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my first party

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black thor
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my first party

Post by black thor »

Hi all

I created my first party, I want to play at the hardest difficulty level in the game, can this party work in the entire game?

any suggests? must I modify anything?

What about playing with this party of 5?

1- Sorceror Wild Elf (Leader)

S 8
D 12
C 12
I 16
W 10
Ch 18

2- Dwarf Fighter

S 18
D 12
C 20
I 8
W 12
Ch 6

3- Aasimar Cleric lathander

S 14
D 12
C 14
I 12
W 20
Ch 8

4- Human Ranger/Rogue

S 12
D 18
C 12
I 16
W 12
Ch 6

5- aasimar pal of helm

S 18
D 10
C 14
I 8
W 12
Ch 18
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Well, sounds like you're on a good track for starters, black thor.

Wild Elf Sorceror:
Nice build, but you may want to decrease Wis and add to Dexterity. Armor class is a must for arcane spellcasters. Still, your Con, Int, and Cha sound about right. You will have to be more cautious with what she carries, having 8 Strength, though.

(Shield?) Dwarf Fighter:
Your first three stats are PERFECT. However, if your looking to utilize skill points, you may want to change the Wis and Int amounts, especially if he's to be your chief intimidator. The Intimidate skill works in certain areas, and so you may want skill points in that.

Aasimar Cleric of Lathander:
You might want to have 12 Charisma, because turning undead will come in handy at some parts of the game. High strength will help, but you can increase that every 4 levels (by 1 point). Start with 12 Str and maybe just 10 Dex, and add the points you subtracted to Cha. 12 Int can help, but isn't a necessity either, and could be added to Constitution for higher Concentration checks for spellcasting. Overall, not too far off.

Human Ranger/Rogue:
I'd advise to possibly stick with a vanilla Rogue, since you may eventually run into trouble when it comes to rogue skills. There are QUITE a few traps throughout the game, and they become more and more dangerous as the game progresses. However, your skill points are very well spread out, overall.

Aasimar Paladin of Helm:
Pretty good, but i'd suggest that, for starting out, you may want to keep Strength, Constitution, and Charisma all at 16, so that you have an even spread (and enough hit points), and to increase Int to 10 for the sake of letting him have enough skill points.

Here is one question I have in mind.

Who are you going to have use the different speaking skills (Diplomacy, Bluff, and Intimidate)? Your Paladin could use Diplomacy, while your Rogue could Bluff, and your Dwarf Fighter (if not your Sorceror) could Intimidate. These skills will provide slightly different opportunities in gameplay, including how well you perform some quests. However, you will need certain amounts of skill points and a sufficient charisma modifier to successfully use these skills in certain cases.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
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Mirk
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Post by Mirk »

generally, playing with less chars means you will get levles sooner. however, in IWD2 there's a tweak: the XP you get for killing monsters (not quest XP) decreases as the average levle of party increases. this goes up to the point where you get 0 XP for killing a monster... something to keep in mind.

as to yoyr party, it seems like a solid band od do-gooders. i don't know if you plan on multiclassing any of them, other than the ranger-rogue, but here's some possibilities:

wild-elf sorc: start him as a bard. get the non-negligeble 1st level bardsong, better saves, better skillpoints (to put into those nice Diplomacy & Bluff),ability to use bard items. sorceres get 9th level spells at level 18, which is VERY hard to achiev in not-HoF mode, thus a 1/15 or a 1/16 bard/sorc will do VERY good. another possibility is 1 level rogue, for even better skillpoints and rogue items.

dwarf fighter: go ftr4/barbarianX. very in-character with the low Int/Cha dwarf. plus, you can get decent wilderness lore (i just like this skill... dont know why...)

cleric: one bard level here is even more appropriate with the whole buffer-healer role. make him human if you do it.

ranger/rogue: the IWD2 stalker. nothing to add, really.

paladin: i consider at least 4 ftr levels mandatory for frontliners.


one suggestion i always make is to have one char, preferably a frontliner, take a couple of monk levels. this is used for saving throw boost and the ability to use 2 exellent monk-only items (both very usefull for char with few monk levles, and very not-usefull for a single-class monk).

ITEM SPOILERS (highlitght to read): sash of black raven - gives immunity to confusion & +1 to hit, both of which are nothing fancy for high-wis monk, and Thunder Clap bracers - the extra attck they provide will be very usefull to any melee or missile hitter, while a "real" monk will need those Bracers of Armour to protect him... end spoiler

tha paladin and the ranger/rogue are good candidates for 3 monk levels. the cleric is good for just 1 monk level.


enjoy IWD2!
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black thor
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Post by black thor »

Originally posted by Galuf the Dwarf
Here is one question I have in mind.

Who are you going to have use the different speaking skills (Diplomacy, Bluff, and Intimidate)? Your Paladin could use Diplomacy, while your Rogue could Bluff, and your Dwarf Fighter (if not your Sorceror) could Intimidate. These skills will provide slightly different opportunities in gameplay, including how well you perform some quests. However, you will need certain amounts of skill points and a sufficient charisma modifier to successfully use these skills in certain cases.


Diplomacy: both my pally and my sorc (the leader) have this ability (I don't know if thath's right, the pally can't be my leader for reguards on quests and low int, so I use the sorc)
Intimidate: the dwarf shield-fighter
Bluff the rogue/ranger (I'm thinking about a ranger 1/rogue x, is better a 50% rogue/50% ranger?)

about the mc...
I'm thinking about frontliner singleclasses, I don't know if that's correct...

another question...
if my pally can't be my leader, is better to keep another tank class ?maybe a pure barbarian half orc?or other suggests?

about the HoF mode: how can I play this mode?from the start game?
does playing at the hardest difficulty level can help my 5 PC group to reech higer levels?
what changes if I play with 6 characters?

thanks for replies
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Sojourner
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Post by Sojourner »

You enable HoF from the configuration menu, however, do not attempt it with a low-level party.

I strongly recommend having one character putting points into Wilderness lore - there is an area in this game where it will prove quite useful.
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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jeremiah
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Post by jeremiah »

Playing harder difficulty does not give you more xp for each enemy killed though you may encounter more enemies in some areas and they hit for double damage I believe.

However, there comes a point when you reach a level when the xp rewards becomes minuscule so even with more enemies giving more xp, your party won't necessarily advance farther than in normal difficulty. Playing with fewer characters can probably give your one or two levels higher as the quest xp rewards stays the same so fewer people in party splits them.
Life is an adventure
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blue_wister
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Post by blue_wister »

Yeah, do not try starting a new party in HoF mode. I daresay it would be impossible to progress very far at all.

I'm pretty happy with my party, although I'm in chapter 5 and finding it to be too easy in normal mode. I just started getting xp again (finally), but I guess that's one of the drawbacks of having a 5 member party instead of 6.

I can't think of the stats right now, but the basic party makeup is this:

Human Barbarian
Half-elf Fighter
Human cleric
Gnome wizard (diviner)
Elf sorcerer


Both tanks dual-weild, the barb with maces/morningstars, and the fighter with 2 bastard swords. Man, these guys do some serious damage, especially with the barb's STR at 23 without buffs. Throw in some group haste and cleric buffs, and I'm finding things pretty easy...
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