Quote:
Originally posted by Gmmullen:
Thanks to all.
The armor was the problem with the thief skills.
I have the ID spell memorized but it is greyed out right between two other active spells. It also has a number one next to it in the spell box.
For Marty here is my party and I chose them without any fore knowledge about the game so they are ones that just struck my fancy at the time.
Fighter - Human
Fighter/Mage/Thief - Half-elf
Fighter/Cleric - Dwarf
Cleric - Human
Mage - Elf
Ranger - Elf
Any assistance on making changes would be great.
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You have a good party, but I would include a Paladin as my party leader if only to take advantage of the better dialogue options specific to that class. Some of these will lead to extra experience for your party. Also, there's a very good sword that can only be used by paladins.
I personally like physical and highly varied parties with a mix of good and neutral characters (IWD has a lot of race-, class-, & alignment-specific items). Here's my suggestion for a well-rounded party of six... for whatever it's worth...
1) Human Paladin: Party Leader with high CHA and special dialogue options when interacting with NPCs. This guy has good offensive and defensive capabilties: Lay Hands, Turn Undead, Holy Smite, +2 on all saves, very long lasting Prot. from Evil (+2 on AC and Saves). Overall better than a fighter, especially when using the "holy avenger" sword.
2) Half-elf Bard: Every party should have a bard to sing or play instruments during battle. Some of the bard's songs are better than having a cleric for boosting stats and healing. The bard is also very good at picking pockets and can serve as a back-up mage. (Hint: use him for dialogues in Chpt 1).
3) Elf Ranger: Very good fighter/archer with stealth capabilities and some druid spells. Gets an extra attack when not using a shield, +4 to hit & damage against racial enemy, +1 to hit with large or small swords and bows, stealth and druid spells. Give Dex=19 to optimize stealth and missle weapon bonuses.
4) Dwarf Fighter/Cleric: Good tank with healing capabilities and low saves. Not necessarily the "ultimate" fighter/cleric, but a good way to incorporate a dwarf into the party. Fights mostly with maces, hammers & flails. Give CON=19 to optimize HP, and possibly get to regenerate HP later in the
5) Gnome Fighter/Illusionist: A viable specialist mage that can fight and has low saves. The only multiclass in the game that can be a specialist mage (gets 1 extra spell per level). Give INT=19 to optimize spell memorization.
6) Halfling Fighter/Thief: Designated "dungeon rat". Excellent thief with low saves. Place most thieving skill points in find/remove traps and open locks since the ranger can scout and the bard can pick pockets. Give DEX=19 to optimize thief abilities and enable 3E thief rules to allow sneak attacks and evasion. Pick non-good alignment to take advantage of some thief-related alignment-specific weapons.
This is not an "optimal" party in the sense that a power-gamer might enjoy, but all the races are represented, and each more or less according to their traditional roles in D&D fantasy literature (and there are decent IWD portraits for each). Most characters are single class warriors or fighter multi-classes so that there are few "weak links" in the party chain. Most encounters will be physical in nature, so spellcasting and thieving will be ancillary to fighting.
[ 12-02-2004, 12:35 PM: Message edited by: Otto ]