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KUPP (v.2)

Discussion in 'Icewind Dale 2' started by Klorox, Feb 19, 2007.

  1. Klorox

    Klorox Baruk Khazad! Khazad ai-mênu! Veteran

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    (Klorox's Ultimate Powergaming Party, version 2)

    Character 1:

    LG Deep Gnome
    Rog3/Ftr4/Pal3/Illusionist20
    S: 16 D: 20 C: 14
    I: 18 W: 5 Ch: 1

    This is my main tank for normal mode, and can get a very high AC in HoF by improving DEX all the time. I'll be able to take a lot of skills for this character as well, making him a great scout/thief type. I won't take Illusionist levels until all of the other levels have been taken, as they are more useful later on. He can backup as a great second-rank blaster as well. This character should do well in the BattleSquares.

    Character 2:

    LE Deep Gnome
    Rog1/Monk2/Ftr2/Rng1/Illusionist12/Cleric(Bane)12
    S: 8 D: 20 C: 11
    I: 14 W: 20 Ch: 1

    This is my decoy. He'll be a backup spellcaster in normal mode, and does alright in combat after Weapon Finesse is taken. In HoF, he'll use that dagger that boosts INT. Cleric 1 is taken early in the build, but no more than that until the rest of the levels have been achieved (to avoid XP penalty as long as possible).

    I believe I should be able to get both of these guys to AC 72 (or really close anyway) in HoF mode. Having two melee capable characters is a nice boon.

    Character 3:

    NG Female Drow
    Cleric (Lathander) 17/Druid 13
    S: 18 D: 18 C: 18
    I: 5 W: 18 Ch: 5

    I'll have this one take the Flame enhancing feat to enhance her powerful domain spells. The 13 Druid levels are there for Barkskin in HoF and because a Cleric doesn't get much better after level 17, so I may as well take advantage of her high WIS. In normal mode, this character could see a decent amount of melee combat, but come HoF, she'll be firing missiles when not casting spells.

    Character 4:

    NE Drow Male
    Sorcerer 19/Bard 11
    S: 8 D: 6 C: 16
    I: 16 W: 14 Ch: 20

    He's my main blaster and diplomat. Will do his best to stay far, far away from any combat. The Bard levels aren't taken until in HoF mode, and even then, they'll be squatted until at least level 5 (the Luck song).

    All of the characters have MR, which is a great bonus. I'll consider adding two more characters sometime later in the game (another blaster of some kind at least), but I've always been fond of a smaller sized party. This is an extreme powergaming party, and is made to tackle both regular and HoF modes.


    Any and all advice is welcome.
     
  2. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    Eh... most of the guys proposed are already in JUPP, either as main character or alternatives - minus possible differences in role and/or feats, which you omitted.

    Char #2 is most likely better by acknowledging the fact that his melee is going to suck whatever you do, and thus dropping the Fighter and Ranger levels altogether. On the same note, getting Tenser's Transformation just for the AC boost is both silly and unnecessary - what good does having a gazillion of spells do if you can't cast them? Also, 12/12 multiclass really only brings you one QUARTER of a spellcaster a straight lvl 24 would give you. May I suggest 20cleric/8mage instead?

    Char #4: Why WIS 14 instead of DEX 17+ ? A drow with a bow (and Rapid Shot) is such a natural and WAY more useful during most of normal mode.
     
  3. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

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    4 fighter levels don't sound like such a good idea for CHARACTER 1 if this character is going to be a spellcaster.

    I have doubts about 2 fighter levels for CHARACTER 2, if it's for the extra feats well it would be better to get extra spells or spellcasting levels.

    Rogue 1 Monk 2 are weird choices. Rogue 1 gives skillpoints agreed. But why 2 monk levels? Wouldn't 1 Monk level be enough or do I missed something in that build? (or 2 rogue levels for Evasion).

    Btw Weapon Finesse and one ranger level may sound like a good idea but do you really think this character will do more than 5 points of damage? (with a lucky roll). STR 8 isn't that great.

    I like CHARACTER 3 but the stats are too weird for me. ;)
     
  4. Faraaz Gems: 26/31
    Latest gem: Diamond


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    You know...they ARE very similar to the characters in the JUPP..but I guess its because the JUPP was very thorough and they covered most of the options possible and there's only SO many ways you can get 72 AC characters and a working party of four...

    Well, a party I've been playing with so far in Normal mode is 1 Cleric (Stormlord of Talos), 1 Sorcerer and 2 bards...

    The Bards have leveled up to lvl 7 (IIRC...the level where u get the luck boosting song) and I just get these dudes to sing this all the time, and just not level up beyond that. Pretty frickin awesome so far! Its like playing with 2 characters who have permanent +2 to luck...

    My Cleric in particular is wielding that Brilliant Great Sword from Kuldahar and he's tearing it up!
     
  5. Acrux Gems: 8/31
    Latest gem: Skydrop


    Veteran

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    Hmm..so having more than 1 bard play the same song at the same time will stack? I didn't know that...

    That could make for some very interesting party builds, if having more than one bard is beneficial.
     
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