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Old 12-21-2004, 07:46 PM   #3
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
Age: 44
Posts: 2,061
Looks alright, just so long as you are aware of the weaknesses of the party.

1) No melee character using axes - many axes have great specials (defender, returning throwing, Joril's).

2) Looong wait until you get priestly healing and buffing spells.

Not much you can do about the axes; even if you give the axe proficiency to the bard, it won't be able to use them to full effect in melee.

My second criticism can be easily remedied by making the Ranger[13]/Cleric a multiclass instead. You'll find that it makes an even better tank because of the buffs you'll be able to cast over the entire game (DUHM, etc). I prefer the R/C multiclass to the R/C dual class, because the whole point about the D/C warrior/cleric is to give it better combat abilities. A d/c R/C cannot get more than 2 PP in any weapon, same as the multiclass R/C. I see no reason to deny yourself all the beneficial priestly abilities through the first 1/3 of the game just for the very minor fighting edge a d/c R/C gives (which will even out and eventually be surpassed with the m/c if you go to HoF).

Aside from that, get ready to roll with the Fighter/Druid. A dual class F/D requires at least 90 points if you are powergaming (which it looks like you are - no shame in it).

Stats on a maxed-out F/D should go something like this:
Str - 15+
Dex - 18
Con - 16 or better, if you can
Int - 3
Wis - 18
Cha - 17

this is 87 points, and a REALLY buff F/D (rolled by a very patient person) would have either the Str or the Con maxed out. Depending on how you want to play it, a F/D does not have to be maxed out. I'm playing a F/D with Con 9 right now, and she hasn't died yet (up to the Frost Giant Caverns on Insane mode). I tend to play the F/D as a secondary tank with awesome spellcasting abilities, so I tend not to bother waiting to dual over until lvl 12-13. I'd say lvl 9 unless you will go to HoF. If you sacrifice any stats, it should be Str (although the minimum is 15); there are plenty of artifacts, potions, and spells that increase Str.

For weapon proficiencies, remember that d/c priests, including druids, have to abide by the weapon restrictions of their priestly class. So there's no point putting PPs into bow, Xbow, greatsword, etc. Missile weapons (sling, darts) is your default ranged attack, and melee weapon can be scimitar or spear. Since your F/D probably will be a secondary tank, I'd be inclined to go with spear, for the extra range. You may still want to take a proficiency in scimitar because of the spells Flame Blade and Moonblade. Dagger isn't bad either, as there's one in the expansion that's worth the wait.

Happy fighting. With a few minor tweaks (or even without 'em), this party can be very powerful indeed.
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