:) Party of 4... The Essentials [Archive] - Wizards Community

Post/Author/DateTimePost
Fend

05-25-06, 11:04 AM
You have 4 players. drawing upon all the books in the range you must formulate a party Capable of handling a dungeon garenteed to kill some party members but fairly uses all classes' skills in equal measure.

you have:
4 9th level Adventurers
And 36000 Gp to spend on kit Each.
All the 3.5 Books at your disposal
Any class / Race / Feat / Item within reason and budget.

There are:
No towns to go to anywhere near by.
you must camp / recoupe outside.
Food and water in supply in the wilderness outside the dungeon.

Things you should keep inmind:
No Reinforcments
No Restocking equiptment other than loot found in the dungeon
The Dungeon is an Official Wizards Module - so its fairly balanced.
You know Absolutely Nothing of the dungeon as youve just been shipwrecked on the shore outside. But may take history Checks to find out information by identifying Land marks. until this time you know nothing.

Your challange:
come up with a party of 4 classes crafted using information from all the 3.5 Books with Items from any of those books you deem a combination up to the challange of a "killer dungeon"

Roll initiative
NightBreeze

05-25-06, 11:31 AM
I'll develop this later, but it will be a sorcerer/wizard/cleric/druid party.
Biggen_Gurble

05-25-06, 01:32 PM
ill take the easy way out and say cleric/cleric/cleric/cleric only because im to lazy to formulate a real party and i feel that if played well almost any combo of classes can get a job done speacially by lvl 9 depending on gear bought. so yea codzilla all the way for this 1 though
kelvinaw273

05-25-06, 01:45 PM
If the DM wants it to be a killer dungeon, it doesn't matter.

Also, you have left out .... campaign setting? Slightly important to some of us.

I would say you need variations on the themse of the four basics, fighter/cleric/rogue/wizard.

1) Cleric or Druid - absolutely essential.

2) Rogue - needed for traps, maybe rogue/monk for survivability.

3) Uber-fighter - meatshield and disher of damage.

4) Arcane caster, maybe specialist wizard for the extra spells, metamagic and flexibility.
feartheinvinceblehamster

05-25-06, 06:08 PM
1. Human Fighter6/Dervish 3
2. Air Mephling Scout 9
3. Elf warlock 5/ Acoylyte of the Skin 4
4. Druid
Wonton2006

05-25-06, 08:11 PM
Four clerics.
Yak of Darkness

05-26-06, 02:58 AM
So . . . the Tomb of Horrors, eh? The party that I saw go through it was:

Half-gold-dragon (human) monk
Human ranger (TWF)/cleric
Aasimar druid
Pixie rogue/soulknife

Even with almost everything immune to sneak attack/psychic strike, the pixie made that dungeon weep. Liberal use of spiderpoles, bags of tricks, powder kegs, two hired otyughs, some incredible cooperation, some great luck, and a sense of caution that borders on the paranoid (but hey, everything is out to get you, so why not?) didn't hurt, either.

One otyugh even survived, and went on to take bard levels.
ressurrector

05-26-06, 03:04 AM
I'd say these:
Cleric
Cleric
Favored Soul
Artificier

The artificier can customize/make items using the lab in a portable hole+dedicated wright trick.
The Favored soul is usefull for being able to spontaneous cast Revivify, which is the only way I know of to bring someone back without any material componants, and no lvl/con loss.
Artificier doubles as a trap-finder/trap disabler.

One cleric is anti-undead/healer, with possibly some levels of that pelor super-healer PrC from Comp Divine
The other cleric is offencive spells and buffs. Possibly use a druid instead, but without a guarantee of any natural surroundings (trees/plants) it might not be as good.