Does anyone here experiment with wild party compositions? I was reading the FAQ written by Jagged_Jim (don't know if he's on these boards, but he does mention some who are), and near the front he goes into a discussion on some sample parties he has made. I'm recently returning to the game and so I wanted to spice things up with some different "theme" parties that aren't the typical tank/melee specialist/cleric/face/wizard combination I've done time and time again. What about you? Perhaps you could post some of your ideas? I've got a couple that I've been swapping between and a lot of other ideas, but like I already said...what about you? Feel free to post up here (after me [or before me if you post one before I can finish writing out my current groups info])!!! Cheers, Feyd Rautha
Well, here's my first excursion into theme land. I'm currently playing this group and it's fun if a little melee heavy. I can already tell there are some things I will be changing, but overall I like it a lot especially what the potential is in the future! NOTE: All groups are based on a L20 build ---------------------------------------------------------------------------------------------------- "Avalanche" - Final Fantasy 7 theme party (Neutral Good) Many of us remember hours on end spent playing this great RPG. I've been a fan of the series back since Final Fantasy 1 in '88. So, when I saw the "Guillotine Blade" in the Jade Empress' shop I knew I had to do this theme party even if it doesn't translate 100% of the time... Character #1 Cloud Strife - Lawful Good - Fighter 8/Cleric 12 -Specializes in the Guillotine Blade (Two Handed Sword) -Worships Heironeous with the Good and Law domains -Heavy Melee tank as well as backup crafter (arms and armor in particular) -L1 Feats: Power Attack, Cleave, Weapon Focus (Greatsword) Character #2 Tifa Lockheart - Lawful Good - Rogue 10/Monk 10 (or 11 if Greater Flurry works correctly) -Backup "face" for female only sidequests -Specializes in traps and locks since someone has to -Obviously focuses on unarmed strikes after a few initial rogue levels to get skills needed at start of game -L1 Feats: Nimble Fingers (will soon take a hit on ranks in OL and DD - Alt.: Dodge), Improved Initiative Character #3 Barret Wallace - Lawful Good - Ranger 10/Fighter 10 (OR Ranger 8/Fighter 12 OR Fighter 10/Paladin 10) -A lot of options for progression, but the basics are to specialize in the longbow (gun arm) and greatsword (chainsaw/atomic scissors/etc.) -Half Orc to match strength (and skin tone) to character basis L1 Feats: Point Blank Shot, Precise Shot Character #4 Aeris Gainsborough - Neutral Good - Druid 20 -Specializing in summoning and functioning as main crafter -Quarterstaff (shillelagh) is main weapon -In tune with the "lifestream" in the game so "nature" is an obvious choice here -L1 Feats: Spell Focus (Conjuration), Augment Summoning Character #5 Cid Highwind - Chaotic Good - Bard 8/Sorcerer 12 (levels may vary) -Main party "face" character -Longspear and combat expertise/reflexes -Spells focus on buffs to make him a viable reach fighter despite low HP -Will do some backup crafting for arcane only items though only if absolutely necessary -Can also function as a backup healer -L1 Feats: Combat Expertise, Combat Reflexes Well, that's what I have at the basic level. It's fun so far and my only complaint is the lack of magical power for quite some time throughout the game. Perhaps Pasha (?? -Burne's apprentice) will suit and we'll just call her Yuffie? Anyway, this group is still very rough so I appreciate any advice! ----------------------------------------------------------------------------------------------------- Still to come... "Avalanche (a la Final Fantasy VII)" (See Posts #2 and #7) "The Artificer's Guild" (See Post #3) "The Hammers of Moradin" (See Post #9 -Thanks Marceror!) "The Fellowship of the Bing" (See Post #23) "Order of Elemental Balance" (See Post #24) "The Swords of the Protector (All Elf theme)" (See Post #...) FR
Here's another I've been trying. Due mainly to stat issues I'm getting frustrated with the group, but that really isn't that big of a deal. See my comments at the end for more info on what I've done so far, however. ---------------------------------------------------------------------------------------------------- "The Artificer's Guild" - Theme group of spellcasters with a heavy bent towards crafting (NE) I had this thought almost as soon as I got the game and saw how the crafting system worked. I knew that every group was going to have a "problem character" that leveled up slower and slower each level and if the crafting was exclusively done by that character then it could be start to become a problem with their level going too far outside the party norm. However, what I've done with this group is take that notion and flip it on its ear. In this party EVERYONE crafts which means everyone can drain some of that xp away although for some it is a bit easier than others! NOTE: I chose for this group to be evil since I had never really done much with that side of the game. It is a boon and a penalty just like every evil group, but the first and formost issue is the fact that there will be no holy/axiomatic weapons ( If I had to do it all over they might be good, but then again... Character #1 CE Human Cleric of Erythnul - Evil and War (all cleric except at noted levels) L1: Scribe Scroll and Improved Turning L3: Craft Wondrous L4 (Ftr1): Power Attack L6: Craft Arms and Armor L9: Craft Wand L10(Ftr2): Cleave L12: Imp. Critical (Morningstar) L15: Craft Staff L18: Great Cleave Basically this character is the main >PC< tank. I really like the permanent nature of commanding undead (I thought it was temporary, but I've had the same zombies with me for awhile) also and so the improved turning proves its worth when you have your first zombie encounter in the 2nd level of the moathouse (and can use the zombies as fodder for the gnolls and bugbears afterwards) Character #2 NE Human Druid of Nerull L1: Improved Initiative and Track L3: Craft Wondrous L6: Craft Wand L9: Natural Spell L12: Spell Penetration L15: Greater Spell Penetration L18: Craft Staff Also able to run some interference in melee, but not as butch as the cleric. Great for filling in those "druid only" items. Character #3 NE Half-Elven Bard (Eventual Levels Bard 9/Rogue 10/Fighter 1) L1: Point Blank Shot L3: Precise Shot L5 (Ftr1): Rapid Shot L6: Scribe Scroll L9: Manyshot L12: Weapon Finesse L15: Combat Expertise L18: Improved Feint Kind of an odd build featwise now that I look at it, but the basic jist is that I needed to have a face character and I knew that he would likely be a weak melee combatant so I went with ranged. Throw a fighter level in there for Longbow Proficiency and the bonus feat and this is the least "crafty" of the characters. Although since he has both arcane and divine spells and the ones he'll have are used in almost every combat (Cure light wounds anyone?) he'll be able to spend a lot of xp in that manner. Later as the crafting takes full swing and he gets a little tougher as well as some sneak attack power the rogue levels will rise dramatically (starting at level 12 I'm thinking for levels 3-10) Character #4 CE Halfling Sorcerer (Sorc 16/Fighter 4) L1: Point Blank Shot L3: Precise Shot L6: Craft Wand L9: Weapon Focus (Ray) L12: Spell Penetration L15: Greater Spell Penetration L17 (Ftr1): Improved Critical (Ray) L18: Spell Focus (Evocation) and (Ftr2) Improved Initiative L20 (Ftr4): Weapon Specialization (Ray) Kind of wacky as well, but since Sorcerers have issues past 15th level I had to do something. Also, I've never had a ray specialist, but have him make himself a wand of scorching ray and things could get fun. Character #5 NE Human Wizard L1: Spell Focus (Evocation) and Greater Spell Focus (Evocation) L3: Craft Wondrous L5: Craft Arms and Armor L6: Spell Penetration L9: Greater Spell Penetration L10: Craft Rod L12: Empower Spell L15: Forge Ring and Craft Staff L18: Maximize Spell This is my pure crafter. His crafting will weaken him in the general sense, but it will be worthwhile to the party. At the higher levels once he gets some open spell slots the Empowering and maximizing of spells will be a great boon which will make him probably the most dangerous even though he'll be lower level. Now... overall this party is very melee weak as well as missing a dedicated rogue. The answer(s) for this comes early, however: Furnok and Zert. Zert is a solid fighter and fills out the melee demands quite nicely despite his low starting HP. Furnok is a pain, but until another character can pick up the slack of trapfinding/disabling and lock opening he's the guy... Other than that I'm in the boring "waiting game" stage of the group right around Level 5... I'm not sure just yet if they're going to be worthwhile...we'll see though! Your thoughts and comments? Feyd Rautha
I've been thinking about recreating a favorite PnP party of all dwarves. no arcane spell caster, these guys were a "witch hunting" party that sought to counter the macinations of evil magic users and illusionists. A Dwarven locksmith who puts all of his skill points into disable device, open locks, and appraise without worrying about stealth skills at all. In first edition this was done with bonuses to some skills and penalties to others in the form of what was called a "thieves kit", which is a varient of the basic class, not a subclass. Crossbow as weapon of choice. A paladin specializing in the axe and shield style of combat. A double handed axe wielding Fighter. A dwarven cleric specializing in the war hammer who fights as well as the fighter types. These guys may not have gotten there fast, but woe be to any "witch" they found when they arrived.
My very first party was a "wild" or nature party. Druid, Barbarian, Ranger, Bard, Sorceror. I then wanted to follow up with a civilised good party of Cleric, Paladin, Monk, Mage Specialist, and maybe fighter. I never got to the evil group. I've also recreated a favorite party of mine from decades ago. It's nice to see them again in 3.5.
I've tryed a Roman styled party - 7 fighters with tower shields, shortswords, javlens and banded armour. It was interesting.
I have to make an addition to the "Avalanche" party I made above. I've been playing through with them a bit and found some unfortunate gaps. Add a 6th character Vincent Valentine - Neutral Wizard 20 -Instead of messing with sorcerer levels for Cid just keep him a straight bard for some tertiary minor healing and Vincent for wizard only stuff. -Part crafter, but mainly blaster specializing in rays. -Uses a crossbow when not casting -Cat familiar named Cait Sith L1: Point Blank Shot, Precise Shot This changes the party dynamic a bit, but not much.... Cloud - no changes unless I go with Fighter 4/Cleric 16 instead of Fighter 8/Cleric 12 Tifa - no changes...L1 Rogue then 10 monk then rogue Barret - A mix and match really. The first few levels of Fighter/Ranger until I get the sultry business out of the way and then paladin to round things out? Cid - Bard/Fighter Aeris - no changes except I did forget to mention that the Animal Companion should be named Red XIII Anybody else have thoughts or parties to post? FR
You know, Feyd, you could try a Fremen (barbarian/ranger), Bene Geserit (monk? sorcerer?), Mentat (wizard), Sardaukar (fighter), party. Just an idea. :eyebrow:
I'm currently considering a "Devoted Dwarven" party. All members would be Lawful Good, and all would be followers of Moradin. It would consist of: --Dwarven Paladin - Bastard Sword and Tower Shield. Party "Leader." Heavy Armor --Dwarven Fighter - Longsword and shortword (twf) - Medium Armor --Dwarven Fighter - Greataxe. Heavy Armor. --Dwarven Cleric of Moradin - Dwarven Waraxe and Lrg. Shield - good and protection domains - heavy armor. (craft wondrous item and craft arms and armor) --Dwarven Scout (Rogue with up to 4 fighter levels) - Spiked Chain - Medium or light armor - no ranks in sleight of hand. -Dwarven Diplomat (Bard with 1 level of fighter) - Bow - Light armor w/buckler. Craft arms and armor. Perhaps will use greatsword as a backup weapon. I know that I wouldn't want to go up against these brutes.
Heh... I once based an entire group off of the "good" side in the series. Paul (Monk/Sorcerer), Gurney Halleck (Bard), Stilgar (Rogue/Fighter), Chani (Rogue), and Lady Jessica (Cleric of Olidammara) were the party members, but I quickly got disillusioned when I couldn't equip them properly (no all black armors/cothing) and the pictures rather got to me... this was of course before I stopped playing for a bit... when I reinstalled on my new comp I didn't go back to the old one to get the save. Perhaps one to consider going back to... You could also have the Harkonnen Death Squad (The Baron [Cleric of Hextor], Feyd-Rautha [Fighter/Rogue], Rabban [Barbarian], Piter DeVries [Wizard], and a random Sadaukar commando rogue/fighter to handle traps). FR
You're very weak in the magic department, but such things can be made up. I would replace one of the fighters with a wizard or another cleric. You could even go with the whole "Pikel" idea from the Salvatore novels and make a crazy dwarven druid. The group above was basically my "Hammers of Moradin" group above except they all weilded hammers when possible and I had a wizard. As for dwarves I really like them as tanks. The extra con, dodge bonus against the most deadly (in melee) enemies, and their natural resistances to magic and poison make them perfect campaigners. Looks good though..I also wouldn't want to be on the receiving end of this group! FR
True about magic not being overly powerful in this group, but this is by design. This group is meant to a group of strong fighters, and I just don't think a wizard really fits. If the idea of this thread is to experiment with "wild" party compositions, then it would seem appropriate to see parties that don't have all of the traditional roles represented. Hence my party being absent of a strong arcane caster.
I once started making a LE party for a "Lord Of The Swords" spoof (of LotR). It would be a quest to destroy the One Sword with my party modelled on LotR characters. Some of the ToEE monsters fall nicely into LotR terms (eg: Balor = Balrog), but the LotR storyline needed a little bit or restructuring to fit.
I'm sorry... I didn't mean to imply that your design was flawed (as in unplayable). I was just thinking out loud. I have multiple builds I've been considering without an arcanist, and I've played some in the past. From that experience though I know that it is a pain at points in the game, but I do apologize for implying that it couldn't or shouldn't be done. On a related note, I liked the "Roman Legionnaire" idea posted above, but the problem I saw was the one I had with my "Dune" group. Are there enough tower shields and Roman themed weapons in the game to make it work? For like over half the game I only have three javelins for example . Of course, for those of you who can actually bring up your console that probably isn't as big of a deal. (Darn you console fickleness!) FR
What no Monks? Why not? They rock. (especially when they get Hazelnut's Monk's Belt ) I've been playing a party of four (Bard, Monk, Fighter, Cleric) and I've been having a blast with them. The fighter and cleric both have reach weapons, and having the fighter getting cleave, then great cleave while whirlwinding is very funny. The monk is more of a single target specialist who can speed around the battlefield and kick the crap out of a single monster, often saving the bard. I took a single level of rogue for the extra sneak attack damage before gaining monk levels.