Hello
I'm going to start IWDII again. This time I'm going to play with this mod: Icewind Dale 2 Mods
My party will be along these lines:
Aasimar Paladin4/Cleric 16, since more Paladin levels really don't get you anything. He will be using the Holy Avenger. I'm doubting, though, should he wield the Twohanded version or the onehanded with a shield?
Sun Elf Fighter12/Wizard8. She will be using Polearms as her weapon, and her spells to buff her AC and Damage.
Gnome Wizard. Pretty self-explenatory.
Moon Elf Cleric. She will be using a bow. I had pretty good experiences with Cleric Archers, and I think they're cool.
Human Bard/Barbarian. I have in fact no idea about this fifth character. Any suggestions are welcome. I was mainly thinking Bard to identify stuff and the songs, and Barbarian to give some extra hitting power.
I don't know, however, how to work in some Rogue levels, for disarming traps and helping with locks. So far I thought about working them in with the Fighter/Wizard, or replacing the Bard/Barbarian with a Rogue/Fighter or something like that.
So, what would your suggestions for this character be? Any other suggestions for this party?
I'd like to keep the 6th slot open, because I'd rather have the option open to import a lvl 1 character to earn some extra XP via the reduced average party level.
Also, with that mod, armour gives you DR. A dragon with an AC 35 has DR 25. I'm wondering if I have any chance of damaging that creature. (Don't say "Then don't install that.", I just want to know if I get powerful enough to get through that DR. )
Final note: I probably won't be taking this guys in HoF.
Thanks in advance!
New Party
I guess this will become a slow and boring game when armor gives you DR, you only need a little armor to be immune to nearly all enemies and if they get DR too you can hit each other for an eternity without causing damage.
The level 1 and level 5 (more criticals) bard songs are quite useful to overcome damage reduction physically, so I'd keep the bard and mix either the thief levels with him or the fighter/wizard.
I'd only take 3 paladin levels at most for character 1. A character with maxed out strength using 2-handed swords is the obvious solution to overcome enemy DR.
The level 1 and level 5 (more criticals) bard songs are quite useful to overcome damage reduction physically, so I'd keep the bard and mix either the thief levels with him or the fighter/wizard.
I'd only take 3 paladin levels at most for character 1. A character with maxed out strength using 2-handed swords is the obvious solution to overcome enemy DR.
Well, I took your advice to heart and de-installed the Armour-DR component.
I decided on this party:
Aasimar Paladin 3 /Cleric 27.
Moon Elf Ranger 3 /Fighter 4 /Wizard 23: With Ftr 4 I get decent feats, Ranger gives me free TWF and Hide/Move Silently as class skills. She's the scout and magekiller.
Gnome Wizard 30.
Wild Elf Cleric 30.
Human Bard / Rogue, not sure on the division yet, mostly bard. She's the party face.
I decided on this party:
Aasimar Paladin 3 /Cleric 27.
Moon Elf Ranger 3 /Fighter 4 /Wizard 23: With Ftr 4 I get decent feats, Ranger gives me free TWF and Hide/Move Silently as class skills. She's the scout and magekiller.
Gnome Wizard 30.
Wild Elf Cleric 30.
Human Bard / Rogue, not sure on the division yet, mostly bard. She's the party face.
It looks fine. You've got lots of spellcasters, which is what I look for. No sorceror, though. You've got room to add a 6th character (maybe even partway through, to lower your average party level), if you want to do that.
When your back is against the wall... the other guy is in a whole lotta trouble.