Best Fifth Party Member


Pathfinder First Edition General Discussion

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Bards. Always bards. Paladin might be an option, but Bards are rock solid and as Rynjin put it: “Bards make everything better” or as Pan put it: Everything goes better with Bard.

  • Bards can provide the best buff combo in the game: inspire courage + Good Hope + Haste. All done in one round.

    .
    With Virtuoso Performance the bard may have 2 bardic performances active the same time. So inspire courage + Dirge of doom the same time.
    Allies that use weapon will love inspire courage and casters will love Dirge of doom.

    When wizard cast blast spells or battle field control spells the bard can cast haste. So the bard can help unlock the Power of the wizard.

    Other nice utility spells from the core book: Ghost Sound, Identify, Grease, Feather Fall, Silent Image, Glitterdust, Invisibility, Heroism, Pyrotechnics, Locate Object, Silence, Tiny Hut, Dispel Magic, Haste, Good hope, Phantom Steed, Dimension Door, Freedom of Movement, Dispel Magic, Greater, etc. Let’s not forget the cure spells.

    Great spell selection that is especially helpful to the rogue and fighter. Heroism as a 2nd level spell :-)

    And The bard can help the cleric with its workload. Any cleric that can remove the stunned condition with a 3rd level spell? The bard can. The bard can help the casters with their workload and at the same time boost the party members that use weapons.

    Lot of nice spells in the APG, some of them:

  • Feather Step: (1st level, immediate action) ignores effects of difficult terrain,
  • Saving Finale: (1st level, immediate action) Subject rerolls failed saving throw.
  • Gallant Inspiration: (2nd level, immediate action) +2d4 competence bonus to the attack roll or skill check retroactively
  • Versatile Weapon: (2nd level) Weapon bypasses some DR.
  • Purging Finale: (3rd level) remove cowering, dazzled, exhausted, paralyzed, shaken, or stunned condition.
  • Feather Step, (3rd level) Mass: As feather step, but multiple creatures.
  • Jester's Jaunt: (3rd level) Teleport target within 30 ft. of itself.

    UM and UC has a lot of cool de-buffs, utility spells and other nice stuff. Liberating Command: and Phantom Steed, Communal are just two of them.

    - Make the bard human so you get more spells known.
    - Make the bard the party face so the cleric can save its skills for other stuff than diplomacy and so the cleric doesn’t have to boost the charisma too high.
    - Archery. My experience is that a lot of players forget archery. Let the Bard pick some archer feats and just rock on with arrows (or bolts) buffs and de-buffs and help out with skills and utility spells.

    Bard, Always the bard.

  • Shadow Lodge

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    Plus, if you need cover, you can hide behind the mound of dead bards.


    Semi-rant:

    Ultimately the best 5th man is the class that contributes the most to the party OR the one you want to play the most depending on how whether one roll-plays or role-plays. All of the posters here are saying what they feel is going to be the MOST COMMONLY best in terms of game mechanics but that isn't THE answer.

    There is no best in the end. change ur tactics to ur group.


    Renegadeshepherd wrote:

    Semi-rant:

    Ultimately the best 5th man is the class that contributes the most to the party OR the one you want to play the most depending on how whether one roll-plays or role-plays. All of the posters here are saying what they feel is going to be the MOST COMMONLY best in terms of game mechanics but that isn't THE answer.

    There is no best in the end. change ur tactics to ur group.

    I agree there are a lot of variables (player experience and personalities, group tactics, house-rules, types of monsters faced, etc., etc.) I personally think the average party should be 5 or 6 characters but accept a lot of groups struggle to maintain 7 regular participants (1 DM +6) and it makes designing challenges more difficult.

    I wouldn't say the thread needed a rant however, I think there is room for exploring the concept of what type of character is the best addition once all the key areas are 'covered'.


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    Renegadeshepherd wrote:

    Semi-rant:

    Ultimately the best 5th man is the class that contributes the most to the party OR the one you want to play the most depending on how whether one roll-plays or role-plays. All of the posters here are saying what they feel is going to be the MOST COMMONLY best in terms of game mechanics but that isn't THE answer.

    There is no best in the end. change ur tactics to ur group.

    I dunno, I think the bard takes it by spooniness alone.

    Silver Crusade

    Loup Blanc wrote:

    Always a bard. Every time. They make everyone else look good, A) by buffing, B) by debuffing the enemy, and C) by not being quite as competent at combat, offense magic, or defense magic as others. Not to say that they can't be good at these things, just that they usually aren't.

    They might make the rogue cry, but the rogue has sneak attack and better combat ability with a little setup.

    Seconding the theme music plan as well. And we all know that bards tend to come with endless copies of themselves, so they're virtually immortal.

    Actually, they only come with 49 copies(50 total)...


    If the other 4 party members use animal companion mounts?

    Nature Oracle, with the Friend to the Animals mystery.

    ..don't ask me how an AC with evasion saves vs. fireball while the rider doesn't...


    Loup Blanc wrote:

    Always a bard. Every time. They make everyone else look good, A) by buffing, B) by debuffing the enemy, and C) by not being quite as competent at combat, offense magic, or defense magic as others. Not to say that they can't be good at these things, just that they usually aren't.

    They might make the rogue cry, but the rogue has sneak attack and better combat ability with a little setup.

    Make the rogue cry? Are you kidding me? I play a bard with focus mainly on buffing before anything else, and our rogue LOVES me. Maybe because I also chose to learn Greater Invisibility for her sake.

    It seems to me that everyone's problem with rogues is that they have a hard time hitting anything, so why would a bard (aka a significant bonus to hit) make them cry from anything other than happiness?


    TarkXT wrote:
    A bard is kind of a silly choice if the Rogue plays like a face and the cleric is an Evangelist.

    I was about to say “bard” for the fifth member, but TarkXT has a point. What if the Cleric is an Evangelist, and so has Inspire Courage covered? In that case, the best fifth member for the party would be...

    ...a bard. An Archivist, to be exact: the Insight bonus will stack with Inspire Courage.


    TarkXT wrote:

    Depends on what we're talking about in terms of Wizard, Fighter, Cleric Rogue.

    A bard is kind of a silly choice if the Rogue plays like a face and the cleric is an Evangelist.

    A druid might be a touch redundant if the cleric and wizard are summoning focused guys and the cleric worships a nature diety.

    So the answer is "what does the party need?"

    I don’t think a bard is kind of a silly choice if the Rogue plays like a face and the cleric is an Evangelist and we don’t know what kind of rogue, cleric or fighter and wizard we dealing with, so we work with what we got.

    The Question was: What’s best and we only know Fighter, rogue, Cleric and Wizard.
    So I assume that it’s the usual line up as in that the classes play pretty much as the iconics.

    Even if the Cleric is an Evangelist there is more to the Bard than countersong, fascinate, inspire courage, inspire greatness and inspire heroics. The Evangelist and the bard could actually work together and have two (or more) performances going on at the same time.

    As for rogues vs. bards I think it is pretty obvious bard isn’t just a face and that a rogue could get tons of help from a bard. Bonus on saves, skills, attack and damage and stuff like Feather Step and Greater Invisibility. My bard always cast extended Feather Step and extended Heroism on the rogue and the same stuff on the fighter. The fighter also got freedom of movement. They both loved it. And when the Cleric and the wizard was busy showing of, the Bard kept track of what was going on and made every one better. A stunned or paralyzed cleric or fighter is no good. Purging Finale saved the day more than once. And when the Rogue or the fighter needed a quick teleport, Jester's Jaunt was priceless.

    Rogue as a face? With Innocence or Glibness the rogue don’t stand a chance. Rogue needs help scouting? Bard cast invisibility on him/her.

    Problems with full casters is that the often only got access/prepare the spells that are most often used in a typical adventuring day. As a fifth member you can have cool spells and utility stuff that saves the day.

    But true. The best fifth member depend on what the party needs. Is it a campaign were they mostly face a lot of undeads a life Oracle or Paladin would probably be a good or even better choice. That said: Bards rock. There is even Bard archetypes that can affect undeads and the bards write the songs about your epic battles that everyone remembers.

    Shadow Lodge

    Lilith wrote:
    Bard.

    Listen to Lilith, for she is wise and terrible.

    Bards make everyone hit better, can fill in other roles in a pinch, and the best use I've seen was dropping the party fighter right next to the enemy with a dimension door.


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    The best fifth party member is the single employed one willing to buy the beer and pretzels.....


    Thymus Vulgaris wrote:
    Loup Blanc wrote:

    Always a bard. Every time. They make everyone else look good, A) by buffing, B) by debuffing the enemy, and C) by not being quite as competent at combat, offense magic, or defense magic as others. Not to say that they can't be good at these things, just that they usually aren't.

    They might make the rogue cry, but the rogue has sneak attack and better combat ability with a little setup.

    Make the rogue cry? Are you kidding me? I play a bard with focus mainly on buffing before anything else, and our rogue LOVES me. Maybe because I also chose to learn Greater Invisibility for her sake.

    It seems to me that everyone's problem with rogues is that they have a hard time hitting anything, so why would a bard (aka a significant bonus to hit) make them cry from anything other than happiness?

    I think you misread his point, which is the often-stated position that the bard is a better rogue than the rogue (on top of all the bard goodies).


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    What I don't get is if the bard is as respected as it is then why is a rogue the 4th guy at all? Then the question changes.

    Scarab Sages

    Though bards are very useful, IMHO, a character that makes others better is most fun for the others characters.

    As such I like mixed characters that can hold their own, Magus and Inquisitors in particular :)


    Renegadeshepherd wrote:
    What I don't get is if the bard is as respected as it is then why is a rogue the 4th guy at all? Then the question changes.

    Because the rogue is the "traditional" fourth guy. Despite the fact that the traditional 4-person party isn't really a thing anymore in terms of how the the game rules work, a lot of people still think that way.


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    Chengar Qordath wrote:
    Renegadeshepherd wrote:
    What I don't get is if the bard is as respected as it is then why is a rogue the 4th guy at all? Then the question changes.
    Because the rogue is the "traditional" fourth guy. Despite the fact that the traditional 4-person party isn't really a thing anymore in terms of how the the game rules work, a lot of people still think that way.

    There might be different ways of getting the skills a party needs, but they still need them if the GM isn't tailoring encounters - like how I don't.

    I tend to crap ambushes, cursed items, undead and traps all over my game, so if you don't have a scout with detect traps, channelling and a good way to identify, you will be dead by 3rd level.


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    If you must have trapfinding bard still out-rogues the rogue, it's just a bard that does less buffing. Or if you're really with it the fighter swaps for a fighter ranger.

    But most GMs don't feel the need to force the players to play classes that suck.


    Atarlost wrote:

    If you must have trapfinding bard still out-rogues the rogue, it's just a bard that does less buffing. Or if you're really with it the fighter swaps for a fighter ranger.

    But most GMs don't feel the need to force the players to play classes that suck.

    How come our one round burst damage battle field control party keeps dying? Maybe we should switch to he classes that suck to stay alive.

    Shadow Lodge

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    Cranefist wrote:
    How come our one round burst damage battle field control party keeps dying?

    Because you touch yourself at night.


    TOZ wrote:
    Cranefist wrote:
    How come our one round burst damage battle field control party keeps dying?
    Because you touch yourself at night.

    When I think about you?

    Shadow Lodge

    Cranefist wrote:
    TOZ wrote:
    Cranefist wrote:
    How come our one round burst damage battle field control party keeps dying?
    Because you touch yourself at night.
    When I think about you?

    You think about leaving?

    Liberty's Edge

    The Tarrasque.

    Zen Archer Monk=Never Ending Storm Of Damage.

    NESOD. Hmmmm...


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    TOZ wrote:
    Cranefist wrote:
    TOZ wrote:
    Cranefist wrote:
    How come our one round burst damage battle field control party keeps dying?
    Because you touch yourself at night.
    When I think about you?
    You think about leaving?

    I guess you are too young to remember the song. Oh to be young.

    Shadow Lodge

    I'm a little bit country.


    Cranefist wrote:
    Atarlost wrote:

    If you must have trapfinding bard still out-rogues the rogue, it's just a bard that does less buffing. Or if you're really with it the fighter swaps for a fighteryeah, that's a typo. Should say trapper ranger.

    But most GMs don't feel the need to force the players to play classes that suck.

    How come our one round burst damage battle field control party keeps dying? Maybe we should switch to he classes that suck to stay alive.

    Because you either don't know what you're doing or your GM is a jerk who worships shadows and spectres and considers Grimtooth's a holy book. Other than specific crap from before spotlight "balance" was discredited there's no reason for any class or ability to be required.

    If you're still using spotlight balance you're a bad GM. Spotlight balance means that some people aren't playing the game but that's "okay" because in a few minutes a different subset of the group won't be playing the game. Oddly it usually seems to be advocated by GMs who are always in the game.


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    Atarlost wrote:
    Cranefist wrote:
    Atarlost wrote:

    If you must have trapfinding bard still out-rogues the rogue, it's just a bard that does less buffing. Or if you're really with it the fighter swaps for a fighteryeah, that's a typo. Should say trapper ranger.

    But most GMs don't feel the need to force the players to play classes that suck.

    How come our one round burst damage battle field control party keeps dying? Maybe we should switch to he classes that suck to stay alive.

    Because you either don't know what you're doing or your GM is a jerk who worships shadows and spectres and considers Grimtooth's a holy book. Other than specific crap from before spotlight "balance" was discredited there's no reason for any class or ability to be required.

    If you're still using spotlight balance you're a bad GM. Spotlight balance means that some people aren't playing the game but that's "okay" because in a few minutes a different subset of the group won't be playing the game. Oddly it usually seems to be advocated by GMs who are always in the game.

    That's correct!!!

    Captain bad wrong fun to the rescue. I think you are a bad DM if you do a bunch of hand holding and cater the game to the abilities of the characters so that it is a shangra-la walk through. The only way any of the crap people like you advocate is a challenge is because you ham handedly throw a bunch of high CR crap along your custom railroad.

    I think that if you don't put a full spectrum of challenges in front of a group you are a bad GM and I think that if no one gets spot light time, that everyone is hugging and holding hands, over coming crap simultaneously, it is a boring as all funk game.


    I still can't get over this "the GM should cater to the players" crap.

    Nobody plays a trapfinder..then you will probably get killed by traps.

    LOL, there are too many classes that offer trapfinding that any group larger than 3 people should not be without it. considering that, I'd rather play a rogue than any of the alternatives. I'd never nerf my ranger or bard and play one of their trpafinding variants. YMMV


    Zark wrote:


    The Question was: What’s best and we only know Fighter, rogue, Cleric and Wizard.
    So I assume that it’s the usual line up as in that the classes play pretty much as the iconics.

    Correct, Zark. The party configuration follows the conventions of the Ancient Ways, as more parties will follow this - in one way or another - than any other, even if that number does not represent any kind of majority. Essentially the assumption is Tank DPS Healer Control(sorry about the modern gamin terms!) as represented in its original configuration.


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    ohako wrote:

    ....Nature Oracle, with the Friend to the Animals mystery.

    ..don't ask me how an AC with evasion saves vs. fireball while the rider doesn't...

    We referred to that as the "Ablative Rider" in my game, an oddly nimble riding wolf with a habit of turning the rider towards every fireball to shield himself from the blast.


    but why do u need a trapfinder at all? lets use a very simple case... Im a summoner and thus can command my eidilon who has no sense of self preservation because it is unkillable. I tell it "go open that door" and door goes boom. If eidilon survives then great (it does have evasion after all) but if it doesn't that merely weakens one character only a little bit as the eidilon can be resummoned for a few minutes and you still have the spell summoning.

    A LOT of traps can be countermanded by other means unless a GM just keeps saying "no this is the only way". If a GM is that inflexible im likely not happy as he is directly forcing a group to dance to tune regardless of players wishes or realistic options.

    Furthermore, unless a trap is sufficiently powerful to outright kill a member of the party can easily heal all the damage. rather than a major healbot using precious resources, You may have to spend thousands of gold on who knows how many wands, scrolls, potions, etc but so what? the game is built on you spending the money for such problems so take advantage of it rather than being forced to play a particular kind of class/character.

    This is the fundamental reason why I speak of a bard being perfectly viable for replacing the rogue. Finally, is there not any other way for you to deal with magic traps than a rogue's ability? any class with a good allotment of skill ranks can EASILLY take a trait, feat, or etc to make a disable device ur class skill and make mundane traps almost trivial. SO bottom line deal with the magic and ur still sitting pretty.

    IMO, the only thing a rogue has going for it is sneak attack. The talents are nice but many of them are overshadowed by something else that is similar that another class or race has (or even spells).


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    Cranefist wrote:
    Atarlost wrote:

    If you must have trapfinding bard still out-rogues the rogue, it's just a bard that does less buffing. Or if you're really with it the fighter swaps for a fighter ranger.

    But most GMs don't feel the need to force the players to play classes that suck.

    How come our one round burst damage battle field control party keeps dying? Maybe we should switch to he classes that suck to stay alive.

    This does not follow logically from what was said. Did you even read what he posted?

    The whole reason rogues tend to be looked down on is that other classes can do just about everything they can, plus more. Bards make better skillmonkeys, and are the best buffers in the game on top of that.

    The only really unique thing rogues have to push them into "must-have" territory is Trapfinding. Except when you actually look at it, it's not essential at all. A bonus on perception and disable device for finding traps is nice, but the DCs on standard traps are rarely high enough to absolutely require it. Heck, in my experience Trapfinding barely lets a rogue keep up on perceiving traps compared to a character like a cleric who pumps wisdom. That's not to mention that if your party is having trouble, boosting up skill rolls is pretty easy using cheap items like Eyes of the Eagle and Trapspringer's Gloves.

    Aside from a bonues, the only really unique thing the rogue gets as far as disabling traps is being able to disarm magical traps using disable device. Which is nice, but there are plenty of other options for dealing with magical traps once you've found them. Plenty of traps can be bypassed or harmlessly triggered, and for those that can't there's dispel magic.

    And if you really insist that Trapfinding is a must-have or the DM loves spamming dozens of auto-resetting unbypassable magical traps in every dungeon, then the Alchemist, Bard, Oracle, Ranger, and Sorcerer all have archetypes that include it. All of them also have a lot more to offer the party than the rogue.


    ^^^^^^^^^^^^

    its funny, we say it differently but yet we have said the same thing, the rogue has fallen behind.


    DragonBelow wrote:

    Though bards are very useful, IMHO, a character that makes others better is most fun for the others characters.

    As such I like mixed characters that can hold their own, Magus and Inquisitors in particular :)

    Have no doubt. A can hold their own, and buff the others.


    Fighter and Rogue? Seems like some of the initial 4 could use improvement.


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    Sounds like most people just use generic traps instead of creating stuff that's more interesting (and harder for anyone other than the "trap" character to deal with.)

    If Dispel Magic replaces your rogue, then your GM's traps are boring.

    And can we please look specifically at exactly what is able to replace a Rogue?
    •Crypt Breaker Alchemist - Your bombs take a hit against anything not undead or construct, and you don't have the skills covered. If your GM says there will be lots of constructs and undead, sure, this'll be great. If not, Rogue is absolutely better.
    •Archaeologist Bard - You give up Bardic Performance. Um, isn't that ability the main reason people like to have Bards around in the first place?? You also give up Versatile Performance. Congrats, that was the second-best reason parties like you. Sure, you can do combat better than a Rogue but that wasn't the role the party needed filled. A Rogue with a high UMD is now just as valuable to the party, if not MORE so because they go back to having more skills.
    •Seeker Oracle - Ya got me here. It's a full caster, so obviously it's going to be better than a Rogue. It doesn't feel like an archetype most people will think about when they say, "I wanna play an Oracle" in my mind, but hey, that's arguable, so I'll concede the point.
    •Trapper Ranger - Half of this archetype is using traps, and most people would agree that traps are a bad investment for PCs. The other downside is that you give up spells (including things like Instant Enemy). That's a HARD sell for a Ranger IMO. But, I'll admit again, it's better than a Rogue.
    •Seeker Sorcerer - Ditto Oracle. Is this archetype just a "must-be-available" for spontaneous casters or something? :P

    So the list breakdown? Caster is better than non-caster, duh. And Bards/Alchemists/Rangers give up a LOT to actually replace a Rogue (Rangers being the easiest choice, and it's still a tough one).


    Neo2151 wrote:

    Sounds like most people just use generic traps instead of creating stuff that's more interesting (and harder for anyone other than the "trap" character to deal with.)

    If Dispel Magic replaces your rogue, then your GM's traps are boring.

    I can not agree more. Particulary the iea of CR for traps istotally ludicrous.

    Neo2151 wrote:


    And can we please look specifically at exactly what is able to replace a Rogue?

    .
    .
    .

    You forget urban rangers.


    caith wrote:
    Zark wrote:


    The Question was: What’s best and we only know Fighter, rogue, Cleric and Wizard.
    So I assume that it’s the usual line up as in that the classes play pretty much as the iconics.

    Correct, Zark. The party configuration follows the conventions of the Ancient Ways, as more parties will follow this - in one way or another - than any other, even if that number does not represent any kind of majority. Essentially the assumption is Tank DPS Healer Control(sorry about the modern gamin terms!) as represented in its original configuration.

    Thanks for your reply.

    Best Fifth Party Member obviously depends on many factors such as the kind of campaign the GM runs, how the rest of the characters in party are built, etc. In that regard TarkXT, Renegadeshepherd and strayshift all got valuable points. That said if I had to make a list from the information I’ve got so far, my vote would be:
  • 1) Bard
  • 2) Paladin
  • 3) Inqvisitor (preacher archetype) or Ranger
  • 4) Druid or possibly an Oracle.

    @ Neo2151 and Nicos
    a) If traps are needed to make the rogue a unique and indispensable part of any team then it only proves how problematic the rogue is. Thankfully PF has not been trapped in the 3.x way of thinking (pun intended): The only thing that truly makes the rogue unique and indispensable is its ability to deal with traps. Therefor we must add traps.
    b) Let’s not derail this thread. The premise we got to work with is that the rogue is part of the party. Same goes for the fighter.


  • Neo2151 wrote:


    And can we please look specifically at exactly what is able to replace a Rogue?

    There's also the Detective Bard. Probably not as good as a normal Bard (though he gets things that stack with a normal bard). It is better than a Rogue.

    There's the Ninja, which is better than a Rogue.

    And my favorite, Burgler Boots. Which replace the need for a Rogue. Sure, it doesn't help disarm traps, but traps are always something you can out-think -- and that's more fun too. Though you can have a set of Trapspringer Gloves to help a bit with disarming normal traps if you want.

    There's really no need for a dedicated trap-disabling character. It's pretty pathetic that this is the main thing the rogue is bringing to the table.


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    Zark wrote:

    @ Neo2151 and Nicos

    a) If traps are needed to make the rogue a unique and indispensable part of any team then it only proves how problematic the rogue is. Thankfully PF has not been trapped in the 3.x way of thinking (pun intended): The only thing that truly makes the rogue unique and indispensable is its ability to deal with traps. Therefor we must add traps.

    Why to see it that way?

    I put traps in my dungeons were an when they make sense. Is a BBEG want to secure some area a trap could do the trick. I will do it regardless the party have rogues or not.

    Your argument go to the extremes, I do not use traps just for the rogue to feel special the same way I do not use social encounters just for the bard can feel special or use combat just for the combat guy to feel special.

    RPG Superstar 2015 Top 8

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    If the first four MUST be fighter, wizard, rogue, cleric, then...

    - The much loved bard (pretty much created to help fill in gaps and support party, has some healing spells, has Use Magic Device)

    - Ranger, especially if it's a game with a lot of wilderness stuff, and preferably ranged since the classic lineup will usually be melee heavy save for the wizard.

    - Inquisitor - can cover some party face stuff (like the bard), ranged combat, some survivaly stuff like the ranger, some additional healing/divine spells

    - Alchemist - another good support class

    All of the above can be designed to scout along with the rogue, support other spellcasters, provide some buffs/heals. Anything else that also does same can be valuable.

    'Course, it's seldom I've been in a party where we've had exactly fighter, wizard, rogue, cleric... -- the only party I can think of that's been like that, our "fifth guy" is a monk -- a very effective one. Fighter (me) dipped into ranger for some survival skills, etc. Then we got a druid so some of that was moot, but then we lost the cleric so druid became primary healing caster and fighter/ranger can use wand of CLW so that worked out. (Current party is fighter/ranger, wizard, rogue, druid, monk)


    Whatever you will have fun playing. Ideally, this is what every party member should be. A good GM can adapt the adventures to be fun for any party.


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    Bard. The class is a force multiplier.


    Rogue debate aside, the bard is clearly the best choice.
    I'd actually be a bard in a 4 man group rather than a wizard/sorcerer.
    3 man is - Ranger(Trapper); Bard; Cleric all day...


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    Neo2151 wrote:
    Sounds like most people just use generic traps instead of creating stuff that's more interesting (and harder for anyone other than the "trap" character to deal with.)

    In my experience, most custom traps are actually designed to make a traps-character even less effective than the ones in core. Most the elaborate custom traps a GM will comes up with take more than a single Disable Device roll to beat.

    Heck, I GMed a party through a very trap-heavy dungeon once, when the party had no designated trap person. It actually made the game far more enjoyable. Instead of resolving every single trap with the rogue just rolling Disable Device, the players had to think and come up with strategies to bypass/get around traps.


    Chengar Qordath wrote:
    Neo2151 wrote:
    Sounds like most people just use generic traps instead of creating stuff that's more interesting (and harder for anyone other than the "trap" character to deal with.)

    In my experience, most custom traps are actually designed to make a traps-character even less effective than the ones in core. Most the elaborate custom traps a GM will comes up with take more than a single Disable Device roll to beat.

    Heck, I GMed a party through a very trap-heavy dungeon once, when the party had no designated trap person. It actually made the game far more enjoyable. Instead of resolving every single trap with the rogue just rolling Disable Device, the players had to think and come up with strategies to bypass/get around traps.

    Indeed. The only issue becomes making sure you can FIND the trap...and there are plenty of ways to buff perception for traps on the cheap. Trying to force DCs on traps to be artificially high just to make the rogue relevant just doesn't work that well for the game overall. The rogue needs serious buffs.


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    Monk.

    Every party needs comic relief.


    Ask the fifth player what they would like to play?

    RPG Superstar 2012 Top 32

    Druid. It has access to different spells than the cleric and wizard, access to naturey skills, a pet, and can be very versatile with its summons and wildshapes.

    Edit: Go elf, and go archer!!! Increases versatility and probably fills a non-magical combat niche, too.


    There are three kinds of traps in the real world.

    1) Traps for hunting. These are generally designed to not harm intelligent beings. They're obvious or nonlethal or operate on things smaller than a child or larger than an adult. Your PCs should never be in danger from hunting traps.

    2) Traps for warfare. These are generally used over substantial areas and either improvised or portable. They also have to be cheaper than mooks. Perception is needed, but generally unless you're in an old battlefield disabling them is not an option because people are shooting at you to prevent you from doing so. The most common options are going to be landmines and pit traps. Pit traps of the crudity used in this context cannot be disabled except by putting something capable of supporting your weight over them. Mines are best handled with the some sort of summon because disarming a mine field manually with one rogue takes longer than most adventurers can spare.

    3) Traps for security. These are always pure alarms because of the risk of accidental activation and collateral damage. Maybe some doors will close as well, but if you don't have a rogue dragging your average combat effectiveness down you can probably fight through. This is the only place a rogue might be useful, but dispel magic will do because absent the ability to link multiple alarms to a single bypass having layered alarms is inconvenient for the residents.

    If you have deadly traps in an inhabited dungeon you have probably failed to think through your dungeon ecosystem. Monsters will no more build death traps in their home than you would scatter caltrops in the hallways of your own home. The exception might be manual traps, but these generally cannot be disarmed because the guards will manually trigger them when someone begins the attempt.

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