What would be your picks for 10 classes / NPC's?


Pathfinder First Edition General Discussion

Scarab Sages

I've been playing Owlcats Wrath of the Righteous and it got me wondering if you could pick any 10 classes for a group of NPC's what would you pick and why?

My choices would be . . .

1) A full arcane caster.
2) A full divine caster.
3) An alchemist.
4) A bard.
5) An unchained Rogue.
6) A ranger with an animal good for tracking e.g. dog or wolf.
7) A gunslinger.
8) A hybrid caster/fighter probably magus.
9) A brawler focused on battlefield control (trip and the like).
10) A heavy fighter type like a barbarian..

This would I think cover a wide of situations even if you need to split the group and gives me 2 casters of each flavour, a buffer/debuffer, two ranged attackers (one against touch), a third ranged attacker lobbing bombs (touch/aoe/special effects) a skill monkey with trap location abilities, a tracker and wilderness guide, 3 fighters one with the ability to manipulate enemies and one with magic buffing abilities.

What would your choices be and why (any class/template allowed)?


A group of ten NPCs...to accomplish what exactly? To function as a unit? If to function as a unit, what kind of tasks are they accomplishing? Are they a combat swat team? Infiltration? Should they be versatile to different sets of tasks?


Yeah you might have to give a little more detail for those of us who haven't played it.

Are these the 10 classes we can choose from at the start of the game?

Do you get a group of PCs who follow your caravan and you get to pick the best 3-6 to come with you on missions?

What are we doing with these classes?


If I understand what you are asking I would go Alchemist, Bard, Hunter, Inquisitor, Magus, Oracle, Paladin, Skald, Witch, and a Wizard.

This give me 1 full BAB, 7 ¾ BAB and only two ½ BAB classes. With the buffs from the other members the ¾ BAB class will more than hold their own. Several of them have substantial ability to go Nova that well with the buffs that other party members will be using.

All the characters can use spells in some way. Having two full arcane casters one full divine caster and 6 6/9 casters and a Paladin is going to cover anything that is truly needed. The Skald being able to cast spells from other list is will pretty much cover anything that no one else in the part y can cover. While the paladin does not have a lot of spells he can use lay on hand and channel energy, and gets access to a lot of condition removal spells.

A substantial number of the classes are decent at stealth so that gives a small scouting group instead of a just a single scout. When you factor in that several of casters are likely to have access to invisibility that means if needed the who party can be at least somewhat stealthy.

About half the classes are decent in social circumstances. And about half have decent ranged combat ability. The majority of the classes have decent utility function so that base is also covered. And a lot of the classes are good at buffing the rest of the party.

Scarab Sages

LunarVale wrote:
A group of ten NPCs...to accomplish what exactly? To function as a unit? If to function as a unit, what kind of tasks are they accomplishing? Are they a combat swat team? Infiltration? Should they be versatile to different sets of tasks?

whatever you want. This is in response to the game having you as the main important person and the rest of the party secondary characters. The reason I said to say why is because I was curious what people would pick in that situation not specific to the game you have 10 NPC's supporting your character. Who would you pick and why would you choose that group? I picked my classes to try and cover a range of conditions but you could build a high powered assault force or a group that's a guiding council for a small village anything you want. I'm just curious what people would pick if able to pick 10 classes to support a PC (you took a variant of leadership that gives you essentially 10 cohorts not something I'd actually do hence this being in general discussion).

MrCharisma wrote:

Yeah you might have to give a little more detail for those of us who haven't played it.

Are these the 10 classes we can choose from at the start of the game?

Do you get a group of PCs who follow your caravan and you get to pick the best 3-6 to come with you on missions?

What are we doing with these classes?

Basically in the game you are the hero and the rest of the party are essentially followers you pick 5 to form your party whenever you leave camp. It got me wondering in pathfinder as in the pen and paper version if you could pick 10 NPC's no restrictions and same level as your character choosing their levels/templates/etc what would people choose and why would they choose it. Would you build a devestating assault force, non-combat crafters, skill monkeys to make money, something else?

Mysterious Stranger wrote:

If I understand what you are asking I would go Alchemist, Bard, Hunter, Inquisitor, Magus, Oracle, Paladin, Skald, Witch, and a Wizard.

This give me 1 full BAB, 7 ¾ BAB and only two ½ BAB classes. With the buffs from the other members the ¾ BAB class will more than hold their own. Several of them have substantial ability to go Nova that well with the buffs that other party members will be using.

All the characters can use spells in some way. Having two full arcane casters one full divine caster and 6 6/9 casters and a Paladin is going to cover anything that is truly needed. The Skald being able to cast spells from other list is will pretty much cover anything that no one else in the part y can cover. While the paladin does not have a lot of spells he can use lay on hand and channel energy, and gets access to a lot of condition removal spells.

A substantial number of the classes are decent at stealth so that gives a small scouting group instead of a just a single scout. When you factor in that several of casters are likely to have access to invisibility that means if needed the who party can be at least somewhat stealthy.

About half the classes are decent in social circumstances. And about half have decent ranged combat ability. The majority of the classes have decent utility function so that base is also covered. And a lot of the classes are good at buffing the rest of the party.

Makes sense, no archetypes which I find a little surprising though.


How about ...
1 Human Magus (maybe Staff Magus?)
1 Dwarf Fighter with a Greataxe (2-Handed fighter)
1 Elf Fighter with a Longbow (Archer)
1 Aasimar Ranger (not sure of archetype, but definitely Favoured Enemy - Orcs)
1 Human Fighter (VMC Cavalier maybe? I always have trouble with this one)
4 Halfling Rogues (something like a Burglar, a Carnivalist, a Charlatan and a Consigliere? Have to look into it more.)
1 Gnome (Dread Gnome or Bleachling) Brawler (Strangler)


I will avoid suggesting ten different Necromancers, although the temptation is certainly there. For the sake of simplicity, I will try stick to builds that do not rely on multiclassing, variant or otherwise.

Hmm...

1) Arcane Duelist Bard. Probably a Helpful Halfling... Combat Reflexes/Bodyguard, Weapon Focus/Weapon Trick, Flagbearer/Banner of Ancient Kings, Discordant Voice, and Teleport Tactician. She would most likely accompany me out every single time.

2) Strix Zen Archer Monk, because reasons.

3) Urban Bloodrager with the Arcane Bloodline for Adopted Magic and access to Teleport Tactician. Probably a Half-Elf with an Elven Branched Spear. Combat Reflexes, Weapon Focus/Weapon Trick, and the aforementioned Teleport Tactician would probably be the only offensive combat feats this character ever needs... Disruptive/Spellbreaker can be had from Bloodline feats. Try expand utility/survivability with the leftover feats. Try squeeze in some metamagics or at least magic-related feats, too.

4) Vanilla Skald for access to Spell Kenning. I don't know nearly enough about this class, but I feel it would be worth having around hanging out in the guild lobby to have tag along on random quests. Shaman's Apprentice Half-Orc with Sacred Tattoos and Fate's Favored? An adaptive HornBow, and a super simple archery build? Regardless, leave room for plenty of feats to support magic and Bard stuffs.

5) Evangelist Cleric focused on summoning and buffing... Flagbearer/Banner of Ancient Kings shenanigans (pretty sure it works with the Evangelist stuffs). Race is irrelevant.

6) Gnome Sensei Qinggong Monk of the Four Winds with Bewildering Koan. The actual trick comes from combining Mystic Wisdom and Slow Time, but Mystic Wisdom and any number of Qinggong abilities works well, too. Obviously, Advice is there from the start... I like me some Inspire Courage. Lol.

7) Shaman using Wandering Spirit [Lore]/Wandering Hex [Arcane Enlightment] shenanigans. Race is irrelevant. Like the Bloodrager's Adopted Magic, and the Skald's Spell Kenning, some things are worth including simply for versatilities sake... then just find something else useful they can do... certain builds (archery/reach) almost always work in a "support-the-hero" videogame-type setting, regardless of the chassis you use.

8) Grenadier Alchemist... Shaman's Apprentice Half-Orc with Sacred Tattoos and Fate's Favored, using a HornBow as their one martial weapon to get proficiency with... because I am lazy and archery flat works. Plus, I really like Alchemists, felt I needed at least one in here somewhere.

9) Sorcerer focused on battlefield control... I am too lazy to dig through my notes to find a single-classed version I would recruit in this sort of scenario.

10) A Wizard. I don't like them, but this is PF1... so, obviously, a Wizard... Wizards are the answer to all things PF1.


1. Diviner Haunted Heroes Handbook Pact Wizard. High initiative control.

2. Exploiter Wizard into Bloatmage. Still control focused like the Diviner, with a bit less initiative optimization. You can get essentially every desirable Exploit early, so you already have what you came for before you move into Bloatmage. Bloatmage is essentially pure gain and additional daily resources.

3. Druid. Melee focus. Absolute powerhouse below 12th level; still functions incredibly well as a full caster in higher levels.

4. Naga Aspirant Druid. Casting focus. So powerful that I'm honestly still tempted to make both Druids Naga Aspirants, but the composition is overall in need of a bit more melee and mid-level power, so I'll leave it as-is.

5. Cleric of Sarenrae VMC Life Oracle into Soul Warden, with Charisma as the primary stat (but Wisdom secondary, obviously). This is a build I've played before with incredible results. Even with absolutely no undead around, Soul Warden still feels fantastic. Absolutely insane number of channels, which can also be shunted into channel foci and distributed to the party, as well as 10+ uses of Heal/day as the prestige class capstone completely outside of spellcasting progression.

6. Evangelist Cleric. Inspire Courage reach build with Flagbearer and Banner of the Ancient Kings. It was a tough choice between this and a second bard down below, but the additional power of another full caster ultimately just outweighs it in my opinion, especially with one Bard already. If the Inspire Courage optimization didn't prevent an archery build, I might have been inclined to double up on Bard, but Cleric feels stronger here.

7. Spirit Guide Battle Oracle. Archery focus. Going to be picking up all the divine buffs that need to be spammed as well as status removal. Extreme flexibility with Wandering Spirit.

8. Sacred Shield Paladin. Focus on selflessness to absord damage and effects for the party to tie into Bastion of Good with Paladin's Sacrifice and eventually Sacrificial Oath.

9. Medium. Filling holes, often taking care of skills with Trickster (though the Bard will cover a lot of ground), capable of selecting spells flexibly, can function as another martial if needed with Champion. A lot of the random utility the class builds up over time is great for solving unusual problems, too.

10. Archivist Bard. Archery focus. Even if it's only against a single enemy type at a time, insight to everyone's attack, AC, and saving throws is incredible in big parties.

Obviously, more detailed builds and individual characteristics would take a lot more time. Every time I look, I'm also constantly tempted to cut the Spirit Guide Oracle for a Witch (especially since the Medium would still be there to fill random spell utility holes), but despite the added options hexes would fill for the party as a whole, the Evangelist + Naturalist combo benefits from more people who are already good at attacking with weapons, so I chose to lean into that more instead.


Oooh this is fun.

In order of importance

1)Bard. Force Multiplier and Good Hope access with a metric ton of skills and Bardic Knowledge.

2) Freebooter Trapper Ranger. Another Force Multiplier and functions as an exceptional Archer. Disarms Traps.

3) Spell Sage Wizard. Our magic swiss army knife. He won't actually be too combat focused as the rest of our team will be a combat blender. He'll pick up some crafting feats and a Valet familiar. Produces scrolls for the Razmiran Priest through spell study.

4) Razmiran Priest Sorcerer. Auxiliary condition removal and our AoE damage dealer. With the Orc bloodline and Blood Havoc, he'll be in charge of deleting hordes of enemies whilst maintaining impressive utility.

5) Life Oracle. Heavy focus on just keeping the party alive. Picks up Incredible Healer and Healer's Hands.

6) Herald Caller Cleric. Battle Cleric focus with a reach weapon. Provides additional condition removal and helps craft scrolls.

7) Sacred Servant Oath of Vengeance Paladin. Here to frontline, provide mercies, healing and will likely pick up Ultimate Mercy to help reduce the strain if people die.

8) Invulnerable Rager Barbarian. He's here to kill stuff.

9) Windstep Master Unchained Monk. Here to kill stuff too and has a strong independent chassis.

10) Trapbreaker Alchemist. Here to kill stuff, target touch AC, bring utility, and can also disarm traps.

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