09-18-2002, 05:36 PM | #1 |
Manshoon
Join Date: September 5, 2002
Location: East Coast USA
Age: 46
Posts: 153
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Starting a new party with all handmade characters:
(hero) NG Human Sorcerer (party leader) Inquisitor CG Dwarf Berserker NG Half-elf Cleric/Ranger CG Human Thief (to be dualed to mage) *CG Elf Archer I want to experiment with some classes I haven't played yet. I also feel like powergaming a bit. These chars are all created legit though. No cheats. Going with the sorc as the hero so I can get the mage stronghold (free potions [img]smile.gif[/img] ). The pally makes a natural leader with his 18 cha. The thief has max FT/OL/PP. I'm gonna dual him to mage at lvl 12 when I max out set traps. *Was originally going with 5 characters, but I'm having trouble resisting the archer, and the only two NPC quests I see being really important are the Planar Sphere and Planar Prison. Figure I'll export her, kick her out, then import her back when I'm done with those. Maybe use Shadowkeeper to catch her XP up (the only cheat I'll use). The biggest problem I foresee with this group is they may be a little weak in the magic department until the thief duals and ranger/cleric gains a few levels. [ 09-18-2002, 05:39 PM: Message edited by: Lharae ]
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09-18-2002, 06:21 PM | #2 |
Zhentarim Guard
Join Date: August 30, 2001
Location: England
Age: 39
Posts: 345
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I personnaly wouldn't bother with the archer. Maybe another cleric would go well. Especially when fightin mind flayers and the undead. You can also double it up as a fighter. The prob with an archer is they need to operate at a distance and that isn't always possible. You can just get that a throwing weapon like "Dwaven thrower" or that axe that comes back. Clerics can use the slings in the game. A pure mage wouldn't hurt either. You should make a thief/illustionist then have a necromancer. very effective.
Warby |
09-18-2002, 08:08 PM | #3 | |
Gold Dragon
Join Date: June 18, 2002
Location: Wolfville, NS / Calgary, AB
Age: 36
Posts: 2,563
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Quote:
1) Archer with chaotic commands/brine potion can't be held and can tear Mind flayers up before they can Int drain him/her. 2) Racial Enemy: Vampires (or Liches, or whatever.) Personally, with my 4 man (Sorcerer, Barbarian, Archer, Berserker9/Thief), I had no problem with Kangaxx or any other major undead creature.
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09-18-2002, 09:51 PM | #4 |
Elite Waterdeep Guard
Join Date: April 1, 2001
Location: Wood of Sharp Teeth
Posts: 22
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I have just started a mp party not disimiliar to yours.
Sorceror Undead Hunter Archer Cleric/Mage Swashbuckler (Dual to Mage) Mage The Swashbuckler gives more fighting ability but no backstab. (Personal choice) I chose the Archer because I had never played one before. He seems ok at the moment. My Undead Hunter is going well. Another Paladin like yours. You chose cleric/ranger, I chose Cleric/Mage. (More spells...less melee) I haven't tried a berserker yet (Been meaning to...) but since I want to try out some spell combinations... Seen lots of good posts about berserkers. If you don't miss lots of spells (variety that is...sorcerors...of course scrolls... what you dont leave for the thief/mage you can use or sell...although with a thief money should not be a problem) you have a cool party, your thief/mage will soon level up. Especially if you do loads of quests before Chapter 2... Good Luck, although i dont think you will need it. |
09-19-2002, 02:06 AM | #5 |
Manshoon
Join Date: September 5, 2002
Location: East Coast USA
Age: 46
Posts: 153
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Thanks [img]smile.gif[/img]
I thought about doing a bounty hunter or swashbuckler instead of a thief, but I wanted the extra skill points so I could get FT/OL/PP/ST to 100 and still reach a decent mage level. The big advantage to the ranger/cleric is he can cast druid spells, so he basically has access to every cleric spell. The dwarf berserker is a mage's worst nightmare with his frenzy and ridiculously low saving throws. The one complaint I've heard about archers is they can't hit alot of monsters because they don't get better than +2 arrows, thus are less effective later in the game.
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09-19-2002, 03:50 AM | #6 |
Red Dragon
Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
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Good group but I am afraid that it will show to be tedious. Don't forget that custom made characters are always much stronger than the game characters: they are created carefully and they fit their creator's play style optimally. Also, the composition of the party is optimal from the player's point of view. With your party of six, there will be almost no fights in the game - only massacres.
I do recommend thinking about smaller party of custom made characters. I can recommend a party of three such characters [img]smile.gif[/img]
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09-19-2002, 07:00 AM | #7 |
Symbol of Cyric
Join Date: June 15, 2002
Location: Denmark
Age: 43
Posts: 1,163
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When I make custom parties I usually have a "theme" to restrict myself.
One of my parties is madu up entirely from "short" races (halflings,dwarwes,gnomes). Another has an oriental/martial arts theme. The third is entirely made up from half-orcs. Assigning a theme for your party gives it a sense of purpouse.
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09-19-2002, 11:23 AM | #8 |
Manshoon
Join Date: September 5, 2002
Location: East Coast USA
Age: 46
Posts: 153
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I may go with 4 only because I'm growing to *hate* dragging 6 guys around.
You must gather your party before venturing forth. You must gather your party before venturing forth. ::SMASHES KEYBOARD:: So which four? I'm thinking Berserker, Sorcerer, Thief/Mage, Cleric/Ranger (1 tank, 2 mages, 1 utility character).
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09-19-2002, 03:46 PM | #9 |
Manshoon
Join Date: January 18, 2002
Location: North Yorkshire, England
Age: 37
Posts: 180
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The Cleric/Ranger should be good as I think that he/she will get both druid/ranger AND cleric spells - which could be handy...
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