The three bards should all have at least 13 Int for that feat that opens up feats like dirty trick. Working together, they could blind, trip, and disarm. Archeologists make almost indestructible tanks if built correctly. No dips required. Bards kinda stink in combat because people use them wrong. Bards don't fight harder, they fight smarter. Ideally, never get into a fair fight if you can help it.
Didn't disappoint, I will try all four groups. I am intrigued by the bard group but not sure it i could push it past level 15. Also as a Lawyer build option - What you think of a summoner group?
Four herald callers that focus on animate dead. 3-5 skeletal champions per summon. Slap an extend on there and you only need one per combat! Not sure how long that would keep you going, though.
For a party of three I had an idea for the first 2 : kineticist knigth as a tank/melee, bow vivisectionnist as a trickery char and buffer. As a nuker I thought grenadier or Sylvain sorcerer would be good but what would you pick as a nuker ?
Is there any reason you're not dumping charisma to 7 in the builds that don't actively use it? Unless specifically needed it's a totally useless stat in the Tenebrous Depths and the 4 extra points are much better spent elsewhere.
If you were a lawyer id let you represent me ^^
Thats some clever lawyering xD
#5 Option (all Healing)
1. Paladin 2.Bard 3. Cleric
#6 Option (all clerics)
1. Crusader (heavie Armor war domain) 2.trikery domain 3.Healing/sun
I thought the Monty python one was gonna be three inquisitors
The three bards should all have at least 13 Int for that feat that opens up feats like dirty trick. Working together, they could blind, trip, and disarm. Archeologists make almost indestructible tanks if built correctly. No dips required. Bards kinda stink in combat because people use them wrong. Bards don't fight harder, they fight smarter. Ideally, never get into a fair fight if you can help it.
Didn't disappoint, I will try all four groups. I am intrigued by the bard group but not sure it i could push it past level 15. Also as a Lawyer build option - What you think of a summoner group?
My concern with summoning is that they do not last very long. Early levels will be very hard
Four herald callers that focus on animate dead. 3-5 skeletal champions per summon. Slap an extend on there and you only need one per combat! Not sure how long that would keep you going, though.
For a party of three I had an idea for the first 2 : kineticist knigth as a tank/melee, bow vivisectionnist as a trickery char and buffer. As a nuker I thought grenadier or Sylvain sorcerer would be good but what would you pick as a nuker ?
Is there any reason you're not dumping charisma to 7 in the builds that don't actively use it? Unless specifically needed it's a totally useless stat in the Tenebrous Depths and the 4 extra points are much better spent elsewhere.
Good point. I just did not think of it
no dumping stats is the dark side :)