Classic "Party of Four" for newbies in 2026


Advice


there's been a lot of chat batting ideas around, but if you are somewhat new to PF1 we'll try to give you a group of 4-6 PCs that will work well together.

SOMEBODY is going to have to engage the magic system. It is a big part of the game and knowing the ins and outs along with the tricks is very important. I'm going to lump the pseudo casters in here; Alchemist, Kineticist, Magus, etc. There are also the buffer/support guys, like; Bard, Cleric, etc. Not only do you want to keep things relatively fair but everyone needs some good tricks for those Ah-Ha moments at the table. Just remember to let the other players shine.

With the Martial types there are melee PCs, Ranged PCs, and specialists (like CM maneuvers, PCs with animal companions, etc).

The Game has other types of challenges - but between combat and casting you've covered most of it. Skill are important as your PC needs a Real Job and some skills so he's not just another vigilante. Skills are also the gritty part of an early game - when everybody is at +0 to +4 BAB with a masterwork weapon or two. Weapon choices work with the PC's feats - so watch how people do that.

I'll also mention Campaign and expected length of the game make a difference. Many APs focus on a grouping of monsters and challenges. If you are just going to level 12 and things poop out or you switch - that's a factor.

Please stick to the PFS Legal Choices off AoN. Look for the little icon to the left of the Title Name. That will keep things reasonable.
I'm gonna suggest you just kinda detail Traits, Feats to 5th level.

=====
> Party Name
chat about what binds the group together, their goals or are they just random newbies caught by goblin troublemakers? Targeting an AP or Module is fair game.
PC1: Name Align Race Class-Archetype(option) Lvl Class-Archetype(option) Lvl. Then Deity, Domains, weapon, School, etc etc. Ability {20 pt buy}[10,10,10,10,10,10]. Traits: T1, T2. Feats: BF, F1, F3, F5. Chat about the strengths of this character build.
PC2: ".
PC3: ".
PC4: ".
-opt-
PC5: ".
PC6: ".


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Some previous discussions on the topic:

Ideas for a Good Party

On building a balanced group: working out just what works and why you may have been doing it all along

Party Composition Advices

Discussion on what makes a well balanced party

Personally, I would recommend the following roles be addressed (in most cases, there are multiple classes that can fill a given role):
1) Ranged damage (blasting, ranged weapons, etc.)
2) Melee damage (weapons, unarmed, or natural attacks; possibly augmented via spells or class abilities)
3) Buffing (making yourself and/or the rest of the party better)
4) Battlefield control/de-buffing (restricting the enemy's ability to act and/or making the enemy worse)
5) Healing/status removal (covers both cure for damage and other methods for conditions, curses, diseases, poison, etc.)
6) Skill checks ("face," information gathering, locks and traps, knowledge checks, etc.)

In many cases, a single character can focus on one role while also at least partially addressing one or more other roles.

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