New UPP (you guys getting sick of these yet?)
Posted: Fri Feb 23, 2007 7:20 pm
Let me begin by saying that I really, truly appreciate the help you guys have given me, Aerich, SD, kmonster and Claudius especially.
Here's my next go at a power party:
#1: Deep Gnome
Pal3/Ftr4/Rog3/Illusionist20
STR 16 DEX 20 CON 14 INT 18 WIS 5 CHA 1
This guy fights with a sword and shield, is a good thiefy type, and a great backup mage. His main role is as a decoy, which he should excel at.
#2: Female Drow Ftr4/Rog3/Monk3/Transmuter5/Dreadmistress15
STR 11 DEX 20 CON 12 INT 14 WIS 18 CHA 5
Secondary decoy, an okay tank without much damage output (but should rarely take damage either), and backup divine caster. Being a transmuter, she gets a few extra perks (aside from the extra spell/level, she can get a cool bonus in the underdark, extra HP IIRC). Maximum WIS and DEX are chosen for AC purposes. Will be much stronger when buffs kick in.
#3: Aasimar Sorc28/Pal2
STR 10 DEX 12 CON 18 INT 14 WIS 6 CHA 20
This is my diplomat and main blaster. I know the low WIS looks bad, but once Pal levels are added (I'm planning right after learning Fireball), the CHA bonus to saves will erase that.
#4: Female Drow Battlemaster17/Drd13
STR 18 DEX 18 CON 16 INT 5 WIS 18 CHA 5
This is a run of the mill tank/cleric type in normal mode. When I reach HoF, the Druid levels will be added to help the decoys a lot. As the main cleric, even when melee gets too tough, she'll be able to hurl throwing axes into combat to help out the two decoys.
#5: Male Wild Elf Brd11/Sorc19
STR 10 DEX 20 CON 18 INT 2 WIS 8 CHA 18
This is my bard/backup blaster. I plan on starting him as a Bard, but advancing as a Sorcerer after level 5 (when the Luck song is gained). I'll eventually get him to Bard 11 in HoF (for the Sith song), but his main roles are to be a backup blaster and a superior archer. The lower WIS shouldn't be a problem, as Will Saves are primary saves for both classes.
I could also substitute this character with:
#5a: Male Drow Bard 11/Wizard 19.
STR 8 DEX 20 CON 14 INT 20 WIS 4 CHA 14
This guys could serve as a great loremaster, backup blaster, and archer as well. I'd choose some Mage specialty, probably Diviner. I'm pretty sure the Bard levels will erase the specialist restrictions, so it shouldn't matter anyway.
EDITS:
I like the idea of 5a, since he relives a lot of the skill points (which are being spread kinda thin) on character 1. My only worry here is that since I've got so many Wizards (1,2,5a), that I might not have enough scrolls. This is probably silly though.
I'm also of the mindset that I should (at least at some point) add a 6th character here. I don't know where I should go with it though.
I really do like the idea of having two characters who can be effective decoys in HoF. It should really help a whole lot.
Here's my next go at a power party:
#1: Deep Gnome
Pal3/Ftr4/Rog3/Illusionist20
STR 16 DEX 20 CON 14 INT 18 WIS 5 CHA 1
This guy fights with a sword and shield, is a good thiefy type, and a great backup mage. His main role is as a decoy, which he should excel at.
#2: Female Drow Ftr4/Rog3/Monk3/Transmuter5/Dreadmistress15
STR 11 DEX 20 CON 12 INT 14 WIS 18 CHA 5
Secondary decoy, an okay tank without much damage output (but should rarely take damage either), and backup divine caster. Being a transmuter, she gets a few extra perks (aside from the extra spell/level, she can get a cool bonus in the underdark, extra HP IIRC). Maximum WIS and DEX are chosen for AC purposes. Will be much stronger when buffs kick in.
#3: Aasimar Sorc28/Pal2
STR 10 DEX 12 CON 18 INT 14 WIS 6 CHA 20
This is my diplomat and main blaster. I know the low WIS looks bad, but once Pal levels are added (I'm planning right after learning Fireball), the CHA bonus to saves will erase that.
#4: Female Drow Battlemaster17/Drd13
STR 18 DEX 18 CON 16 INT 5 WIS 18 CHA 5
This is a run of the mill tank/cleric type in normal mode. When I reach HoF, the Druid levels will be added to help the decoys a lot. As the main cleric, even when melee gets too tough, she'll be able to hurl throwing axes into combat to help out the two decoys.
#5: Male Wild Elf Brd11/Sorc19
STR 10 DEX 20 CON 18 INT 2 WIS 8 CHA 18
This is my bard/backup blaster. I plan on starting him as a Bard, but advancing as a Sorcerer after level 5 (when the Luck song is gained). I'll eventually get him to Bard 11 in HoF (for the Sith song), but his main roles are to be a backup blaster and a superior archer. The lower WIS shouldn't be a problem, as Will Saves are primary saves for both classes.
I could also substitute this character with:
#5a: Male Drow Bard 11/Wizard 19.
STR 8 DEX 20 CON 14 INT 20 WIS 4 CHA 14
This guys could serve as a great loremaster, backup blaster, and archer as well. I'd choose some Mage specialty, probably Diviner. I'm pretty sure the Bard levels will erase the specialist restrictions, so it shouldn't matter anyway.
EDITS:
I like the idea of 5a, since he relives a lot of the skill points (which are being spread kinda thin) on character 1. My only worry here is that since I've got so many Wizards (1,2,5a), that I might not have enough scrolls. This is probably silly though.
I'm also of the mindset that I should (at least at some point) add a 6th character here. I don't know where I should go with it though.
I really do like the idea of having two characters who can be effective decoys in HoF. It should really help a whole lot.