I've got four characters I'm pretty satisfied with, and I'm trying to determine what my best options are for filling out the remaining slots. I realize I could just use these four alone, and I am considering that, but I want to have as much tactical variety/options as I can to keep things interesting through all of the draggy bits of the game (I've played through up to the end of Chapter Four in the past).
Half-Orc Fighter 4/Barbarian X
Skills: Intimidate
Feats: Axes 2, Dodge, Axes 3, Power Attack, Improved Critical, Cleave, Heroic Inspiration
Concept: Obviously, this character is all about killing. He will be the party's primary tank.
Aasimar Fighter 4/Paladin X
Skills: Concentration
Feats: Swords 2, Luck of Heroes, Swords 3, Improved Critical, Power Attack, Cleave, Heretic’s Bane, Fiendslayer
Concept: With the saving throws boosted by having 20 CHA, along with the innate elemental resistances of the Aasimar, this character should be nearly untouchable by magic, and as a result be a fantastic mage killer. She will also tank, and eventually make use of the Holy Avenger.
Tiefling Rogue 1/Conjurer X
STR 8 DEX 20 CON 12 INT 20 WIS 10 CHA 8
Skills: Bluff, Concentration, Knowledge, Spellcraft, Disable Device, Open Lock
Feats: Crossbows 2, Spell Focus (Multiple), Combat Casting, Spell Penetration
Concept: This one is really more of an RP oriented build for me. I wanted to merge the tactical, every-tool-has-it's-use flavor of the Rogue with the highly versatile spellbook of the Wizard, hopefully resulting in an awesome situational augment to the party.
Human Morninglord
Skills: Concentration, Spellcraft, Diplomacy
Feats: Combat Casting, Maces 2, Sub-Vocal Casting, Spirit of Flame
Concept: This is another RP directed character. I am very fond of Lathander, as well as the idea of a Morninglord adventuring through the Dale, bringing hearth-like warmth to an otherwise cold and barren place.
These four sit so well with me that it has proven difficult to come up with any additional builds. It is plain to see that this party would do well to have a Sorcerer along, but I can't make an opening in terms of inner-narrative for one. I was thinking, perhaps I should take a Druid of some sort. I think a dedicated Sniper would be fun to have, so maybe an Arcane Archer type of build, like a Fighter 4/Wizard X could work? You might think with two Wizards in the party I would be at a loss for scrolls, but seeing as the Conjurer has Evocation as his barred school, this character could scribe those instead. Am I missing something? Are a Rogue 1/Conjurer X, Morninglord, Fighter 4/Wizard X, and Druid sufficient as far as offensive spellcasting goes? Are they redundant even? Please advise!
Unfinished Party
- dragon wench
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I'd definitely suggest some variation of druid. In my view druids in IWD (1 and 2) are an excellent complement to a mage, and unlike mages they have access to some good offensive spells relatively early on.
I once had a tough dwarven druid in my party, he was great
I once had a tough dwarven druid in my party, he was great
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- PhantomSoul
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Another option would be a melee cleric (Morninglords of Lathander tend to be magic-based, and that appears to be no exception in your party!)...Personally, I'd take a melee cleric over a paladin any day! The melee cleric can do some useful casting, btu can also tank and buff himself/others without using up your other casters' ressources.
Sorcerers are especially useful (particularly when combined with a wizard in your party). Thus you would have your wizard gaining spells sooner, and being able to cast "specialty" spells when necessary, but also switch to "combat mode" when needed...and have your sorcerer as an excellent spell-spammer at the same time (less variety, but more casts).
A note for a druid: adding in some barbarian levels gives a great boost: rage while shapeshifted!
A note for general melee/tank/decoy characters: 1 level of monk or 2 levels of rogue gives evasion...this means you can cast mass-damage spells without too much worry for your characters...definitely worth it, in my opinion!
Sorcerers are especially useful (particularly when combined with a wizard in your party). Thus you would have your wizard gaining spells sooner, and being able to cast "specialty" spells when necessary, but also switch to "combat mode" when needed...and have your sorcerer as an excellent spell-spammer at the same time (less variety, but more casts).
A note for a druid: adding in some barbarian levels gives a great boost: rage while shapeshifted!
A note for general melee/tank/decoy characters: 1 level of monk or 2 levels of rogue gives evasion...this means you can cast mass-damage spells without too much worry for your characters...definitely worth it, in my opinion!
sorceror they rock the house more than mage in iwd2
the barb will get charmed..but thats ok
the barb will get charmed..but thats ok
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.