Please note that new user registrations disabled at this time.

My wacky, out-there powergaming party. Check it out!

This forum is to be used for all discussions pertaining to Black Isle Studios' Icewind Dale and its Heart of Winter and Trials of the Luremaster expansions.
Post Reply
User avatar
krunchyfrogg
Posts: 542
Joined: Sun Apr 04, 2004 12:19 am
Location: NY
Contact:

My wacky, out-there powergaming party. Check it out!

Post by krunchyfrogg »

Okay, I know this one is a little weird, but read on through and LMK what I can do to make it better.

NOTE: I will be playing on insane mode to get these dual-classers going!!

1)Human Paladin

(tank from start to finish, nice to have a single classer to just leave alone. Will eventually use longsword and axe at range)

2)1/2 Elf Bard

(starts off as the only spellcaster, eventually becomes the 3rd stringer in that department. The good thing is that he will probably be singing all the time when the two mages are in the party. Although he is single classed, a Bard does develop and makes for an interesting character. Weapons don't really matter here, but he will use a longbow or crossbow when in combat. I might switch to darts or sling if I find a good instrument that takes a weapon slot)

3)Human Thief 7->Mage

(main blaster, will snipe with a shortbow and use a longsword if ever called into combat. If I find any mage daggers, he will use them and a buckler shield)

4)Human Fighter 13->Illusionist

(Spellsword. GM in greatswords probably, and mastery in bows. This is probably my most powerful character. Spells will make him better in combat)

5)Human Fighter 9->Cleric

(While not quite as good in combat as character #4, he will eventually have more HP and will still be a grandmaster in either maces or warhammers. I want to have a cleric sooner than I want a backup mage)

6)Half-Elf Fighter/Druid

(I need a healer from the beginning, and I like the higher THAC0 for when I shapeshift here. I also need a character to step in as a tank when characters 4 and 5 are gaining levels in their second class, but haven't made it past their original fighter levels)


I've never really tried 3 dual-classed characters in a party, but I think having them switch at different times will lighten the weakness usually felt when switching over. I do fear my lack of power after switching the fighter 13 into a mage, though. it will hurt!

Please LMK what you think of this party!
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
User avatar
Philos
Posts: 781
Joined: Wed Aug 18, 2004 12:07 pm
Location: Near the house that Elvis built
Contact:

Post by Philos »

Good Looking Party

Krunchy you have a really nice looking party. Thumbs UP!!

One suggestion, and I realize it might not fit into your plans, would be to have one character either be a single class cleric or have your dual class convert to cleric sooner than 9th. There are so many undead in IWD, especially early on, that it sure is nice having a cleric who can either turn some or outright destroy them. I wouldn't want to tie up my Paladin doing turning vice swinging away at the bad guys. Some of the fights in the Hand of the Seldarine (the shadowed orcs, et al, can be turned BTW) and Dragon's Eye are much easier with a cleric that is equal with the party level.

I know you're planning to have them grand master in mace or war hammer first by dual classing. You could max out on either really early on and then switch over. The extra couple of extra hit points between cleric and fighter might not be worth the advantage of having a cleric at the party's average level. Just a thought.
UNCOMMON VALOR WAS A COMMON VIRTUE
User avatar
krunchyfrogg
Posts: 542
Joined: Sun Apr 04, 2004 12:19 am
Location: NY
Contact:

Post by krunchyfrogg »

Thanks a lot Philos!

Although I'd like a Cleric full-time, I really think the benefits of a Fighter outweigh that of a Cleric early on. I'm not big into turning undead, I kinda like bashing them!

I'd also like to point out that I'm not using the character as a Fighter first for more HP (but that is nice, and it's benefits are much more noticable with the F>M), but for the addition ApR. A 9th level Fighter with GM in a weapon gets 1.5 more ApR than a Cleric, and a 13th level Fighter gets 2 more ApR. That's huge.
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
User avatar
Coot
Posts: 2130
Joined: Sat Aug 18, 2001 10:00 pm
Location: The Netherlands
Contact:

Post by Coot »

[QUOTE=krunchyfrogg]I've never really tried 3 dual-classed characters in a party, but I think having them switch at different times will lighten the weakness usually felt when switching over. I do fear my lack of power after switching the fighter 13 into a mage, though. it will hurt![/QUOTE]IMHO you've already figured out the single weak point of your party - and partially solved it by dualing at different times.
I guess you could dual the f/m soonest, so you'll have your wizard powers back quick as possible. The cleric could wait because you already have one healer, the f/d.
She says: Lou, it's the Beginning of a Great Adventure
User avatar
krunchyfrogg
Posts: 542
Joined: Sun Apr 04, 2004 12:19 am
Location: NY
Contact:

Post by krunchyfrogg »

Thanks Coot. My plan is to now dual my Cleric at level 9 (GM in Mace, Specialized in Sling) and dual the Illusionist at level 13 (maxing out bows and greatswords, with maximum ApR).
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
User avatar
Aerich
Posts: 601
Joined: Mon May 31, 2004 12:50 am
Contact:

Post by Aerich »

I've never been a big fan of turning undead. In my view, it's most useful, but by no means vital, in the Vale of Shadows where your newbie party can get swarmed under.

I recently completed both DE and the SH on HoF, and of course my party cleric was not strong enough to turn any undead; but it wasn't necessary.

The party's lack of access to big-time mass-combat spells (Prayer, Recitation, Protection from Evil 10' Radius) is much more troublesome in the early going than the lack of turn undead.
When your back is against the wall... the other guy is in a whole lotta trouble.
User avatar
Cwell the fine
Posts: 94
Joined: Sat Jan 07, 2006 2:24 pm
Contact:

Post by Cwell the fine »

That's a very nice party you have there, krunchyfrogg. Mine is very similar, except that I'll be a lot lighter on Wizardry than you, but I'll be stronger tank-wise.

1)Paladin
2)Fighter/Druid multi
3)Fighter13/Illusionist dual
4)Fighter/Thief multi
5)Fighter 9/Cleric dual
6)Bard

My Fighter/Thief is a Gnome, and acts as a tank the whole game. I have a mod that allows thieving skills, with penalties in heavy armor, and I can usually disarm traps and open locks anyway, even while wearing plate mail. There really aren't too many locks and traps around anyway.
User avatar
Aerich
Posts: 601
Joined: Mon May 31, 2004 12:50 am
Contact:

Post by Aerich »

IMO, fighter/thieves don't make great primary tanks (e.g. as the character that is the focus of enemy attacks), even with the Trusted Defender helm. However, they do make superb archers and good secondary tanks (use sneak attack to finish opponents, or a 2-handed weapon from the second row).

A fighter[9]/cleric is a dual class, not a multi. I actually prefer a ranger/cleric multiclass here; it gives earlier access to key clerical spells, is a bit more offensively minded in melee, and will be more magically versatile with eventual access to most druid spells.

You can edit (or even remove) your own posts if you make an error.
When your back is against the wall... the other guy is in a whole lotta trouble.
User avatar
Cwell the fine
Posts: 94
Joined: Sat Jan 07, 2006 2:24 pm
Contact:

Post by Cwell the fine »

TY Aerich. I can't seem to delete my second post, just ignore it, okay? I edited the F>C dual, thanks!

Although an R/C will have an extra melee attack, and F>C has GM in maces, which is better IMHO. I know a R/C has more spells to choose from, but I have a F/D in my party, so it's all good.

I mispoke on my F/T. I should note that while he will have an awesome AC, he won't be in the front row automatically. I plan on having my Paladin lead the party, and then rank them in AC order, with the Bard always last, since he never enters melee. He will have less HP than the F>C and F>M, which is (obviously) important in a tank too.

This probably means the party will look like this:

Code: Select all

Paladin   F>C
F/D       F>Ill
F/T       Bard
Post Reply