New Party
Posted: Sun Jan 20, 2008 6:37 am
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!
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!