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My first evil party

Discussion in 'Icewind Dale 2' started by The Black Raven, Sep 24, 2004.

  1. The Black Raven Gems: 5/31
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    I've decided to finish all my D&D games (and that would be, well, pretty much all of them), and for IWD II I wanted to try something new. And that would be playing an evil party (why the hell is good always so much easier to play, and the story fits it better?).

    Here's what I came up with:

    Lawful Evil Aasimar sorcerer (speaker)
    STR 3 DEX 15 CON 14 INT 16 WIS 12 CHA 20
    quarterstaff, sling

    Lawful Evil human monk of the dark moon
    STR 16 DEX 18 CON 18 INT 3 WIS 18 CHA 3

    Neutral Evil human dreadmaster of bane
    STR 14 DEX 12 CON 12 INT 12 WIS 16 CHA 10
    weapons?

    Neutral Evil drow rogue
    STR 8 DEX 20 CON 12 INT 20 WIS 12 CHA 8
    dual shortswords/daggers, crossbow?

    lawful evil human wizard (necromancer)
    STR 4 DEX 18 CON 18 INT 18 WIS 10 CHA 8
    weapons?

    I'm still trying to decide on the feats and all, so any help would be appreciated. I'm also wondering if I should kick the necromancer, I just included him in cause I never tried a necro before.

    Again, any help would be appreciated.
     
  2. el timtor Gems: 13/31
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    If you're going to stick to a 5-man party, multi-class the rogue as a necromancer--you already have the 20 INT, and drow preferred class (if male) is wizard.

    Then add this guy:
    Human fighter
    STR 18 DEX 12 CON 18 INT 13 WIS 10 CHA 5
    Get focus greatsword, power attack, and cleave.
     
  3. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Good point - your original party was definitely missing a frontline tank. Paladins are obviously out.
     
  4. Shrikant

    Shrikant Swords! Not words! Veteran

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    Str3 n 4? Trust me you dont want to inflict that on yourself. He will hardly be able to wear Phaens robes and carry a bow.

    Is this your first time through? Coz the race - class combinations are not optimised.
    This will be a melee heavy game, atleast early on. Later the spells will take over, but you will definately need a respectable tank charecter right throughout the game.

    Are those your main classes or are you thinking of only single classes?

    Sorcerer: If you make him WildElf or Human you can take a few levels of monk to boost your saving throws. Take the 4 elemental feats and SF: evocation, necromancy and enchantment. Take subvocal casting and mercantile background too.

    If you make the monk a Deep Gnome you can startoff with a higher AC. Give him a 2handed weapon till his fists become stronger.

    Drop the rouge and make the other two Drow.
    And you might want to consider getting a frontliner like el timtor said.
     
  5. Vassago Gems: 5/31
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    Definitely need more strength, I would drop 6 INT & 2 WIS to add to strenth. Also there is no benefit in having an odd-number stat.

    If he/she is going to be a straight Monk w/ no multiclassing, consider changing to a deep gnome. They make awesome monks. Also arm him/her with a two handed weapon till he/she gets high enough level to actually do some damage with his/her fists. Mine is currently weilding a two-handed axe and is quite deadly with it.

    Drop INT by 2-6 and add to 2 DEX and rest to CON. For weapon, I'd chose mace.

    I would combine these two into one like this:

    Evil Drow Rogue 3/Fighter 2/Wizard X
    STR 14 DEX 20 CON 12 INT 20 WIS 10 CHA 4
    dual shortswords/daggers, bow
    Feats: Two-Weapon Fighting, Amberdexterity, Weapon Finesse and the rest mage feats.

    Rogue 3, for Evasion and 2d6 sneak attack
    Fighter 2, for 2 extra feats and additional hps

    Since the male drow's favored class is Wizard and the Rogue and Fighter levels are within one level you won't receive any xp penalties from multi-classing. Be sure to start this character out as a Rogue for maximum skill points.
     
  6. el timtor Gems: 13/31
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    Another suggestion:

    NE human Dreadmaster of Bane
    STR 16 DEX 12 CON 18 INT 6 WIS 18 CHA 6
    Put him in plate + shield, give him a mace (maybe with weapon focus), and you've got your second tank.

    Edit: Oh, I forgot about this one...
    CE half-orc Battleguard of Tempus
    STR 20 DEX 12 CON 18 INT 3 WIS 18 CHA3
    Free weapon focus axe feat! Plate mail + greataxe=crush enemies/see them driven before you/hear the lamentation of their women...

    [ September 24, 2004, 21:11: Message edited by: el timtor ]
     
  7. The Black Raven Gems: 5/31
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    hmmm.... I think I'll just drop the wizard, and go for rogue x/fighter 4 with my dark elf. I just really want to make him a kind of "stealth-warrior". It's just something I never tried before. And I'll maybe add either another sorc or a human fighter or cleric (never had two clerics in the party before, might be interesting).


    P.S. would it be a good idea to go for rogue x/wizard x/fighter 4? if not how many levels of rougue/wizard should i take?
     
  8. el timtor Gems: 13/31
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    IMO 3-class multi's are kinda iffy unless you're soloing. You could try ranger 1/rogue 2/wizard(x)--you'll still get ambi + 2wpn fighting, plus evasion, and then have a decent number of wizard levels (a 5/6-person party gets to about lvl 18 at the end, iirc).
     
  9. The Black Raven Gems: 5/31
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    from a roleplaying perspective, what would it be like to have 2 clerics of different deities in a party?
     
  10. Will Gems: 13/31
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    Hmmm ... this might be just personal preference, but I can't do without spontaneous healing. In the few evil parties I've made, I've included a Chaotic Neutral Stormlord of Talos to go in slot 3 and act as a lovely field medic/spellsword. I justify this by him being a psychopathic zealot, but if you're really big on your roleplaying then you might not want to.

    I dont see a problem with having clerics of two or more different gods in you party, what with the wide polytheism of the forgotten realms. I usually do. If you're evil, pick clerics of the neutral and evil gods such as Mask, Bane, Talos and Tempus.

    i favour a drow pure class necromancer. The extra stat points and bow proficiency definitely come in handy, and the 2 level penalty offsets the fact that wizards level up too quickly. I remember how annoyed I was first time I played IWDII and discovered that my wizard had no scrolls to fill up the nice level 6 spell slots that had just become available. I find the 2 level penalty times it just nicely and gives you a monster spell chucker into the bargain.
     
  11. The Black Raven Gems: 5/31
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    ok, I got the aasimar sorc, drow necro, the human dreadmaster of bane and half-orc battleguard, with all the stats you guys recommended. Now would it be better to add the deep gnome monk or drow rogue? Do you guys think I have enough tanks with the two clerics? I don't want to m/c the wizard, I want him to be pure class.

    yea well this is tha last decision I gotta make.

    help
     
  12. Shrikant

    Shrikant Swords! Not words! Veteran

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    The deep gnome monk would make a better decoy than a drow. You can start him off with 20Dex and 20Wiz. Thats a bonus of 5 to AC right from the begining. Remember to give him atleast 13Int.

    So long as your halforc starts at 20Str she should be good enough up front.

    If the nercomancer ever finds himself short on feats you can give him 2 fighter levels for that little extra.
    I generally play a Fighter[2]/Rouge[3]/Wizard[x] and use him as a decoy.

    And dont bother with Weapon Focus unless its on the way to getting Weapon Specialization.
     
  13. The Black Raven Gems: 5/31
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    btw, do you guys think I would be fine with a 6 man party, or would all the ECL races really screw things up?
     
  14. Shrikant

    Shrikant Swords! Not words! Veteran

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    Take six if you wish. Dont be overly bothered with ECL penalties.
    An ECL penalty means that you will need more time to get that 3rd level spell. Once you get those however, ECL stops being a worry.
     
  15. Vassago Gems: 5/31
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    @The Black Raven,
    With these four: aasimar sorc, drow necro, the human dreadmaster of bane and half-orc battleguard, adding a deep gnome Monk would put the icing on the cake, IMO. These five will do. You can add a 6th if you want, but if you take these five then each character will get a little more xp due to a 5 way split instead of 6 and the ECL penalites won't matter.

    @Shrikant,
    Why does the deep gnome Monk need 13INT? What does that give you?
     
  16. Will Gems: 13/31
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    Lets you take Expertise. I wouldnt bother, but if you really want to get the best AC possible, you'll want that.
     
  17. Shrikant

    Shrikant Swords! Not words! Veteran

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    The Deep Gnome monk will make a better decoy than a drow. If you want you, can start him off with a single level of Rouge in order to wear an generic AC improving item.

    However be warned that Ive always found the monk to be a bit useless. And a few others concur. It may be that I dont know how to really play one but thats been my experience.
     
  18. Vengeance Incarnate Gems: 6/31
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    If you do add a sixth party member, give him halberd proficiency so that he can use the Halberd of Hate. Conlan sells it. Its +5 or +4(?)2d8 halberd that casts Larloch's Minor Drain on each hit.

    IMHO, it's the second best weapon in a non-HoF and I always made at least one evil halberdier just for this weapon.
     
  19. Shrikant

    Shrikant Swords! Not words! Veteran

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    If you want to use the Massive Halberd of Hate+4, remember that it can only be weilded by a person whose alignment lies between TN and CE.
    In pure damage terms its second only to the Massive Greataxe of Flame+5.
     
  20. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    ..which is also extremely hard to find, might I add.

    I've never seen one drop, and I've played the game through at least five times already.

    Thus, Massive Halberd of Hate +4 should be considered the king of weapons.
     
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