Well you've probably seen my post on "another board". But here it is again, now advanced a bit.
It's the standard powergaming party, tweaked for maximum enjoyment value for me in a single play through - all classes and diverse alignments. In particular, I wanted to play an evil cleric for the first time. Made sense to make him a mage cleric because of the mage buffing spells to keep him safe for touch attacks. His touch attacks have been pretty weak for HoF mode, though. High enemy saving throws and high enemy hitpoints, make him more useful as a summoner, trapper, buffer, holder, and healer. Looking forward to getting the destruction spell (at save -4). He can be used as a good distractor though, running around touching everyone.
One could have made him a lawful good cleric / mage (for that buffing spell that has the same alignment benefits with a paladin) or a fighter / mage, instead.
But, right now I use him mainly for sharing buffing duties with the ranger/cleric, sharing trapping spell duties with the druid, ranger, and bard; sharing summoning duty with the ranger/cleric, and druid; and sharing healing (of all things
) with the druid, ranger, and paladin. He not only gets the divine summons, but the arcane ones as well. Divine animate dead summons are a lot cheaper, more available, and last longer
(STR,DEX,CON,INT,WIS,CHA)
Errol Durbin Level 11 LG Human Paladin (18/95,18,18,3,14,17)
Bows ++, Large Swords ++, Flails ++, Axes +
Gerod Wintel Level 10/9 CG Half-Elven MC Cleric/Ranger (18/92,18,18,5,18,5)
Racial Enemy: Cadaverous Undead
70% Move Silently
Slings ++, Hammers ++, Maces ++, Clubs +
Fernid Snivol Level 9/12 CG Gnomish MC Fighter/Thief (18/00,18,18,12,2,12)
80% Open Locks, 75% Move Silently, 95% Find Traps, 0% Pick Pockets
Backstab x4
Bows +++, Small Swords +++, Great Swords +
Jalinda Rahuli Level 9/10 TN Half-Elven MC Fighter/Druid (18/62,18,18,7,18,15)
Slings +++, Large Swords (scimitar) +++, Quarter Staves +
Ravel Mordred Level 10/11 LE Half-Elven MC Cleric/Mage (18,18,17,18,18,3)
Slings +, Maces +, Flails +, Quarter Staves +
Tirra Suleni Level 14 NE Half-Elven Bard (18,18,16,18,3,18)
Crossbows +, Axes +, Halberds +, Maces +, Daggers +
80% Pick Pockets
I'm not completely happy with it. The weapon restrictions of the druid/fighter, cleric/fighter, and cleric/mage make assignments a bit difficult.... But having access to clerical divine spells from 2, and nature divine spells from 2 is VERY useful!!!! That's a lot of undead summons and entangles.
The paladin's specialization in bows is a bit of waste now that I found the returning throwing axe. Bows were useful early though. Should have given him axes to start instead of bows, but then throwing axes would have gotten REAL expensive (not to mention heavy, especially early in HoF mode where you need a hundred tries to kill something).
I want the fighter/thief to have a blunt weapon proficiency, but I also want someone with a great sword proficiency. It was either him or the paladin for the GSW. No other choices. Similar limitations with axes. It's a waste to allocate proficiencies to the Bard since she's staying out of combat all of the time (and isn't very good at it anyway).
Also, I'm wondering if it would be better to have a different character specialize in crossbows other than the Bard, who will be spending most her time spelling and singing rather than plinking....