Welcome to a guide on what I think the strongest party in Pathfinder 2e is. This guide assumes no variant rules and that all the players are willing to cooperate at all game phases, including character creation/leveling and actually playing fights. This party has great skill variety and a lot of nasty tricks to try and trivialize boss fights! Feel free to use the chapters to skip around and watch this video in sections.
All of the character builds I mentioned here can be built in PFS and can work outside of JUST this party. A lot of the "weird decisions" for these characters were to cover various skill / damage-type holes that may not normally exist.
If you want specific combos for Resentment Witch this guide goes over some good spells that may combo with Resentment Witch, give it a read if you are considering playing this party for real! [ Ссылка ]
Link to the Cleric Build Guide video: [ Ссылка ]
This Cleric can provide so much healing without relying on randomness that it allows the party to go toe to toe with the random nature of the d20. By spamming out 2 action Heals on top of the rest of the damage mitigation featured in this party you can not lose as you will always be able to outheal incoming damage while presenting a threat yourself. As long as the Cleric has a Heal you will win that fight.
Link to the video on Shield Block's interaction with Resistance: [ Ссылка ]
Pathbuilder links (NO FREE ARCHETYPE)
Witch - [ Ссылка ]
Fighter - [ Ссылка ]
Champion - [ Ссылка ]
(Change from default build guide in previous to include Cast Down to better trip high reflex creatures)
Cleric - [ Ссылка ]
Free Archetype.
PARAGRAPH OF EXPLANATIONS. This obviously is just more Wrestler feats for the Wrestlers and gives them more potency that way. The champion gets Psychic eventually because they have the defenses to be in melee and a lot of focus points so them SUDDENLY having burst damage is REALLY STRONG within the context of a champion's kit. For the other two characters, it shifts their ancestry to be a "pick your favorite" and both end up splashing into a second caster archetype for spell variety. The only decision that is super "questionable" is not also getting Imaginary Weapon on the fighter so they can do a once-per-encounter Spellstrike with Amped Imaginary Weapon. I feel that is OVERKILL for any normal encounter and value having a 120ft range cantrip more as that is better at covering for the bad matchups. It is a personal preference though... Big Number Funny may be the correct play here, but I don't want it to be seen as the ONLY play.
Pathbuilder links (WITH FREE ARCHETYPE)
Cleric - [ Ссылка ]
Fighter - [ Ссылка ]
Witch - [ Ссылка ]
Champion - [ Ссылка ]
CHAPTERS
0:00:00 - Intro / Disclaimers
0:02:08 - Definitions
0:11:42 - Summary of Each Character / Explain Basic Synergies
0:26:49 - "Detailed" Summary Cleric (Watch my video)
0:29:05 - Champion Start
0:55:53 - Fighter Start
1:17:06 - Doorknob
1:19:17 - Witch Start
1:37:41 - Late Game Witch Spell Choice
1:47:18 - MISC build notes for different scenarios
1:53:38 - Combat Strategy
2:01:30 - Wrap up
Join the Grapple Based community on discord: [ Ссылка ]
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