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Old 03-21-2002, 03:42 PM   #36
Leafy
Zhentarim Guard
 

Join Date: March 5, 2001
Location: The leafy, green forests of Wisconsin
Posts: 315
just for fun; here's what I think is a good combo.

Cleric/Ranger (half-elf, of course)
Cleric/Illusionist (Gnome, duh)
Bard
Thief-Fighter (dualed to fighter at level 9)

between the C/R and the C/Il; you can summon enough fodder to keep enemies at bay. The Bard makes for a good backup mage; getting very powerfull with spells that increase with level. And the Thief? well, he finds traps and fights with sword or bow.
Honsetly, Thiefs are not necessary in this game. Sure, they help a lot; but Clerics are far more essential. Clerics can find the traps; but not disarm them. Of course, every trap offers a saving throw; so you can just send "lucky" out to "scout" after the cleric finds the traps. Though, the cleric spell for finding traps is a bit of a bother to use.
As far as mages go; i think an earlier poster was a little delusional as to their power. Straight mages? suck. Multi or dual-classed mages can be powerful. The Extra HP and THac0 from a preist or fighter class make a difference; as do the use of Helms (protect from a critical squash) and Large Sheilds (protect against spell breaking misslies).

[ 03-21-2002, 03:44 PM: Message edited by: Leafy ]
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