Very odd but frighteningly functional parties


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doomman47 wrote:
Magda Luckbender wrote:
I'm confused. Why did no one build a martially-oriented Cleric? What happened to the Gorumite?
Because it takes levels for that to come into fruition and they where level 1 just because you manage to get good stats in the right places doesn't mean that you can actually function as a front liner when you have 3/4 bab and a d8 hit die.

Pretty much this.^^ The Gorumite was the front-liner by default, along with the scythe-wielding evil cleric (who must have been Urgathoan, my mistake).


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A party entirely composed of Inquisitors!!

They could travel the countryside, using such diverse elements as: fear, surprise, ruthless efficiency, an almost fanatical devotion to their deity, and nice red uniforms!!

Give them all high initiative and stealth, an nobody would see them them coming.


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Actually, we had a pretty good run with an odd party, back in 3rd edition (Forgotten Realms).

The characters were all members of underdark races, who were cast out of their respective societies for various reasons. Mostly involving being more neutral than evil, and therefore insane by our communities' standards. They banded together to try their hand at adventuring on the surface.

A Duergar Fighter; a Svirfneblin Arcane Trickster (me); a Half-drow Caster (think she was a mind-mage); a Skulk Rogue; an Orog (great orc) Cleric; a Half-Ogre Barbarian; and a Stonechild Ranger.

Being more or less outcasts above or below the surface, overcoming the light of the sun, and often needing to disguise ourselves was pretty challenging. But we had a great time over a long campaign, and came away with lots of good times and stories.


The D-team; A discussion on adventuring with no full casters had some pretty odd but functional parties, with the constraint of having no 9/9 casters and even limited 6/6 casters, if any. Some significant stuff has come out since then (for instance, see Finally, With Feats, Anyone May Heal), so maybe it's time for some Thread Necromancy.


a party of 6; 4 rogues with various archetypes, 2 rogue/assassins. came out with only 2 character deaths (the assassins of course)


What race would Smurfs be?

Asking for a friend...


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VoodistMonk wrote:

What race would Smurfs be?

Asking for a friend...

Not sure, but I think it is fairly likely that Smurfs would be the ones that unwittingly enable Goblins to become accepted as a Core Race.


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VoodistMonk wrote:

What race would Smmurfs be?

Asking for a friend...

An extinct one...


Samsarans are blue.


I am Nemesis wrote:
a party of 6; 4 rogues with various archetypes, 2 rogue/assassins. came out with only 2 character deaths (the assassins of course)

The way you phrased this is extremely funny

Of course it was the ones who put levels into Assassin that died. Who else would it be.

I'm kinda curious how feasible it would be to make a party of Rogues that can actually complete most challenges without just abusing the hell out of UMD. Might be more feasible than one would think if you get really tricksy with Minor/Major Magic...


Arachnofiend wrote:
I'm kinda curious how feasible it would be to make a party of Rogues that can actually complete most challenges without just abusing the hell out of UMD. Might be more feasible than one would think if you get really tricksy with Minor/Major Magic...

Well even with 4 of them you should be able to cover every skill (there are 32 skills not including craft/perform/profession, so even with 10 INT each and no humans or favoured class bonuses you can get all of them kaxed out between you).

Damage output would likely be high (I remember some old games trying to fight the local Thieve's guilds were VERY deadly), but it's likely a bit of a glass cannon party. Any time you fight something immune to sneak-attack you'll have trouble.

I'd probably get everyone to take Stealth Synergy just to actually have a stealthy party for once.

I actually think all Rogues would be reasonably viable, the main problem would probably be the low fort/will saves making some encounters extremely swing-y.


Yyyyeah, skills don't really cover what I'm concerned about when I want to see if a party can "complete most challenges". Thanks to the wonderful world of traits basically any group of four characters can find a way to cover every important out of combat skill. I'm more concerned about like, "what do you do about invisible enemies", "what do you do about flying enemies", "how do you cure debilitating conditions when they inevitably happen", stuff like that. You already mentioned how the full rogue party is going to have issues with elementals and oozes; flying enemies will also be a huge issue because of the limitation of ranged sneak attack.

Eldritch Scoundrel and other fake-being-a-wizard shenanigans resolve most (but not all) of these problems but I kinda feel like it's not in the spirit of the experiment to turn your Rogue into something that definitely isn't a Rogue. If I were to put this together I'd probably restrict myself to nothing more magic than the Major Magic rogue talent.


Arachnofiend wrote:
I am Nemesis wrote:
a party of 6; 4 rogues with various archetypes, 2 rogue/assassins. came out with only 2 character deaths (the assassins of course)

The way you phrased this is extremely funny

Of course it was the ones who put levels into Assassin that died. Who else would it be.
I'm kinda curious how feasible it would be to make a party of Rogues that can actually complete most challenges without just abusing the hell out of UMD. Might be more feasible than one would think if you get really tricksy with Minor/Major Magic...

i admit, we did use UMD like it was going out of style. it was the only way to survive hp and ability damage. the assassins just didn't utilize the rest of us for flanking and sneak attacks. you'd think they would have abused us in that regard.

actually would be pretty easy to complete most challenges if everyone stuck to specialty's. like Face, Ranged, Melee, Mobility, Defense, etc.,


As much as I truly hate Rogues, an all Rogue party could be alright if they stuck to Rogue stuff and operated well as a party...

Just one Eldritch Scoundrel in the party makes it an easy go.

Lots of daggers and knifemasters, decoy rings/parting shot/fast getaway, flanking, stealth, and tons of both diplomacy and bluff.

The party literally avoids everything, does exactly what it wants, when it feels like it, and remains under the radar the entire time...

This is quite feasible in a lot of adventuring if the GM doesn't decide otherwise.

Your "tank(lol)", probably a scout archetype, goes in first with reactionary/Imp. Init., and slow reactions... setting everyone else up for flanking positions without AoO.

Everyone else assumes flanking positions and charges in for sneak attack damage, like a swarm, but premeditated.

Sure, this doesn't work for the handful of enemies that are immune to your special damage abilities, but that is what UMD is for, right?


I am Nemesis wrote:
a party of 6; 4 rogues with various archetypes, 2 rogue/assassins. came out with only 2 character deaths (the assassins of course)

That sounds like it'd be pretty fun.


Heather 540 wrote:
That sounds like it'd be pretty fun.
VoodistMonk wrote:
Your "tank(lol)", probably a scout archetype, goes in first with reactionary/Imp. Init., and slow reactions... setting everyone else up for flanking positions without AoO.

that would have been me, VoodistMonk. knifemaster scout. synergized really well with reach rogue using a ransuer who only had the standard d6's for sneak instead of knifemaster d8's. I think she had the most fun of all of us since she never did get hit, i don't think. AND i'll have you know we were the stealthy-est party to ever stealth. ;-D (stealth synergy)


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Some friends and I were designing a wierd party that would have been a blast. But then work and stuff made the group fall apart.

We were all going to play Tengu. One with a crow familiar. One with a Roc Animal Companion. Another with an black Axebeak for a mount. Etc... Also going all take a bunch of teamwork feats.

We were going to be a Murder of Crows.


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A tengu hunter that pains his feathers yellow and start every fight drinking a potion of enlarge person. His animal companion is a mammoth with his hair dyed orange. Name Big Bird and Snuffleupagus.

A low charisma dwarven defender in full plate with a tower shield. Oscar the Grouch.

A high charisma, low intelligence, gnome enchantment sorcerer. Elmo.

A damphir alchemist. The Count.

Half-orc female brawler. Ms Piggy.

Vanara magus. Super Grover.

Grippli investigator and/or bard. Kermit the frog.


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I know where they live....

Add a goblin with the Eat Anything trait for the Cookie Monster.

Super Grover should not be a magus, but a vigilante.

If we branch out a little....

Human Alchemists Dr. Bunsen Honeydew, and Beaker.
Werebear Skald Fozzie.
Tengu Inquisitor Sam Eagle.
Human Oracle w/Tongues curse who also has Profession(Cook).
An Eldrich Guardian (Gonzo) who fights with a spear and a Mighty Battle Cock (Camilla)
Old human aristocrats Statler and Waldorf

/cevah


I love Gonzo! I had not thought of that. It is perfect!


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I currently play in a party of three that is on book 6 of Carrion Crown. Aasimar Oracle/Soul Warden (life mystery, blackened curse), half-elf paladin of Sarenrae (undead scourge), and human witch (with a nervous giggle tic that doubles as cackle in combat). My Oracle also carries and frequently talks to the polished and enchanted skull of the witch PC's first character, a Samsaran sorcerer lost early on in Book 2. It has been made into an "Orb" of Golden Heaven.

All of us have maxed ranks in Perform (Sing) because our self identity is that we are a singing troupe that does a little light adventuring on the side. We prefer to draw masses of enemies to us via loud, annoying, and coordinated song than go looking for them one by one. Favorites include "Walking on Sunshine," "Lil Red Riding Hood," and "We are the Champions."

The paladin tanks (with the oracle occasionally stepping up), and the oracle and witch buff/debuff. If it's undead we face, they might be pushed/pulled en masse through Walls of Fire or Walls of Silver via Improved Channel Force. The witch throws Misfortune hexes everywhere.

The GM increases numbers faced and maxes enemy hit points, but as the paladin frequently observes, "Bards exaggerate. This adventuring gig just isn't that hard."


Zog of Deadwood wrote:

I currently play in a party of three that is on book 6 of Carrion Crown. Aasimar Oracle/Soul Warden (life mystery, blackened curse), half-elf paladin of Sarenrae (undead scourge), and human witch (with a nervous giggle tic that doubles as cackle in combat). My Oracle also carries and frequently talks to the polished and enchanted skull of the witch PC's first character, a Samsaran sorcerer lost early on in Book 2. It has been made into an "Orb" of Golden Heaven.

All of us have maxed ranks in Perform (Sing) because our self identity is that we are a singing troupe that does a little light adventuring on the side. We prefer to draw masses of enemies to us via loud, annoying, and coordinated song than go looking for them one by one. Favorites include "Walking on Sunshine," "Lil Red Riding Hood," and "We are the Champions."

The paladin tanks (with the oracle occasionally stepping up), and the oracle and witch buff/debuff. If it's undead we face, they might be pushed/pulled en masse through Walls of Fire or Walls of Silver via Improved Channel Force. The witch throws Misfortune hexes everywhere.

The GM increases numbers faced and maxes enemy hit points, but as the paladin frequently observes, "Bards exaggerate. This adventuring gig just isn't that hard."

Anti-stealth. I love it.

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