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Noob needing help! (char creation)

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Imamar
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Noob needing help! (char creation)

Post by Imamar »

Hello
I have played Baldur's Gate 2, Neverwinter Nights 1&2, Icewind Dale 2, Temple Of Elemental Evil, Arcanum and Elder's Scroll's series.
My only self made character has always been a mage.
I'm going to replay TOEE with self made party, and I need some help.
I'm going to create 1 rogue, 1 cleric, 1 druid and 1 fighter (I'm mage of course).
What kind of stats those classes needs?
Is that a good party for best gaming experience?
Any suggestions are welcome!
Thanks! (My brains are fried because of all the thinking!) :p
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GawainBS
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Post by GawainBS »

Fighter needs 18 in STR & CON, 14 DEX & INT. STR for hit & damage, CON for HP, DEX for AC (and Reflex saves), INT if you want Whirlwind attack, Combat Expertise & Improved Trip. Otherwise, ignore it.
For feats, I'd start with Cleave & Power Attack.

Rogue needs 18 DEX (AC, to hit if ranged, or if Weapon Finesse, also if you want to dualwield) & INT (More skillpoints = happy rogue), 16 STR (for damage against sneak-attack immunes) and CON. High-ish CHA is useful if s/he's also the party-face and if you're going to use Use Magic Device.
Feats: TWF if melee, Point Blank if ranged.

Cleric needs 18 WIS (spells) & CON, and if you want to Turn Undead, some CHA. If you want your Cleric to get in Melee, some STR is nice, as is DEX.
Feats: Improved Initiative, or Point Blank if an archer. Maybe Combat Casting. Given the low lvl of ToEE, Combat Casting might be the better choice.

Druid: same as Cleric, but ignore CHA. STR & DEX aren't important, as Wildshape will override those.
Feats: Combat Casting, or Spell Focus: Conjuration as prereq for Augment Summoning later. At lvl 6: Natural Spell.

Mage: I'd take a Wizard here, for earlier spell access and bonus feats. 18 INT (Spells) & CON, 16 DEX. For a Sorcerer, take 18 CHA.
Feats: Combat Casting, maybe Spell Focus: Evocation. (For Web, IIRC.)

I'd take the feats Craft Magic Arms & Armour with the Wizard and Cleric, and Craft Wondrous Items with the Druid and Wizard.

Check out the Circle of Eight Mod, it enhances the game tremendously.
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Imamar
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Post by Imamar »

Thanks! You were very helpful!
I downloaded Circle of Eight Mod. I can't wait to finish my NWN1 Solo Mage game and give it a try! :D

Any more ideas how to level up those characters? Like feat/spell choices?
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Post by GawainBS »

Since you can create your own magic weapons, Weapon Focus isn't a bad choice for warrior. I suggest Glaive, since it gives you extra reach without drawbacks. It's twohanded, so that's more damage. (1.5x STR, double Power Attack return.) More reach = more threatened area (yellow circle) = more attacks of opportunity = better tanking.
You might want to go for a Shield & Weapon, but your damage will be less and reach will be less. Higher AC, but that's it.
Improved Initiative is good for everybody.
If I put feats as secondary options, those are good in the long run. However, I hardly advice against "generalising". You need specialists. So no hybrid ranged/melee.
Your casters need Spell Focus in the spells you use a lot. I'd focus more on disabling/debuffing/controlling spells (Web, Slow, Hold Person, Solid Fog) than raw damage spells, but AoE spells are reasonably good in ToEE, given the low level. Empower Spell is good for those. Don't forget buff spells. Haste, Mirror Image, Stoneskin, etc. The Stat enhancing spells don't stack with your gear, so don't bother with those in the long run.

Make a quick-key for "5ft step" and "Defensive Casting". It's tremendously useful.

Also, a Paladin instead of a Fighter might be worth it, since the need for many high stats can be overcome by sufficient rerolling, and the better saving throws of the Paladin are good. You'll have less feats, though.
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Post by Philos »

There is a nice sword for a Paladin (maybe any "good" aligned character) that can be gained early in the game if you have a good charisma or a mage that can cast a charisma enhancing spell. So don't forget about Charisma.
UNCOMMON VALOR WAS A COMMON VIRTUE
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Imamar
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Post by Imamar »

Hello again
If I want to pick rogue to my party, as me being wizard; what alignment I have to be?
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GawainBS
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Post by GawainBS »

That doesn't matter: there's no maincharacter at all. I also seem to recall that your party had to be within one step concerning alignment?
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toughchan
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Post by toughchan »

if i recall correctly, the alignment does effect some storyline during the game but all are minor stuff which shouldn't affecting the whole game too much. e.g: Evil alignment starts out with you killing and looting peasant then you find out that the peasant is from Homlet and there are more loot to get so you set on Homlet to find the two traders to loot them, when you find the two traders, it turns out that those two traders are spies from Moathouse so they send you to the Moathouse to work for them, that's how you got the map of Moathouse as evil...while in good alignment, you start out witnessing a robbery, you kill the robber (killing people is of good alignment in some case!!) and then the poor victim gives you a pendant to give the church in Homlet, leading to the Bishop of the church gives you the map to Moathouse.

IIRC, alignment also affects your priest spell. If you are good alignment, you got Cure minor/moderate/serious/critital while evil alignment got Cause minor/moderate/serious/critial wound. Without saying, that applies for spontaneous casting as well.

Edit: some class like paladin, monk are strictly good alignment, if you are already a paladin but you commit evil acts then you become a "fallen paladin" which sucks because you lose all the bonus of paladin (lay on hands, saving throw bonus from charisma, turn undead...), you can still fix this by confessing are be "forgiven by the bishop with a hefty price...I don't think being a rogue or mage has any alignment requirement though so you should be ok.
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Post by GawainBS »

Regarding Cleric spells: alignment determines wether you cast Cure or Inflict spells spontaneously; you get both the regular way.
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