ZFR,
I would feel uncomfortable without a warrior that could wield a non-crushing weapon; but don't forget that your Druids can use scimitars. Given that, I'd take the Cleric/Ranger over the Paladin. Two Clerics is really nice. Looks like you will have a good and an evil Cleric in the same party: interesting. Your evil Cleric, when turning undead, actually controls them: so there you have your "summons" with HoF stats!
Yeah, I'd dual the F/D as late as possible: MINIMUM of F(13). Going to F(15) gets you an extra PP, for 9 PP total for the Fighter. If you have been stacking as high as you can, this means you already have 5 PP in your main weapon, and this latest PP will give you 4 PP in your sling, which is no big deal (3 and 5 are the sweet spots). However, going to CLVL 15 also gives your Fighter an extra 2 points bonus to natural THAC0, which your F/D can benefit from while shape-shifted and not using any weapon, so it might be worth the extra effort. It takes 2750K XP to build a F(13)/D(14+) and 3775K to build a F(15)/D(16+). So, if I knew that my party of 6 would get 4,000K * 6 = 24,000K by, say, early TotLM, then I'd go for the 15/16 build. Someone else needs to chime in on how much XP you will get from each stage of the game in HoF. Use this info to decide for yourself if it is worth it for you.
I think you have enough Mage power. Don't forget that your Bard will have a ridiculously high CLVL, which affects the power of many spells, as well as how many spell slots she gets. Also, you have 2 full Druids, and 2 full Clerics (one of which can also use low level Druid spells). 2 Druid + 2 Cleric + 2 Mage = pretty well covered.
I like the idea of your F/M/T, for the extra Fighter XP and to get the ability to wear high-octane armor, when needed. Everyone, except the Bard, is DC or MC, so your triple class will not be far behind the pack. If it is allowed for the triple-class, I would use a Gnome and make the Mage an Illusionist, to get the extra spell slots. (I know Dundee Slaytern would say that general is better; but with the high-level Bard able to access all schools, and the Mage getting only 6% of the party's XP, even Dundee might admit that the extra specialist slots are worth it.)
I have not played HoF mode; but in all the posts I've seen over the years, I've not gotten the feeling that melee skill and buffs were unimportant or somehow overshadowed by arcane expertise.
Like you said, this is not a *pure* power party; but I think it is certainly powerful, balanced and viable, as well as interesting. Hope you found this post as interesting as I found your party.
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What's a party,
without a song?
Bards ROCK!
Party On!!
[ 10-24-2005, 12:47 PM: Message edited by: NobleNick ]
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