I'm thinking of making one, just to see how it compares. In my first hour in the game, I noticed that the pathfinding hasn't improved any from IWD 1.
I would use some of the excellent suggestions I got from the last thread, and make more of a powergamer party. All characters would be good. Here's what I'm thinking - with a few questions.
1) Paladin[1]/Monk[x] - looks intriguing. I know a human/aasimar would not have to deal with the XP penalty or any (or more than 1) level adjustment, but from what (limited amount) I've read, a svirfneblin has the ability to be essentially invulnerable to spells at high level. This character would go max Wis, good Cha, high dex, high Con, if I could manage it. I'm not to keen on nerfing Int, but is it worth it? Recommendations? I lean to a human or half-elf, because of the level penalty and because I hope evasion, etc. makes spell resistance less of a necessity.
2) Ranger[1]/Rogue - to try out the dual wield, and to take Bozos of Bones' expert advice. What about race? Tiefling? Is it advisable to start off the character as a ranger, or as a rogue? I know the rogue gets massive skill points to start, but what does the ranger get at the beginning (that it wouldn't get at a later date) that would make it advisable to start as a ranger? Dex would be max, with good Str, Con, and Int.
3) Pure Sorceror or Wizard - not sure which. Sorceror is a high-impact bomber, but the wizard is more versatile. Thoughts? This would be my only mage-spell caster, so I lean toward a wizard for versatility; however, the sorceror would level up just as quickly, and probably deal out better damage. Would it be worthwhile to take a level in any other class to start? Rogue or Fighter? What about race?
4) Fighter[4]/Battleguard of Tempus - the tank, plus a little extra. The Battleguard looks to have the most protection-oriented domain spells, which I like. It should add to this character's durability (as the sole tank) until the monk starts whupping. I'd max out Str, Con, and Wis if I could manage it.
Some other considerations - character #3 would probably be the talker, as it will have the best Int or Cha or both. How would #3 and #4 interact? With the protection spells of #4, it pulls me back in the direction of having a sorceror as #3 - protective wizard spells wouldn't be as necessary, but would be offset by the lesser availability of offensive clerical spells.