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Favourite Characters?

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PoD
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Favourite Characters?

Post by PoD »

Don't have one of these on the board that I can see. Is it because the game tries to force you to take it's "pre-rolled" characters?

For those that created some of their own characters anyway, what are your favourites? Here's a few I've tried:

Halfling Rogue/Ranger: Easy to get high starting DEX, make sure also has reasonable INT (determines how quickly gains skills). Obviously the idea is to use as a missile firer. Rogue always progresses faster than other characters. Giving Ranger level(s) early adds +1 v Orcs, Point Blank skill, etc. Rangers, like Rogues, gain skills fast.

Half-Elf Cleric/Paladin. One level Paladin adds weapon capability, lay on hands. Two adds Aura of Courage and Smite Evil.

Dwarf Fighter/Paladin/Ranger/Monk. If you max out in fighter start adding levels in each of the others. Paladin & Ranger I've covered. Monk adds evasion (1), still mind(3), purity of body (5).

Half-Elf Sorceror/Monk. The monk is hard to hit with spells or physical attacks without using armor. He moves fast too. Just what a sorceror needs.

Half-Elf Monk/Fighter. Doesn't need armor. Can use most weapons. Moves fast. A one-man Panzer division.

Pity you can't have a Monk/Barbarian - that would be a truly awesome combination.

P.S. Saw LOTR today. Truly excellent.
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Skuld
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Post by Skuld »

I have created all of my own characters, but I can see where you're coming from but the only prerolled character that's got any better stats than I've done myself is the Paladin. Those stats are impossible to get on the rolls they give you. I like the Monk/Sorceror combo... great synergy between the two classes. The other one I like and have done myself is a Ranger/Rogue... getting sneak attack on a racial enemy is pretty awesome. And I think if you're gonna multi class Half-Elf is the only way to go, and sure humans get an extra feat to start, but it's Run and I'd rather have immunity to Charm and Sleep. And they also don't have to deal with that favored class nonsense. So basically those are the only two combos that I think are worth doing if you're gonna go with a full party, and I dunno why anyone would add paladin to a combo. If you have ideas for class combos for a solo or duo game check out my latest post. I'm looking for the perfect characters and stats.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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PoD
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Post by PoD »

Well, you tried solo (which I think is impossibly hard unless you've already been through the game once) and now you're trying duo. I'm now playing it (nearly finished) trio (having decided that I didn't like a full party). My 3 characters are:

Half-Elf Fighter/Monk: My favourite. Does insane amounts of damage (monk book gives double damage in addition to using the best weapons and strength bonuses) - seems to do 140+ around 40% of the time, half that the rest, almost always hits. Immune to several spells plus high magic resistance and saves means I can send him in to melee even if my Cleric has yet to unleash a Fire Storm. Fast movement (can get to that spell caster at the back of their party in one turn). I can't see any other combination being so deadly in melee. Doesn't need CHA or INT.

Half-Elf Cleric/Paladin: AFAICS in POR the Paladin levels of turning are added to the Cleric - never fails to turn. Fire Storm is great against groups plus he gets that great staff against the drow with Paladin melee capabilities. Doesn't need INT or DEX better than +1.

Halfling Rogue/Ranger: Uses the small shield with +2 STR and CON in melee and shortbow +5/+5 (with quivers as necessary) if at a distance. Has very high skill levels, never fails a search/disable. I chose halfling for the DEX bonus, but maybe another half-elf is better. Doesn't need CHA.

General points: apart from the halfling size problem there are no restrictions on weapons or armour for all three. I agree that humans suck , run is completely useless... No sorceror because I think the sorceror is severely under-powered in this game (spells are no better than the clerics who has HP, armour and turning in addition). The only spell I'd really like to have is chain lightning.

[ 01-20-2002: Message edited by: PoD ]
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Skuld
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Post by Skuld »

I too started a trio because I felt that a duo would get squashed later in the game and my character are: Cleric/Barbarian, Ranger, Rogue, and Monk/Sorceror(this guy will me awesome once I get chain lightning, mass suggestion, and finger of death) also magic missiles are key in fighting Wraiths, Spectres, and Shadows. I'm a bit worried about my cleric/barb though because when I start out as a cleric, I don't get Cleave once I add my first level of barb, and when I start as a barb, I get fewer turn undeads/day. And Cleave is the main reason for having a barb. Any suggestions.
"I'll take the stupid one who decided to threaten us, instead of shoot us when he had the chance" - Bao-Dur
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PoD
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Post by PoD »

As far as Cleave goes, my Monk/Fighter got it, and so does my Cleric/Paladin, so it's not limited to Barbarians. I don't know why your Cleric/Barb doesn't get it - have you upgraded to 1.3 in case it's a bug?

As far as your party are concerned I think that you may be underpowered in the "warrior" department. Two of your guys want to cast spells and the third wants to use a bow. My Fighter/Monk gets in amongst the cult and if they've been softened up by a Fire Storm he can easily take out 5 in one round even without criticals. And he's practically immune to magic. Moves like sh*t off a shovel too.

I've been thinking about a duo. I wonder if you could possibly do without the Rogue, who has become more and more peripheral as the game progressed, except that he is picking a lot of locked doors - not sure if there's keys around the corner as it were.

Stand at the side with a 2-H weapon and avoid most traps. The Monk will soon be "immune" to most of them anyway. Possibly a Monk/Paladin and Cleric/Ranger would make a good team. Plenty of healing.
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