I've been really trying to get a party that works well as a power unit, and that I am really comfortable playing. I beat the game on regular mode, but kinda pushed myself through it, because there were characters I didn't really like.
Before starting, I'd like to thank the members of this board and the guys who made the UPP and JUPP (which you can download at gamefaqs.com), because they really helped me make this party what it is. I think it's really cool that all four of my party members have a "special bonus" in their future (two have Cleric of Bane levels, two have Paladin levels). My tactics include a decent amount of squatting, but I'm not a fan of mules. I think that's just too cheesey.
Anyway, my party uses two decoys, one of which is a (almost) complete ripoff of one of the characters in the JUPP.
Here she is:
Character 1: Gneelixx
LN Deep Gnome
Clr(Bane)24/Monk1/Rog1/Ftr4
S:16 D:20 C:14 I:3 W:20 Ch:1
The idea here is to go through regular mode as a Cleric only, maximizing WIS at every opportunity. When I get near the end of the game, I can add 1 level of Monk. To minimize XP penalties, the Rogue level isn't added until the Underdark in HoF mode, and the 4 Fighter levels are all squatted at the very end, just to specialize in Axes. Her only skill is Concentration.
Character 2: Gnick O'Thyme
LG Deep Gnome
Ftr4/Rog4/Pal(Helm)3/Rng3/Ill16
S:16 D:20 C:13 I:18 W:6 Ch:1
This is my decoy, right from the very beginning. He'll be a dual-weilding guy who chips away at the enemies HP. I hope to get levels Ftr2/Rog2/Pal3/Rng2 and the rest in Illusionist for regular mode. This guy (if you count the Ranger Feats) has a total of 18 feats by the end of the game, which is outstanding. His skill responsibilities are basically all of the thiefy skills(Hide, Move Silently, Disable Device, Search, Pick Pocket), as well as Alchemy.
Character 3: ZellMae
NE Drow (Female)
Brd11/Drd18/Clr(Bane)1
S:8 D:6 C:14 I:18 W:18 Ch:16
This is my "booster" character. She's responsible for singing, identifying stuff, and buffing the two decoys. Her offensive Druid spells will help in the higher levels, but most of her lower levels will be spent singing that level 1 bard song and firing (and usually missing) with arrows much of the time. I plan on getting to Bard level 5 (for the Luck song -- it's so good!), Cleric level 1, and then squatting for Druid level 4 or 5. Then it'll be a 1 for 1 level advancement between Bard and Druid. When I reach Bard 11/Druid 12, I'll squat for a while too, in efforts to reduce XP penalties. I put a lot of skill responsibility on this character as well. I expect all of the talking skills maxed out, as well as some Wilderness Lore, Spellcraft, and Knowledge(Arcana). I was hoping to get away with less points on the knowledge skills because of Bardic Knowledge, but it doesn't seem to do anything.
Character 4: Viktoriia
LG Aasimar Pal2/Sorc28
S:10 D:15 C:18 I:12 W:5 Ch:20
This is my blaster-master. Her spells will be very powerful and destructive. I'll take some of the buffing spells for her as well, since they'll have better durations than those of character 3. The Paladin levels are there to eliminate Fear from affecting the party and for that nice "Lay on Hands" ability. The bonus to Saving Throws is the big one though. I wouldn't add the Paladin levels until after the Sheangarne Bridge, and might push it further. I'd really love to have a casting of Fireball before the bridge, it makes that scene a whole lot easier. Her only skills are Spellcraft and Concentration.
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Baruk Khazad! Khazad ai-mênu!
"All that is necessary for the triumph of evil is that good men do nothing."-- Edmund Burke
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