Single Class Party


Pathfinder First Edition General Discussion

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Battle(melee), Life(heals), Heavens(controller), [Flame(blaster) or Metal(melee)]
or
Divine Defender(tank), Hospitaler(heals), Oath of Vengence(melee), Oath of Vengence(Bow)


Oracles:
Battle, Bones, Heavens, and Lore.


ciretose wrote:
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.

you can't take ten in UMD


Cheeseweasel wrote:

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...]

the OP is talking about finishing an official AP. Sure, if the GM tailor-makes a campaign about a thieves guild, it's easy for them. Just like a campaign about a farm is easy for commoners.

In a regular AP, rogues will suffer GREATLY. Any enemy immjne to sneak attack (including those able to use cover or concealment) will make the horribly underpowerd in combat. And once creatures start to have scent, tremor sense, blindsense,etc... stealth is useless too.
The only thing that might save them is UMD. But a party of 4 commoners with Dangerously curious can have that too. I can't think of a weaker party than 4 rogues, to be honest.


I'd love to play in an all bard party, something like this:

Arcane Duelist (or) Chelish Diva - Frontliner
Court Bard - debuffs and archery
Magician Bard - Control
Archeologist Bard - Traps and Scouting and damage.

The court bard will place some significant rebuffs on the opponents, inspire courage stacks with luck so the Archeologist will have some hefty bonuses on his to hit rolls and he can deal with traps. The magician will focus on control which synergies nicely with the court bards debuffs. Would be nice to work in sound striker there somewhere.


I played in a 1st edition Dragonlance where everyone was Knight of Solomnia before the gods returned (no clerics). It was actually very successful. We all rotated spots absorbing damage and worked really well as a team. Now the only sucky part was the month that it took to heal after each adventure. Eventually the gods came back and we encountered a NPC cleric that was right around when were were level 5. 1st edition Knights of Solomnia were beasts on horseback, but we went into dungeons regularly. We were very goal oriented though and ruined many a dungeon when we took a lucky turn or two and found the BBEG quickly. We simply killed him and left leaving the rest of the dungeon unexplored.

We also had an all wizard 2nd edition campaign. That was interesting. The most memorable moment was when we were fighting an evil cleric who was about to kill us all. One of the mages had some rope and made a lasso, he rolled a 20 to lasso the priest and then tied the rope to our donkey. The donkey took off and we made our escape.


I actually think an all witch party would have some problems against undead or other things immune to mind affecting effects.


doctor_wu wrote:
I actually think an all witch party would have some problems against undead or other things immune to mind affecting effects.

All witch party will have to take archetypes and different ways to play, not just 4x Slumber Hex. A white hair witch melee-oriented, or some blasty witch with lighnting bolts, etc.


Just give 'em some clubs and sickles, they'll be fine.

Oh man, unrelatedly, a two weapon fighter or Ranger, who uses a light hammer and a sickle. Oh yeah.

Liberty's Edge

Vamptastic wrote:

Just give 'em some clubs and sickles, they'll be fine.

Oh man, unrelatedly, a two weapon fighter or Ranger, who uses a light hammer and a sickle. Oh yeah.

He has to wear all red and talk like Drago from Rocky IV


gustavo iglesias wrote:
doctor_wu wrote:
I actually think an all witch party would have some problems against undead or other things immune to mind affecting effects.
All witch party will have to take archetypes and different ways to play, not just 4x Slumber Hex. A white hair witch melee-oriented, or some blasty witch with lighnting bolts, etc.

Bleh...white haired witch. They would all just be better off taking the prehensile hair hex and splitting up melee duties. That would be a total of 80 minutes of melee throughout the day.

But how about this: a gravewalker. They could have various undead beasties handle the melee. Even if most generally look down on the use of undead, I would argue that using nonsentient creatures for the base would be... morally grey enough to justify.


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"Two witches isn't a coven; two witches is an argument."

Grand Lodge

ciretose wrote:
Sebastian wrote:
Don't underestimate the power of the all Commoner party. Each member can specialize in a different type of crop.
"I'll beet your ass!"

Wheat is OP

Scarab Sages

Vamptastic wrote:
You can, they just will never go inside anywhere. "We're the Outdoor Knights!"

Or all halfling wolf riders.

Scarab Sages

gustavo iglesias wrote:

the OP is talking about finishing an official AP. Sure, if the GM tailor-makes a campaign about a thieves guild, it's easy for them. Just like a campaign about a farm is easy for commoners.

In a regular AP, rogues will suffer GREATLY. Any enemy immjne to sneak attack (including those able to use cover or concealment) will make the horribly underpowerd in combat. And once creatures start to have scent, tremor sense, blindsense,etc... stealth is useless too.
The only thing that might save them is UMD. But a party of 4 commoners with Dangerously curious can have that too. I can't think of a weaker party than 4 rogues, to be honest.

Rogues built to work as a team instead of individuals could do it.

1. f concealment is going to be such an issue, invest in the Shadow Strike feat.

2. Have one of the rogue's take Craft: Alchemy. Deodorizing Agent negates Scent.

3. Gang Up and Outflank are very nice for a group of rogues working as a team. At higher level, grab Seize the Moment

4. UMD: a staple ability of rogues since 1st edition.


Ciretose said wrote:

Vamptastic wrote:

Just give 'em some clubs and sickles, they'll be fine.

Oh man, unrelatedly, a two weapon fighter or Ranger, who uses a light hammer and a sickle. Oh yeah.

He has to wear all red and talk like Drago from Rocky IV

I actually had that happen. The character tried starting a revolution with the peasants. Then a thief came along and tried to lift his purse off the character. The character saw this happening, grabbed the theif's arm and raised him up one handed to show the people "The problems capitalism brings society"

It was hilarious at the time.


Artanthos wrote:
gustavo iglesias wrote:

the OP is talking about finishing an official AP. Sure, if the GM tailor-makes a campaign about a thieves guild, it's easy for them. Just like a campaign about a farm is easy for commoners.

In a regular AP, rogues will suffer GREATLY. Any enemy immjne to sneak attack (including those able to use cover or concealment) will make the horribly underpowerd in combat. And once creatures start to have scent, tremor sense, blindsense,etc... stealth is useless too.
The only thing that might save them is UMD. But a party of 4 commoners with Dangerously curious can have that too. I can't think of a weaker party than 4 rogues, to be honest.

Rogues built to work as a team instead of individuals could do it.

1. f concealment is going to be such an issue, invest in the Shadow Strike feat.

2. Have one of the rogue's take Craft: Alchemy. Deodorizing Agent negates Scent.

3. Gang Up and Outflank are very nice for a group of rogues working as a team. At higher level, grab Seize the Moment

4. UMD: a staple ability of rogues since 1st edition.

I don't say they couldn't do it. Just that it's harder than with most (if not all) other classes.

RPG Superstar 2015 Top 8

I have a friend who ran an all-rogues campaign in 3.5 Forgotten Realms. He said it went very well... from what I know of it, it was an urban intrigue campaign where they could use a variety of skills and such. Probably would have gone even better in Pathfinder with archetypes and rogue talents. Rogues are best played well by people who know how to play good team members, and this group did the teamwork thing very well, very good at setting each other up to max out sneak attacks, etc. as well as synergizing skills and such.

The same friend has run an "all-mage" Pathfinder campaign with a group I'm in (it's unfortunately on hiatus at the moment). Not single class, but everyone had to primarily be a wizard or sorcerer -- multiclassing was okay, but the majority of classes had to be wizard sorcerer. We had a fighter/wizard (aiming for EK), ranger/sorcerer (me), rogue/sorcerer (aiming for arcane trickster), and a single class sorcerer. All the multis are single class dips IIRC, mostly to round out skills or bump up BAB. As of the last session we did play in, I think we were 4th or 5th level. That was interesting. The resource management issues of low level casters came quite to light, but it was also fun to find ways to come up with creative combinations of low level spells.

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