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Party help

Discussion in 'Icewind Dale 2' started by Steeze, Jan 10, 2005.

  1. Steeze Gems: 10/31
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    [​IMG] Hey everyone. I know you are probaly all bored of these threads... but i'm thinking of starting a four or three man party(never played with less than six) I also want to make it a little bit different(not just a fighter, cleric, rogue, mage) I've got some ideas, could you guys just tell me what you think?

    Deep Gnome - Monk
    Dwarf* - Cleric of^
    Gnome+ - Sorceror or Wizard>
    SH Halfling - Bard#

    *= Want a dwarf, not sure which type

    += Not sure if I want him to be gnome, not sure which type

    ^= Not sure which deity

    >= Not sure which one

    #= Not sure if I want bard, but like them and it is something different.
     
  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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    If you want something different, go with Cleric of Oghma. Nobody ever seems to take that god. The free identify spell is marginally useful.

    With a 4 man party, always go for Sorcerer over Wizard because you will level up faster than the available scrolls for a wizard.
     
  3. Steeze Gems: 10/31
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    Ok cool. What do you think of the bard?
     
  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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    Bards are always cool and different as they are not often used.

    Only problem with your party is that the lack of a real weapon wielding tank might frustrate you a bit, but then again might also make things more fun.
     
  5. Shrikant

    Shrikant Swords! Not words! Veteran

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    A DeepGnome Monk is most often used for the insane AC he can achive. Maxed Dex, Wis and 13Int will make it impossible to hit him.

    IMO Sheild Dwarves are the only race worth taking. Their racial abilities are most useful during the initial chapter, when you need all the help you need. Clerics have pretty decent BAB, so you needn't be worried about hitting people.
    Hey HB, Clerics of Ogmaha can cast Horrid Wilting as their domain spell. They are actually damn powerful.

    Take sorcerer. But make him a Drow.

    In my current game I am playing a Bard[11]/Druid[x]. She rocks. Song of the Sith is sweet :love:
     
  6. Steeze Gems: 10/31
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    Ok cool, but why drow sorcerer, I was kind of hoping to make my party all short people, but if the drow sorc. has good bonuses I might make one.
     
  7. San Ti Gems: 5/31
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    he has really good bonuses the only problem is the sunlight thing that affects them a bit but its nothing to worry about
     
  8. Steeze Gems: 10/31
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    doesn't a deep gnome have relativly the same bonuses?
     
  9. 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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    Deep Gnome and Drow both have great bonuses (hence their high ECL penalty). No reason why you couldn't have a deep gnome sorcerer if you wanted one.

    Good point about the Bard is that they don't get much better after level 11 so might as well set them up to be multiclassed like Shrikant did.
     
  10. Steeze Gems: 10/31
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    what about the Rock gnome, what do you guys think I should multi class my bard to?
     
  11. Shrikant

    Shrikant Swords! Not words! Veteran

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    Aasimars and Drow are the only races which can get 20 points in Char at charecter creation. Hence my Sorcerers and Bards are from either of these two races.
    As such Deep Gnome and Gray dwarf Sorcerers are a bad idea since they get penalties to Char. If you want to make a short sorcerer or bard I would suggest Strongheart Halfling or Gold Dwarf.

    All the dark creatures get a -1 penalty under sunlight. But that has never seemed to really affect my game.
     
  12. Steeze Gems: 10/31
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    Norendil, Deep Gnome, Monk

    STR:16
    DEX:18
    CON:17
    INT:3
    WIS:19
    CHA:1

    Skills: Hide, Move Silently, Concentration, Wilderness Lore
    Feats: Axe, Crossbow, Mace, Missile, Quarter Staff, Small Blade


    Bolron, Shield Dwarf, Lorekeeper of Oghma

    STR:18
    DEX:10
    CON:18
    INT:7
    WIS:18
    CHA:5

    Skills: Concentration, Diplomacy, Wilderness Lore, Spellcraft
    Feats: Hammer, Crossbow, Mace, Missile, Quarter Staff, Small Blade, Armour Proficiency(3), Shield Proficiency


    Molthar, Strongheart Halfling, Bard

    STR:16
    DEX:18
    CON:16
    INT:5
    WIS:3
    CHA:18

    Skills: Bluff, Concentration,Diplomacy,Intimidate, Move Silently, Hide
    Feats: Bow, Large Sword, Crossbow, Mace, Missile, Quarter Staff, Small Blade, Armour Proficiency(2), Shield Proficiency, Lingering Song


    Rolo, Rock Gnome, Sorcerer

    STR:12
    DEX:18
    CON:16
    INT:9
    WIS:3
    CHA:18

    Skills: Bluff, Concentration, Diplomacy, Intimidate, Knowledge Arcana, Hide, Move Silently
    Feats: Crossbow, Mace, Missile, Quarter Staff, Smallblade, Spell Penetration

    Just a last few questions...

    1) How do you suggest I defend my bard? any elven chain mail for example? Shield?

    2) What weapons do you suggest I give my monk(other than fists)?
     
  13. Vassago Gems: 5/31
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    There is no advantage in having an odd number ability. I would change CON to 16 and add 1 to WIS.
    Drop CHA to 1 and add 4 to DEX
    You've got to bump WIS up or this guy is going to be charmed and sleep constantly. Drop his DEX so that he can benefit from wearing armor and add it to WIS.
    Same with this guy, low WIS means he's going to be sleeping and charmed.
    Shields are not all that great.
    Two-handed Axe or Two-handed Greatsword. That's what I use with my solo Monk.

    Also, Wilderness Lore is not all that great, it's only useful in one or two places. You need to determine what roles your characters are going to play (i.e. who's the talker, the theif/disarmer of traps, etc), then pick your skills according to their roles. With 6 characters, you shouldn't worry about overlapping skills between them except where necessary (ie. Concentration and Spellcraft).
     
  14. Shrikant

    Shrikant Swords! Not words! Veteran

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    Whats with the odd numberd Con and Wis for your monk? There is a two handed axe you can find early one. Use it till your fists do atleast 1d10 damage. Get the Blind-Fight feat.

    Feats which are really useful for front-line melee bashers include Power Attack, Cleave, Improved Critical and Dirty Fighting (which you cant take). Take a couple of Fighter levels ASAP.

    With the stats your Bard has, it would be criminal not to put him on the front. Give him Barbarian levels. The best armour for this guy, you will only find it right at the end of the game. Use sheild till then.

    You do realise that form Int 1 - 11 you only get 1 skill point per level, don't you? Those long lists of skills are not gonna fill up.
     
  15. Steeze Gems: 10/31
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    I'm not arguing with you here, just a few things i'm confused about.

    @Vassago
    I didn't think he would need dex, because he wears heaviest armour so doesn't benefit AC wise,and he going to be is more of a front line fighter so doesn't benefit missile wise.

    Two things, isn't it the higher your dex, the more you benefit from light armour? Also, if he wears armour he will get arcane spell failure.

    What stat should I drop?

    It is a default skill that comes with the races

    Norendil-Tank/Scout
    Bolron-Tank/Healer/Buffer
    Molthar-Archer/Talker/Traps
    Rolo-Bombardier/Locks&pockets


    @Shrikant

    I wanted to go straight monk, with monks being crappish at the start and the slow leveling up it will take ages to get him good if I multi class him. Will I be at a big disavantage without fighter lvls?

    Don't know what you mean.

    I tryed to make him more as my archer. Shouldn't my make and cleric be enough up front? When should I give him barbarian lvls?

    That is it, I know it is alot.
     
  16. 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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    Remember that Dexterity does not only affect AC and missile hits, but also Reflex saving throws.
     
  17. Shrikant

    Shrikant Swords! Not words! Veteran

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    You will find more than a few heavy/medium armors which allow you a +2 Dex bonus to AC. Also a charecter with at least 13 Dex can take the Dirty Fighting feat.
    Also, as HB said, these guys will need all the help they can get wrt Reflex saves. If your high damage charecter is stuck in a web with no one in his reach, he will have to resort to ranged weapons.
    Once you play the bard, you will realise that most of the spells you can cast are buffs. So take off your armor, buff up and then put it back on.
    With those stats I think he will do more damage in melee than with missile. Even with barbarian levels his BAB will increase and he can hit everything better. Still thats just a suggestion.
    The most common bard build is the Bard[11]/Sorcerer[19]. What ever you do, take the 11 bard levels first. Multiclassing decisions can wait.
    If the Sorc ever finds himself in melee combat, he is toast. Skimp on the Dex and put it in Int and Wis.
    Still does not mean that you invest your level up skill point there.
    2 Fighter levels for the Cleric, not the monk. That way he can use any weapon he finds. Also you get 2 extra feats for the first 2 Fighter levels.
    When ever a charecter levels up, he gets a few skill points which he can invest as per his choice. The number of skill points available is equal to your Int modifier, with a minimum of 1 point. The only exception are Humans (+1 skill point every level) and the Rouge class which gets additional skill points.
    So you see, none of your charecters will get more than 1 skill point per level up. You may find yourself at a loss at a couple of points in the game.

    Finally. Noticed you dont have any rouge skills in your party. There are a lot of traps in the game. You will need the Search and Disable Device skills.
     
  18. Steeze Gems: 10/31
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    Ok I moved their stats around abit according to what you have suggested.

    Norendil, Monk

    STR:16
    DEX:18
    CON:16
    INT:3
    WIS:20
    CHA:1

    Bolron, Cleric

    STR:18
    DEX:12
    CON:16
    INT:11
    WIS:18
    CHA:1

    Molthar, Bard

    STR:16
    DEX:16
    CON:16
    INT:3
    WIS:10
    CHA:18

    Rolo, Sorcerer

    STR:10
    DEX:12
    CON:14
    INT:12
    WIS:10
    CHA:18

    I'm going to recreate the party once you replied,(with positive answers, hopefully) so I will change their skills and feats according to what you suggest/have suggested then.
     
  19. Shrikant

    Shrikant Swords! Not words! Veteran

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    Bolron will still only get 1 skill point per level. Then again, a cleric really doesn't need any skills other than Spellcraft and Concentration.
    You should reduce it if you find that you need stat points elsewhere.

    Have you decided how many levels of Bard Molthar will be taking?
    Bards only get a maximum of 8th level spells. A Bard[11] can only cast upto L4 spells. So you can get away with taking a couple of points off Char.

    Feats and skills can be decided on later.
    Start the game already :thumb:
     
  20. Steeze Gems: 10/31
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    I was going to take him to lvl 11 and then go either sorc. or druid, probaly druid. So i'll take some points off charisma and put them on wisdom
     
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