Stats:
STR: high for the barb and fighter (duh.) I suggest a medium STR for the ranger/rogue and cleric.
DEX: Max out the DEX for the R/R. I wouldn't worry overly much about a 10 or 12 DEX for the mages. Their best defenses will be magical. And there's nothing wrong with a DEX of 10 for a cleric or a tank, although a DEX of 12 will be a bit better.
CON: As much as can be spared. CON bonus adds to HP for all characters at every level up. It is also used as the basis for spellcasters' Concentration rolls.
INT: Obviously needed to be maxed out for the wizard. An INT of 14 is excellent for a rogue. Just enough for plenty of skill points/level.
WIS: Obviously needs to be maxed out for the cleric. Try to keep it at 10 for every other character.
CHA: Obviously the Sorceror will need a maxed out CHA. You don't need to increase your cleric's CHA. There aren't enough undead in the game to make having an uber powerful turn undead ability a necessity.
Fort save is CON based
Will save is WIS based
Reflex save is DEX based
Yes, a fighter or a barb can get by with a lowish INT. Also, since you have a wizard in your party, your sorceror doesn't need a great INT. You don't need to have both mages taking all of the arcane related skills.
Skills: Here are some basic suggestions
Fighter: Intimidate
Barbarian: Intimidate, and some Wilderness Lore
Cleric: Concentration, Spellcraft
Sorceror: Diplomacy, Concentration, Spellcraft
Wizard: Concentration, Alchemy, Knowledge Arcana, Spellcraft
Ranger/Rogue: Hide, Move Silently, Disable Device, Open Locks, Search
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