Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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yet another companion post probably. I was curious about composition of my group. Is it necessary to have 2 melee? I'd be more comfortable with a 2nd melee to go with my paladin but that means not using some good ones. Initially I was going to use me(pal), daeran(healer), nenio(wizard), arushaleae(archer), lann(archer#2) and woljif(rogue).
As a 2nd melee I've only met 2 so far and that's camelia who's useless as a melee and seelah, don't want a 2nd paladin in the group unless I have to. So who else is there if I wanted to go 2 melee(unless an argument could be made to keep my original composition as stated. Any feedback appreciated with thnx
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Showing 1-9 of 9 comments
Soul Apr 3 @ 12:52pm 
more melee means more shield walls for your less tanky characters....

but you have Ulbrig, Regil, and greybor as options for melee...
Drake Apr 3 @ 12:55pm 
Nothing is necessary. It also depends on the difficulty. I've made parties on core without arcane casters, I'm made parties without divine casters. I don't even have tanks in my parties.
I've made parties with 5 melees and some pets.

woljiff is a good melee char.

Camelia isn't useless, you just need to build her right.

I would argue that the only thing better than a paladin on horse in the game is 2 paladins on horses.

Honestly, I would even say that 3 paladins + 3 demonslayer rangers would be the perfect party composition for the campaign. You would just one turn every battle in the game.
Razer Apr 3 @ 1:22pm 
I play with either 2 melee with 2 animal companions or 3 melee and 3 ranged. Melee is very strong. One will have mythic flying buckler shield style for that nice +7 shield bonus for everyone. The other 1-2 pure dps. Onshotting most things.

If you don't like melee you at least want 2 to be able to have them work together plus generate more aggro. Worst case you can split them up. This is why i like 3 melee, because they can be split without loss of effectiveness.
I like having two focused on melee with one being built for damage and one built for tanking. After that a divine caster, this can be either melee or ranged, but focused on support and buffing. Then a touch attack character and a full arcane caster, can be the same character or not. I often like to have Eldritch scoundrel or similar for touch attacks and skill monkey duty and then another full arcane caster for CC and buffs. The sixth person, for me, is often an archer type for ranged physical damage.
garan_ Apr 3 @ 2:33pm 
I've been using woljif as like a 2nd melee since the enemies tend to ignore him. I position him to go around and back stab everything that's attacking my pal or trying to reach my softies. But I've read all recommendations and will try to apply some of it to taste :-) thnx for the input e1 :-)
jonnin Apr 3 @ 3:15pm 
take seelah another way. Her 1 paladin level won't interfere with being a fighter or slayer or something.
Razer Apr 3 @ 3:32pm 
Originally posted by jonnin:
take seelah another way. Her 1 paladin level won't interfere with being a fighter or slayer or something.
I like giving her 11 paladin levels, then 5 fighter levels, then either go 4 rogue levels or 4 slayer levels. Or 3 slayer and 1 demonslayer.
Sealer Apr 3 @ 5:21pm 
If you want to deal damage in melee, I think you should have at least 2, preferably 3 melee characters (+pets). The reason is that outflank and attacks of opportunity are probably the best way to deal damage as melee characters, and you need at least 2 melee's with outflank to benefit from it. I don't know if any pets have outflank, you might use that.

I run Seelah, Camilla and Woljiff, and they're all able to deal massive damage. For Camilla either improved critical, or using keen enchantment with a rapier allows her to crit on a 15+, Woljiff crits on 17 and sneak attacks. Camila as a melee shaman is really strong, but the power comes around the time she gets 4th level spell with divine power and bane weapon enchantments.
Your party is perfectly fine, as a matter of fact, I'd run it as potentially "primary" party without any problems.

You as paladin can tank (and bit more), Woljif deals lots of damage and also dodge tanks (he's insane in this role), Arue and Lann will wipe the floor with enemies, Nenio will be weird and Daeran will be very useful.

Do mind that pure healing in this game is not needed, so use Daeran to debuff/disable enemies. He's incredibly good in this role, with healing only needed occasionally.

But to answer your initial question, unless you're playing on Unfair (which I'm not familiar with), your party composition can absolutely go through whole game with no issues (swarms aside).
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