Advice on a three man group


Advice


Long story short we are starting three man group for an adventure.

So my idea is to have a paladin, a cleric, and summoner or maybe druid.

It covers tank, damage, healing/condi removal and a pet and added spell casting.

What are your opinions on this group and will it work.

Thanks!

Grand Lodge

Yoshu Uhsoy wrote:

Long story short we are starting three man group for an adventure.

So my idea is to have a paladin, a cleric, and summoner or maybe druid.

It covers tank, damage, healing/condi removal and a pet and added spell casting.

What are your opinions on this group and will it work.

Thanks!

It can Work.

I recommend the Cleric be a Reach based Evangelist Cleric. It will help with Damage, Some Conditions removal, and Buffs. The Bardic Performance will help the Summon focused character.

Now How you Build the Reach cleric can really define the Group.

He could Focus on an Animal Companion bringing another permanent body to the group.

He could focus on Sacred summoning and reach. Levels 8+ are really good for this type. Bringing out summons as a standard action, Buffing with his move and Using his Domain power as a swift. Getting in AoO pokes with his longspear.

He could also do a combo of Animal companion and Sacred summoning. Pairing off with a druid or summoner bringing out armies and buffing them Via Bardic Performance.

He could just focus on the Reach...but it is the weaker of the builds.

First group Purchase is a Wand of Cure Light Wounds and some scrolls of status removal (that Mercies don't cover)

Silver Crusade

Pathfinder Adventure Path Subscriber

Go Summoner, Druid and Spiritualist so you have a 6 character group.


Yoshu Uhsoy wrote:

Long story short we are starting three man group for an adventure.

So my idea is to have a paladin, a cleric, and summoner or maybe druid.

It covers tank, damage, healing/condi removal and a pet and added spell casting.

What are your opinions on this group and will it work.

Thanks!

Are you playing a Module or an Adventure Path?

I only ask because if you are homebrewing a game then you can honestly let them play whatever they want, and have the GM balance the encounters.

If you are playing a Module or AP the GM could also balance the encounters within the books. It is a little extra work, but it won't force peoples hand into playing a class they might not want to play at this time.

As I rule, when I run I always tell people to play whatever they want. Unless its a group of summoners, then they all just die.


Either trio you suggested would be good for combat. I don't see an obvious scout or skill based character, but you may not need them if you use summoned creatures creatively. Otherwise, I recommend swapping the paladin for a ranger and using summoned creatures/eidolon/animal companion as the party tank(s).

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