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So I was thinking about one class parties, that is full parties that are made up of only one class that could survive an AP.
The ¾ classes as well as Cleric, Druid and Oracle seem easy. So I went with more of a challenge.
An all monk party.
First up, Crafty the Gnome. Taking advantage of the new SLA ruling, he will be taking craft wondrous items at 3rd and Craft Arms and Armor at 5th (possibly potions and wands later as well) to help the party in that regard, as well as UMD so he can use scrolls for crafting and wands for…well…wands. He will taking dangerously curious trait to make it a class skill, and the charisma bonus will help him as well, making him the party face. He won’t be the strongest, so I will take the Sensai Archetype, and even if I don’t pour much in Dex, he should be pretty hard to hit, stealthy, and his bardic performance will aid the others. Will likely take some quiggong along the way, as why wouldn’t I? He will be a bit feat starved relative to the others, but he is filling the caster/bard role so he won’t be as frontline, hopefully.
Second up, a Zen Archer, for all the obvious reasons. Also some quiggong mixed in there.
Third up, a monk of the healing hand, mainly for the Ki Sacrifice at 11th level, when people tend to start to die. Quiggong powers mixed in here, so I can qualify for Arcane Strike. I am on the fence about this one, because I hate to lose Quivering Palm.
And finally, just a Quiggong Monk, which will be working toward the abundant step feats when they are available, aiming to become a caster killer.
Feel free to comment or post your own single class parties. Preferably for more challenging mixes.

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One of my goals has been to organize an all-Samurai party, who then all commit seppuku at a crucial part of the DM's story, while he looks on horrified.
Brilliant.
Although the one class I don't know if you can actually make work is an all Cavalier class
(awaits the "Challenge Accepted" post...)

DrDeth |

Could anyone make a functional party of all rogues (no ninjas allowed)?
Easier than most. What with UMD and the magic talents, no problem. In fact, easier than many other parties- IF they are going into a classic Gygaxian trap-filled Dungeon crawl. Only those classes with Trap Spotter and Perc & Disable Device can handle those. Mind you, that sort of dungeon is rare nowadays.

gustavo iglesias |

We were planning to play a rise of runelord campaign with everybody being wizard (diferent schools of sin magic for extra flavor!)
But one of our players doesn't like wizards and he's gping to be alchemist :(.
Now I'm unsure if we'll keep the project
I was going to play a half orc transmuter-shapechanger, not afraid of melee. Let's see what happens Ican kill the alchemist player. Tge player, not the char :)

gustavo iglesias |

Considering with Traits anyone can have UDM... any class can work
Not that easy.
First, most characters can't properly use UMD at low levels. Which are the harder ones to survive, really.Second, even with that, you are going to chew a lot of your WBL with that. Paying for a scroll of greater magic weapon every day isn't as sexy as casting greater magic weapon every day, for example.
Third: scrolls and wands have limited caster level and low DC. A scroll of dispel magic is decent at 5th-6th level, but not so much at 9th-10th.
Fourth: UMD doesn't cover the classes weaknesses (like classes with low Hp, bad armor, no BAB, limited resources, or class features not working -for example rogues vs incorporeal undeads, wizards against Anti Magic Field, paladins against neutral constructs, etc)

Dragonamedrake |

Dragonamedrake wrote:Considering with Traits anyone can have UDM... any class can workNot that easy.
First, most characters can't properly use UMD at low levels. Which are the harder ones to survive, really.Second, even with that, you are going to chew a lot of your WBL with that. Paying for a scroll of greater magic weapon every day isn't as sexy as casting greater magic weapon every day, for example.
Third: scrolls and wands have limited caster level and low DC. A scroll of dispel magic is decent at 5th-6th level, but not so much at 9th-10th.
Fourth: UMD doesn't cover the classes weaknesses (like classes with low Hp, bad armor, no BAB, limited resources, or class features not working -for example rogues vs incorporeal undeads, wizards against Anti Magic Field, paladins against neutral constructs, etc)
I never said it was optimized... just doable. Most AP's are not optimized either. Smart planning can make up for the weakness of a single class party. Traits, feats, skills, and magic items can round out a party enough to get by.

gustavo iglesias |

I never said it was optimized... just doable. Most AP's are not optimized either. Smart planning can make up for the weakness of a single class party. Traits, feats, skills, and magic items can round out a party enough to get by.
Most AP aren't optimized, but they are ussually harder in the begining in my experience (when most builds aren't online yet)
A group of 4 fighters or 4 rogues in Thistletop will have a rough day. And it's hard to see how they can fight Xanesha, either

qutoes |

I've always thought it would be fun to play with a group of four mop-topped bards, who get into all kinds of crazy situations and nutty hijinks. Then close out the adventure with a cheery, upbeat rock song.
Hey, hey, we're the Barkees
And people say we monkey around.But we're too busy singing
To put anybody down

Cheeseweasel |
Why rogues?
Because I like them; my groups have pretty much ignored the stealth/sneak attack issue, too, so a group of rogues has much more utility than current RAW would indicate.
But really. Between rogue talents (there ARE a few nice ones) and the skills, a team of rogues can go... almost anywhere. AND their high number of skills allows for interesting skill choices, beyond mere utility. If everybody takes ONE craft or profession skill, you can make a group that has a good cover, as well as "adventure-useful" skills. Throw in some archetypes (if you like) and take over crime in some major city. Buy a boat and take up piracy. Blackmail entire noble houses. The fun is endless!
[This does assume a relatively sandboxy environment, for full fun...]

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ciretose wrote:A group of 4 fighters or rogues won't have much trouble with thistletop so long as someone can acquire and use a wand of CLW.That's the tricky part. DC 20 isn't that easy at low levels.
And the invisible-flying-knife-throwing b!#@# combat might be quite LOL
Assuming thistetop at 3rd level, Dangerously curious and 3 ranks takes you to 7. Skill focus takes you the rest of the way, even if you have a 10 charisma. Take 10 out of combat.
I would have a gnome fighter like crafty, possibly with a 12 or even a 14 to act as party face/crafter. Arcane strike later (along with possibly pyromaniac to get produce flame) cover the damage gap from lower str, and the Con bonus is helpful.

Atarlost |
gustavo iglesias wrote:ciretose wrote:A group of 4 fighters or rogues won't have much trouble with thistletop so long as someone can acquire and use a wand of CLW.That's the tricky part. DC 20 isn't that easy at low levels.
And the invisible-flying-knife-throwing b!#@# combat might be quite LOL
Assuming thistetop at 3rd level, Dangerously curious and 3 ranks takes you to 7. Skill focus takes you the rest of the way, even if you have a 10 charisma. Take 10 out of combat.
I would have a gnome fighter like crafty, possibly with a 12 or even a 14 to act as party face/crafter. Arcane strike later (along with possibly pyromaniac to get produce flame) cover the damage gap from lower str, and the Con bonus is helpful.
UMD is the one skill you can never take 10 on. No aid another either. It's in the Special block at the end of the skill entry. With the "stop working for a day on a 1 that fails" clause you really need a modifier of 19 or enough CLW wands you can pull a new wand out when the old one decides it doesn't like you.

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ciretose wrote:UMD is the one skill you can never take 10 on. No aid another either. It's in the Special block at the end of the skill entry. With the "stop working for a day on a 1 that fails" clause you really need a modifier of 19 or enough CLW wands you can pull a new wand out when the old one decides it doesn't like you.gustavo iglesias wrote:ciretose wrote:A group of 4 fighters or rogues won't have much trouble with thistletop so long as someone can acquire and use a wand of CLW.That's the tricky part. DC 20 isn't that easy at low levels.
And the invisible-flying-knife-throwing b!#@# combat might be quite LOL
Assuming thistetop at 3rd level, Dangerously curious and 3 ranks takes you to 7. Skill focus takes you the rest of the way, even if you have a 10 charisma. Take 10 out of combat.
I would have a gnome fighter like crafty, possibly with a 12 or even a 14 to act as party face/crafter. Arcane strike later (along with possibly pyromaniac to get produce flame) cover the damage gap from lower str, and the Con bonus is helpful.
Sorry, brain lock. It is too hot to think out here :)

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A party of all rangers would probably do ok. Play them like a special forces unit. Wands of CLW are no problem, and a high universal party stealth and perception means usually getting the drop on your opponents.
I would put them right there with inquisitors, but below Oracles, Druids and Clerics.

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I have to say, the concept of an all-Aristocrat party sounds to me like jolly good fun! You could start out in the dear old school years, doncha know, good old Broxleyshropford - Go, Fighting Ankhegs! - and once you've got a few levels under your belt you could enter society in a big way, my yes. Spend all your time taxing the peasants, gaining Influence Points with the Queen*, and deciding who to deliberately not invite to the grand ball or the jousting tourney!
* I meant that innocently, but if you think otherwise, go ahead and have a dirty laugh.

Safarix |
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A party of all rangers would probably do ok. Play them like a special forces unit. Wands of CLW are no problem, and a high universal party stealth and perception means usually getting the drop on your opponents.
And if they all have the same favored enemies, they can qualify as a hate group!

Nicos |
ArmouredMonk13 wrote:Could anyone make a functional party of all rogues (no ninjas allowed)?Easier than most. What with UMD and the magic talents, no problem. In fact, easier than many other parties- IF they are going into a classic Gygaxian trap-filled Dungeon crawl. Only those classes with Trap Spotter and Perc & Disable Device can handle those. Mind you, that sort of dungeon is rare nowadays.
It coudl be hard, but the good side is that that party would have all the skills covered and will be very stealthy. Oe of the problem of the classic scout in the standard party is that going alone is dangerous and the guy in full plate make too much noise.
I bet is doable but hard, that party have to be very good builded and more importantly they have to be very coorinated in battle and choose said battles wisely (avoid unnecesary fights shoudl be the norm)

Nicos |
ciretose wrote:UMD is the one skill you can never take 10 on. No aid another either. It's in the Special block at the end of the skill entry. With the "stop working for a day on a 1 that fails" clause you really need a modifier of 19 or enough CLW wands you can pull a new wand out when the old one decides it doesn't like you.gustavo iglesias wrote:ciretose wrote:A group of 4 fighters or rogues won't have much trouble with thistletop so long as someone can acquire and use a wand of CLW.That's the tricky part. DC 20 isn't that easy at low levels.
And the invisible-flying-knife-throwing b!#@# combat might be quite LOL
Assuming thistetop at 3rd level, Dangerously curious and 3 ranks takes you to 7. Skill focus takes you the rest of the way, even if you have a 10 charisma. Take 10 out of combat.
In a party of 4 there shoul be someone specialized in range combat. With a stat array 12, 16, 12, 10, 11, 14.
+3 (rank) +3 (class skill) +3 (skill focus) +2 (cha) + 2 (Masterwork tool) = +13.
Certainly not reliable in combat but out of combat that means the rogue will activate the wand 65% of times, enough for out of combat healing.
In a grou without a healer everyone should have a CLW wand, so that should not be an issue either.

Vincent Takeda |

Our gm wanted to restrict a campaign to core book only...
I mentioned to him that he was inviting the strong possibility of trying to run an adventure path for 4 optimized dwarven waraxes... He changed his mind.
Interestng things I'd probably enjoy? All summoner. Or all master summoner. I dont think I'd find all synthesist to even be interesting... All druid would be fun. All ranger would be fun. All barbarian or all fighter would be fun.

lemeres |

How about all witch? With 3-5 people tossing around the slumber hex, then you could easily just running about shanking and coup de gracing the unconscious enemies. And with all those INT based casters, who needs a rogue? Everyone probably has 6 skill points per level. The fact that they have healing options on their spell list is another major draw.
Maybe have someone focus on controlling undead so that they have at least a bit of muscle though.

Arssanguinus |

A party of all rangers would probably do ok. Play them like a special forces unit. Wands of CLW are no problem, and a high universal party stealth and perception means usually getting the drop on your opponents.
By level five if you picked your favored enemies correctly, you could have quite a few categories covered with hunters bond. In a four man party eight different subtypes that you could grant bonuses to.
For a bard party ... A magician, song healer, dervish of dawn and a true bard?

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Back in 3.0 my gaming group played a homebrew campaign using all monks. It was pretty fun at low levels, but it got ridiculously hard to take on CR appropriate creatures at mid levels and beyond. We got involved in a lot of tournaments and humanoid heavy battles after that to keep the group from getting wiped out.
This thread reminds me of all the single class parties I played on Final Fantasy. If I remember right, monk was the hardest single class party in that game.