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Balanced Party
Posted: Fri Jan 03, 2003 10:13 am
by Fallen Angel
Human Bard (leader) Polearms and Bows - backup fighter
Halforc Barbarian - Axes - The Muscle
Gold Dwarf Fighter - Warhammers - Muscle 2
Human Cleric of Lathander - Maces - Healing and some very powerful domain attack spells (firestorm
![Big Grin :D](./images/smilies/)
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Moon Elf straight wizard - Bows - focus of fire and envoction
Strongheart Halfing Thief 10/Old Order Monk x - I am not sure about this character- Do I really need a thief? If so will he be effective at level ten?
Is this party balanced, a couple concerns would a specialist mage or a sorcerer be more effective then the straight wizard? Also in my present game I am using a Cleric of Lathander as a third fighter, which she doesn't do to well (not a bunch of pump up stuff like in the first one). Would Selune make a better stand back and argument the mage cleric?
Any thoughts?
Posted: Fri Jan 03, 2003 2:42 pm
by koz-ivan
looks pretty good,
imo lathander is one of the best blasting type clerics.
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the wizard i'm not fond of, i've found that sorcs have a lot more spell power, if you really want a specialist i'd choose one that has enchantment or illusions as opposition schools since your bard can cover that field.
monk / rogue - i'm really not fond of this, imo you'd get more bang from a rogue / ftr type (ftr - ranger - barbarian) level 10 is fine for everything you'd need.
as to if a rouge is needed - not really, what i've done in the past and it's worked well is to take a few levels of rogue then switch to wizard, the high int will give enough skill points to keep search / disable / open locks at decent levels and invis works fine for stealth, and pick pocket seems way more frustrating then it really should be so i avoid it.
Posted: Sat Jan 04, 2003 7:31 am
by Nuke
Fact is you barely need rouge for his skills. I have a rouge 3/necro x char and there is little he can't open. My sorc with knock spell deals with the rest. He can disarm most of the traps and more deadly minority...well that's what regeneration rings/belt/blood stone is for. ^_^
Posted: Sat Jan 04, 2003 8:13 am
by Silver Knight
Imho you need a little more muscle. I tend to employ three 'tanks' but then my style favours melee combat. The three I have at the moment are:
Aasimar Paladin - 14 (with Holy Avenger
![Big Grin :D](./images/smilies/)
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Half Orc Barbarian - 15
Half Elf Monk of the Broken Ones - 15
The party is rounded out by:
Human Morninglord of Lathander- 15
Human Evoker - 14 (should be 15 but she died at a critical moment and did not get to partake of the xp on offer).
Tiefling Thief - 14.
I do not think there is any better cleric. As you say the domain spells are great - try Sunbeam and watch your enemies turn into crispy critters.
The mage follows the usual pattern, magic missiles, fireballs, a few summon shades and some of the more brutal necromancy spells. The conjuration spells are a bit of a miss but the cleric can summon elementals/monsters. Losing divination is no problem, the cleric can cast Invisibility Purge. Identify is next to useless if you give your mage sufficient points in Knowledge/Arcana.
I like to keep a single class thief with massive dexterity for those missile attacks. I like a good sneak attack too, especially if the enemy has a high level mage!
The only one I am not sure of is the Monk, I may take a fighter/ranger next time. However, he has just acquired the quivering palm ability so I shall have to see how that works out.