Give everyone Mercantile Background!!...or Strong Back, or Toughness...har har.
Seriously, though...I guess it depends on your playing style. IWD2 seems to be a hack'n'slash, so here's how I see it. Keep in mind I'm only halfway through the ice temple on my first game:
Bard: Luck of Heroes. Saving throw bonus rocks!
Cleric: either Luck of Heroes or Lightning Reflex.
Natureboy: Luck of Heroes or Slippery Mind. (To answer your question: I read the description to include only Command/Charm spells; it seems that 'enchantment' is just a synonym for spells. Hard to tell, since the manual SUCKS.) Dodge would be a waste, as I assume you've got a high Dex.
Wizard: either take Spell Penetration again (if you haven't) or else Aqua Mortis; that should make the Acid spells (Melf's, Storm, Cloud) perfectly lethal.
...
I don't have a single Human in my party, tho; aasimar battleguard, halforc barbarian/fighter/rogue, duergar fighter, elven ranger, drow wizard, halfling rogue/wizard. Gave the aasimar luck of heroes right off the bat (she's got lousy stats...I spread em around too much. Right now she's 14/10/12/14/18/16 with items...party leader). She used to die a lot. But for a first time party, what with trial & error, they seem to be doing very well.
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