Trying to get a party together for SoZ, but don´t really know what works and what does not, I´m getting a bit desperate here.
I was thinking of two parties:
#1 Bard, Fighter/Paladin, Wizard/Sorcerer, Cleric/Favored Soul
I would like to have the party as pure as possible, don´t like too much experimenting with the different classes. Can I make due without trap detection and disarming?
#2
Rogue, Warlock, Cleric, Fighter
Same as above, as pure as possible, which of these 2 would make the game more "fun"? With the somewhat interesting disease CCCD (cronic character creation disorder) I´m getting tired of not getting anywhere. I realize that it´s actually not a real disease but it fits, I always am stuck at that screen that´s why I´m posting this, would like some help with this "problem" ie. some pointers so I can get on with the show so to speak.
thanks,
rahmen
Party (SoZ)
Minor spoilers..
SOZ is composed of three "maps", each is "unlocked" sequentially as the main story-line progresses. Each map typically takes 5+ levels, or in other words about a 3rd of the game for each map (..though that could well be a gross generalization).
The first map has only a few places to "go into" that require trap skills, and even then, VERY high trap skills. So generally it's best to put off those areas until you are higher in level. Note that each of the maps are essentially "unlocked", and that you can go back and do those passed-up areas at any time you like.
Additionally, you can have access to a hire-on thief on the second map - which incidentally is about when a purist thief get's good enough to disarm those traps.
Basically this means that you CAN, forgo a rogue.
ALTERNATIVELY you can add one level of Rogue to your Bard, and max-out your disarm skill - and still end-up with a decent rogue-based character. (..you would of course need to avoid the multi-class penalty).
Almost any party will do provided you play the party well, and you craft certain characters for particular functions. (..specifically the overland map character needs either high Hide OR Move Silently skill.) See my SOZ party construction thread for more information..
SOZ is composed of three "maps", each is "unlocked" sequentially as the main story-line progresses. Each map typically takes 5+ levels, or in other words about a 3rd of the game for each map (..though that could well be a gross generalization).
The first map has only a few places to "go into" that require trap skills, and even then, VERY high trap skills. So generally it's best to put off those areas until you are higher in level. Note that each of the maps are essentially "unlocked", and that you can go back and do those passed-up areas at any time you like.
Additionally, you can have access to a hire-on thief on the second map - which incidentally is about when a purist thief get's good enough to disarm those traps.
Basically this means that you CAN, forgo a rogue.
ALTERNATIVELY you can add one level of Rogue to your Bard, and max-out your disarm skill - and still end-up with a decent rogue-based character. (..you would of course need to avoid the multi-class penalty).
Almost any party will do provided you play the party well, and you craft certain characters for particular functions. (..specifically the overland map character needs either high Hide OR Move Silently skill.) See my SOZ party construction thread for more information..
Sorry it's taken me a bit to respond.. BOTH.rahmen wrote:Ok, helpful indeed, thanks
So do I both need the disable device and open locks for my bard multiclass or just DD?
rahmen
Note however that:
1. You need to have at least one level of Rogue OR Shadow Thief of Amn.
2..You need to have a maxed Disable Devices skill *with* a fair bit of attribute bonus (..intelligence), DEPENDING ON YOUR LEVEL.
3. Your Open Lock skill generally doesn't need to be as high as your Disable Device skill.