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Yes, another "Rate My Party" thread

Discussion in 'Icewind Dale 2' started by Death Rabbit, Aug 10, 2006.

  1. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    [​IMG] Wild Elf Bard 2/Sorcerer X
    Str: 8
    Dex: 20
    Con: 12
    Int: 12
    Wis: 8
    Cha: 18

    - Party diplomat, bombardier and identifier
    - Will start off as a bard for the skill points
    - Considering only 1 level of bard
    - Will also fill a Sniper role

    Human Paladin of Helm 4 / Fighter X
    Str: 18
    Dex: 10
    Con: 16
    Int: 6
    Wis: 10
    Cha: 16

    - Primary tank
    - Considering an Aasimar
    - Will probably leave Wisdom at 10, because he won't get spells anyway
    - Will focus on Greatswords

    Druid (no race chosen yet - suggest?)
    Str: 8
    Dex: 18-20
    Con: 12
    Int: 12
    Wis: 18
    Cha: 6

    - will use ranged weapons and weapon finesse
    - would like to mix in a few levels of Ranger, unless you have a better suggestion

    Human Monk of the Old Order
    Str: 17
    Dex: 17
    Con: 16
    Int: 4
    Wis: 18
    Cha: 4

    - Secondary tank
    - Main stealth unit - will only drop skills into hide and move silently
    - If I add any extra levels, it'll only be 1-3 levels of Rogue for Evasion and Sneak Attack

    Half-Orc Cleric of Tempus
    Str: 20
    Dex: 10
    Con: 18
    Int: 6
    Wis: 18
    Cha: 4

    - Secondary tank, primary healer
    - May add a single level of Barbarian, but that's it
    - Turning undead isn't that useful to me
    - This domain seems like it makes for great tanking, but I'm very willing to try other domains and races in this slot

    (any race) Rogue 2, Wizard X
    Str: 8
    Dex: 18-20
    Con: 12
    Int: 18
    Wis: 8
    Cha: 6

    - Main Rogue and secondary caster
    - any race suggestions here?
    - only Rogue skills will go into Pick Pocket, Remove Traps and Open Lock
    - May start off with Rogue level to take advantage of skill points at character creation
    - any suggestions for spell schools?

    General considerations:
    • I generally like to combine role-playing and power-gaming whenever possible.
    • The stats listed above were done from memory, so don't bother pointing it out if they don't add up accurately. They're general estimates.
    • I'm not opposed to exotic races with level handicaps
    • On that note, though I recognize that Humans are probably the best all-around race in this game, I also happen to find them by far the most boring. I don't want more than 1 or 2 in the group if I can help it.
    • I want only to go through favored classes so as to avoid the XP penalty
    • I feel like my party is all tall people, and want one or two shorties (why, I have no idea - it just feels incomplete without a dwarf or halfling around)
    • I have most componants of the Ease of Use mod installed, including alternate Druid shape-shifts, Holy Avenger Greatsword, and some XP per kill
    • I have the undead targos mod installed
    • I LOVE DIVERSITY - I like my parties to cover as many bases as possible without whiddling down the powers of a single class. Ergo, if I multiclass, I do it sparingly (no more than 4 levels of the second class). Diversity includes races, too.
    • I don't do evil characters. Chaotic Neutral is as evil as I go. I would consider a single evil character for role-play reasons, but that's it.
    • I definitely want a monk this time - I've never played one in this game before. But I don't want her eaten alive, either - so any suggestions for her would be great.

    I look forward to anyones comments or suggestions.

    [ August 10, 2006, 02:38: Message edited by: Death Rabbit ]
     
  2. 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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    For your missing races, primary consideration would be multiclassing penalties e.g. a ranger / druid would have to be human and a rogue / wizard would have to be human, halfling, or male drow.
     
  3. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    No - my rogue/wizard could also be a moon elf, half-elf, gnome (if I wanted an Illusionist) or a teifling. But yes - the ranger/druid would have to be either Human or Half-elf.
     
  4. 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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    Another tip - characters with 8 strength have a nightmare carrying anything.
     
  5. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    True - for those characters I may at some point add the "strong back" feat.
     
  6. Master of Nuhn

    Master of Nuhn Wear it like a crown Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    It's been a while since I played this game, so I might be wrong here or there in my tips etc.

    Illusionist goes well with the interests of rogues, so it might be fitting to pick a Gnome. You will miss the abjuration's protective spells, though, especially against arcane spells. Your cleric has some protection you will need, of course.
    Halfling would be great as well, needless to say, for a slight boost on your rogue skills, AC etc
    (Personally, I like the idea of a Gnome in my party especially a witty, clever and naughty Rogue/Illusionist)
    [/edit] Ugh, sorry. Illusions mainly go well with sneaking around etc and you have the Monk for that job.[/edit]

    For the Druid/Ranger, I'd pick a Half-Elf. It seems to fit their Elven bond with nature and the wandering of the Ranger. Their bonuses are somewhat lame, but I don't like Humans very much either and all they get is an other Skill point and a Feat (which actually is quite nice... Mmh...)

    If you want to get your rewards after some task, don't have your tanks (Paladin and Monk) at the front or as a 'protagonist'. Pallies and Monks often give you troubles when in dialogue, IIRC.

    [ August 10, 2006, 04:03: Message edited by: Master of Nuhn ]
     
  7. Death Rabbit

    Death Rabbit Straight, no chaser Adored Veteran Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Yes, they do - that's why I have the Sorcerer at the front doing all the talking. That's probably my least favorite aspect of IWD2 - Monks and Pallys don't even give you the option of taking a reward, and it's often needed, especially early on.
     
  8. Da Rock Gems: 5/31
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    When you get bag of holding, mercenary's sack and/or potion cases, at least one of your STR 8 characters is going to find it easier. Remember that your arcane spellcasters don't need to carry much - unless you take Armoured Arcana feats, they will wear robes, which weigh little. They probably won't be wielding 2-handed weapons either. Avoid giving them heavy crossbows.
    The strong back feat may be best taken by your druid, unless you want to make use of a high strength shapechange.
    STR 8 is not a problem - just make sure that these characters aren't the ones who go round picking up all the loot. Your rogue may have the biggest problem - you may need a 2nd character to hang around the chests to take out the contents. Otherwise, see the bag of holding statement.
     
  9. The Magpie

    The Magpie Balance, in all things Veteran

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    For the Rogue/Wizard, I'd definitely choose (male) Drow for the race. I've played with a similar character before, and he was very effective as a utility trap/locksmith. Don't forget to put ranks in Search, though. You'll need that to find the traps first! I'd also think hard about specialising; Enchanter, Diviner or Conjurer are the best choices as they only have one restricted school. Enchanters & Conjurers can't cast from the Evocation school, and Diviners are prohibited from the Conjuration school. As you have a Sorcerer for the Bombardier role, I'd probably go Enchanter. I'd also take Rogue first level, for the extra skill points. Sure, it can be annying having to purchase scrolls for the spells you feel you need, but with your main skills cross-class for a Wizard, you'll need the extra. I should also add that an alternative to Drow is Tiefling. Drow's been done many times before, and a Tiefling gets the same INT and DEX bonuses. Lightfoot/Strongheart Halfling is also an option, if you really want to add a little person.

    For the (Ranger)/Druid, you'll need to go Human or Half-elf to avoid an XP penalty if you multiclass. Either would do the job, with Human being the "best" choice for the extra feat and skills. If you have a good RP reason for Half-elf, though, go for it. If you're keen on adding short folk, a pure class Halfling Druid would be interesting.
     
  10. Mudde Gems: 9/31
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    1:
    Take only one level bard. the second won't give much. Take lingering song feat for that char.

    2:
    Take aasimar and add extra ability points on cha or con. You don't need 4 lvls of paladin, 3 gives all bonuses. You could consider making wis a bit higher and have him as fighter4/Paladin
    Also if you like powergaming you could lower int to 3 since it won't affect him and will make him stronger in other aspects.

    3:
    I never played with shapeshifting mod (it's said to do them too powerful), so I can't give much advice. I usually have my druid with stats like 18 16 18 3 18 3 (slightly different for other races).
    My last non-themed party had a half-orc barb1/druidX with 20 16 18 1 18 1 that did much damage and never shapeshifted unless for the +12HP bonus.

    BTW by making him human you can dump int as you get 2 skill points per level. can also be done for non-humans as access to some feats isn't worth a lot lower strength and other stats.

    4:
    Monk get evasion at lvl1. Consider making him a deep gnome with 16 20 14 3 20 1 as stats which would give him access to incredible AC-values. (he will be a bit weak at the beginning but makes up for it later on.

    5:
    A good choice. Could be exchanged for many other races including dwarf, but that's not neccesary. If you plan on taking the barbarian level you should change your domain for another with better domain spells (Oghma, Lathander or Talos) or for dreadmaster (recieves a "bonus").
    Read a domain spell list to find the right domain for you.

    6:
    Make him diviner since the opposite school isn't too important. Illusionist only if he's a gnome. The powergaming choices for race would be drow or maybe tiefling, but any race that don't recieve xp-penalties would do just fine.
     
  11. Decados

    Decados The Chosen One

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    IIRC correctly, Paladins get 1st level spells at 4th level, having 10 wisdom will restrict him ever so slightly. If you are going to min/max by dropping stats you don't need, then you may as well lower intelligence to 3 and boost either Dex, Con or Cha.

    To be honest, I've found that Fighter/Paladins work best with the majority of levels in Paladin. All you miss out on is a few feats and you will eventually run out of feats that you really neeed anyway. In return you gain spellcasting so you can buff and heal yourself and so become more powerful in melee. If you go this way, put the extra points from Intelligence into Wisdom.
     
  12. kmonster Gems: 24/31
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    1)One Bard level is enough.
    I would drop dex and wis for higher con.


    2) 3 paladin levels are enough if you don't want to cast paladin spells.
    - cha gives the same will save bonus as wis but also other save bonusses and bonus AC.
    - cha gives the same AC bonus as dex but also saving throw bonusses.
    Aasimar isn't a bad choice.

    Str, con and cha are important, 13 dex is needed for many combat feats like rapid shot, int and wis can be set as low as possible.


    3)Mixed in ranger levels will cripple your druid.
    12 int gives 3 skill points per level for non-humans and 4 for humans.
    10 int is enough, you just need high concentration, 10 spellcraft for scion of storms and a little wilderness lore (you can repeat a failed check as often as you want).


    4)You don't need to take a human, 1 skillpoint per level is enough to get hide and move silently skill high enough.
    Taking other class levels will corrupt your monk.


    5)Battleguards are most fun. I personally prefer dwarves since I want the only one able to raise dead to survive as long as possible.
    I wouldn't add other levels.


    6)Start with a rogue level. 1 level is enough. Mabe a halfling or human rogue1/transmuter if you don't need a third one besides your sorcerer and druid who's able to cast "finger of death".


    7) Your party is more than strong enough to beat the game.
     
  13. Mudde Gems: 9/31
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    12 int gives 2 skill points/lvl for non human and 3 for human. 10 int is useless since you then get the same amount of skillpoints as if the int was 1.
     
  14. kmonster Gems: 24/31
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    Not for druids, bards and rogues. Druids get more skillpoints compared to most other classes.
     
  15. Mudde Gems: 9/31
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    That is the case in 3E D&D rules but IWD2 don't follow them in all cases. According to 3E most classes gain 2 skillpoints/lvl as base, in IWD all classes except rogue gain 1 per lvl.
     
  16. kmonster Gems: 24/31
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    Just try it out. Create a druid and bard with 10 int.
    The result should convince you of the correctness of my post.
     
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