Fighter, Cleric, Rogue, Wizard: Revisited


Pathfinder First Edition General Discussion


The classic adventuring party, according to the Ancient Ways!

Post your favorite builds for this 4 person party using PF Core(CRB, APG, UM, UC, ARG). Only limitations are:

- Four PCs
- 1 of each class
- No Multiclass
- No Prestige

Archetypes, synergy, and min/maxing strongly encouraged! Low-power builds with strong themes also welcome.


Fire theme cleric
Witch debuffer and counterspeller
Knife fighter scout rogue
Two handed fighter with called shots

Dark Archive

Level / build points for party?


I used this group against my players once but could easily be used in a character role.

All classes use Dhampir as a race and are LN, N or CN.

Cleric with channel negative energy.
Rogue
Fighter
Wizard

Love this group.


Hmmm....
Cleric- Hard to beat the ability to pick any divine spell of their level each day. Also can serve as extra muscle. Domains can be a lot of fun too (my favorite is the animal domain. Because just about everything needs a pet nowadays it seems)
Wizards- also very flexible.

Inquisitor- It has enough skill points to be a skill monkey like a rogue or bard, but its has a better tone, some at will spells, and more combat oriented with solo tactics and judgments.

Brawler fighter using TWF- It has good raw damage, and it is built around locking the enemies down. This helps keep squishies like the wizard in one piece. The fact that it debuffs enemies just by standing next to them is also good. Pairs well the inquisitor, and it has enough feats that it could take teamwork feats.


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I tend to think a different way.

Beyond that any group can work.

But if you really want me to choose.

Summoner with Team Work Feat bent between it and Eidolon.
Vanilla Inquisitor of Erastil with Feather Domain
Evangelist Cleric of Iomedae with Heroism Domain.
Good old fashioned Divination Wizard. No need for archetypes.

All with Reach weapons. Works at all levels. Stupid amounts of insane buffing. Lots of bodies to control the field with and deal damage with.

Have fun with that Mr. GM.

Dark Archive

Invulnerable rager barbarian using Beast Totem.
Melee-focused thundercaller bard.
Divination (foresight) or conjuration (teleportation) wizard.
Oracle of flame; half-elf for extra flexibility.

The barbarian is pure damage and hit points. Taking the hits and dishing out the pain is something he or she does well. Beast Totem because pounce wrecks things.

The thundercaller bard is a Shoanti archetype that replaces some performances (but not Inspire Courage) with sound burst and call lightning, meaning with high strength he can function in melee or hang back and do area-of-effect stunning.

Divination or conjuration wizard as both have their strengths. Divination is slightly better for the long haul, although conjuration is better at low levels.

Oracle of flame because they make better healers and blasters than most clerics. They can also pass out choice buffs more often. Half-elf is important to net paragon surge which spits on a lot of the cleric's flexibility.

The oracle can be replaced with a druid if you want more summoning. It's a bit lighter on healing, but can function well, and the bard will enjoy buffing extra summoned minions.


Hmmm...maybe throw cornugan smash on the inquisitor. With stern gaze, they can be fantastic debuffers while they do damage. An opponent flanked between this threat and a brawler would be unlikely to hit anything, ever (short of True Strike or being a BBEG who is high enough level to present a threat above normal CR by himself).


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Four clerics.
One melee/tanking focused.
One diplomacy/healing focused
One buffing/spelunking focused
One blaster/knowledge focused

4 white mage final fantasy runs man.


Level and build points don't matter - make it up. But for argument's sake: 9th level, Epic - 25 pts.

Classes need to be fighter, cleric, rogue, and wizard, or archetypes thereof. Any old Tank, Healer, DPS, and Controller will not do!


caith wrote:

Level and build points don't matter - make it up. But for argument's sake: 9th level, Epic - 25 pts.

Classes need to be fighter, cleric, rogue, and wizard, or archetypes thereof. Any old Tank, Healer, DPS, and Controller will not do!

Can we just take a bard and say we took a rogue?

Dude's got bluff score enough that I believe him.


All dwarf party.

Kicking ass for Torag.


No wonder there's so many raw disputes: Only one person managed to even get OP's request right! :P

So here we go:
•Abjurer - Focused on utility and protective/defensive magics, with a few "go-to" offensive spells, usually cast from wands instead of eating up daily slots.
•Sword & Board Fighter - Falcata or falchion if you can't get a free prof. Power Attack is a must, especially for when you don't need the extra AC and can two-hand the sword.
•Buffer/Debuffer Cleric - Back up the Fighter with either buffs for the group or debuffs for the enemy. Positive Energy for emergency heals and build for combat. A poor man's paladin.
•Charismatic Thief - Build the stereotype, but instead of trying to be good in combat just be okay, and play up the skills. Buy UMD to assist the Wizard, keep the social skills up, and be ready to disable/steal your way to greatness.

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