Unusual Party Composition


Pathfinder First Edition General Discussion


My friends and I are coming up with a second party, more lighthearted than the main campaign for a change of pace and for those days when the main GM hasn't finished the final touches on the boss battle. As is usual with roleplayers, it was an opportunity to propose crazy ideas.

I suggested starting with a Village of Hommlet "won't someone please save our poor town" style adventure except all the characters are all locals who in varying levels of sobriety volunteer to do it themselves. They would all be 1st level Brawlers who discover their destinies as they pummel kobolds.

Another player suggested an "All Bard" party.

It made me realize that some of you may have actually followed through on your wacky ideas and have stories to tell. I've opened my beer and the popcorn is popping ... please share.

My strangest actual adventuring party was an all-dwarf group. It really improved the group cohesion and never worrying about lamps was a real plus, but I don't have any funny tales.


i GM'd for a party once where they were all related through some weird family tree i couldnt actually figure out. i think they were mostly Elf and Half-Elf but there was at least one adopted Dwarf too. They kept it up too, if a PC died or was retired they would write home about it and then a new cousin or step-something would show up to help out on the adventuring.

Shadow Lodge

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When my associates were doing character creation for Mummy's Mask, I shouted out, "All-kobold group!" Everyone thought it was a great idea, and we became this multi-tribe diplomatic envoy from the Darklands whose real goal was to gain knowledge of Brightlander architecture and trap design, and to make fun of it.

The first locked door was so heavy, it took an hour for the four of us to move aside, and then nobody waited for me to be careful. I was the only survivor, and even though the GM wanted to start over with a complete wipe, I got out alive and drafted what turned out to be a bunch of Aspis agents as honourary kobolds.

Then the group fell to bits at the end of the first book. I still want to make an all-kobold group, or at least my kobold, work.


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A changeling coven. You think one or two slumber hexes at a clip are bad, wait until your poor monsters are enduring a barrage of 3-4 'em every encounter, all day long. Bonus points for toting pistols or scythes for your CDGs.

I'll echo "all bard", especially if the group hitches onto a genre. Rock-n-roll/heavy metal group has a singer, drummer and either two stringed instruments or a string and a wind/keyboard. Group of five can cover all of the audibles individually. Since choreographically is critically important to commercial success, everyone picks up dance, the better to be awesome with Acrobatics and Fly at 2nd level via Versatile Performance. Optional: defeating prone enemies by way of Riverdance to the face.

Guerrillas in the Woods: Elves of Doom. Seems apropos for the Ironfang Invasion AP. Murder them all with silent arrows while hiding in plain sight behind a ring of lethal booby traps. Add a dash of punnery by taking gorilla animal companions.

Dr Jekyll, Mr Hyde, Frankenstein and Myrrh. Alchemists all. Incinerate, monster out and transmogrify your way to riches and glory.

Valkyrie Raiding Party. All female Ulfen Fighter (Vikings) devoted to Calistria's antipaladin code. Yeah, you'll need a lot of help by way of UMD and healing-laden loot, but this is the beginning of a beautifully horrifying group of "Intimimancers" waiting to happen. Your back-up plan involves getting away to your concealed long ship.

Ninja, vanish! Sneak, feint, flank, teamwork feat and fling volleys o' poisoned shuriken before any of the bad guys know your coming. Loot the bodies before they're cold.

Hobbit Mafia. Vigilante mobsters whose day jobs involve typically halfling occupations. By night, you run your budding criminal empire beneath the knees and nose of the justice system.

Goblin Mafia, the Hobbit Mafia gone wrong. Alchemist-Ninja firebugs. If it can burn, you can kill it, eat it and loot it. If you can't, you're in the wrong campaign. Do not use in Legacy of Fire - the gnolls will eat you, and we know how much gobbos detest dogs.

No one expects the Hobo Inquisition! Inquisitors Unite! With either dipping or rings to snag evasion you're gonna be awful hard to put down. They'll have to gack you the old-fashioned way: hit point damage.

Actual Hobos. Not the usual F-M-C-T quartet of adventurers, you guys are all about improvised weapons while staying barely-functionally drunk for an entire campaign. Followers of Cayden Cailean all, enter the Chevalier PrC at your earliest opportunity for inebriated mayhem, foolishness and violence upon the evil scum of the world. Optional: Vow of Poverty Drunken Master Monk-Chevaliers. (Automatic Bonus Progression highly recommended so everyone doesn't die from diseases before they get immunity.)

Hell Hath no Fury like Necromancers Scorned. In Hell's Vengeance quell the rebellion while animating everything you can into uncontrolled brain-eating zombies. Best done with a few wands and a well-guarded city wall with the guards facing inward. Keep zombified paladins around as scroll caddies. Good times!

Urgathoa's not so bad. While your group quests for each individual's ascension to lichdom, you party like its 4699. Hedonism and self-realization by way of phylactery and hideously evil deeds make for a unique bonding experience like no other. Zombie hordes beg for your command. Plus, flies are cool.


Most of the "crazy idea" parties I've GMed for were for various editions of D&D, rather than Pathfinder. In almost every case, they were for one-shot adventures that weren't terribly serious themselves, like "Dungeonland" (AD&D module based on Lewis Carroll's works) and "Winter Holiday" (a silly Christmas-themed adventure from Polyhedron newszine). I also started running "Expedition to the Barrier Peaks" for a 2E party built using the Complete Book of Humanoids (goblin, minotaur, ogre mage, I forget what else), but a lack of party cohesion doomed that game to an early death.

The strangest party I've run PF for was my last Freeport campaign, which nearly had complete set of geniekin. When we started in v.3.5, we had two azhari (the setting's equivalent to ifrit), one freebooter (a pirate-like class) and one wizard; a water-planetouched human druid; and a hadozee ranger (a simian race with wing-flaps). When we converted to PF halfway through, we lost the wizard's player, the druid became an undine, and the hadozee was converted into a vanara subrace. We recruited two new players, who played an undine cleric and a sylph witch. The ranger's player planned to introduce an oread to complete the set if anything ever happened to his character.


In my current Iron Gods campaign, 3 of the players are emulating the Guardians of the Galaxy. We have Groot - Grit the ghoran brawler, Rocket - Rocco the goblin spellslinger wizard, and Star Lord - Peter "Astro Baron" Quill the human Numerian scavenger rogue with Force sensitivity (from Star Wars Saga Edition). The other two are a mother and son pair of aasimars: Lox Pylegory the hedge witch, and Gravy Pylegory the summoner with his eidolon El Pedo Rancid who looks like a 4-armed hulking luchador.

Scarab Sages

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There's the famous all-barbarian party of this story:
http://imgur.com/r/gaming/V7XIS


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We've done a few things, like three casters with one martial, or three martials with a caster-bard. Nothing funny, but definitely unusual compared to "typical".

I was trying to argue for all-bard one campaign, but the DM was pushing against it, and I wavered in my conviction, and the other players stopped backing up the idea. We did make most of the PCs have a perform skill so they could still perform together.

All but one of my group is LGBTQ in one or more ways, and it's always been reflected in our characters some, but the current campaign we've really ramped it up and it's made it so much more fun for us.


We've done a couple of things like that in the past:

Skull & Shackles where all the members of the party were Goblins or Monkey Goblins. Oh, the shenanigans.

A campaign where every member of the party was a scaly race, such as lizard men, wyvaran, kobold, etc.

A completely home brew world/campaign where the whole party were 100% monk levels with the LE alignment. All archetypes were available. The idea was a world where the various nations were ruled by competing martial arts temples. The other temples all worked together to betray and destroy our characters' temple, and we were the only known survivors. The experience turned our minds to vengeance, and we now only existed to bring down the other five temples.

Shadow Lodge

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Huh, I thought I posted here already.

Just started a Dwarf Fort game, where the party are all dwarves with day jobs: geokineticist (cook), alchemist (brewer), ranger (beekeeper), ancestor shaman (lorekeeper/teacher), occultist (merchant), and psychic (not sure).

Next campaign I'm running will probably be a thieves' guild gestalt. The idea is that everyone advances rogue, slayer, or investigator along with a second class to round out the party. I've already got players ready with a half-orc enforcer (slayer//magus) and ratfolk saboteur (investigator//occultist). If that campaign goes well will probably run similar divine, arcane, or martial arts gestalts.

Also interested in doing a vigilante or kineticist party, gestalt or no.


keeper0 wrote:

Another player suggested an "All Bard" party.

It made me realize that some of you may have actually followed through on your wacky ideas and have stories to tell. I've opened my beer and the popcorn is popping ... please share.

I've actually done the all-Bard party thing.

I've mentioned elsewhere that when I ran Curse of the Crimson Throne, things went weird and the PCs ended up founding a new sect of Zon Kuthon worship (with Laori) that has become a mainstay of my version of Golarion.

Well, once I ran a game where the entire party was a Divine Rock Band devoted to Zon Kuthon.

Technically a couple of them weren't bards but rather divine classes that gained Bardic Music somehow, but everyone in the party had some flavor or other of Bardic Music.

The PCs created a playlist for me of songs that "they wrote" - ie that they felt embodied their sound - and we used that as combat music the whole campaign. It ended up being a lot of Evanescence and We are the Fallen because the lead singer was literally in love with Zon Kuthon.

This is the party who eventually arranged a trap for Shelyn and stole back Zon Kuthon's glave, which then then got to present to him personally.

Also, Kazavon, the Blue Dragon that my previous party resurrected, ended up being a sort of honorary Band Manager (he sent them on "gigs" that would help serve the interests of Zon Kuthon).

This is also the party where I solidified worshipers of Cayden Cailean as "villains" - ie drunken Chaotic jerks who keep messing up the fun for loyal Kuthonites.

So yeah, I think that was my weirdest party composition.

I suppose I could bring up the party of nothing but divine spellcasters, but that's not really as weird, and honestly happens often enough that it isn't much of a surprise anymore.


Oh, and then there was the "party of freaks". Their name, not mine.

A damphir, a kitsune, a catfolk, and a ratfolk.

The only martial character was a swashbuckler. Two of the characters were witches. The two witches were also fairly inexperienced players. One of the witches never cast any spells - she kept attacking with a melee weapon, with 0 BAB and 0 Ability modifier.

It was a hilarious, horrible disaster. They were nearly TPKed three times in the first session. And I was running an unmodified Paizo AP.

Shadow Lodge

What is it with people who make up witches who want to run up and hit people with weapons? They want to emulate certain lewd video games and comic books, and don't know about the hexcrafter magus?

Currently, I have a slightly unusual group of all-new players:

An U-rogue/Pride Illusionist who's getting a custom, 50% real "Shadow Mage Hand" in order to become an arcane trickster later;

A sandman bard, which is basically "Arcane Trickster the Base Class";

A haunted life oracle who can shoot a bow, just not well, and who has fallen to the ground and given up at least twice in combat so far;

A fighter who specializes in throwing things. He has a chackram set, and now has a magic throwing/returning sword he has yet to use.

Also, the sneaky ones are kobolds, the figher's a catfolk guy from Osirion who crossed the Inner Sea to fight some foreign monsters, and the oracle (everyone's been calling him a cleric, and he hasn't corrected anyone) also hasn't mentioned that he's a kitsune. His player's happy to be the only "secret furry" of the lot.


The Shifty Mongoose wrote:

What is it with people who make up witches who want to run up and hit people with weapons? They want to emulate certain lewd video games and comic books, and don't know about the hexcrafter magus?

Currently, I have a slightly unusual group of all-new players:

An U-rogue/Pride Illusionist who's getting a custom, 50% real "Shadow Mage Hand" in order to become an arcane trickster later;

A sandman bard, which is basically "Arcane Trickster the Base Class";

A haunted life oracle who can shoot a bow, just not well, and who has fallen to the ground and given up at least twice in combat so far;

A fighter who specializes in throwing things. He has a chackram set, and now has a magic throwing/returning sword he has yet to use.

Also, the sneaky ones are kobolds, the figher's a catfolk guy from Osirion who crossed the Inner Sea to fight some foreign monsters, and the oracle (everyone's been calling him a cleric, and he hasn't corrected anyone) also hasn't mentioned that he's a kitsune. His player's happy to be the only "secret furry" of the lot.

that's what pre erata scared which did the used a falchion and smacked people in melee with it when they had nothing better to do and with con and str being their 2 highest stats it worked out quite well


Lady-J, do you mean the pre errata scarred witch doctor? Those were awesome.


My old party consisted of my Kitsune Monk (hated shapeshifters, didn't know he was one,) an Oread Ranger obsessed with dragonslaying, a Tiefling Slayer that was playing it full-on murderhobo, the DMNPC was an Ifrit Skald (guitar-axe, light all the things on fire,) his wife was our Samsaran Witch that was also the money of the team, and we rounded out by our Aasimar Cleric of Nethys that tried to be healbot focused.

The cleric player left the group, and was a replaced by a Dhampir Antipaladin that became fast friends with the Slayer. We killed off my monk, and I rerolled as my Half-orc Barbarian (Sea Reaver)/Cavalier (Daring Champion, order of the Cockatrice.)

By the time we added the town Alchemist (Lugram the Destroyer, CE as hell) to our ranks, as well as reworking a stagecoach as both a battle platform and a sandwich truck.

Dark Archive

My current party:
Spell-less Bloodrager
Greatsword wielding Warpriest
Unchained Rogue
Kensai Magus
Unchained Monk
Unchained Monk
Every PC primarily uses a melee weapon in combat, and we're lacking in buffs.

Between the bloodrager, magus, and and one of the monks, we have a total charisma score of 15. Nobody in the party has a positive modifier. Somewhat thankfully, it's not a particularly roleplay heavy campaign.


The Mad Comrade wrote:
Lady-J, do you mean the pre errata scarred witch doctor? Those were awesome.

ya


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Our current party

Slayer
Ravener Hunter (Volcanoe) Sanctified Slayer Inquisitor
Ravener Hunter (Life) Sanctified Slayer Inquisitor
Relic Hunter Inquisitor
Black Asp Unchained Monk of the Mantis/Scout Unchained Rogue
Black Asp Unchained Monk of the Mantis/Nature Fang Druid

We all follow Achaekek. =)


Many, many years ago, I pitched this idea to the group I played with, and surprisingly, they went for it. All of the characters would be self-based characters, but with a twist. The rest of the group would create the character for you. They would all decide on your race, class, and stats. You got to pick your own proficiencies (this was AD&D, 2e), gear, and spells. The premise was something like the D&D cartoon of old: a powerful force has pulled you to another realm, and in the process, you have become this race and class.

It took several days to come up with characters for everyone, but it turned out to be a lot of fun for everyone. I was DMing, so I didn't get a character, but it was also an interesting way to see how the group viewed each other.


I've done a party where everyone was ninjas, though we didn't all have the ninja class, just the title, and ninja-like stealth builds.

We featured a bard/dragon disciple (me), a necromancer wizard, a four-armed alchemist, and an actual ninja. The Stealth Synergy teamwork feat was the heart of our team (though the first time we tried using it, everyone rolled a 1, and we ended up tripping over each other and all falling face-first onto the sleeping drow matron).


Pathfinder Rulebook Subscriber

Game: Monsters, Monsters (Flying Buffalo)

Premise: Goblins raiding a farm village

Players: the goblins

DM: JDWebster (of Fenious Fingers fame)

Plot: Raid the village armed with rocks and sharpened sticks, looking for food, weapons, anything not nailed down, crowbar to pry up things that are nailed down! (paraphrase of the actual handout!)

When a character died, another goblin appeared and you started again. My 3rd goblin went around looting the dead goblins, but was too slow to escape the farmer's cat! 6+ hours of futility and your friends rooting against you. A lot of fun.

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