Would this be a good party?


Pathfinder First Edition General Discussion


I like making characters and I was looking over my sheets last night and started to wonder if they'd make up a good party if they were all used in a game together. Some of the older characters need to be redone, but just in terms of trait and feat picking.

These are the characters I have made:
Dwarf Warpriest, Elf Druid with leopard companion, Gnome Archaeologist Bard, Half-Elf Unchained Monk, Half-Orc Inquisitor, Halfling Hunter with boar companion, Human Cavalier with horse mount, Human Phantom Thief Rogue, Human Dashing Thief Swashbuckler, and Kitsune Wizard.

There's also a Human Swordsmith, but that's a 3PP archetype so for this scenario it's not included.

So, would they make a good party?


With that many it's hard to go wrong.

Do you have a sense of build you can share? There are a lot of ways for these classes to function.


The only staple you don’t really have is full access to the cleric spell list. It’s hard to fail with 10 PCs.


2 people marked this as a favorite.

Since the GM is supposed to tailor the game to provide appropriate challenges to the PCs, there should be no such thing as a 'bad party'.


This is the sheet for my Hunter. She's the only one I'm currently using in a game. She's a melee build with a focus on flanking with her boar, which she rides starting level 4. Starting at level 6, she'll be forcing the opponents to provoke AoOs from her or her boar. Sheet

The Inquisitor will be a ranged build, but I still have to pick out specific feats for her.

Scarab Sages

1 person marked this as a favorite.

Those look like they would make a GREAT party!

The only thing I'd possibly tweak would be to include a psychic/occult class.


I'm Hiding In Your Closet wrote:

Those look like they would make a GREAT party!

The only thing I'd possibly tweak would be to include a psychic/occult class.

Yes. No party is complete without an Occultist. ;)


From what I'm reading, an occultist is like a wizard but with spontaneous casting like a bard. Is that right?

Scarab Sages

1 person marked this as a favorite.
Heather 540 wrote:
From what I'm reading, an occultist is like a wizard but with spontaneous casting like a bard. Is that right?

It really needs to - and deserves to - be thought of on its own terms, not in relation to anything else.

Here's my Occultist (who happens to be of the Necroccultist Archetype, just to be clear) to give some idea of what one looks like.


Interesting.


I'll note that with 10 PCs (plus three fighting pets) combat will be SLOW. I'd try to cut it down, or maybe even split them into two parties.


Sir Belmont the Valiant wrote:
I'm Hiding In Your Closet wrote:

Those look like they would make a GREAT party!

The only thing I'd possibly tweak would be to include a psychic/occult class.

Actually, you might need a little more healing ability. I know you have a Warpriest and a Druid but that's only one healer per five players, and both have weaker healing than a standard cleric, let alone a healbot (I don't know the Politically correct name for this).

This is possibly fixed by having several Wands of Cure Light Wounds (more than one each), but if I were playing I'd be very carefull to keep the two healers on opposite ends of the party. It would be a pity for the party to get split up by a trap/collapsing bride/etc, and have two healers on one side and none on the other...

And here is where I point out that Occultists have a surprising number of options for healing and status removal/suppression. Panoplies and archetypes like Reliquarian or Haunt Collector can add more options.

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

Breakdown:

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

AVAILABLE AT 1ST LEVEL

Occult Skill Unlocks
-Faith Healing (Heal Skill): Suppress, suspend, or remove ability damage, curses, diseases, or poison.
-Read Aura (Perception Skill): Determine whether a creature is wounded, poisoned, diseased, confused, disabled, dying, nauseated, panicked, staggered, stunned, or unconscious.

Level 0 Spells
-Detect Poison (Divination Implement)
-Stabilize (Conjuration Implement)

Level 1 Spells
-Cure Light Wounds (Conjuration Implement)
-Diagnose Disease (Divination Implement): Can be used to detect a number of conditions

Reliquarian Domain Spells
-Cure Light Wounds (Healing Domain Spell)
-Diagnose Disease (Healing Domain, Medicine Subdomain Spell): Can be used to detect a number of conditions
-Remove Fear (Liberation Domain Spell)

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

AVAILABLE AT 2ND LEVEL (Usually)

Haunt Collector
-Possessed Possessions (Hierophant Spirit): Gives your healing spells and abilities +2 points of healing per target.

Panoply (Saint’s Holy Regalia)
-Font of Healing (Resonant Power): Adds points of healing to ‘Cure’ spells.
-Restoring Touch (Base Focus Power): Cures temporary ability damage and at higher levels cures permanent ability damage.
-Martyr’s Benediction (Focus Power): Restores hit points to your allies.

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

AVAILABLE AT 3RD LEVEL

Focus Powers
-Flesh Mend (Conjuration Implement): gives you a way to heal hit points using Mental Focus instead of using up spell slots.

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

AVAILABLE AT 4TH LEVEL

Level 2 Spells
-Calm Emotions (Enchantment Implement): Can be used to suppress fear conditions and confusion
-Cure Moderate Wounds (Conjuration Implement)
-Delay Poison (Conjuration Implement)
-Status (Divination Implement): Can be used to detect a number of conditions

Reliquarian Domain Spells
-Cure Moderate Wounds (Reliquarian Archetype - Healing Domain Spell)
-Placebo Effect (Healing Domain, Medicine Subdomain Spell)
-Remove Disease (Healing Domain, Restoration Subdomain Spell)
-Remove Paralysis (Reliquarian Archetype - Liberation Domain Spell)

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

AVAILABLE AT 5TH LEVEL

Focus Powers
-Purge Corruption (Conjuration Implement): Duplicates the effects of the Neutralize Poison and Remove Disease spells. It's really valuable since neither of those spells is on your list.

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

AVAILABLE AT 7TH LEVEL

Level 3 Spells
-Age Resistance, Lesser (Transmutation Implement): Can suppress the negative effects of age
-Cure Serious Wounds (Conjuration Implement)
-Dispel Magic (Abjuration Implement): Can end spells which place conditions on you or your allies
-Gentle Repose (Necromancy Implement): Can help preserve your fallen comrades until a better healer is available
-Symbol of Healing (Conjuration Implement)

Reliquarian Domain Spells
-Cure Serious Wounds (Reliquarian Archetype - Healing Domain Spell)
-Remove Curse (Reliquarian Archetype - Liberation Domain Spell)

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

AVAILABLE AT 10TH LEVEL

Level 4 Spells
-Age Resistance (Transmutation Implement): Can suppress the negative effects of age
-Break Enchantment (Abjuration Implement): Can remove enchantments, transmutations, and curses
-Cure Critical Wounds (Conjuration Implement)
-Death Ward (Necromancy Implement): Can temporarily remove the penalties from negative levels
-Freedom of Movement (Abjuration Implement): Can remove paralysis, grappled, and the like


Reliquarian Domain Spells
-Cure Critical Wounds (Reliquarian Archetype - Healing Domain Spell)
-Freedom of Movement (Reliquarian Archetype - Liberation Domain Spell): Can remove paralysis, grappled, and the like
-Neutralize Poison (Healing Domain, Restoration Subdomain Spell)

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

AVAILABLE AT 13TH LEVEL

Level 5 Spells
-Cure Light Wounds, Mass (Conjuration Implement)
-Dispel Magic, Greater (Abjuration Implement): Can end spells which place conditions on you or your allies
-Temporary Resurrection (Necromancy Implement): Can help preserve your fallen comrades until a better healer is available

Reliquarian Domain Spells
-Break Enchantment (Reliquarian Archetype - Liberation Domain Spell)
-Break Enchantment (Healing Domain, Restoration Subdomain Spell)
-Breath of Life (Reliquarian Archetype - Healing Domain Spell)
-Raise Dead (Healing Domain, Resurrection Subdomain Spell)

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

AVAILABLE AT 16TH LEVEL

Level 6 Spells
-Cure Moderate Wounds, Mass (Conjuration Implement)
-Heal (Conjuration Implement): Can remove ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned

Reliquarian Domain Spells
-Dispel Magic, Greater (Reliquarian Archetype - Liberation Domain Spell): Can end spells which place conditions on you or your allies
-Heal (Reliquarian Archetype - Healing Domain Spell): Can remove ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned

Grand Lodge

Gisher wrote:

... And here is where I point out that Occultists have a surprising number of options for healing and status removal/suppression. Panoplies and archetypes like Reliquarian or Haunt Collector can add more options.

** spoilered list omitted **...

Not being very familiar with Occultists, which occult class are you referring to? Or is this a amalgamation of things several occult classes can manage? Is one equal to a standard Cleric in healing capacity?


Gisher wrote:
Sir Belmont the Valiant wrote:
I'm Hiding In Your Closet wrote:

Those look like they would make a GREAT party!

The only thing I'd possibly tweak would be to include a psychic/occult class.

Actually, you might need a little more healing ability. I know you have a Warpriest and a Druid but that's only one healer per five players, and both have weaker healing than a standard cleric, let alone a healbot (I don't know the Politically correct name for this).

This is possibly fixed by having several Wands of Cure Light Wounds (more than one each), but if I were playing I'd be very carefull to keep the two healers on opposite ends of the party. It would be a pity for the party to get split up by a trap/collapsing bride/etc, and have two healers on one side and none on the other...

And here is where I point out that Occultists have a surprising number of options for healing and status removal/suppression. Panoplies and archetypes like Reliquarian or Haunt Collector can add more options.

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

** spoiler omitted **...

Everyone capable of casting it has Cure Light Wounds on their spell list so not much worries for simple HP healing. The only one who won't have it right away would be the Bard as I'm actually starting her off as an Inspired Blade Swashbuckler for immediate Dex-to-Damage. I'm assuming that they would need status removals later on though.

Fuzzy-Wuzzy wrote:
I'll note that with 10 PCs (plus three fighting pets) combat will be SLOW. I'd try to cut it down, or maybe even split them into two parties.

4 fighting pets, actually. Forgot to include the wizard's fox familiar. It's a fox with a pet fox.


Vernon Caldwell wrote:
Gisher wrote:

... And here is where I point out that Occultists have a surprising number of options for healing and status removal/suppression. Panoplies and archetypes like Reliquarian or Haunt Collector can add more options.

** spoilered list omitted **...

Not being very familiar with Occultists, which occult class are you referring to? Or is this a amalgamation of things several occult classes can manage? Is one equal to a standard Cleric in healing capacity?

The class is called Occultist. The Haunt Collector and Reliquarian are archetypes of the class. It isn't nearly as good a healer as a Cleric, but as you can see it gets enough healing and status removal to be a decent secondary healer. Between Resonant Powers, Spells, and Focus Powers it a very flexible class. As you can tell from my avatar, it's my favorite class. :)


Heather 540 wrote:
Everyone capable of casting it has Cure Light Wounds on their spell list so not much worries for simple HP healing. The only one who won't have it right away would be the Bard as I'm actually starting her off as an Inspired Blade Swashbuckler for immediate Dex-to-Damage. I'm assuming that they would need status removals later on though.

Yeah, it's the status removal options that are harder to come by. You just want to make sure that you have each of the major types covered by at least one party member.


Zhayne wrote:
Since the GM is supposed to tailor the game to provide appropriate challenges to the PCs, there should be no such thing as a 'bad party'.

I'm in 100% agreement on this.


1 person marked this as a favorite.

Yeah, I'd probably make two parties out of that. Whether or not they're good parties depends more on player chemistry, I'd say.

Scarab Sages

Throw in that Occultist (or other psychic class) and one more of just about anything, and you've got two lovely teams of 6!

Also, if you're going to make an Elf Druid, you might want to consider the Elf-exclusive Treesinger Archetype, with all its wonderful Companion choices!


1 person marked this as a favorite.

I don't think I want a plant for a pet.

Grand Lodge

Zhayne wrote:
Since the GM is supposed to tailor the game to provide appropriate challenges to the PCs, there should be no such thing as a 'bad party'.

The GM is not required to tailor to the group's imbalance. The players lack common sense, given he/she's not out to directly punish them for that, their problems, not his/hers.

The GM also has to have fun, it's not only one-way. The sense of entitlement of some players is part of what makes a game bad.


I suppose that if I just need one more character to make to teams of six, I could simply include my swordsmith. This is just for fun after all.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Would this be a good party? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion