After getting tired of spending turn after turn in combat running into melee i decided to make a specialised ranged party. But after some early difficulties (arnika road, i like to try and fight my way through

) i thought i'd make one with enough natural melee capability to hold its own. So:
Fighter: not sure on race, he'll be up front taking the flak, but using the biggest bow i can find, along with dual maces, and raising dex/sen more prominently and his ranged skills
Mook ranger: self explanatory

, bow and one of those nice swords
Fairy ninja: dual throwing and CoC, probably dualing that with something, possibly rod of sprites or similar, depending what i find
Hobbit bard: raising speed to get soul shield up early if necessary, going bow and maybe fang and shield for melee. Probably going on a side/back to focus on ranged and instruments, melee only if engaged (instrumesnt make her vulnerable with lost stamina)
Hobbit gadgeteer: back/middle focusing on omnigun and gadgets, my lock and trap, mythology and artifact person due to the few skills she needs. Raising sen and dex then speed and str.
Elf bishop: speed caster, mainly buffing and restoration.
ill be training all three alchemcy skills in the arnika bank to avoid excessive investment, due to having to raise melee a little as well as pumping ranged. Using spells to identify as much as possible. No autoswitch weapons on FN, ill uncurse after each fight and switch only when all monsters in melee. Engaging from range wherever possible, melee as a last resort.
Any comments/suggestions?
edited for spelling and stuff
[ 03-16-2004, 01:41 PM: Message edited by: GMK ]