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Old 07-01-2007, 03:13 AM   #3
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
Age: 44
Posts: 2,061
Having now played with the above party (exception: switched out the Rogue/Bard for a beginner Bard that will go to lvl 11 then switch to Wizard) through to the goblin fortress on HoF, I'm considering some tweaks for a more powerful party. That's not to say that I'm going to drop this one, though, as it is more than powerful enough to do very well indeed the rest of the way. [img]smile.gif[/img]

Observations for this party in HoF: While #1 is a very good decoy (when and if I bother to buff her up to the max), I'd like to get more out of the character. It's a long wait to lvl 20 monk with a 3 ECL race. #2 is fine, although the heavy emphasis on wizard levels hurts the BAB and thus the number of attacks/round. #3 is actually by far the best tank, with the shapeshifting mod. The AC on the half-dragon forms is terrible, but they have good damage resistance and huge, I mean huge, HP and attacks. I never used Call Lightning much in the normal game, but I found out that it "follows" the character around like Static Charge (contrary to how it operated in IWD/HoW), even to other maps. Static Charge + Call Lightning (if outside) + shapeshift + the occasional Heal makes for an incredible tank. #4 is good, but still hasn't received lvl 9 spells yet. #5 is fine. #6 as presently constituted will, I anticipate, be of more use as an offensive caster.

Based in part on the above observations, here's my newest "built for success" power party.

1) Mk3/Ftr4/Wiz4/Cl19 - decoy. Is likely to have a better AC than the decoy in the party above (*cough* Every God Ring), and can do a bit more than just throw axes if it needs a break from tanking.

2) Barb3/Ftr4/Druid23 - battle druid. Nasty offensive spells, great summons, great tank with the shapeshift mod; case closed. Druids get a bad rap, but they are gold with the shapeshift mod (which also fixes some of the worst bugs with the shapeshift toolbar).

3) Pal2/Sorc28 - a bomber. I may buff up Str a bit, since I found a cool staff (which I don't remember finding before, or maybe I just sold it without really looking) that acts at range like a Mordenkainen's Sword (called Phantom Staff +5).

4) Sorc30 (human) - a bomber with earlier access to the big bombs. Talking skills. May actually add two or more fighter levels late if I decide that I want more feats over more spells.

5) Cleric - not sure of the race, order, or mix-ins yet. I'm mulling it over. May add one fighter lvl early, mostly for the weapon feats. I know the race will be human or aasimar. The order will be Lathander if I decide I want more bomber support, or Helm just because it's a "typical" clerical type without the irritating "I must suffer" aspect of Ilmater. It won't be Tempus (been there, done that; I want a backrow cleric), Oghma (good domain spells, useless "bonus" powers, unless you skimp on the ID skills with the party), Mask (evil so cannot cast Holy Word, bad bonus unless multiclassing to rogue), or Selune (domain spell overlap with Druid). It could be a Dreadmaster, although it's got to be the most overused clerical type. Maybe Talos, although it lacks the AoE might of the Lathander clerics. There are a couple of really good portraits for a domineering battle cleric, though. I'm sure there'll be some fighter mix-in levels for this character, but maybe nothing else.

6) Rogue(lvls?)/Wizard20 - somebody has to do the thieving and ID duties, as well as provide arcane support for offence and buffing. About 4-5 rogue levels, spread out, should suffice so I can maximize skill points allocated to the skills I really need (DD, Search, OL, and PP). This character might finish off with fighter levels if I want more feats.

[ 07-02-2007, 03:22 AM: Message edited by: Aerich ]
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