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KUPP (v3) (spoilers)

Discussion in 'Icewind Dale 2' started by Klorox, Feb 21, 2007.

  1. Klorox

    Klorox Baruk Khazad! Khazad ai-mênu! Veteran

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    Here's KUPP (v3). You'll notice a few minor changes on one character, and then a complete overhaul on the other three:

    Character 1: Deep Gnome Male, CN
    STR 16 DEX 20 CON 14 INT 18 WIS 5 CHA 1
    Bbn3/Rog3/Ftr4/Ill20

    He's my decoy, a decent tank, thief, backup arcane spellcaster, and loremaster. All stat increases will go to DEX. He'll be using a shield for a better AC, will hold the Xvimian Fang Dagger when casting offensive spells, and will wear the Drakkas Chain armor. His increased speed from the Barbarian class will help him be the first character targetted by the enemies, and is useful for a scout. Skills include Alchemy, Search, Hide, Move Silently, Disable Device, Open Locks, Pick Pockets, Knowledge: Arcana.

    Character 2: Aasimar Female, LG
    STR 8 DEX 16 CON 18 INT 12 WIS 6 CHA 20
    Sorc27/Pal3

    This is my main spellchucker. All stat increases go into CHA. Skills are Concentration and Spellcraft (up to 9 only for the elemental feats). Paladin levels won't be taken until late in the game. She'll be firing a Crossbow for the early levels.

    Character 3: Drow Female, CN
    STR 18 DEX 18 CON 16 INT 5 WIS 18 CHA 5
    Cleric (Tempus)18/Druid 12

    This character is my secondary tank, and a heckuva divine spellcaster. All stat increases go towards STR (maybe some WIS late). Her only skill is Concentration. Come HoF, she won't go near combat, but will still hurl axes into the fray when not casting spells. The Druid levels are taken later, because they're mostly for Barkskin for my decoy.

    Character 4: Drow Female NE
    STR 8 DEX 8 CON 16 INT 14 WIS 18 CHA 16
    Bard 11/Cleric (Bane) 19

    This is my diplomat. I figured Bane was the perfect Cleric deity for a diplomat, with it's bonuses to the conversation skills. My stat increases will all go to WIS. This character will concentrate on all of the dialogue skills.


    I really appreciated all of the help with my last attempt at a party. Any and all advice for this one is welcome!
     
  2. kmonster Gems: 24/31
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    For character1 I'd also increase spellcraft. It's important for successful scroll scribing, the elemental feats and it's helpful if you can see which spells enemy casters are attempting to cast.

    From the powergaming perspective it might be best if you start as a rogue and always take a caster/rogue level after a taking a warrior level. This way you can always trade 1 skill point from barbarian or fighter to illusionist or rogue who has more class skills.
    But a few skill point more less don't matter that much if you get so many of them.

    On normal mode I wouldn't use a shield, the extra damage from a 2-hander will help far more (and yield far more fun) than the little AC bonus from a shield, especially since AC will probably already be perfect against all enemies.


    For character 3 I'd raise wisdom to 19 at some point. With the +5 wis the every god's ring grants you'll end at 24. I'd consider raising wis at level 8 already since you can get 20 wis and therefore important level 5 bonus spells (champion's strength, raise dead) with an item which grants +1 wis.
    I'd take 13 druid levels, you gain level 7 druid spells that way and I like the boring beetles you get when casting "giant vermin" at level 13-14 far more than the huge rhino beetles you get at level 15+.
     
  3. Klorox

    Klorox Baruk Khazad! Khazad ai-mênu! Veteran

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    The only problem with 13 Druid levels instead of 12 is that it leaves me with 17 Cleric levels, when DUHM boosts at level 18.

    I'm still leaning that way though. Screw DUHM.
     
  4. Caradhras

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

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    You need 10 points in spellcraft to get elemental feats.
     
  5. kmonster Gems: 24/31
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    Level 30 DUHM is impressing, but level 18 DUHM is hardly worth the casting time.
    +6 str is useless considering how many far longer lasting "champion's strength" spells you'll be able to cast, dex increase will be low since you have "cat's grace", in HoF mode the extra AC won't matter and the ranged AB will be high enough even without extra dex.
     
  6. crucis

    crucis Fighting the undead in Selune's name Veteran

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    I have to agree with Kmonster. As nice as those STR, DEX, and CON bonuses from DUHM can be, a duration of only 10 rounds really hurts the usefulness of DUHM, particularly when you get into HOF when the battles will have more enemies and will take longer.
     
  7. Klorox

    Klorox Baruk Khazad! Khazad ai-mênu! Veteran

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    Re: Caradhras:

    I know you need a 10. 9 + INT mod = 10 Spellcraft (I know this isn't how it works in PnP, but that's how it is in this game).


    I'm flirting with tweaking this party, ever so slightly.

    I plan on changing characters 2 and 4 a bit.

    Character 2:

    Aasimar Pal 1 or 2/SorcX
    STR 8 DEX 10 CON 18 INT 18 WIS 6 CHA 20
    I figure I can make this character my loremaster and cover all of the dialogue skills. She'll now be the diplomat of the group.

    Character 4:

    Female Drow Bard 12/Dreadmistress of Bane 18
    STR 10 DEX 20 CON 14 INT 5 WIS 16 CHA 15
    Now this character just maximizes the Concentration skill. These changes make the character much more effective in combat. She'll be a deadshot with a crossbow (planning on using Dragus Bolter later on), which is a sweet missile weapon. She'll just refresh singing every three rounds, and then either fire away or cast a spell.

    Since most Clerical and Bard spells are centered towards buffing rather than offensive force (like the Sorcerer spells), I thought this would balance the party out a bit more offensively. Character 2 can blast with spells while Character 4 can fire away with a weapon. With the old lineup, I think I might run into a few situations where Character 4 is useless except for singing. This lineup allows Character 1 to free up one skill, which will only make his other skills stronger. Since Character 1 gets so many feats, I think I'll still have him focus on Alchemy for Envenom Weapon later on.
     
  8. JT Gems: 12/31
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    I agree with the anti-DUHM comments. Because of the super-short duration, the only real benefit is the STR boost. The spell might be worthwhile for +10 STR, but not for +6.
     
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