Nope, beserkers can't use range weapons at all. They have to have some penalty after all.
I had a very good experience with a fighter gnome illusionist in IWD (though they had a gnome specific helm in that game), so I think that would be successful, at least for keeping the party strong while the others have just dual-classed. The reason they go up to the frontline is because they will have the same stats as a human (18/91+ str, 18 dex, 18 con if you play like me) and can cast mirror image/blur all the time, which makes them excellent at melee. With stoneskin up they will not take any damage.
I would make your main character one of the mages, definitely, so that you can make use of the familiar, which is pretty useful for boosting hp. As your mage most likely has some fighter component you can get the fighter stronghold as well.
I don't like druids much either. Their spells aren't very useful, insect swarm is slow to cast and can be resisted by those with magic resistance, a master using Thuigans bow can have the same effect, ironskin is really the only thing good spell they have besides that (I don't count summoning elementals, because they move so slowly and always fall behind the party). Granted, a fighter-druid who specialized in useful things like quarterstaves, spears and slings might not be too bad.
el kalykus--why do you have two characters who are masters of katana, no one using long swords, and why is your fighter-mage going to be using staves instead of two handed swords? Are your fighters going to take turns holding the celestial fury? Because the next katana (+2, -3 vs. slash weapons) ranks up there with scimitars and ninja tos. (Oh wait, I see that your kensai will hold the +2, +4 spells, but I don't really care for that sword, it means you can't swap out weapons or you lose the spells) I would make your gnome mage neutral or evil so that you can use the best or second best two-handed sword in the game (the Soul Reaver).
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