Orion79 wrote:well, I have to say that things look much more complicated than what I thought at the beginning.
First of all, I've seen that there are several hireable NPCs in the game (11 or 12, right?). Do they have any side-plot as in the vanilla game? if so, it would be very irritating because I don't have (nor the will) to play the game over and over to appreciate all interactions. Also, this would force me to choose among building my perfect party or using in-game characters, eventually using console cheats to carry them all together. BUT if they have only one single-quest, I could create a party of 5 then take the Leadership feat to carry the 6th man only for the time of completing his quest and then I would drop it/her.
Also, what would it happen if I would import my epic level dragon disciple + wapon master into SoZ? would it cause an unbalanced game?
More, SoZ would bring my party to level 20, more or less, so no epic levels (weird!) so I have to carefully plan my party levels aproximatively to that limit, right?
Last but not least, as far I've understood, the group leader has to be a very smart character with the best diplomatic and sneak/survival skills at top to fully enjoy those "party interaction" bonuses that I've seen here and there.
May I also ask if a specialist wizard and a cleric would be able to craft all kind of magic items? if so, what are the domains and arcane schools that I need? (and which one I don't?)
Can you summarize any other elements about this matter? Thanks again!
For the most part they don't have quests, and virtually no interaction. Overall they are kind of worthless. Forget the leadership feat, and for the most part forget using them. (..it's completely crap in comparison to the OC or MOTB.)
It's designed for level 4 characters ONLY (at start). So yes, it would be utterly unbalanced to import an uber character. The ONLY time you should consider importing a higher level character is for a "solo" run - and even then only with as much as 8 levels to start.
Level 20 ONLY if have 4 or fewer party members AND you do some grinding. Figure 17-18 is more "par for the course".
The Leader *should* have either a high Hide and/or Move Silently skill and additionally augmented by equipment. If you plan to use a particular Overland Map encounter dialogue skill (Intimidate or Bluff), then it would be preferable if that character also had a high skill level for that dialogue. (My preference is Intimidate.) The Leader should also have a modest Survival skill (5-8 works well enough). Your other characters can concentrate on the other skills.
I'm a bit "hazy" on the wondrous item crafting. If I remember correctly, most of the better equipment (that required spells) are attribute related and so required the 2nd level modifier spells - i.e. Bulls Strength, Cat's Grace, etc..So *any* Cleric will work out. A Wizard should not have transmutation "off of their list" (because of specialization) if you want to craft these items and if you have no other party members with these spells.