Help me Optimize my party


Advice


Ok so the party is composed of 3 people. Myself, My Fiance, and My Brother-in-Law/Best Friend.

Brother-in-Law is going to play a fighter using the Martial Master and Two-Handed Weapon Archetypes (Due to Weapon Training being changed instead of properly replaced)

Fiance is going to play a Summoner (Her pet is going to be based off Toothless from How to Train Your Dragon)

And I will be playing a Bard to help buff both the fighter and the pet but also the Bard and Summoner can still fight.

But we want to optimize this as some of our up coming games will be set for like 5 people or more according to the modules or AP.

Fighter will be Human for sure. So will the Bard, Summoner might be a elf or Human.


The Genie wrote:

Ok so the party is composed of 3 people. Myself, My Fiance, and My Brother-in-Law/Best Friend.

Brother-in-Law is going to play a fighter using the Martial Master and Two-Handed Weapon Archetypes (Due to Weapon Training being changed instead of properly replaced)

Fiance is going to play a Summoner (Her pet is going to be based off Toothless from How to Train Your Dragon)

And I will be playing a Bard to help buff both the fighter and the pet but also the Bard and Summoner can still fight.

But we want to optimize this as some of our up coming games will be set for like 5 people or more according to the modules or AP.

Fighter will be Human for sure. So will the Bard, Summoner might be a elf or Human.

Can't mix two-weapon warrior and martial master because they both replace weapon training.


If there's only three of you, it sounds to me like the summoner and fighter are plenty of melee. Bard feats should focus on debuffing. You don't want to take arcane duelist because you'll cough up bardic knowledge.

Bard's job should be buffing/debuffing. Summoner's job should be keeping pet alive and throwing up battlefield control spells - grease etc.

Grand Lodge

Hard to optimize a 3 man unbalanced party.

The fighter should look at any class that can do fighting better...mostly all of them. Fighter is just so plain and boring...brings very little to a group other then meat shield with a big weapon.

The summoner is a fine choice. Since it offers 2ndary frontlines and some good CC to control the battlefield.

Bard is great for buffing and skills. But if your fighter is stuck on the crappy fighter class then I highly recommend a evanglist cleric. A full caster is wonderful.

But yeah I really can't optimize a 3 man group with a straight up fighter as they typically suck and are best for multi classing.


I don't think a straight fighter necessarily sucks but I do agree you could do better than TWF (why not a ranger, if that's his jam?).

Specializing in Polearms and trip attacks might do wonders for this party. Or maybe specialize in spears for reach and have that fighter hop on the dragon for charge attacks against BBEGs.

Shadow Lodge

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Slayer is better, has many skill point and can disble traps so he has something to do besides combat


As far as i can tell via the chart at the bottom. Two weapon archetype is treated as changin weapon training. It does say replace but it replaces it with weapon training.

He might go brawler but he loves his greatsword style and the martial flexibility of the brawler.

Also he really just likes combat so by optimize i mean can u get him throwing large numbers of damage.


The Genie wrote:

As far as i can tell via the chart at the bottom. Two weapon archetype is treated as changin weapon training. It does say replace but it replaces it with weapon training.

He might go brawler but he loves his greatsword style and the martial flexibility of the brawler.

Also he really just likes combat so by optimize i mean can u get him throwing large numbers of damage.

Fighter isn't the best in the world, but it can still throw out consistent damage. If that's all the guy really cares about, his existing archetype choices of Martial Master and Two Handed (not two-weapon, joeyfixit) tends to support his desire to run around with a greatsword and kill things. For static, constant bonuses to attack and damage, the weapon focus/specialization tree does the job.


I do believe the restriction is if the archetypes alter the same class feature rather than replace it specifically; it's just that the alteration is generally a replacement.

Silver Crusade

@OP: You asked for optimization help. OK. Start by reading The Forge of Combat essay, then see the suggestions below.

A few outrageously effective optimization suggestions tailored to your 3 person group of Fighter, Summoner, and you:
Summoner and Bard have somewhat similar access to Arcane spells, yet your party lacks any sort of divine caster. Consider changing your Bard into an Evangelist Cleric: the love-child of a bard and a cleric. You buff your allies like a bard, but are also a full-caster cleric. The Evangelist Cleric option gives you access to status-removal and effective in-combat healing, as well as buff spells at least as good as what the bard has. Access to Summon Monster spells are a huge plus, especially since your summoner ally will mostly rely on her eidolon.

You probably don't need to optimize much more than that, but here are a few tricks that can take an evangelist cleric 'over the top'. I built a super-optimized Evangelist Cleric to fit in to a very optimized, borderline-munchkin party of summoners, druids, and wizards. This forced the other players to totally revise their opinions of clerics (which they had always thought of as healbots), as this character was so tremendously powerful and effective in combat.

1. It's possible to improve Inspire Courage buffs. By 8th level, with the addition of the Flagbearer feat and the magic item Banner of the Ancient Kings, this PC was providing a +5 +5 combat buff that stacks. That's a major combat boost to the whole party. This is a Force Multiplier effect.

2. You only get one cleric domain, but there's a lot one can do with it. Don't take the Plant(Growth) domain, because then you would overshadow the party fighter, and your party already has plenty of melee power. On the other hand, with a one-feat tax for Boon Companion the Animal domain gets you a full animal companion. This will not overshadow your fighter ally. Here's one 5th level way to use an animal companion and clever tactics to inflict a possible 120 HP per round while still reserving your personal Standard Action for other purposes. This sort of PC, at only 5th level, can inflict over 100 HP of damage in a round, protects allies & controls the battlefield, yet that's not even your main thing.

3. Evangelists Clerics have weak channel energy, so it's usually best to ignore that class ability. However, if you want to optimize, there's an option: negative energy Variant Channeling. E.g. The Rulership option, available through the deities Horus and Ra, gives a 30' radius daze-and-damage effect. This effect resembles the utility of an Enlarged Dazing Selective Fireball, which would be an 8th level spell. Evangelist channels are gimped for damage, but the daze effect is just as strong, which is what matters. You can even take the Versatile Channeller feat to channel positive energy to heal. Acquire the magic item Phylactery of Positive Channeling and your positive channels will be as strong as those of a normal generic cleric.

4. Low WIS is perfectly fine. Don't use Cleric spells for offense. Buffs, healing, and summoning don't care about DC. Pump CHA for strong channels, and lots of them. CHA 16 is the minimum, you want it higher. CHA 18 allows you to Selective Channel exclude all your allies. You'd like STR 14 and CON 14 for basic martial competence, but don't need DEX or INT. Start with something like STR14 DEX10 CON14 INT10 WIS14 CHA14+2. You can drop STR, but this compromises your investment in Paired Opportunists. At low level you will want the STR, at high levels will you want more CHA and the STR won't matter.

This sort of Evangelist Cleric is a total powerhouse. Using the Forge of Combat metaphor, Variant Channeling (Rulership) allows you to fill the Anvil role (battlefield control) with aplomb, clerics & bards are both natural Arms (buff & support), and the polearm-pet-style Animal Companion even lets you fill the Hammer role (inflict HP damage) quite well. Your prickly AoO screen provides a lot of defense, such that you hardly ever take a full attack.

Your early round combat actions might go something like this (at 7th level):

Pet (which you ride) moves to a tactical choke point and then readies an action to attack to attack the first foe come within reach. Requires a smart, well trained pet. Thus, the first foe wishing to close with you will take 3 attacks: pet's readied action, pet's enhanced AoO, your enhanced AoO. That's if you don't want your pet casting low level buff spells.

Your move action: Start Inspire Courage. On round 2, once Inspire Courage is already up, you can instead Quick Channel negative energy to Harm and Daze.

Your standard action: At low levels you had to reserve your Round One Standard Action for Inspire Courage. At 7th level you can instead cast a spell. Some excellent options are Blessing of Fervor, Prayer (for total +6 +6 buffs to all in round one!), and Communal Resist Energy (e.g. there's a dragon).

Something to consider, if you want to really optimize.


My post was eaten.

To reiterate if a class ability is replaced or altered then you can't take 2 achetypes that affect that same class feature.


Well two handed fighter replaces weapon training with weapon training. Martial master replaces weapon training for martial flexibility. It doesnt specifically say the fighters base weapon training just a weapon training was my thinking.

Sovereign Court

it's not a weapon training, it clearly states:

This ability replaces weapon training and weapon mastery.

As in there is no weapon training class feature or weapon mastery when you take martial master. So either way can't apply both archetypes with a non existent feature.


Since others are posting about alterations to party ill stick with what can be done with the party....

If your fiancé (summoner) went with elf or half elf it would be optimal over human. Half elf has the highest eidilon evolution point potential and like the elf has access to longbow proficiency without dips. Since the eidilon will be more melee than anything I advocate the summoner herself going archery so as to be able to directly contribute in battle when spells are no longer needed to mop up. A stat array of 10,16,14,12,8,14 pre racial for half elf would be good enough as your DC checks for spells is t your focus but you can still use em. Ill let her decide if she favors charisma bonus or dex. For elf I'd go something like 10,16 (18),12(10),8(10),12,15 for an elf, though you could swap dex and charisma.

The fighter will be you weak link and I have little to offer for him sry. There are better choices.

The bard is the tricky one. I'm still working on it but there is t much to compete with his performances and practically any archetype either removes the best ones or just doesn't add anything. A vanilla bard is fine but I would t call it optimal in a three man party. For your part I'm curious why you wanted bard so I can have some inspiration.


Bard: Chelish Diva (Diva on PFSRD) high strength tank bard using a longsword with a quickdraw shield. Key feats are arcane strike, power attack, quickdraw, and discordant voice. Use spells for defense and mobility.

Summoner: high strength reach build. Key feats are arcane strike, power attack, combat reflexes, and any summon boosters. Summons put bodies on the grid so the eidolon should be dismissed for serious group vs group encounters.

Fighter: Your brother-in-law knows what he wants to do already and there's a lot less building with martial flexibility. Pick up the common tax feats (power attack, combat reflexes, maybe improved unarmed strike, and eventually critical focus) and then I guess build archery since that's a huge long chain you'll never be able to pull up with martial flexibility.

I don't recommend going cleric instead of bard because if you do that you'll have far too few skill points across the party. Your GM is going to have to softball either social/skill challenges or the use of condition inflicting monsters and one of those adds fun to the game while the other subtracts. If you could replace the fighter with a battle cleric (not a war-priest, a real cleric) that would be different.


Eltacolibre wrote:

it's not a weapon training, it clearly states:

This ability replaces weapon training and weapon mastery.

As in there is no weapon training class feature or weapon mastery when you take martial master. So either way can't apply both archetypes with a non existent feature.

i was referring only to the part that conflicted. Martial master replaces weapon training. Two handed replaces weapon training with another ability called weapon trajning .

Thanks for the suggestions so far guys


The Genie wrote:
Eltacolibre wrote:

it's not a weapon training, it clearly states:

This ability replaces weapon training and weapon mastery.

As in there is no weapon training class feature or weapon mastery when you take martial master. So either way can't apply both archetypes with a non existent feature.

i was referring only to the part that conflicted. Martial master replaces weapon training. Two handed replaces weapon training with another ability called weapon trajning .

Thanks for the suggestions so far guys

Because the THF replaces Weapon Training with a feature called Weapon Training that isn't the same as a vanilla Fighter's Weapon training, for PFS it won't fly. If it's for a home game you might clear it with your DM.


I figured it out, arcane duelist.

Arcane duelist keeps the inspire courage performance for boostin the masses but you get a LOT of feats that even the fighter wouldn't get too easy. Arcane strike at level 1 is a bonus as well. Between your performances, arcane strike, your weapon, strength mod (18), power attack you should be at level 3 doing an average of 15 damage a turn. Your a little MAD in nature so use spells for defense.


Renegadeshepherd wrote:

I figured it out, arcane duelist.

Arcane duelist keeps the inspire courage performance for boostin the masses but you get a LOT of feats that even the fighter wouldn't get too easy. Arcane strike at level 1 is a bonus as well. Between your performances, arcane strike, your weapon, strength mod (18), power attack you should be at level 3 doing an average of 15 damage a turn. Your a little MAD in nature so use spells for defense.

The arcane duelist loses Bardic Knowledge, which you want with a three-member party when 2/3 of the party are melee-focused.


joeyfixit wrote:
Renegadeshepherd wrote:

I figured it out, arcane duelist.

Arcane duelist keeps the inspire courage performance for boostin the masses but you get a LOT of feats that even the fighter wouldn't get too easy. Arcane strike at level 1 is a bonus as well. Between your performances, arcane strike, your weapon, strength mod (18), power attack you should be at level 3 doing an average of 15 damage a turn. Your a little MAD in nature so use spells for defense.

The arcane duelist loses Bardic Knowledge, which you want with a three-member party when 2/3 of the party are melee-focused.

I won't deny that's a painful loss, but the OP did say they were a 3 man team playing adventures designed for as many as 5+ people. Unless the GM has said he is tweaking it some, and based onthe post I don't think so, then combat prowess must take priority. A failed knowledge roll can be bad, getting killed in battle is worse.


joeyfixit wrote:
The Genie wrote:
Eltacolibre wrote:

it's not a weapon training, it clearly states:

This ability replaces weapon training and weapon mastery.

As in there is no weapon training class feature or weapon mastery when you take martial master. So either way can't apply both archetypes with a non existent feature.

i was referring only to the part that conflicted. Martial master replaces weapon training. Two handed replaces weapon training with another ability called weapon trajning .

Thanks for the suggestions so far guys

Because the THF replaces Weapon Training with a feature called Weapon Training that isn't the same as a vanilla Fighter's Weapon training, for PFS it won't fly. If it's for a home game you might clear it with your DM.

http://www.d20pfsrd.com/classes/core-classes/fighter

Look at the Archetype listing. It has the Weapon Training section as C for changed. I know you cannot replace the same ability but C and (X) can be changed as far as I know.


Alright, so he might take Brawler anyway. He likes the idea of playing a Chuck Norris like character who can whoop some butt with his bare hands and sweet kicks.

Now I was picturing the Bard and Summoner throwing buffs onto the Pet to make him the tank and possibly throw fly on this guy later so he could fly overhead and attack people. But Buffing the Brawler is a tad easier isn't it?


Whether or not you think it is acceptable within the rules as written (or even any of us, for that matter) is essentially a moot point. What matters is what your GM thinks. Your brother-in-law needs to get that squared away before he plans his character all the way out.

Of course if he sticks with Brawler, it's not really a big deal either way.

I don't see why it is any easier to buff a brawler than an eidolon.

I personally do not recommend a bard for such a small party. Bards' use grows with each member of the party, IMO, thanks to the number of people they can buff at one time with spell and song.

What is it you like about the bard, in particular?


Versatility, the fluff of being the wandering story collector, the good Cha skills and the ability to weave stories and lies like a painter with his brush.


Versatility, I have found, is not as useful as specialization. Not laser-point-focused specialization where you're no good at anything but one focus, but...well, the jack of all trades/master of none is not a cliche without good reason.

The rest of your statement, however, all points to bard. Nobody makes a better face, with your high cha and metric butt-ton of skill points, that's for certain, and with bardic knowledge nobody will have better access to knowledge skills.

I would've recommended Dawnflower Dervish at this point, as it's one of the only archetypes I have really enjoyed playing, but it loses bardic knowledge, which really fits with your "teller of tales, weaver of stories" desires.


I think Bard is fine for a party this small. A bard isn't only bardic performance buffs. He's also a skill monkey, a knowledge monkey, and a face with all the social skills. Sounds like you really want to roleplay this guy, and I think you should stick with it.

My first PF game had (at first) an extremely small party (me/archery ranger, Alchemist, Bard. Cleric joined around session two I think). Dude playing the bard was the most experienced and saved our collective bacon numerous times with silent image. Which he could cast without ending his bardic performance.

When half of the enemy runs from the Sasquatch that they see spring forth from out of the ground, having an extra melee guy is less important. But when he needed to he would totally pull out a rapier to stab a dude. I just wouldn't spend feats on that (apart from Weapon Finesse).


joeyfixit wrote:

I think Bard is fine for a party this small. A bard isn't only bardic performance buffs. He's also a skill monkey, a knowledge monkey, and a face with all the social skills. Sounds like you really want to roleplay this guy, and I think you should stick with it.

My first PF game had (at first) an extremely small party (me/archery ranger, Alchemist, Bard. Cleric joined around session two I think). Dude playing the bard was the most experienced and saved our collective bacon numerous times with silent image. Which he could cast without ending his bardic performance.

When half of the enemy runs from the Sasquatch that they see spring forth from out of the ground, having an extra melee guy is less important. But when he needed to he would totally pull out a rapier to stab a dude. I just wouldn't spend feats on that (apart from Weapon Finesse).

I don't know the Fencer's Grace feat coming out soon sounds delicious as it focuses specifically on Dex to damage for Rapiers.

That has some flavor to it too. A skilled swordsmen who knows just where to stick his pointy metal stick to cause a bit more damage (allowing you to keep Strength at 12 or about there)

Silver Crusade

One way to optimize your party is to ensure that vital roles are covered. Another way is to optimize the individual PCs. For best results do both. The synchronicity of a well-balanced party is a force multiplier for individual PC power.

Combat Roles can be described as Hammer, Anvil, and Arm.

The Fighter is a dedicated Hammer who does HP damage to end a fight.

The Summoner is largely an Anvil who uses battlefield control, but also a secondary Hammer with the Eidolon. Or vice versa, depending on build.

A Bard typically fills some sort of Arm role providing buffs and support, probably with a role as either secondary hammer or anvil. A bard who uses Silent Image to scare away foes is in Anvil mode. A bard who shoots arrows at a foe is in Hammer mode.

It sounds like you have a well balanced three member party. All the roles are covered. While one could further optimize the individual power of the various PCs, the party you describe is a good mix.

Grand Lodge

+1 luckbender

My earlier statement about the fighter is more a PC power and personal options. A fighter has no options other then beat you to death.

The brawler you mentioned brings A Lot more options. He has more skills. He can gain feats on the fly for the situation. Example: they cast darkness and your a blind human now....gain blind fight and keep up the beat down. A brawler can also do manuvers and knock out so he is a hammer with the option to serve as an anvil. His base saves are much better then a fighters. I believe he would do fine with a brawler. Me personally I would have chosen a warpriest myself. A divine caster that is in heavy armor and can do a lay on hands ability. Also he can use spell completion items of a cleric up to 6th level spells. So raise dead and restorations.

But a brawler, summoner, and bard would be a very fine 3 man team that covers all 3 roles in combat and can provide secondary roles when needed. Its a much more balanced team.


might i suggest skald over bard? i have played a bard and ive looked over (unfortunately have yet to play though) the skald. Skald might give you more combat prowess, which it sounds like you'll need. As most of the other people commented, fighter is boring. ask him if he wants to play a barbarian with the titan mauler archeatype? My friend played a wicked awesome Bloodrager. everytime he entered rage he enlarged. so in combat he was always a large character. he eventually became mythic and was huge! he was grappling dragons effectively! anyway, it might give some options, to be a little more interesting than a "human fighter".


Giridan wrote:
might i suggest skald over bard? i have played a bard and ive looked over (unfortunately have yet to play though) the skald. Skald might give you more combat prowess, which it sounds like you'll need.

Oh, yeah, I second this. It's got all the fluff and flavor of a bard, but they actually can hold their own in a fight. Not only that, but their inspire rage is definitely nicer for the fighter and the eidolon than your basic inspire courage.


I might suggest inquisitor with the conversion inquisition rather than bard. But that might be more combat focused and less group buffing than you need with a fighter and eidolon in the group.

However, You don't have any type of scout currently. They aren't the greatest at it, but you can get an inquisitor pretty good at scouting with all those skill points.

-----------------

Or the summoner could go the master summoner route. Build the eidolon as a scout. Then summon monsters for actual combat.

-----------------

Also seriously consider the teamwork feats!

The biggest weakness of the fighter is usually failing a will save, then smashing the rest of the party (similar problems with many eidolons). But if all of you take Shake it Off, that is potentially a +3 to every save.

If both the fighter and eidolon take something like Outflank, that is usually giving them both a +2 to hit.

If everyone takes Lookout usually someone will make the perception check and keep everyone from being completely surprised.


Martial Master fighter gains the Brawlers Martial Flexibility ability in exchange for his Weapon Training.

I do agree I like the Brawler a little more, but maybe thats due to heavy damage output. I will likely talk to him about switching to the Brawler and let him build his character to be useful in Combat Maneuvers, when I DMed a couple sessions he really hated being on the recieving ends of skilled opponents who used them against him. He ended up as the Gunslinger, Tripped, Grappled, Pinned, and Tied up in as many rounds and left helpless as the hostage.

So the ability to actually do all that while playing Chuck Norris might be something I could use to convince him.


Atarlost wrote:

Bard: Chelish Diva (Diva on PFSRD) high strength tank bard using a longsword with a quickdraw shield. Key feats are arcane strike, power attack, quickdraw, and discordant voice. Use spells for defense and mobility.

{. . .}

This sounds weird at first, but it has been done.


The Genie wrote:
He ended up as the Gunslinger, Tripped, Grappled, Pinned, and Tied up in as many rounds and left helpless as the hostage.

Human fighter, spread your racial FCB out between the combat maneuvers and you wind up having a CMD = 1.5*level+str+dex+other...

Personally, I find fighters to be the best grapplers (BLASPHEMY vs the Tetori) because they can put all 20 pts into CMD vs grapple. Once you have your opponent grappled, they have to beat your CMD to reverse it, and against 2*level+str+dex+feats+10...that's REALLY hard. An anti-magic sphere typically takes care of anything escaping said grapple.

If I were going to make that "balanced" party? I'd probably take a 1) Viking Archetype fighter (for rage and rage powers) and focus on a shield-and-blade style (really feat intensive, but you have plenty of those). Take advantage of guarded life, a quickdraw shield, and the ability to two-hand a one-handed blade for when you need pure damage. You can always grab superstition if you really need to boost saves.

2) Lore Oracle (Augury-granting Revelation) 1 / Sorceror (pick one you only want 9th level powers from) 4 --> Mystic Theurge to cover all the summoning, healing, and buffing you'll ever want or need. Talk about a massive number of spell slots plus double Cha bonus, flexible casting off your lists and the ability to take Extra Revelation (Sidestep Secret) to apply Cha to AC. So you cap out at 9th level arcane casting and 5th level Divine.

3) Elven Monk 1 (or 2) / Druid (Animal or Eagle domain). Large Longbow Gorilla with Wis to AC and stunning fist slam? Yes please, just sit the bow down before you wildshape so it's the proper size. Druid archers just don't sit right with some people, but they can be very powerful and you have plenty of backup spells. Made one pure druid who'd entangle enemies and the shoot them to death with his bow. Downside: You almost need to be an elf for the weapon proficiency.

I love bards, which is why I always summon them on my conjuration sorceror (Lillend Azata to the rescue!). The question someone is going to put forward is "how do we disarm traps?" That's what Summon Nature's Ally is for...or Summon Monster...or the Seeker Archetype on the Oracle/Sorceror, or the trait from people of the sands/mummy's mask or...heal up.

My trio gives a high str/con character, a high cha character, and a high dex/wis character that will all likely focus on different skills. If nobody neglects intelligence entirely, you should be able to cover just about everything you need. Especially if the viking is a human and takes Improvisation and Improved Improvisation with the 1000000 bonus feats he gets. You can also use every spell off the three primary casting lists (Cleric/Wiz/Druid), most armor (my druid usually wore hide with some special effect on it so I lost the armor and stealth bonus but gained wis to AC in animal forms), shields, and weapons.

You can summon in tons of monsters if you get overwhelmed, have AoE and tactical nukes or crowd control, healing, virtually every buff type in the game. The downside? It's my playing style and not yours. Do what's fun, as long as you can cover

1) Healing (even if only out of combat)
2) Killing stuff
3) Preventing stuff from killing you until it's dead

You're pretty much covered.

Scarab Sages

My advice: don't bother optimizing. Just play what you like, let the chips fall where they may.


I'd keep the bard and the summoner and make the 3rd a druid, or possibly even hunter or an inquisitor (sacred huntsman). It adds a 5th body for you (bringing you up to the 5 your looking for) and all three are excellent and versatile classes. I prefer a druid (saurian) slightly more for this party since he can drop standard action summons (with dozens of options to choose from), which can save your but in a sticky situation. With a buffer bard the animal companion can stay relevant even at higher levels with a little proper equipment, and at lower levels he'll be about as good as the fighter, while all three classes are much more versatile outside of combat.

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