Three man party advice


Advice

Liberty's Edge

Hi guys, im looking for advice

Currently we are playing Rise of the Runelords and our priest leave the party, leaving us with only three members.

Our composition are

Fighter lvl 7 Two Handed
Wizard lvl 7 God
Ranger lvl 7 Archer

Im the ranger, so i talk to the DM and he let me reroll to another class to better complement the party.

Wich class do you recommend for this AP, to be honest im open to suggestions to balance the party.

Im seeing a lot of options here like a paladin, warpriest, oradin, etc I reallly dont know what to do.

Grand Lodge

Bump for some help


A druid could go a long way to balance things out.

Maybe an inquisitor or oracle can make a good archer and have nice spell support.

The main thing you need to do is get some healing into the party but you should avoid a dedicated healer. Many cleric builds heal well even if the invest nothing in it and focus on melee or buffing.

Hunter could work to.


Viaje Astral wrote:

Hi guys, im looking for advice

Currently we are playing Rise of the Runelords and our priest leave the party, leaving us with only three members.

Our composition are

Fighter lvl 7 Two Handed
Wizard lvl 7 God
Ranger lvl 7 Archer

Im the ranger, so i talk to the DM and he let me reroll to another class to better complement the party.

Wich class do you recommend for this AP, to be honest im open to suggestions to balance the party.

Im seeing a lot of options here like a paladin, warpriest, oradin, etc I reallly dont know what to do.

The best way to optimize the party would be keeping the ranger and getting the fighter to change to something else, like Paladin.

However if you are stuck with a fighter, I would be tempted to still keep the Ranger/Archer, that is a great class and build if done correctly.

If you want to cover the divine side of things, Warrior of the Holy Light/Hospitaler Paladin with the Fey Foundling feat is a tank and healing machine.

I played through RotR as one, I was the only divine character and was able to res by level 7 as well as having MASSIVE healing covered. Not only that but if you make sure you are the one taking the hits, the healing is not even going to interrupt your normal routine.

The fighter is kind of in the way, fighters are only useful during combat and even then many classes are just as good if not better.

Last time I played a fighter I stood around bored most of the time and then when combat happened i noticed that all casters, the barbarians, rangers, brawlers, and even a monk could all be doing it all better in the first place.

P.S. The idea that fighters, the main soldiers of the game are not trained in perception, I find freaking ridiculous.


A shaman might be fun, too. Heavens looks nifty.


Maybe a Wood Oracle? Wood Mystery gets a scaling boost to attack that keeps up with the full BAB classes with wooden weapons so you can keep doing the archer thing if you want while still getting all the cures and restorations your party needs outside of combat.

Of course, as WK said the real weak link of the party is the Fighter and he'd do well to switch to Paladin or something... but I'm assuming the Fighter isn't willing to switch.


Well, everyone's already pretty much said the important part, fighter is the weak link

I would look at a summoning oriented summoner. Their spell list is amazing and the ability to throw down bodies is super helpful in a small party.

2nd I'd look at a caster druid with an animal companion.

Really ranger archers are a solid choice so not so sure you have to change. If you have a companion that's an extra body and ranger archers do excellent damage and have great out of combat utility.


Need more info re: wizard.

Grand Lodge

Well the wizard is following the god type that treantmonk explained, he is our Swiss Army knife.

The fighter is always the fighter of the party and he loves that, so I really don't try to encourage him to change

To be honest I am the only one willing to change in the party

Grand Lodge

Under A Bleeding Sun wrote:

Well, everyone's already pretty much said the important part, fighter is the weak link

I would look at a summoning oriented summoner. Their spell list is amazing and the ability to throw down bodies is super helpful in a small party.

2nd I'd look at a caster druid with an animal companion.

Really ranger archers are a solid choice so not so sure you have to change. If you have a companion that's an extra body and ranger archers do excellent damage and have great out of combat utility.

To be honest the summoner in paper looks good but our DM have strong feelings against the summoner and we are playing for the first time since 2nd edition

The caster Druid is a really neat option, time for me to read some guides and learn more of the class


If you go druid your animal companion can tank and with some luck take over for the fighter. Its better it dies then a player. If nothing else its a flanking partner. That being said i loved playing my caster druid. You get good buffs and some nice crowd control that if the wizard wants to go more blaster he could do that.
I would give your animal companion a 3 int and get him improved natural weapon so it does more damage. If it has more than one attack get it for its main atk first then when you feel comfy get it for its secondary atk as well.

In my group my animal companion tanked up till level 15 so i know they can handle it. Only down fall is you have to mem cure spells, and you get them a level later than clerics and other divine casters. But it was still loads of fun and i think its really worth checking out.

I don't know enough about Oracle to suggest them or not. But Warpriest or Paladins could be a good fit for you as well if you find something you don't like about the Druid.


Just keep the ranger and stock up on wands. You will do fine. The party offense between the fighter and ranger will really kill things fast. Pick UMD, you won't be trained in it but grabbing skill focus and circlet of persuasion puts you at +19 at level 10 with +0 for CHR. Then pick up a bunch of cleric scrolls.


Don't listen to people, go Paladin Divine Hunter, or Cleric.


I give voska +1

Don't change, just invest in out of combat healing, CLW are cheap for what they do.


Zilfrel Findadur wrote:
Don't listen to people

I think he started this thread to get some tips, not to ignore them.

Depending on your specific style of game, some aspekts can be ignored. Like if your GM uses a lot of traps or maybe not at all, that really matters if you need to cover the trap spotter aspekt.

The generic party is a Fighter, Wizard, Cleric and Rogue. You have a Fighter and a Wizard, what your group needs is a Cleric and a Rogue equivalent.
To be more exact, you need* to cover: skills, trap spotting, healing and divine casting.
*All of these aren't always necessary to cover.
Seeing as you managed without a trap spotter or a better skill monkey than you and the Wizard, you probably won't have to bother with any of that.

This is doable with a Ranger. A Ranger have 6 + Int skill points and is a 4/9 divine caster with cure spells. And if I'm not mistaking they can also get trap spotting with certain archtypes, if you'd need. Though the Ranger isn't optimal, since rangers aren't the optimal class for any of those roles. However, you will also contibute in combat, and there is no excessive combat potency. Maybe it's even better if you help the fighter kill quicker than heal him often.

Inquisitor is also a good option for this, they're essentially a Cleric and Rogue mix. To generalize and compare it to the Ranger, you get more divine casting but less combat potency.


A Paladin like I suggested might not be the best choice.

Your group is low on skills, again the fighter is holding you back.

I assume the fighter is getting 3 maybe 4 skills a level with crap skills trained.
The Wizard gets more but still should be about 6, and some key ones not trained.

A Warrior of Holy Light/Hospitaler may be a healing machine tank but his skill choice is still very poor. On top of that you would have no stealth person.

Keep the ranger.

I personally like the Archtypes: Guide and Skirmisher

You give up spells, but gain nifty combat tricks.
The big help if guide though, making the whole group untraceable is nice, along with the favored enemy change of just being "That guy."
They also get a reroll for themselves, or an enemy.

Take the trait Dangerously Curious to help with UMD.

Grand Lodge

So reading through all the posts what I believe is the optimal for our party is a hibrid healer

From all the opinions

Ranger - keep with it but buy lots of wands and improve my UMD, maybe put a feat in boon companion to make my pet more tanky. Don't know if will be better to make a switch hitter instead of a dedicate archer to be more flexible

Druid - to have more spells options and tougher pet. Wich kind of weapon should I use with the Druid??

Pally - to be the main tank and healer and let the fighter goes two handed freely and our damage dealer and also let the wizard go blaster

Cleric or Oracle - maybe a reach cleric or something more war oriented?? Wood or battle oracle

Inquisitor, Hunter, shaman, war priest???

There's a lots of options here, anyone got some filling to the war priest there's an archetype for the sacred fiat that looks good

Sovereign Court

Druid - Summoner - Paladin

It would cover nearly everything you need. Summoner to throw summons down hallways to check for traps/trigger traps. Summons to kick ass too.

Paladin are powerful melee and charismatic enough to focus on the essential social skill (Diplomacy).

The druid would just go full caster in that party comp, he and the summoner can literally fill the battlefield with summons.

Con:
you probably won't take advantage of a lot of knowledge skills which do help a lot during this AP.

Now with the ACG options tho:

-There are ways too many possible 3 man combo. Just one of the many possibilities:

-Investigator - Bloodrager - Arcanist

This should cover most if not all your basics need. Investigator for skills, and a lot of them could avoid fights during the AP.

Bloodrager, just a beast melee.

Arcanist (White Mage) toss in some healing and kick ass with arcane.


I would stick with a Ranger. You probably don't even need UMD since you have a decent spell list for wands anyway.

I would encourage the Wizard to max UMD. Especially attractive if he has an improved familiar who can also use the skill.


As far as the druid goes, your primary weapon should be Wild Shaping into someone and tearing it to pieces.

I would suggest going saurian shaman archtype druid if you want to be all in people's face and chew them to pieces as a Allosaurus for an attack of Puncue - Bite, Claw, Claw, Rake
Not only that but as soon as you hut 8th level you can use the normal 6th level ability to be an elemental. That is one of the most useful abilities in the game.

Make sure to take Multi-Attack, and the feats to talk and cast in wild shape.

All that and no lost casting levels.

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