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Best Black Pits Party with These Stats?

So, I decided to roll stats for a party to take through the Black Pits I and II. I rolled 5d6-high-three ten times and planned to pick 6 columns to make characters out of. Here are the results:

STR 13 / 15 / 14 / 16 / 17 / 12 / 15 / 12 / 16 / 13
DEX 13 / 16 / 17 / 8 / 15 / 12 / 10 / 8 / 15 / 14
CON 4 / 13 / 15 / 14 / 18 / 12 / 14 / 9 / 11 / 13
INT 15 / 12 / 13 / 16 / 12 / 13 / 6 / 13 / 15 / 12
WIS 15 / 11 / 16 / 11 / 13 / 15 / 11 / 11 / 16 / 11
CHA 11 / 12 / 14 / 15 / 12 / 9 / 16 / 16 / 16 / 15

House rules: No using potions to learn spells (so INT actually matters to mages), no 3rd edition races or classes (i.e. no sorcerers, monks, barbarians, half-orcs, or blackguards. I'll allow shadowdancers because I think they're adorable.) No accessing inventory during combat - which in particular means no switching between dual-wielding and ranged weapons, nor between shields and bows.

I know what I chose to do with this, but I'm curious what kind of party others would have made. If you'll grace me with your advice, I plan on learning something.

Comments

  • KidCarnivalKidCarnival Member Posts: 3,747
    The 4 con has to be the shadowdancer. With that HP penalty, you want to be invisible as much as possible.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Well I'm pretty sure you're more experienced with the game than me anyway. But I'll participate and explain my reasoning as I go... :)

    1)
    Column 5 is the only great roll you got for Const, also got the best Str roll, so some kinda warrior would be ideal. Maybe Dwarven Defender.

    17/15/18/12/13/12

    2)
    Since Int matters, and you really need an arcane caster, and you refuse to use sorcerers, then I think you gotta use the highest Int roll you got, which is Column 4. Maybe a specialist mage of some sort, or wild mage, depending on how strict you are with reloading.

    16/8/14/16/11/15

    3)
    I think magic is gonna be crucial to BP 2, so another arcane caster would be nice, especially if ur main mage is a specialist. Column 9 also has decent Wisdom, so seems ideal for a Mage/Cleric.

    16/15/13/12/11/15

    4)
    Column 3 is such an all-rounder, I am tempted to say a bard of some sort, but his wonderful Wisdom would be wasted. So perhaps a Fighter/Druid here.

    14/17/15/13/16/14

    5)
    I don't know if u need a thief, since BP seems to be mostly gladiatorial battles, but let's include one for completeness' sake. The next highest Dex u rolled is Column 2, which has decent stats for a Fighter/Thief.

    15/16/13/12/11/12

    6)
    Running outta reasonable columns here... is column 1 a typo? You rolled 5 die, summed the top 3, and still got 4 O.o?! If Column 1 is a typo and u actually got 14 Cons, then it seems ideal for a bard-like character, maybe a Blade.

    If column is unusable due to terrible Cons, then you're left with column 10... who really isn't good at anything in particular... and since u won't allow sorcerer... then perhaps just a poor warrior of some sort.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Incidentally, I really like your system, even if it's a bit harsh. I really like having 'realistic' characters that aren't min/max'd to be way superior to NPC companions.

    In general a fighter type will be either fast and agile, or strong and tough, not both. I try to avoid 18s (or higher), and certainly no more than 1 exceptional talent (18+) per character. So... with those principles this is my Black Pits Party:

    1) Eleven Mage
    Str: 8
    Dex: 15
    Con: 11
    Int: 17
    Wis: 10
    Cha: 16

    2) Human Kensai (to be dual-classed into Mage in BP2)
    Str: 15
    Dex: 17
    Con: 15
    Int: 17
    Wis: 12
    Cha: 12

    3) Human Sorcerer
    Str: 12
    Dex: 14
    Con: 14
    Int: 18
    Wis: 12
    Cha: 16

    4) Human Cavalier*
    Str: 17
    Dex: 12
    Con: 17
    Int: 10
    Wis: 12
    Cha: 14

    *EE Keeper Charisma to below legal min for class.

    5) Half-Elf Kensai/Druid*
    Str: 14
    Dex: 18
    Con: 12
    Int: 14
    Wis: 12
    Cha: 15

    *Illegal class modded by CrevsDaak for me. A few extra abilities to compensate for woeful primary attribute. (lore reasons).

    6) Half-Elf Fighter/Thief*
    Str: 14
    Dex:18
    Con: 12
    Int: 15
    Wis: 10
    Cha: 15

    *The Thief class has been modded to use Shadow Dancer instead, and added a few extra abilities for lore reasons.

  • kryptixkryptix Member Posts: 741
    My comments would be I can't find a sixth member worth creating so I'd go with 5, and your Mage has to be a wild Mage because with your rules you won't get level 9 spells otherwise without nrd.

    There is one decent tank in there and I'd go with some fighter Mage types for the others for defensive purposes since they are lacking in stats.
  • FinneousPJFinneousPJ Member Posts: 6,455
    Here's my suggestion. Pretty tough, so I tried to pick classes that wouldn't depend on their stats so much.

    17-15-18-12-13-12 Barbarian

    16-15-11-15-16-16 Ranger/Cleric

    14-17-15-13-16-14 Archer

    16-08-14-16-11-15 Fighter/Mage

    15-16-13-12-11-12 Monk

    13-13-04-15-15-11 Mage
  • jackjackjackjack Member Posts: 3,251
    I would toss a Sorceror in there.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    @jackjack
    He said no 3rd ed. classes... otherwise that'd be obvious for a character with stats good for nothing else XD
  • jackjackjackjack Member Posts: 3,251
    Ah, reading comprehension foils me again.
  • FinneousPJFinneousPJ Member Posts: 6,455
    Right, I remember no sorcerer but I didn't realize he didn't want barbarian or monk either. Are you sure those are strictly 3E, they seem like quite fundamental RPG classes to me.
  • KidCarnivalKidCarnival Member Posts: 3,747
    If not a sorcerer, a druid might help. There is no class that is somewhat acceptable with 4 con; but if it's 14 (or take a different column with medicore physical stats), shapeshifting would be an option to make the most of it. And summons are very useful, if only as cannon fodder to hold the faster enemies back until the casters got their defenses up.
  • golingarfgolingarf Member Posts: 157
    edited February 2014
    @Heindrich: Yep, that's a 4, not a 14. I rolled a 2 and four 1's. Almost unbelievable but things like that happen sometimes. In my most recent playthrough I've been modding the NPC's to have 4d6-high-three stats and I actually rolled four 1's for one of Minsc's stats, which ended up being wisdom. (I think he ended up with 8 Int, 3 Wis, 12 Cha, which strangely seems much more appropriate than his canonical ability scores.) By the way I like the party you made. I previously insulted your Cavalier on another thread, not realizing he was going to be a Black Pits character, but he makes a lot of sense in context. I think when I had Minsc and Keldorn in BG2, they each got about 40% of the XP, which of course is grossly inflated because they were mainly killing monsters that the mages had disabled for them, but still it was unreasonable to say they were irrelevant - it was just a few battles toward the very end, including the final battle, where they couldn't play a major role. So I think I greatly overstated the situation. I've just started playing the Black Pits, and the way it starts you out, there's really no choice but to have a couple tank characters (unless you're soloing - that's a very different experience though.) Plus I neglected to consider the financial cost of mages. I've been breaking the bank to support their scroll habit. So, I think four spellcasters is reasonable.

    @FinneousPJ: It's interesting that you picked exactly the same set of rolls as I did, but different classes. I didn't think anybody else would go for column 1! And yeah, I really wanted to exclude sorcerers because it's too easy to throw lousy stats into them, which would make this uninteresting, and I really think half-orcs have no place in second edition what with its exceptional strength rules. The others are just sort of a pet peeve. I always thought they were a little silly. I didn't like 3rd edition when it came out - but then I ended up playing it after realizing how wackily anarchistic AD&D was. But there's not much difference between a barbarian and a berserker anyway.

    Oh, and miscellaneous notes: Bards need 12 Dex, 13 Int, 15 Cha and Druids need 12 Wis, 15 Cha, so only column 9 can be a Druid or Bard. Specialist mages have requirements too: Abjurer 15 Wis, Conjurer 15 Con, Diviner 16 Wis, Enchanter 16 Cha, Illusionist 16 Dex, Invoker 16 Con, Necromancer 16 Wis, Transmuter 15 Dex. For the sake of completeness, Rangers need 13 Str, 13 Dex, 14 Con, 14 Wis, and we all know about Paladins. I had wanted #1 to be a cleric/mage, but it's impossible: a cleric/illusionist needs 16 Dex, and I found out that a half-elf has to have 6 Con. Now that's a rule that doesn't often see the light of day!
  • ArizaelArizael Member Posts: 263
    In BP gold is very scarce - you actualy need to think of what you'll buy and what you'll miss. Scrolls are very high burden on the budget, especially with subpar INT - simply put, when it came to shopping I wished I've never rolled that blasted bard!

    Therefor if you are not allowing yourself a sorceror, i would recommend getting mage as multiclass and divine caster pure class - it will save huge ammouts of money.
  • KidCarnivalKidCarnival Member Posts: 3,747
    Yep, I'm currently in BP late tier battles and only finished getting decent armor for all now. I have a sorcerer and a mage/cleric, and he eats up a lot gold on high level spells. Once you can easily afford them, without making cuts on armor, helms, weapons, you probably have HLAs already. If I had to buy for the sorcerer (had made it a mage instead), some of my fighters would still be in +2 armor.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Ah... I did not think of the gold issue... That could be a problem for my BP party... I do love my arcane casters! Well hopefully I afford to feed the 2 characters with the scroll habit in BP 2 since I do have 2 Kensai in the group, which at least means I don't need to worry about buying armour/helm etc... for them.
  • KidCarnivalKidCarnival Member Posts: 3,747
    edited February 2014
    @Heindrich - If I remember correctly, you have 3 mage-somethings? Make sure they are different alignments, the store only gets one of each arch mage robe. I made my casters neutral and evil for that reason. Most magic items are only available once.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    @KidCarnival
    I got a pure vanilla mage (Evil) and a Kensai=>Mage (Good), and the sorcerer happened to be Neutral! lol I didn't plan it, honest! XD
  • KidCarnivalKidCarnival Member Posts: 3,747
    Heindrich said:

    @KidCarnival
    I got a pure vanilla mage (Evil) and a Kensai=>Mage (Good), and the sorcerer happened to be Neutral! lol I didn't plan it, honest! XD

    That's ideal then - and lucky. XD
  • FinneousPJFinneousPJ Member Posts: 6,455
    golingarf said:

    @FinneousPJ: It's interesting that you picked exactly the same set of rolls as I did, but different classes. I didn't think anybody else would go for column 1! And yeah, I really wanted to exclude sorcerers because it's too easy to throw lousy stats into them, which would make this uninteresting, and I really think half-orcs have no place in second edition what with its exceptional strength rules. The others are just sort of a pet peeve. I always thought they were a little silly. I didn't like 3rd edition when it came out - but then I ended up playing it after realizing how wackily anarchistic AD&D was. But there's not much difference between a barbarian and a berserker anyway.

    @golingarf I would totally recommend barbarian over any other warrior class in BP2. While the movement speed bonus might seem like a small detail, I find it really helps with the fast paced battles where AI melees tend to run straight for your mages. This is especially true over a DD with their hindered movement in defensive stance.

    The monk could be a burden in BP1, but he's really great in BP2 and doesn't depend on armor or stats as much as most warriors.
  • ArizaelArizael Member Posts: 263
    My group had Sorcerer, Monk and Sling orented halfling cleric and STILL suffered heavy gold shortages.
  • KidCarnivalKidCarnival Member Posts: 3,747
    The only reason why I have mostly decent gear is because I ask the audience for stuff each battle. Got my cleric Crom Freyr +5, the paladin various Long Swords (Equalizer +5) and the barbarian Lilacor +2. I only bought weapons for the squishies; saved a lot.
  • ArizaelArizael Member Posts: 263

    The only reason why I have mostly decent gear is because I ask the audience for stuff each battle. Got my cleric Crom Freyr +5, the paladin various Long Swords (Equalizer +5) and the barbarian Lilacor +2. I only bought weapons for the squishies; saved a lot.

    Does any other reaction towards audience, besides asking for equip has any impact on game at all? I always provoked, but it didn't seem to have any impact on the game.
  • KidCarnivalKidCarnival Member Posts: 3,747
    @Arizael No idea, I always ask for stuff. If you get something seems to depend on your charisma and if you use the item last given to you. I have my cleric as party leader (with 9 charisma + 1 from helm of balduran) and get a lot less than with a paladin as leader. Things also show up in the paladin's inventory, not the party leader's. I have no-one with a halberd prof and was once given a halberd, which I didn't use - didn't get something from the next battle, but got new things every time the paladin used a new long sword (got 3 in a row - Adaja The Drinker, Namarra and Equalizer, I think?)
    I like this inbuilt loot randomizer too much to pick any other option. To the "scribe", I usually give the neutral answer ("do you even listen" and so on) since it's a mixed party (2 good, 2 evil, 2 neutral). Maybe that has an effect on something, but if so, I haven't noticed it yet.
  • golingarfgolingarf Member Posts: 157
    edited February 2014
    Alright so here's my party:

    1. "Dwarf" - LN M Dwarf Fighter/Cleric. 17 15 19 12 13 11. Hammer** Sword & Shield**
    2. "Woman" - LE F Half-Elf Fighter/Mage/Cleric. 16 15 11 15 16 16. Morningstar** Sling**
    3. "Snowman" - NG M Half-Elf Cleric/Ranger. 14 17 15 13 16 14. Hammer** Sling**
    4. "Gramps" - NN M Half-Elf Fighter/Mage. 16 8 14 16 11 15. Greatsword** Longbow**
    5. "Gnome" - CN M Gnome Fighter/Illusionist. 15 16 13 12 11 12. Spear** Shortbow**
    6. "Wizard" - NE M Human Abjurer. 13 13 4 15 15 11. Dart*

    Spoiler-laden Rambling Rant Below

    Well, I planned on getting straight through on core rules, but unfortunately I had to reload a few times. The first was pretty early on when an ogre mage hit me with a sleep spell which all but wiped out my party. I guess I'm just not used to the AI whipping out sleep! I killed the ogre mage but not all the other ogres, and in the end I had eight of them against Snowman (who woke up when the spell ran out.) I started using a hit-and-run approach, having them all follow him around the board like a gaggle of first-graders chasing a soccerball and occasionally turning around to hit them with the warhammer. (I couldn't switch to the sling because I was dual-wielding and have the no-inventory rule.) He killed four of them, I think, but eventually his potion of hill giant strength ran out and it was (no pun intended) downhill from there. I kept it up for another couple hours gametime until I botched and let one hit him. I then went through everything cleanly until the map with the ogre mage and the "mysterious portals." I was stupid and didn't realize until the very end that I could attack the portals. I had thoughtlessly opened by spraying stinking clouds and webs in every direction, so there was no way I could have gotten near them do it even if I'd wanted to, and anyhow I only figured it out sometime after all the area effects had cleared. I then went around the map and killed all the portals, expecting everything else to crumble like the necromancer's crumbling skeletons - but apparently I was expected to kill the thirty-or-so remaining monsters as well, and that was pretty hopeless. Shamefully, I had to reload on this map a second time. This time I opened by putting webs and stinking clouds just in the middle of the map and having two characters run around the sides smashing the portals. They still didn't do it fast enough though, and the area effects still were an obstacle. In the end I had to deal with a few fission slimes, and I was a bit dismayed when, true to their name, they fissioned. I didn't know about the fire trick, and didn't have the resources. The third time I didn't use any webs and all but ignored the ogre mage. I let him empty his whole spellbook, devoting everyone to killing the portals and making only a meager attempt at holding him off. That worked, although it felt very metagamey. I'm not sure I could think of how to beat that map without knowing a few things.

    I am definitely having a LOT of money issues with this party. I'm using Woman as my face character with 16 Charisma, and she really should be casting Friends, but I guess that would feel cheap. Buying scrolls for four mages is tough, and compounded by the low Int scores it is really a problem. Gnome is a major pain with 12 Int - he has only a 50% chance to scribe a spell. Everybody gets spells on a need-to-know basis, and I tend to have only one or two spells known per level. I also spent a lot on expendable items, which didn't help things any. @KidCarnival, regarding your complaints about armor: HAHAHAHAHA! My non-mages are using regular plate mail with no hope of ever upgrading. As of the end of the Fire Giant level, Gramps is still swinging a non-magical two-handed sword. I do always buy the best arrows though. In the beginning I was shooting arrows of piercing almost to exclusion, although now I've partly switched to +2 arrows to save money. Speaking of which, going into the Fire Giant battle, I accidentally bought +1 arrows instead of +2's. "It probably won't matter" thunk I, and I lazily gave them to Gnome instead of correcting my mistake. So I go in and there's a Fire Giant in my face in addition to four fire elementals. Why I didn't expect the giant yet, I don't know, I'm stupid I guess, and level 7. So I do my usual thing: Dwarf casts Strength of One like he always does and Gramps casts Haste like he always does. Then I have Dwarf walk up and try to tank the giant solo, which was pretty hubristic. It actually took the giant three hits to kill him - that little guy's awesome - which bought me the time to finish buffing. So then I get to swarming the giant, hitting him with everything I have. He seems to always make saving throws, and I just can't believe how much damage he's taking. Mid-way through the fight Wizard casts Chaos, which is so compelling that Dwarf RISES FROM DEATH to bash Gnome in the head. I didn't even realize what happened until I got the message "Dwarf deals 26 damage to Gnome," and I'm like what the hell, and there he is with that little atom swirling over his head and Gnome is at 2 hp. I guess he was so confused he forgot he was dead. And then he starts healing, due to having 21 Con from DUHM. Anyway, eventually, FINALLY, Woman manages to fell the giant with a bullet to the back, and I think the fight is over. By now the Chaos has worn off and Dwarf has remembered to be dead again, and I go about cleaning up the fire elementals. Oops, there's a fireball, I forgot they did that. That wiped out my whole party except for Gnome (still at 2 hp) and Wizard. Now, if only I had some +2 arrows, it would be quite simple to kite these things and let them explode at a distance. But I only have +1 weapons. Because of the arrows that weren't going to matter. At the end, I went invisible and it was a stalemate, but it appears Baeloth doesn't do draws so I had to reload. The second time of course was boringly easy now that I knew what to do. I kept my distance and pelted the giant to death pretty quickly, and likewise the elementals. So I've reloaded four times, which is kind of meh, but just okay enough that I won't restart.

    So that's where I am right now. I think the party works pretty well and there's not a lot I would change. Some of the fights have been pretty interesting and I've ended up having to use tactics that were novel to me. Amazingly, I think in the last five battles I haven't cast Web. I always prepare four or five copies, but haven't seen fit to use them. Not that it's not useful at all - I beat the Red Wizards with barely a scratch that way - but the designers have been pretty good about setting up scenarios that require a little more thought. I think Gnome might not be optimal, which is interesting because I figured fighter/illusionist to be the best class in the game. But actually he might be better off as an illusionist/thief, which is almost the only way to backstab in BP, or maybe a F/M/T. Of course it's possible he just annoys me due to the incredible amount of money he's eaten with his 12 Int. Dwarf is definitely the star here, and I'm now pretty much convinced that a dwarf F/C is the best tanking character. Although, I must say, after the fire giant battle he is a fighter 7/cleric 7, while Woman is a fighter 7/mage 7/cleric 7. Definitely something to think about. Also, everybody raves about cleric/rangers, but I don't see how they're much different. Snowman's druid spells have made a few appearances but not much of an impact, and I don't see as it's worth a point of constitution. As for the monk suggestion, I'm reluctant to choose a complete non-spellcaster, and I definitely would be reluctant about one who's immune to Haste. That has to be the worst immunity ever conceived. But I might try it someday, just to see what I'm missing.

    Doing BP2 with no level 8 spells will be interesting. (Gramps will get a level 8 spell at the same time as Wizard reaches level 22. Wizard will be limited to level 7 spells due to intelligence.) I think I'll probably manage though.
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