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My new party (still boring though)

Discussion in 'Icewind Dale 2' started by Bahir the Red, Aug 21, 2004.

  1. Bahir the Red Gems: 18/31
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    Bard 11/fighter 4/paladin x Dualwielding carsomyr or whatever that paladin sword was called, with maximized long sword skill (from fighter levels) and it can sing that good bard song at 11th level


    Druid x cool spellcaster and shapeshifter


    monk 1/ cleric x dualwielding axes, cool spellcaster (added this char later, not sure if I wanna keep it)


    Fighter 4/diviner x Arcane archer with lots of spells, I leave the summoning magics to the druid and priest


    Thoughs? Comments? Does it suck?
     
  2. Enagonios Gems: 31/31
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    why monk/cleric? if you equip him with armor and weapons and only have 1 level of monk, it wont really do much will it?
     
  3. Takara

    Takara My goodness! I see turnips everywhere

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    yeah, monk is only worthwhile if you are going to use him as one. 1 level of monk is worthless, because you lose any real bonuses by equiping with weapons and armour.
     
  4. Bahir the Red Gems: 18/31
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    I use weapons but not armor. That way I still have the wis bonus to armor class, and I can use cool monk items that gives nice bonuses.
     
  5. Menion Leah Gems: 9/31
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    And a monk level gives Evasion (I think).
     
  6. Alphidius Gems: 1/31
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    Correct, that's also a Rogue ability at 2nd level.

    Monks Features & Restrictions
    - Cannot use two-handed weapons
    - Gain additional point in AC for every five levels of experience
    - Monks who succeed at a Reflex saving throw avoid all damage
    - Lose many of their special abilities if they wear armor or carry a shield
    - Feats: Martial Weapon Proficiency: Axe
    - Feats: Simple Weapon Proficiency: All
    - Must be Lawful alignment
    - 1-8 hit points per level

    Monks Level Benefits
    1st: gain Evasion and Stunning Blow ability
    2nd: gain the Deflect Arrows feat
    3rd: get +2 saves against enchantment spells & move faster than other characters (by 2 units)
    4th: do 1-8(1d8) points of damage with their bare hands
    5th: immune to disease
    6th: increase foot speed (by 2 units), gain additional speed increases every 3 levels beyond sixth
    7th: heal up to twice their level in hit points on themselves everyday
    8th: do 1-10(1d10) points of damage with their bare hands
    9th: take only half damage when they fail a Reflex saving throw (Improved Evasion feat)
    10th: can strike creatures that are only affected by magical weapons (+1 enchantment attack)
    11th: are immune to poison
    12th: do 1-12(1d12) points of damage when unarmed
    13th: gain spell resistance of 10 + Monk level
    14th: no change
    15th: gain the Quivering Palm ability; victim must make a Fortitude saving throw or immediately die
    16th: do 1-20(1d20) points of damage when unarmed, can strike creatures only affected by +3 or better magical weapons
    17th: immune to fatigue
    18th: no change
    19th: ability to become ethereal for 2 rounds a number of times per day equal to level/2
    20th: damage reduction of 20/+1 (negates first 20 points of damage unless a +1 weapon is used)

    Alittle lengthy. Got it from my manual and Prima guide book, hope this helps :)

    [ August 21, 2004, 15:41: Message edited by: Alphidius ]
     
  7. Bahir the Red Gems: 18/31
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    Thinking of a solo later: Bard 11/figher 4/paladin 1/monk x


    kinda cool
     
  8. Xyfiel Gems: 2/31
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    Bards and paladins have conflicting alignments. Are you using the ease of use mod to bypass alignment issues?

    Heres some ideas I just came up with
    Bard11/sorc18/pal1
    For caster with some melee, I suggest aasimar

    Bard11/sorc12/fighter4/pal3
    Aasimar 18/18/16/3/5/20
    Then you can buff pretty well and use tensers. You will have a ton of low level buffs. You could trade 1 pal level for monk if you have to have evasion, but exp penalty will go to 40%.
     
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