Same class party!


Pathfinder First Edition General Discussion

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David knott 242 wrote:

I thought of it, but then I realized that each party member would need to perform his daily seance in a different location, with the result that they wouldn't be able to share their seance boons. A party of all Mediums would be way too vulnerable during their morning prep.

They just need to locate the trap-filled sacred library next to the throne room in the castle in which a great battle was fought, and then never travel that far from it.


I didn't see anyone mentioning about everyone doing a different multi-class.

Like, in the homebrew campaign everyone could have been a fighter in the same army. Then X years later, they all came back as war worn veterans as several different multi-classes.

This way you could easily see that some of the fighters have wizard secondaries for magic, some have cleric for healing, etc...

This way you would see a lot more Holy Vindicators and Eldritch Knights.

Edit: Found the spot where peopled talked about multi-classing, so I did a strike through that line.


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You could get around the séance location restriction by having the caster types take the Uda Wendo archetype and the meat shields take the Relic Channeler archetype -- but then only the meat shields can share their séance boons. Still, it is a way to get an all-Medium party that actually works.


Deadmanwalking wrote:
blahpers wrote:
Any class works. Though bard would be pretty redundant unless you really need a lot of performance rounds.

Actually, with all the Archetypes available, you can stack rather large benefits on a Bard party.

For example, at 7th level, a Bard Party featuring an Inspire Courage Bard, an Archivist, a First World Minstrel, a Flame Singer, and a Court Bard can have +4 to hit, +2 damage, +2 AC, +2 to many saves, any three people can have invisibility or evasion, and everyone can add +2d4 fire damage on all attacks. Oh, and all language speaking enemies are at -2 to attack and damage.

None of those alternatives are quite as good as Inspire Courage, IMO, but they exist and can be very nice stacked on top of it.

Sure, but with archetypes it's even easier to make any class work. All-rogue party assemble!


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Oracle has some really interesting possibilities, just because of the Mysteries. An Oracle of Blades or War for melee, Life for healing, about the only thing you couldn't quite handle is Arcane casting, but I could be missing an archetype or something. But they are all 3/4 classes with 9 levels of spell, and the versatility from the various mysteries gives a lot of wiggle room.

Plus, super thematic to think about 5 oracles teaming up for whatever reason.


A friend of mine ran a rogue's guild campaign in v.3.0/v.3.5, that was very close to what I've heard called "West Marches" style game. All of the original characters were rogues, but some of them multi-classed as they advanced in levels. I know there was a rogue/fighter, and my wife's PC went rogue/sorcerer. Players who joined later weren't required to play rogues, but needed to be a good fit for the kind of covert missions the guild gave them. (For example, the cleric worshiped a trickster goddess.)

Every so often, the long-time members in my gaming group bring up the idea of playing an all-cleric party. The diversity of domains would make each build very different, and give each cleric their own niche in the party. We have yet to put the idea into to the test, though.

And one of the regulars at our local PFS venue would love to play in an all-kineticist party, each specialized in a different element. He calls it the "Captain Planet" team. ;)


Eternal Havok wrote:

Oracle has some really interesting possibilities, just because of the Mysteries. An Oracle of Blades or War for melee, Life for healing, about the only thing you couldn't quite handle is Arcane casting, but I could be missing an archetype or something. But they are all 3/4 classes with 9 levels of spell, and the versatility from the various mysteries gives a lot of wiggle room.

Plus, super thematic to think about 5 oracles teaming up for whatever reason.

Even arcane casting (actually casting of arcane spells, although they are counted as divine) is achievable:

Some Mysteries and a few Curses give you spells that are normally arcane-only.

Ancient Lorekeeper gives you 1 Sorcerer/Wizard spell for each level of spells that you can cast, but they are all level-bumped, so try to pick spells that actually benefit significantly from effectively 1 level of Heighten Spell.

Depending upon GM interpretation, Spirit Guide Oracle taking the Lore Spirit Hex Arcane Enlightenment will get you some arcane spells. Beware of Strict Rules As Written interpretations that turn this into a trap option (because of seeing "Shaman spells" in the text).

Liberty's Edge

blahpers wrote:
Sure, but with archetypes it's even easier to make any class work. All-rogue party assemble!

There's a distinct lack of healing ability in an all Rogue party...


Commoner: the Everyman campaign.
Adept: actually might work well, what with Familiar archetypes and such.
Witches: seems like it could make for an amazingly well themed game.


Deadmanwalking wrote:
blahpers wrote:
Sure, but with archetypes it's even easier to make any class work. All-rogue party assemble!
There's a distinct lack of healing ability in an all Rogue party...

Nonsense, your counterfeit mage can juggle healing wands with the best of them.

Blindmage wrote:
Adept: actually might work well, whatnwith Familiar archetypes and such.

That would be brilliant, I'd love to see an all-adept game.


wont be viable at low level but at mid-high level it would be a monster, a full party of mystic thurges


Lady-J wrote:
wont be viable at low level but at mid-high level it would be a monster, a full party of mystic thurges

How, they don't fulfill this requirement:

"Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells"
All Adept spells are Divine.


Blindmage wrote:
Lady-J wrote:
wont be viable at low level but at mid-high level it would be a monster, a full party of mystic thurges

How, they don't fulfill this requirement:

"Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells"
All Adept spells are Divine.

not talking about adepts


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^By nature, a party of Mystic Theurges is going to have more diversity in it than a single class party, unless the single class has a HUGE number of archetypes (Bard).

Blindmage wrote:
Commoner: the Everyman campaign. {. . .}

Somebody thought this was more than a theoretical possibility . . . .


Oh god please no...


^Which one, the thought of a party of Mystic Theurges, or the thought of a party of The Simpsons?


I think a party full of sorcerers would be interesting. You have have Pit-Touched/Abyssal/Draconic sorcerer as a melee. With decent Con and Str as well as Cha. A high Dex and Int Sage bloodline sorcerer as the smart one. A high Dex and high Cha Shadow Bloodline to sneak around, you can sneak without concealment and cover!!! An Empyreal sorcerer with good Wisdom to be a spotter and healer. Heal only when needed, don't be a healbot. With the skill Heal as well as Channel Positive Energy once per day as a safe guard. Summon Bralani azata around level 10, which can cast Cure Serious Wounds twice. If your team is good, you don't need to have that all the time. Just use heal skill check would be good enough. That is pretty well rounded I think. First level will be hard, but once you reach level 5, things will get better.


An interesting task, to make the party only fighters. Child of War will help a little with magical support, what else would you take?


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PhD. Okkam wrote:
An interesting task, to make the party only fighters. Child of War will help a little with magical support, what else would you take?

From another thread on this topic

General tip: Don't dump Int.

A dwarf with Vagabond Child (Disable Device) and either Eyes and Ears of the City or Seeker can (mostly) fill in for a rogue with locks and traps. Outside of stone dungeons/buildings they don't gain the automatic Perception checks from Stonecunning; also, they can't disarm magical traps with Disable Device*. Other than that they're good to go.

One child of Acavna and Amaznen for minor arcane spellcasting. Not great (bloodrager spell list), but has some decent options; as a prepared caster, they can also learn as many spells on their list as they can afford. They can also take item creation feats (Craft Wondrous Item and Craft Magic Arms and Armor, especially).

One fighter with a 12+ Cha, Dangerously Curious, and focusing on social skills (Diplomacy and Sense Motive, at least) as well as Use Magic Device; covers the "face" role and (with wands) healing. With a 13+ Cha, may possibly consider Eldritch Heritage; the Celestial bloodline allows some damage/healing capability (assuming a typical good-aligned party).

One mutation warrior (for mutagen) or viking (for rage). The "extra-heavy" hitter in the group.

*- unless the GM allows the Trap Finder campaign trait from Mummy's Mask; in which case, take that instead of Vagabond Child


Dragonchess Player wrote:
PhD. Okkam wrote:
An interesting task, to make the party only fighters. Child of War will help a little with magical support, what else would you take?

From another thread on this topic

General tip: Don't dump Int.

A dwarf with Vagabond Child (Disable Device) and either Eyes and Ears of the City or Seeker can (mostly) fill in for a rogue with locks and traps. Outside of stone dungeons/buildings they don't gain the automatic Perception checks from Stonecunning; also, they can't disarm magical traps with Disable Device*. Other than that they're good to go.

One child of Acavna and Amaznen for minor arcane spellcasting. Not great (bloodrager spell list), but has some decent options; as a prepared caster, they can also learn as many spells on their list as they can afford. They can also take item creation feats (Craft Wondrous Item and Craft Magic Arms and Armor, especially).

One fighter with a 12+ Cha, Dangerously Curious, and focusing on social skills (Diplomacy and Sense Motive, at least) as well as Use Magic Device; covers the "face" role and (with wands) healing. With a 13+ Cha, may possibly consider Eldritch Heritage; the Celestial bloodline allows some damage/healing capability (assuming a typical good-aligned party).

One mutation warrior (for mutagen) or viking (for rage). The "extra-heavy" hitter in the group.

*- unless the GM allows the Trap Finder campaign trait from Mummy's Mask; in which case, take that instead of Vagabond Child

Very interesting. For the dwarf, you can take a new archetype skirmisher.


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@Dragonchess Player -- a nice idea, except for one problem: The Child of Acavna and Amaznen archetype is just terrible.

Dark Archive

Have a group of sin mages that a group I'm in bring to cons. It was really scary for early levels. We are now around 9-10ish and its nuts. Combat can either be super easy or really hard and it lets people shine in different ways. I played the enchanter and have had a few fights that we fought things immune to mind affecting and i basically cast acid splash a bunch. But the next day we fought giants, we walked into the boss fight with 8 new high cr friends.


UnArcaneElection wrote:

@Dragonchess Player -- a nice idea, except for one problem: The Child of Acavna and Amaznen archetype is just terrible.

This is pretty high on my list of "things that get reprinted in RPG line books and made much better" (hey there Viking fighter), since it's not the concept that's lacking...


Deadmanwalking said wrote:

blahpers wrote:

Sure, but with archetypes it's even easier to make any class work. All-rogue party assemble!

There's a distinct lack of healing ability in an all Rogue party...

That's why they have Use Magic Device and a collection of wands, scrolls and potions. I think, that would be the most interesting campaign for me - all rogue.

Silver Crusade

Depending on your theme...

Kineticist, Alchemist, Investigator

Barbarians... if you want to live dangerously (and have no intent of doing anything social ever)

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