I've been really trying to get a party that works well as a power unit, and that I am really comfortable playing. I beat the game on regular mode, but kinda pushed myself through it, because there were characters I didn't really like.
Before starting, I'd like to thank the members of this board and the guys who made the UPP and JUPP (which you can download at gamefaqs.com), because they really helped me make this party what it is. I think it's really cool that all four of my party members have a "special bonus" in their future (two have Cleric of Bane levels, two have Paladin levels). My tactics include a decent amount of squatting, but I'm not a fan of mules. I think that's just too cheesey.
Anyway, my party uses two decoys, one of which is a (almost) complete ripoff of one of the characters in the JUPP.
Here she is:
Character 1: Gneelixx
LN Deep Gnome
Clr(Bane)24/Monk1/Rog1/Ftr4
S:16 D:20 C:14 I:3 W:20 Ch:1
The idea here is to go through regular mode as a Cleric only, maximizing WIS at every opportunity. When I get near the end of the game, I can add 1 level of Monk. To minimize XP penalties, the Rogue level isn't added until the Underdark in HoF mode, and the 4 Fighter levels are all squatted at the very end, just to specialize in Axes. Her only skill is Concentration.
Character 2: Gnick O'Thyme
LG Deep Gnome
Ftr4/Rog4/Pal(Helm)3/Rng3/Ill16
S:16 D:20 C:13 I:18 W:6 Ch:1
This is my decoy, right from the very beginning. He'll be a dual-weilding guy who chips away at the enemies HP. I hope to get levels Ftr2/Rog2/Pal3/Rng2 and the rest in Illusionist for regular mode. This guy (if you count the Ranger Feats) has a total of 18 feats by the end of the game, which is outstanding. His skill responsibilities are basically all of the thiefy skills(Hide, Move Silently, Disable Device, Search, Pick Pocket), as well as Alchemy.
Character 3: ZellMae
NE Drow (Female)
Brd11/Drd18/Clr(Bane)1
S:8 D:6 C:14 I:18 W:18 Ch:16
This is my "booster" character. She's responsible for singing, identifying stuff, and buffing the two decoys. Her offensive Druid spells will help in the higher levels, but most of her lower levels will be spent singing that level 1 bard song and firing (and usually missing) with arrows much of the time. I plan on getting to Bard level 5 (for the Luck song -- it's so good!), Cleric level 1, and then squatting for Druid level 4 or 5. Then it'll be a 1 for 1 level advancement between Bard and Druid. When I reach Bard 11/Druid 12, I'll squat for a while too, in efforts to reduce XP penalties. I put a lot of skill responsibility on this character as well. I expect all of the talking skills maxed out, as well as some Wilderness Lore, Spellcraft, and Knowledge(Arcana). I was hoping to get away with less points on the knowledge skills because of Bardic Knowledge, but it doesn't seem to do anything.
Character 4: Viktoriia
LG Aasimar Pal2/Sorc28
S:10 D:15 C:18 I:12 W:5 Ch:20
This is my blaster-master. Her spells will be very powerful and destructive. I'll take some of the buffing spells for her as well, since they'll have better durations than those of character 3. The Paladin levels are there to eliminate Fear from affecting the party and for that nice "Lay on Hands" ability. The bonus to Saving Throws is the big one though. I wouldn't add the Paladin levels until after the Sheangarne Bridge, and might push it further. I'd really love to have a casting of Fireball before the bridge, it makes that scene a whole lot easier. Her only skills are Spellcraft and Concentration.
Yet another(!!!) Power Party from Klorox (please critique and comment, ect.)
Yet another(!!!) Power Party from Klorox (please critique and comment, ect.)
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
Comments on party design
I like this party, some comments I have:
Character 1 - this is very similar to the JUPP, and of course likely to work. I have recently considered adjusting the JUPP character slightly to:
Clr Bane lvl 18 - Monk lvl 10 - Rogue 1 - Ranger 1
This character will gain +2 generic AC from the 10 monk levels, but lose -1 AC from a weaker DUHM; for a nett +1 AC. Also, he will benefit from Greater Evasion (at monk level 9).
Level advancement would be:
i) 10 monk levels.
ii) Level squat as many Bane levels as possible (but calling them in definitely before the quest or before lvl 9).
iii) Rest of Bane levels
iv) 1 rogue level (for the item)
v) 1 ranger level
The ranger level will allow dualwielding of a short sword (available with the Ribald mod) that can give another +1 generic AC) in the off hand in HOW.
If Jaheira's amulet is used, this characters AC could be so high in HOW mode, that maybe a third character (see below) can reach the magic AC 72 for HOW hand-to-hand combat!
Character 2 - yes, I like this character; and I have similar ideas. This character will need a shield for high AC building, so the ranger levels might not be necessary?
Idea I want to try is a:
Deep Gnome
Rogue 3 - Pally 3 - Fighter 4 - Bard 5 - Illusionist 15
The Bard levels mean that while the main Bard is singing the best song in HOW, this character can also layer in the luck song for extra benefits - every bit of help is needed for combat in HOW.
Character 3 - If Cleric of Bane is needed for character 1, maybe not here?
I would make this character a Deep Gnome for bonus AC; and replace the 1 level of bane cleric with 1 level of monk late in HOW.
Therefore:
Bard 11/Druid 18/monk1
Now you also get a 20 wisdom from the start. I would have a CHA of 1 - you dont need the Bard spells, only the singing later on.
I would level Bard and Druid equally to levels Bard 11/Druid 12 to avoid leveling penalties for most of the game. Then level squat the last 6 Druid levels, and finally add the Monk level to (potentially) access high AC for a third character!
Charcter 4:
Personally, I think you cannot beat a human level 30 sorcerer for rapid access to high level mage spells early in the game, and level 30 benefits to maximise the difficulty of enemy sving throws.
I like this party, some comments I have:
Character 1 - this is very similar to the JUPP, and of course likely to work. I have recently considered adjusting the JUPP character slightly to:
Clr Bane lvl 18 - Monk lvl 10 - Rogue 1 - Ranger 1
This character will gain +2 generic AC from the 10 monk levels, but lose -1 AC from a weaker DUHM; for a nett +1 AC. Also, he will benefit from Greater Evasion (at monk level 9).
Level advancement would be:
i) 10 monk levels.
ii) Level squat as many Bane levels as possible (but calling them in definitely before the quest or before lvl 9).
iii) Rest of Bane levels
iv) 1 rogue level (for the item)
v) 1 ranger level
The ranger level will allow dualwielding of a short sword (available with the Ribald mod) that can give another +1 generic AC) in the off hand in HOW.
If Jaheira's amulet is used, this characters AC could be so high in HOW mode, that maybe a third character (see below) can reach the magic AC 72 for HOW hand-to-hand combat!
Character 2 - yes, I like this character; and I have similar ideas. This character will need a shield for high AC building, so the ranger levels might not be necessary?
Idea I want to try is a:
Deep Gnome
Rogue 3 - Pally 3 - Fighter 4 - Bard 5 - Illusionist 15
The Bard levels mean that while the main Bard is singing the best song in HOW, this character can also layer in the luck song for extra benefits - every bit of help is needed for combat in HOW.
Character 3 - If Cleric of Bane is needed for character 1, maybe not here?
I would make this character a Deep Gnome for bonus AC; and replace the 1 level of bane cleric with 1 level of monk late in HOW.
Therefore:
Bard 11/Druid 18/monk1
Now you also get a 20 wisdom from the start. I would have a CHA of 1 - you dont need the Bard spells, only the singing later on.
I would level Bard and Druid equally to levels Bard 11/Druid 12 to avoid leveling penalties for most of the game. Then level squat the last 6 Druid levels, and finally add the Monk level to (potentially) access high AC for a third character!
Charcter 4:
Personally, I think you cannot beat a human level 30 sorcerer for rapid access to high level mage spells early in the game, and level 30 benefits to maximise the difficulty of enemy sving throws.
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Really good looking party. I haven't tried a cleric of Bane as yet in the game. So I am not well versed in their strengthes and weaknesses. But for character 1, and this is just my own personal preference, I would probably go with the cleric being of Lathander (and correspondingly have to be of some good alignment) as they have some great domain spells. Getting Firestorm as a 6th level domain spell is great!
That means they can start barbequeing hordes of the opposition at 11th level. That's 4 character levels before anyone else since it is an 8th level spell for the rest.
That means they can start barbequeing hordes of the opposition at 11th level. That's 4 character levels before anyone else since it is an 8th level spell for the rest.
UNCOMMON VALOR WAS A COMMON VIRTUE
Rate my cheesy power party!
I like the idea of introducing a Cleric of Lathander early on for a power party.
Here is my latest 'ultimate' planned party. Any comments would be welcome:
Character 1) "Gimplestiltskin"
Deep Gnome – Druid 21 – Monk 5 – Dreadmaster 4
S:10 D:14 Co:16 Int:13 Wis:20 Cha:1
Main stat to raise: WIS
This is the first high AC build. Start as a Druid to level 5 (when the first shapechange option comes in with the improved Druid mod), then squat in 4 Dreadmaster levels, then squat as many Druid levels as possible (until the game gets too tough!). Only add the 5 monk levels at the end (in HOW mode).
Other option is to go levels 5/5/4 for a formidable decoy character; then add the rest of the Druid levels through squatting.
The idea of using a deep gnome druid as a high AC tank is mentioned in the JUPP.
Character 2) "Sir Digby"
Deep Gnome – Rogue 3 – Pally 3 – Fighter 4 - Illusionist 20
S:16 D:20 Co:14 Int:18 Wis:5 Cha:1
Main stat to raise: DEX
This character idea is based on Klorox's party above. Great high-AC tank potentially, and the main 'wizard' character. I think early levels will go:
Lvl 1: Rogue, Lvl 2-3: Fighter, Lvl 4: Rogue, Lvl 5-7; Pally, Lvl 8: Fighter, Lvl 9: Rogue, Lvl 10: Fighter (for longsword weapon mastery). Only then start adding Illusionist levels - this character is mainly a front-liner afterall.
Character 3) "Sister Rosa"
Female Drow – Cleric of Lathander 25 – Bard 5
S:15 D:14 Co:16 Int:5 Wis:18 Cha:12
Main stat to raise: WIS
The Cleric of Lathander dosn't need an explanation. Main party cleric - will spend most time tossing fire-based attacks into the fray. I like the idea of two Bards. This one will ultimately sing the luck song - and the bard levels can be added any time, but not until the 'firestorm' miracle is gained.
Character 4) "Candida Honeylips"
Human – Sorceress 29 – Pally 1
S:8 D:10 Co:14 Int:18 Wis:8 Cha:18
Main stat to raise: CHA
I love these characters. Pally level added in HOW mode will improve survivability of this character somewhat. Can be added at any time though - but probably not until level 9 spells are gained. High INT ensures this character also serves as main Diplomat, item identifier, etc.
Character 5) "Baron Volkenstein"
Male Drow – Barbarian 15 – Fighter 4 – Bard 11
S:18 D:20 Co:16 Int:5 Wis:7 Cha:14
Main stat to raise: STR
Main "axe-tosser". If/when the heavy axe(s) become available - that allow strength damage bonuses to be added to thrown damage - this character will be useful in HOW mode. Also the main Bard for the highest level Bard song. Will level up Barbarian and Bard levels equally to lvl 12 berserker, lvl 11 bard. then squat in 4 barbarian levels (for improved rage), then finally the 4 fighter levels.
Basic idea for this character comes from the JUPP.
Character 6) "Ifgar Snotz"
Half Orc – Monk 30
S:20 D:18 Co:16 Int:1 Wis:18 Cha:1
Main stat to raise: STR/DEX
I just like monks, and think a half orc monk would be a bit different and fun to play as a party 'scout'. The chartacter really isnt needed though.
Note: All characters have potential for magic resistance and/or great saves in HOW mode for survivability.
Two characters (probably characters 5 and 6, maybe 1 and 6) will only be introduced after Chapter 2 in normal mode.
I like the idea of introducing a Cleric of Lathander early on for a power party.
Here is my latest 'ultimate' planned party. Any comments would be welcome:
Character 1) "Gimplestiltskin"
Deep Gnome – Druid 21 – Monk 5 – Dreadmaster 4
S:10 D:14 Co:16 Int:13 Wis:20 Cha:1
Main stat to raise: WIS
This is the first high AC build. Start as a Druid to level 5 (when the first shapechange option comes in with the improved Druid mod), then squat in 4 Dreadmaster levels, then squat as many Druid levels as possible (until the game gets too tough!). Only add the 5 monk levels at the end (in HOW mode).
Other option is to go levels 5/5/4 for a formidable decoy character; then add the rest of the Druid levels through squatting.
The idea of using a deep gnome druid as a high AC tank is mentioned in the JUPP.
Character 2) "Sir Digby"
Deep Gnome – Rogue 3 – Pally 3 – Fighter 4 - Illusionist 20
S:16 D:20 Co:14 Int:18 Wis:5 Cha:1
Main stat to raise: DEX
This character idea is based on Klorox's party above. Great high-AC tank potentially, and the main 'wizard' character. I think early levels will go:
Lvl 1: Rogue, Lvl 2-3: Fighter, Lvl 4: Rogue, Lvl 5-7; Pally, Lvl 8: Fighter, Lvl 9: Rogue, Lvl 10: Fighter (for longsword weapon mastery). Only then start adding Illusionist levels - this character is mainly a front-liner afterall.
Character 3) "Sister Rosa"
Female Drow – Cleric of Lathander 25 – Bard 5
S:15 D:14 Co:16 Int:5 Wis:18 Cha:12
Main stat to raise: WIS
The Cleric of Lathander dosn't need an explanation. Main party cleric - will spend most time tossing fire-based attacks into the fray. I like the idea of two Bards. This one will ultimately sing the luck song - and the bard levels can be added any time, but not until the 'firestorm' miracle is gained.
Character 4) "Candida Honeylips"
Human – Sorceress 29 – Pally 1
S:8 D:10 Co:14 Int:18 Wis:8 Cha:18
Main stat to raise: CHA
I love these characters. Pally level added in HOW mode will improve survivability of this character somewhat. Can be added at any time though - but probably not until level 9 spells are gained. High INT ensures this character also serves as main Diplomat, item identifier, etc.
Character 5) "Baron Volkenstein"
Male Drow – Barbarian 15 – Fighter 4 – Bard 11
S:18 D:20 Co:16 Int:5 Wis:7 Cha:14
Main stat to raise: STR
Main "axe-tosser". If/when the heavy axe(s) become available - that allow strength damage bonuses to be added to thrown damage - this character will be useful in HOW mode. Also the main Bard for the highest level Bard song. Will level up Barbarian and Bard levels equally to lvl 12 berserker, lvl 11 bard. then squat in 4 barbarian levels (for improved rage), then finally the 4 fighter levels.
Basic idea for this character comes from the JUPP.
Character 6) "Ifgar Snotz"
Half Orc – Monk 30
S:20 D:18 Co:16 Int:1 Wis:18 Cha:1
Main stat to raise: STR/DEX
I just like monks, and think a half orc monk would be a bit different and fun to play as a party 'scout'. The chartacter really isnt needed though.
Note: All characters have potential for magic resistance and/or great saves in HOW mode for survivability.
Two characters (probably characters 5 and 6, maybe 1 and 6) will only be introduced after Chapter 2 in normal mode.
In general, the party is giving up significant mid-to-late game power with early multiclassing. I also dislike taking experience penalties.
1) The strength of a druid character is a) summons and b) shapeshifting and c) elemental spellcasting. All strengths will be weakened in the late stages of the normal game and the early stages of HoF with the character as conceptualized. A deep gnome will be slow to progress, and adding 4 levels of Dreadmaster is going to help any. You're giving up four early druid levels for 4 total Wis points (normal and HoF) and some very minor spells. You can use the Every God Ring with druids and get up to about 30 Wis without Dreadmaster levels, so why slow down your character's advancement so much for a bit more Wis? Also, at Druid lvl 21, you will only get 1 shapeshift into the best form (Elemental Half Dragon), which is a pain, as you will want to shift back to your "normal" form every so often to spellcast. I'd make this character a human for level advancement and avoidance of XP-penalty purposes - the DG magic resistance and +4 to AC just isn't worth it for a druid shapeshifter, which gets MR as well as a lousy AC in shapeshifted form. I'd also make the levels something like Druid23/Mk3/Ftr4 and skip the Dreadmaster sidebar entirely. Ftr levels would give you more HP and more feats to make the shapeshifted form deadlier (e.g. for all the elemental feats, which add to the half-dragon's elemental damage and/or Weapon Specialization: Greatsword).
2) The character is fine, but I wouldn't rely on it to be your "main" wizard character. Halfway through the normal game it might have 1-2 illusionist levels. Don't forget, 75% of a good decoy/fighter-mage is having the spells to cast, both by the individual character (shield, mirror image, etc) and by the party (stoneskin, cat's grace, deflect arrows, improved invisibility). To improve this character, I'd a) make sure the party has a wizard (and sorc) aside from this character, and b) alter the level sequence to get wizard levels faster. E.g., start taking illusionist levels after 2 lvls of rogue, 3 lvls of pally, and 2 lvls of fighter (7 lvls instead of 10).
3) First, this character's power (high clerical levels) will suffer because it's a 2 ECL drow. Second, you will want your "main cleric" to be casting spells, especially in HoF, and NOT singing the luck song. I would a) make this an aasimar (1 less ECL, capable of 20 Wis) and b) pick a different second class, if any (pal, mk, ftr) and c) alter the stats accordingly (e.g. 14/13/16/12/20/5). You will want 2 skill points/lvl to put 1 toward spellcraft without harming your Concentration scores, as Spirit of Flame is a tremendous feat for this character.
4) I would add the pally level sooner rather than later, perhaps after sorc lvl 6 (fireball attained). Personally, I find HoF to be slightly easier than the normal game, because a well-constructed party has many more resources at its disposal. I'd actually drop Int a bit and make another character the party diplomat, because pallys can be somewhat restricted in the diplomat role (e.g. no rewards, different conversation strings).
5) Personally, I don't like this character. It seems to have two roles (singer and axe-thrower) but IMO won't perform either of them all that well if the character tries to split time between them. I have no problem with a bard as a support character (for songs and spells), but I see no need to add barbarian levels. I would make it a bard/wizard, since your party will lack for arcane party buffing support (sorc will cast damagers, tank/illusionist should be casting mirror image, not cat's grace). Try this: drow or human bard11/wizard19, 8/10/14/20/8/20, takes all diplomat and ID skills. I would then drop the sorc's Int to 12 (Concentration and Spellcraft as skills) and bump her Dex and Con.
6) I like monks too. This character is fine, even as a late or HoF addition. Monks have axe proficiency (I've never discovered why), so you can throw axes until the character gains enough HP etc to get nearer the front lines. If you are going for a devastating power party, I'd add another sorceror here instead of a monk.
1) The strength of a druid character is a) summons and b) shapeshifting and c) elemental spellcasting. All strengths will be weakened in the late stages of the normal game and the early stages of HoF with the character as conceptualized. A deep gnome will be slow to progress, and adding 4 levels of Dreadmaster is going to help any. You're giving up four early druid levels for 4 total Wis points (normal and HoF) and some very minor spells. You can use the Every God Ring with druids and get up to about 30 Wis without Dreadmaster levels, so why slow down your character's advancement so much for a bit more Wis? Also, at Druid lvl 21, you will only get 1 shapeshift into the best form (Elemental Half Dragon), which is a pain, as you will want to shift back to your "normal" form every so often to spellcast. I'd make this character a human for level advancement and avoidance of XP-penalty purposes - the DG magic resistance and +4 to AC just isn't worth it for a druid shapeshifter, which gets MR as well as a lousy AC in shapeshifted form. I'd also make the levels something like Druid23/Mk3/Ftr4 and skip the Dreadmaster sidebar entirely. Ftr levels would give you more HP and more feats to make the shapeshifted form deadlier (e.g. for all the elemental feats, which add to the half-dragon's elemental damage and/or Weapon Specialization: Greatsword).
2) The character is fine, but I wouldn't rely on it to be your "main" wizard character. Halfway through the normal game it might have 1-2 illusionist levels. Don't forget, 75% of a good decoy/fighter-mage is having the spells to cast, both by the individual character (shield, mirror image, etc) and by the party (stoneskin, cat's grace, deflect arrows, improved invisibility). To improve this character, I'd a) make sure the party has a wizard (and sorc) aside from this character, and b) alter the level sequence to get wizard levels faster. E.g., start taking illusionist levels after 2 lvls of rogue, 3 lvls of pally, and 2 lvls of fighter (7 lvls instead of 10).
3) First, this character's power (high clerical levels) will suffer because it's a 2 ECL drow. Second, you will want your "main cleric" to be casting spells, especially in HoF, and NOT singing the luck song. I would a) make this an aasimar (1 less ECL, capable of 20 Wis) and b) pick a different second class, if any (pal, mk, ftr) and c) alter the stats accordingly (e.g. 14/13/16/12/20/5). You will want 2 skill points/lvl to put 1 toward spellcraft without harming your Concentration scores, as Spirit of Flame is a tremendous feat for this character.
4) I would add the pally level sooner rather than later, perhaps after sorc lvl 6 (fireball attained). Personally, I find HoF to be slightly easier than the normal game, because a well-constructed party has many more resources at its disposal. I'd actually drop Int a bit and make another character the party diplomat, because pallys can be somewhat restricted in the diplomat role (e.g. no rewards, different conversation strings).
5) Personally, I don't like this character. It seems to have two roles (singer and axe-thrower) but IMO won't perform either of them all that well if the character tries to split time between them. I have no problem with a bard as a support character (for songs and spells), but I see no need to add barbarian levels. I would make it a bard/wizard, since your party will lack for arcane party buffing support (sorc will cast damagers, tank/illusionist should be casting mirror image, not cat's grace). Try this: drow or human bard11/wizard19, 8/10/14/20/8/20, takes all diplomat and ID skills. I would then drop the sorc's Int to 12 (Concentration and Spellcraft as skills) and bump her Dex and Con.
6) I like monks too. This character is fine, even as a late or HoF addition. Monks have axe proficiency (I've never discovered why), so you can throw axes until the character gains enough HP etc to get nearer the front lines. If you are going for a devastating power party, I'd add another sorceror here instead of a monk.
When your back is against the wall... the other guy is in a whole lotta trouble.