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Rate my new party:

Discussion in 'Icewind Dale 2' started by Klorox, Feb 27, 2007.

  1. Klorox

    Klorox Baruk Khazad! Khazad ai-mĂȘnu! Veteran

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    Character #1: LG Deep Gnome Fighter 4/Rogue 3/Paladin 3/Illusionist 20
    S: 16 D: 20 C: 14 I: 18 W: 5 Ch: 1
    The is my decoy/tank/scout character. He handles all of the thieving skills, and is a backup wizard (he's the only character who can scribe scrolls in this party). With a plethora of extra feats, he should cover a lot of roles. Will increase DEX almost every time, and INT once (for the 9th level spells).
    Important Skills: Hide, Move Silently, Disable Device, Search, Open Locks, Concentration, Spellcraft.
    Important Feats: Expertise, Dodge, WS: Large Sword, Armored Arcana (x3), Improved Critical, Maximized Attacks, Dash, Lightning Reflexes, Iron Will, Combat Casting, Subvocal Casting.

    Character #2: LE Deep Gnome Monk 30
    S: 16 D: 20 C: 14 I: 3 W: 20 Ch: 1
    This is my other decoy/tank/scout character. She should be nigh-unhittable in the game, and deal out a significant amount of damage in melee. I'm considering swapping STR and CON scores. Will increase WIS every 4 levels.
    Important Skills: Hide & Move Silently.
    Important Feats: Dodge, Dirty Fighting, Weapon Finesse (this works with fists, right?), Power Attack, Cleave, Improved Critical, Lightning Reflexes.

    Character #3: CN Human Druid 19/Cleric (Tempus) 11
    S: 18 D: 16 C: 18 I: 3 W: 18 Ch: 3
    This is my Druid. He'll start the game as a Battleguard, and after the 1st level will exclusively level-up as a Druid (I like the axe feat to start). The 10 other Battleguard levels will be added in HoF, because a Druid basically tops out after 19 or 20 levels. Will increase both STR and WIS every 4 levels.
    Important Skills: Concentration, Spellcraft (stop at 14), Wilderness Lore.
    Important Feats: GSF: Evocation, GSF: Transmutation, Spirit of Flame, Scion of Storms, Combat Casting, Subvocal Casting.

    Character #4: LG Human Cleric (Lathander) 24/Paladin 2/Fighter 2/Monk 1/Ranger 1
    S: 14 D: 12 C: 14 I: 3 W: 18 Ch: 15
    This is my primary healer, and serves as a pretty good blaster with her domain spells. She can serve as a decent tank in regular mode, but is better as a reserve in that role. All stat increases go to WIS, and CHA will be boosted with a Wolf Hat. She will take 2 levels as a Paladin in regular mode, and all other levels as a Morninglady. If I decide on the other mix-ins detailed above, they won't be added until late in HoF. If not, the extra levels will go into Cleric.
    Important Skills: Concentration, Spellcraft (stop at 14). Considering Hide/Move Silently after that.
    Important Feats: GSF: Evocation, Spirit of Flame, Combat Casting, Subvocal Casting, Lightning Reflexes.

    Character #5: LG Human Paladin 2/Sorcerer 28
    S: 10 D: 18 C: 18 I: 4 W: 8 Ch: 18
    This is my main bomber. The Paladin levels are added late in regular mode, to take advantage of Paladin quest. All stat increases go to CHA. Will consider adding Rogue 1 very late in HoF for CHA-boosting item.
    Important Skills: Concentration & Spellcraft
    Important Feats: GSF: Evocation, GSF: Necromancy, Spirit of Flame, Scion of Storms, Combat Casting, Subvocal Casting.

    Character #6: N Human Bard 11/Sorcerer 19
    S: 8 D: 10 C: 18 I: 18 W: 4 Ch 18
    This is my diplomat, loremaster, and backup bomber. He will start as a Bard 11, then go to Sorcerer exclusively. All stat increases go to CHA.
    Important Skills: Concentration, Spellcraft (stop at 6), Bluff, Intimidate, Diplomacy, Knowledge: Arcana, Alchemy.
    Important Feats: Bullheaded, GSF: Evocation, GSF: Enchantment, Spirit of Flame, Aqua Mortis, Lingering Song, Subvocal Casting.
     
  2. kmonster Gems: 24/31
    Latest gem: Water Opal


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    You have to specialise character 1 in a second weapon type before you can take "maximized attacks".
    The elemental feats will help far more than the last 4 feats you mentioned, 5 elemental damage reduction is more useful than a little saving throw improvement, I doubt that combat casting or subvocal casting will have any beneficial effects.
    I'd also take heroic inspiration and wait with taking large sword specialisation since 2-handers are far better until you find the holy avenger.
     
  3. Mudde Gems: 9/31
    Latest gem: Iol


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    If you really want to powergame for HOF you could consider changing races on char 5-6. Aasimar and drow allows a higher cha which is very useful for sorcs. The drow also gives the ever so useful spell resistance.
    Char 5 could take the pal lvl very late. The SR and added cha is more useful than the pal-bonus from quest.

    Changing the race of char 3 and 4 can be good unless you plan on using loads of elemental spells (which you probably are with lathander and druid).
     
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