontaneous domain casting is nice because it lets you spontaneously cast spells with casting times shorter than a full round. They get two domains eventually and all of their choices are pretty good from a spell list perspective. The druid list itself also has quite a number of good crowd control spells. And unlike a wizard a druid can crank up his AC either as some of the elementals or as a tiny or diminutive animal (bat is a good option). This can practically be a tertiary tank. Or if the situation calls for it shape into something big and offensive and the bard will compensate for your less than impressive combat stats so long as you maintain a little stat balance.

Trap handling is another bard, this time an Archaeologist. Probably better make this one an archer build for DPR. Also the knowledge monkey.

If you split the party to scout both the druid and archaeologist should go ahead. This should prevent the usual scout ambush death problem by putting the guy that can slow down pursuit up front with the scout. If traps aren't expected the druid can scout alone.

Sczarni

yeah the thing is no one needs that level of overkill in skill checks either =D.

You can see magical traps regardless of your trapfinding ability. Combined with the cantrip detect magic, and it's just hard to argue you need a or anyone with trapfinding.

Quote:

Magic: Many spells can be used to create dangerous traps. Unless the spell or item description states otherwise, assume the following to be true.

A successful Perception check (DC 25 + spell level) detects a magic trap before it goes off.
Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell level × 1.5).
Magic traps may be disarmed by a character with the trapfinding class feature with a successful Disable Device skill check (DC 25 + spell level). Other characters have no chance to disarm a magic trap with a Disable Device check.
Magic traps are further divided into spell traps and magic device traps. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Creating a magic device trap requires the Craft Wondrous Item feat.

Spell traps are simply spells that themselves function as traps. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for that purpose.

Your GM can certainly say you require trapfinding to see, but it's clear that you can find a magical trap without trapfinding. You just can't disable it with DD without trapfinding.

Sczarni

A life oracle gets to out heal and cure a cleric easy.

Not only that, you go with life link, and you're not even expending actions to do it. Oh and free elemental subtype at will...

Then there's the whole mysteries, personally I enjoy deaf because silent on all your spells without lvl adjustment is awesome, and nothing verbal affects you (even bard, but you don't need that, the bard will just have to dance his inspire, rather than verbal it)

So now all those "it's too loud, 20% spell fail" and situations of it's ilk do not affect you, and no one hears you casting ever.


This has been settled for years.

druid, druid, druid, wizard


A synthesist summoner with oath of vengeance paladin dip. (the fighter)
A zen archer monk with a single level of trapper guide ranger. (the rogue)
An evangelist cleric focussed on summoning and buffing. (the cleric)
A wizard of the void elemental school, focussed on battlefield control, debuffing and possibly dazing. (the wizard)

Incredible saves across the party (the only one lower than 'good' is the cleric's reflex), two characters with excellent AC to serve as the front line (even if one of them is an archer) together with a bunch of summons and two full casters. Lots of attacks to buff with the cleric's bardic performance (natural attacks synthesist + zen archer + superior summoning), lots of spell power (including a whole summoner worth of spells to use for out of combat buffs and magical transportation, as in combat the summoner will be using melee) and a ton of utility. The summoner or the cleric can be the face, the wizard the knowledge expert and the zen archer can deal with trapfinding and survival stuff. If your GM doesn't like synthesists, he could be replaced by a full paladin or superstitious barbarian.


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Lord Tsarkon, I am absolutely ashamed of you. How could you make a party of Angel Summoners without their token BMX Bandit? Replace one of those Summoners with a Rogue, post-haste.

Lets see.

Gnome Void Shadowcaster
- Focus on Illusion / Control.
- Alternatively, be an Elf to avoid SR.

Half-Orc Alchemist
- Smoker, a touch of switch-hit/buffing.

Halfling Archivist
- Sword & Board with slings as an option
- Use Halfling Racials for +Damage / Granting Allies +AC.

Human Invulnerable Rager
- CAGM IAM.

Is a nice mix. At least three members of the party can do every role while maintaining their own focus, so there's a lot of redundancy. With the use of traits and clever selection of Skills, you can get every out of combat role taken care of. I would make sure everyone has Stealth and Perception.


SoulGambit wrote:


Gnome Void Shadowcaster
Half-Orc Alchemist
Halfling Archivist
Human Invulnerable Rager

Your just missing the Grumpy Drawf Fighter and the Elf chick that tries to make everyone get along lol.


Blueluck wrote:
  • Paladin - Human, Skills(Diplomacy, Ride, Perception), build for melee DPR
  • Ranger(Infiltrator) - Human, Skills(Survival, Perception, etc.), build for ranged DPR with a melee backup plan
  • Cleric - Human, Skills(Sense Motive, Heal, Perception), build for melee with feats but use spells for party buffs and control
  • Wizard - Elf, Skills(Spellcraft and Knowledges), build for control without neglecting party buffs and damage

I feel like I should add some explanation for my choices.

Cleric & Wizard - I choose vancian rather than spontaneous casters because their access to a wider variety of spells makes them more powerful in the long run. Also, depending on how my GM handles WBL and item availability, I would consider item creation feats for one or both casters.

No Trapfinder - Given reason to believe my GM or campaign would cause the party to encounter an unusually high number of traps, I'd make adjustments to accommodate. However, in my fairly extensive experience with D&D/PF, I've found that traps play a decreasing and fairly small role in most games. Traps are infrequent, rarely deadly, often avoidable, can be dealt with by other means, and having a character who specializes in dealing with traps provides only a partial defense.

Paladin & Ranger - Both can cure, which is primarily important for emergency situations. Both can function at range or in melee. And, most important, both can dish out tremendous amounts of damage when needed.

Fifth member - If I were to add a fifth member to the group, it would be another character focused on DPR. Likely I'd go with a barbarian.

Strategy - The basic strategy of this group would be to end fights as quickly as possible through dealing massive amounts of damage.

Shadow Lodge

Just for the heck of it, let's plug in Blueluck's party and Soupturtle's party into the "Round Out Your Party Tool"

Blueluck's Paladin, Ranger, Cleric, Wizard yields a General Team score of 2.25 and a combat score of 6.01. It looks like we are suffering from a lack of trapfinders and debuffers. Magic ability and healing are a little bit high (as every party member can do both), and we might get more mileage out of focusing on other areas.

Paladin, Ranger, Cleric, Wizard, Barbarian (Melee) yields a General team score of 5.98 and a combat score of 8.38. We've got trapfinding covered now, but are a bit low on debuffs and area attacks. The party also has great tanking material at this point, which, combined with good heals, makes for greatness!

Soup turtle's Synthesist, Zen Archer, Evangelist, and Debuff Focused Wizard (.5 Wizard, .5 Witch for the tool) yields: a General Score of 2.14 and a combat score of 6.24. We are suffering from lack of blasting damage, trapfinding, and stealth, and the synthesist is having a tough time as the only front line melee/tank out there.

Sound accurate?


Warden/Trapper Ranger Human(working towards Horizon Walker) Scout/Trapfinder/Tank build: Feat-starved Tank in combat, effective trap monkey with downright obscene initiative and perception and stealth in favored terrains.

Divine Hunter Paladin: Ranged DPS, secondary healer, face, divine knowledge, competant secondary melee as needed

White Witch: Healer, CC, hexes, arcane knowledge

Explosive Blast Alchemist: AoE DPS, other knowledge,
*sub alchemist with Summoning Wizard for fun and profit.

Contributor

4 Humans
4 Commoners

Final Destination


Lord Tsarkon wrote:

Are you allowing broken and the most DMed Block class available?( you can't even play this in organized play)

Summoner Synthesis
Summoner Synthesis
Summoner with Skill monkey Eidolon
Summoner Master Summoner..

Race= Irrelevant

At 10th level pretty much destroy anything in the game...although combat might take 15 hours for 5 rounds of actual combat..

Summoner Synthesists are as quick as melee fighters to play, skill monkey summoner would be as quick as a druid or a ranger its only master summoners who take forever.

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