Huh... I dunno about you guys but I am MOST excited about playing a barbarian.
Barbarians always seemed kinda weird when they came from Candlekeep, so I never played the kit in Baldur's Gate. But in Icewind Dale there are HORDES (literally) of barbarians so I just can't wait.
I really really really really hope that something can be added to the game to make sure that the Tribe of the Elk and other barbarians in Icewind Dale can recognize that there is a barbarian in your party, and maybe have some roleplaying options unique to barbarians the way that there are some unique to bards and to druids.
Speaking of which, I highly recommend bards, druids and paladins like everyone else on this thread.
I am also interested to see how monks are implemented. Hopefully they will add some monk-specific weapons since there are obviously none in the original game.
I know my first party (good): Bard (maybe will try a Skald to match with the barbarian as a pair, depending on how the Skald song is handled) Barbarian Paladin Kitted (not yet decided between the three) Totemic Druid Swashbuckler-->Mage (or thief-->illusionist if you can dual into specialists. will dual class early) Sorcerer
Then my second party (mix of neutral and evil): I might write a roleplay story on the forum with this group backstory: Lord Binky the Buffoon was exiled to Icewind Dale for insulting Duke Eltan's wardrobe. He must now make his way in the icy tundra of IWD (the Forgotten Realm's version of Australia) with his fellow outcasts. They were under the supervision of an Archer ranger, but he perishes in the avalanche that kills Hrothgar's party, leaving Lord Binky in charge of this rag-tag group. This band of losers and ne'er-do-wells might just become unlikely heroes in the region. Jester (Lord Binky the Buffoon) Blackguard (prisoner sent to Icewind Dale to work under the supervision of an Archer) Shapeshifter Druid (exiled because he was A American Werewolf in London Ulgoth's Beard) Shadowdancer-->Mage (late dualclass) (a young dude who discovered he had innate magical abilities geared toward stealth (enter shadow plane). The Cowled Douchebags find out and he escapes on a ship... little does he know the ship is on its way to Icewind Dale filled with a bunch of scary thugs! His innate magical abilities later develop more and he begins to learn magic) Sorcerer (crazy mad Xzar type) Dark Moon Monk (He was a Sun Soul Monk but joined a different sect. The rest of his brethren were killed by the authorities (maybe even Rasaad) but he is given a second chance... in Icewind Dale)
I'm gonna play both at the same time and see where it takes me. The second is an extension of a previous party I made but never finished a game with. It was led by the fallen paladin (who I replaced with the Blackguard) and had a jester (who is now Lord Binky) and a crazy Necromancer (Xzarina... literally named her that. Maybe his long lost daughter... maybe Xzar with a certain belt... who knows?)
Just a quick question: is it completly silly to have a party with only single class characters? In the many years I've played the IE games, I've realized that I'm not very fond of dual and multi classes.
I was thinking of something like this: Human - Paladin (probably Undead Hunter) Half-Orc - Barbarian/Berserker (still undecided) Halfling - Thief Dwarf - Cleric Half-Elf - Druid Elf - Sorcerer
Yes, I know there's no bard but... I don't like bards *Flees for his life*
@Kerthal I always feel like a pure thief is such a waste. Why not make them a fighter/thief to add some steel or maybe some better archery? You get plenty of thief points.
I like how you have one of each race except no gnome (the best)! If only I could sneak a gnome bard onto that group....
@Kerthal Single class thieves are really not worth it in IWD, but the rest of it is okay. You'll miss out on several nifty items without a bard. And special dialogue.
@booinyoureyes I must admit that in IWD vanilla, there was a Gnome in my party. But I had to make a choice in order to include an Half-Orc. If Gnomes could have been Druid, I would have swapped the Half-Elf for him/her As for the Thief, yes I could make an exception for that one since having a better frontliner would be nice:)
@Elrandir I know about the items and special dialogues but no, I'm really not a big fan of Bards. Maybe the Blade but since I've already the dual-wielding Thief (well Fighter/Thief to be exact ^^)...
I still say blades don't count as bards. As entertainers? Sure. But bards? No. They're sword dancers. It's one of the biggest reason I'm glad they do NOT have all the songs of normal bards.
Bards are the best. They are actually really useful in IWD due to the unique items that summon and buff them (plus grant extra spells!) and also because of the many different songs. I will never understand why the different songs were not implemented into Baldur's Gate.
Single Class clerics are kinda meh as well. You'll get your level 7 spells and then... you can't abuse them because you lack APR and THAC0. Multi or dual into a cleric to grant some thieving or fighter skills.
Ranger/Cleric works well, though a Dwarven F/C has better saves and a C/I or C/T as a gnome is also a good utility character with access to the Trusted Defender.
I will most likely make my first run through with a team of characters from my favorite DnD game I DMed.
Borgazdin Silverbeard - Lawful Good Male Dwarf Fighter (Dwarven Defender): Was my DM PC way back in 3rd edition. I took the Dwarven Defender Prestige Class so the addition of that kit in IWD:EE is awesome. Pretty quiet guy, kinda gruff and unfriendly but he has a good heart and always stands up for his friends and what is right. No one knows why he left his ancestral home in the Galena Mountains and he intends on keeping it that way. If anyone ever asks they're answered with a stern glare and a suggestion to "Bugger off."
Baltos Uth'Devar - Lawful Good Male Human (Chondathan) Paladin of Torm (Vanilla Paladin): Young and a little bit of a hot head, he didn't have the life experience or the level-headedness of most Paladins but he always did right by his friends and was a stalwart defender of the weak. He finds it hard to stay in one place for too long, finding his own ideas clashing with laws and traditions he finds to be not in the best interest of the people. He hopes to one day have his own community that he can sheperd into a life of peace and prosperity.
Koeli Fer'Ahn - Lawful Good Female Human (Mulani) Cleric of Torm (Vanilla Cleric): Koeli was an orphan from the far off land of Mulhorand that somehow found herself abandoned in the Western Heartlands. Taken in and raised by a churhc of Torm she was raised beside Baltos and thinks of him as a younger brother.
Grigor Bursk - Lawful Neutral Male Human (Damarran) Monk: Grigor is a stranger from the distant lands of Damarra. He owes his freedom to the group for rescuing him from Drow captors. His fighting style focuses on strength and a powerful offensive, forgoing many of the more subtle arts of the monk's style of fighting. While not particularly noble, he never breaks his word, holding honor as a paramount virtue.
Valyn Tevarith - Chaotic Good Male Half-Drow (Half-Elf) Bard (Blade): Valyn is a bit of a mystery to everyone, not knowing about his checkered past and how his lineage can be traced back to a cult of Drow demon summoners. In fact, it was his own father that had captured Grigor. Besides this dark past, Valyn is a cheerful sort, and ever the optimist. His skills and quick thinking have saved the day on more than one occasion and despite the negative reactions his pressence brings, his comrades are glad to have him around.
Arkantos Fenris - Chaotic Neutral Male Gnome (originally a Halfling but class restrictions...) Illusionist/Thief: Arkantos grew up with a strange companion that guided his life up to this point, urging him to join with these particular companions for an important mission... to save the world. Whether this is true or just some sort of derangement, no one can be sure. The little guy has been a tremendous help though in the groups adventures so far. Oh, and that mysterious companion is an inter-dimensional time traveling dog with aposable thumbs. Every group's got one...
Why they all ended up in Icewind Dale... not too sure on that one yet, but at least I have some time to iron that out.
as many folk have said before me, I highly recommend a druid, bard, and (a first for me) paladin, all much fun in an IWD party. I generally have a couple of mages around as well as is my want, but have fun devising your own bunch of miscreants, Crevs!
If I remember correctly, in vanilla IWD, Ranger/Clerics were not as OP as in BG. I wonder, will that hold true for IWD:EE or will the EE's system being used for IWD make Ranger/Clerics a monster in this as well? I really want to include one, but I don't really know who in my party I could sacrifice to make room for them...
As a veteran of many IWD/HoW/TotLM outings, I can say several things with confidence (assuming you will be playing IWD and HoW (and possibly, but not necessarily, TotLM) ) :
1.) You will want lots of warrior power, but cannot rely totally on it. 2.) Cleric-less and thief-less parties will both get soundly spanked. 3.) Bards are SIGNIFICANTLY upgraded from likely any other D&D2 rules game you played (including IWD without HoW). Their upper level songs are really good, and one of those songs allows priests to not have to load up on healing spells, freeing those slots for other great spells. While not mandatory, Bards should be considered mandatory in a warrior-heavy party, because their songs turbo-charge your warriors during battle, and ensure your party always enters every fight at 100% HP.
A power-gaming party I rolled (as best I remember it) which did quite well in IWD+HoW:
1.a. Human Paladin (Longbow++ Longsword++) (used in an earlier party) OR 1.b. Human DC Fighter12 --> Druid (Sling +++ Scimitar+++++) (used in a later party) 2. Human DC Fighter12-->Priest (Sling++ Mace+++++) 3. Human DC Priest12-->Ranger (Sling++ Flail++) Allows priest slot access to some druid spells 4. Human DC Fighter9-->Conjurer (longbow++ Axe+++++) 5. Gnome MC Thief/Illusionist (shortbow, dagger or short sword) 6. Half-Elf Bard (Flail, Crossbow, whatever-- she will not use weapons at all for most the game, just songs and an occasional spell.)
The DC F/D is a weaker member of the party (relative to the Pally) and is, frankly, a liability for a major chunk of the mid-game. But he is a viable alternative to the Pally because he comes into his own in the late game and his druid spells are useful and add interest throughout the game.
The Fighter-->Priest and Priest-->Ranger DC levels are to the best of my remembrance. The DCs need to be choreographed such that the party is never without a viable priest. In other words, the Fighter DCs to Priest, well before the Priest DCs to Ranger. In the mid-to-late game, the presence of two priests will make some of the otherwise tough fights not quite so tough. (Stacking Prayer and Chant with the obviously appropriate Bard's song can make a straight-up brawl a thing of beauty.)
1. Those who specialize their PALADIN in longsword AND carefully search all areas after DE will eventually find great cause to rejoice. 2, If you choose to make a Bard part of your party, the Bardic Horn of Vahalla (available fairly early in the game) can prove to be a very powerful tool in the early game, and useful even in the late game.
All my characters were rolled with maxed STR, DEX and CON, no matter what their class, and then max in their prime stat (e.g., INT for mage). That means a bit of re-rolling for most the DCs. The DC F/D, in particular, is tough to roll correctly. An unabashedly depraved power gamer, such as myself, would not be satisfied with a roll of less than 100; and even that must be carefully allocated. To avoid later disappointment, save game and test DC your characters as soon as you hit level 2.
So after "tweaking" my first idea of a party, I think I'll go with this one:
Paladin (Probably Undead Hunter or Cavalier) Berserker or Barbarian Halfling Fighter/Thief Half-Elf Fighter/Druid Human Bard Elf Sorcerer
I'll take two multi-class characters in order to have some more "muscles" And I had to sacrifice the Dwarf And I still don't know if I'll take a Berserker or a Barbarian. I'm more tempted to choose the Barbarian but the lack of "strong armor" is bothering me since he's gonna be a dual-wielder.
PS: See? There's a bard now... @BajeDad 's arguments and the fear of being called a Bardist (thanks @rufus_hobart ) were enough in the end to switch the Cleric for this one.
Is it a horribly bad decision to give two characters crossbows? One of them's the bard, who isn't going to use his much, most likely. (assuming BajeDad's statement is accurate) I plan to do it more for role-play reasons than anything.
I guess I'm basically stuck on what to give my bard. Longbows are taken, crossbows will (likely) be taken, and shortbows are apparently not a great choice in this game. That leaves slings, darts, and daggers, none of which sound terribly good. Then again, the bard I'm role-playing is more of an onlooker and encourager than a combatant. Songs and some support magic will probably be the majority of what I use him for.
I might do that then. I think shortbows are a perfect fit for him, but they're not terribly good. And hey, so what if the bard and paladin use the exact same weapons? No big deal. *shrugs* (Yes, my bard and paladin are BOTH using Lswords and Lbows now.)
At Kerthal and Sniiiimon--> Yikes! I would be afraid the Pally + Bard + Druid is not going to be an adequate substitute for a priest.. I am getting away with a MC F/D (and no pally nor priest) in BG1, but I know I wouldn't be having fun with that party in IWD+HoW. Really, certain parts of IWD and HoW are designed to severely punish priest-less parties.
The pain should start to ramp up starting roughly about the time your characters hit level 5 (in a party of 6). If you cannot cure poison and disease on the spot (potions will help) then prepare for reload or paid resurrection.
At Elrandir --> Unless you have RP reasons for doing otherwise, max ranged damage is with bow, then short bow, then crossbow, then sling. I give everyone a bow that can use one, shortbow to the thief, and slings to the priests/druids. I give crossbow to Bard because: there is a really good one available; and she will almost never use it.
For IWD (not 2) you NEED a Paladin. They get their super special weapon later on.
What I recommend: Paladin (for Pale Justice) Fighter/Thief multi. (Tried pure-class Thief, very very weak but leveled up faster) Fighter/Cleric or single-class Cleric. Mage. DRUID. Get a Druid in IWD, they are awesome and I missed not having one. Single class. Bard too. Awesome Bard songs and some different dialogues. Warchant of the SITH. *Plays Darth Vader tune*
Don't get a Fighter, unless it's a dual or multi. So boring without kits. And don't get a Ranger. You cannot dual-wield properly and you're basically a crappy Paladin.
@Archaos But BG's dual-wield system is going to be in IWD:EE, so rangers DO get to dual-wield properly.
I'm really torn between two different characters to make the sixth slot in my party. I've got it DOWN (even most of the character bios) except for one character. My party is going to be... (not made for absolute greatest powergaming, but made to not be a painful experience. Still don't know what I'll do with ALL my pips.)
But I'm unsure whether I want my sixth slot to be a Fighter/Mage multi or a Ranger/Cleric multi. The F/M would dual wield daggers and use a crossbow, while the R/C would... Dual wield maces and flails? I dunno. It's basically more divine magic or more arcane magic? Any advice @BajeDad?
Comments
Erawyn Shieldmaiden, LG female human paladin of Sune
Asgara Hornhelm, CG female dwarf berserker
Kaleen Eldramin, TN female elf druid of Silvanus
Faebeth Thessana, LN female human mage
Jorie Hillflower, aka Jorie-of-the-Stories, CN female halfling fighter/thief
Vela Stormheart, NG female half-elf bard
I'm however uncertain on what their kits should be... at least when it comes to Erawyn, Kaleen and Faebeth.
You will lose a lot of quest rewards otherwise.
Barbarians always seemed kinda weird when they came from Candlekeep, so I never played the kit in Baldur's Gate. But in Icewind Dale there are HORDES (literally) of barbarians so I just can't wait.
I really really really really hope that something can be added to the game to make sure that the Tribe of the Elk and other barbarians in Icewind Dale can recognize that there is a barbarian in your party, and maybe have some roleplaying options unique to barbarians the way that there are some unique to bards and to druids.
Speaking of which, I highly recommend bards, druids and paladins like everyone else on this thread.
I am also interested to see how monks are implemented. Hopefully they will add some monk-specific weapons since there are obviously none in the original game.
Bard (maybe will try a Skald to match with the barbarian as a pair, depending on how the Skald song is handled)
Barbarian
Paladin Kitted (not yet decided between the three)
Totemic Druid
Swashbuckler-->Mage (or thief-->illusionist if you can dual into specialists. will dual class early)
Sorcerer
Then my second party (mix of neutral and evil): I might write a roleplay story on the forum with this group
backstory: Lord Binky the Buffoon was exiled to Icewind Dale for insulting Duke Eltan's wardrobe. He must now make his way in the icy tundra of IWD (the Forgotten Realm's version of Australia) with his fellow outcasts. They were under the supervision of an Archer ranger, but he perishes in the avalanche that kills Hrothgar's party, leaving Lord Binky in charge of this rag-tag group. This band of losers and ne'er-do-wells might just become unlikely heroes in the region.
Jester (Lord Binky the Buffoon)
Blackguard (prisoner sent to Icewind Dale to work under the supervision of an Archer)
Shapeshifter Druid (exiled because he was A American Werewolf in London Ulgoth's Beard)
Shadowdancer-->Mage (late dualclass) (a young dude who discovered he had innate magical abilities geared toward stealth (enter shadow plane). The Cowled Douchebags find out and he escapes on a ship... little does he know the ship is on its way to Icewind Dale filled with a bunch of scary thugs! His innate magical abilities later develop more and he begins to learn magic)
Sorcerer (crazy mad Xzar type)
Dark Moon Monk (He was a Sun Soul Monk but joined a different sect. The rest of his brethren were killed by the authorities (maybe even Rasaad) but he is given a second chance... in Icewind Dale)
I'm gonna play both at the same time and see where it takes me. The second is an extension of a previous party I made but never finished a game with. It was led by the fallen paladin (who I replaced with the Blackguard) and had a jester (who is now Lord Binky) and a crazy Necromancer (Xzarina... literally named her that. Maybe his long lost daughter... maybe Xzar with a certain belt... who knows?)
In the many years I've played the IE games, I've realized that I'm not very fond of dual and multi classes.
I was thinking of something like this:
Human - Paladin (probably Undead Hunter)
Half-Orc - Barbarian/Berserker (still undecided)
Halfling - Thief
Dwarf - Cleric
Half-Elf - Druid
Elf - Sorcerer
Yes, I know there's no bard but... I don't like bards *Flees for his life*
I like how you have one of each race except no gnome (the best)! If only I could sneak a gnome bard onto that group....
As for the Thief, yes I could make an exception for that one since having a better frontliner would be nice:)
@Elrandir I know about the items and special dialogues but no, I'm really not a big fan of Bards. Maybe the Blade but since I've already the dual-wielding Thief (well Fighter/Thief to be exact ^^)...
Ranger/Cleric works well, though a Dwarven F/C has better saves and a C/I or C/T as a gnome is also a good utility character with access to the Trusted Defender.
Borgazdin Silverbeard - Lawful Good Male Dwarf Fighter (Dwarven Defender): Was my DM PC way back in 3rd edition. I took the Dwarven Defender Prestige Class so the addition of that kit in IWD:EE is awesome. Pretty quiet guy, kinda gruff and unfriendly but he has a good heart and always stands up for his friends and what is right. No one knows why he left his ancestral home in the Galena Mountains and he intends on keeping it that way. If anyone ever asks they're answered with a stern glare and a suggestion to "Bugger off."
Baltos Uth'Devar - Lawful Good Male Human (Chondathan) Paladin of Torm (Vanilla Paladin): Young and a little bit of a hot head, he didn't have the life experience or the level-headedness of most Paladins but he always did right by his friends and was a stalwart defender of the weak. He finds it hard to stay in one place for too long, finding his own ideas clashing with laws and traditions he finds to be not in the best interest of the people. He hopes to one day have his own community that he can sheperd into a life of peace and prosperity.
Koeli Fer'Ahn - Lawful Good Female Human (Mulani) Cleric of Torm (Vanilla Cleric): Koeli was an orphan from the far off land of Mulhorand that somehow found herself abandoned in the Western Heartlands. Taken in and raised by a churhc of Torm she was raised beside Baltos and thinks of him as a younger brother.
Grigor Bursk - Lawful Neutral Male Human (Damarran) Monk: Grigor is a stranger from the distant lands of Damarra. He owes his freedom to the group for rescuing him from Drow captors. His fighting style focuses on strength and a powerful offensive, forgoing many of the more subtle arts of the monk's style of fighting. While not particularly noble, he never breaks his word, holding honor as a paramount virtue.
Valyn Tevarith - Chaotic Good Male Half-Drow (Half-Elf) Bard (Blade): Valyn is a bit of a mystery to everyone, not knowing about his checkered past and how his lineage can be traced back to a cult of Drow demon summoners. In fact, it was his own father that had captured Grigor. Besides this dark past, Valyn is a cheerful sort, and ever the optimist. His skills and quick thinking have saved the day on more than one occasion and despite the negative reactions his pressence brings, his comrades are glad to have him around.
Arkantos Fenris - Chaotic Neutral Male Gnome (originally a Halfling but class restrictions...) Illusionist/Thief: Arkantos grew up with a strange companion that guided his life up to this point, urging him to join with these particular companions for an important mission... to save the world. Whether this is true or just some sort of derangement, no one can be sure. The little guy has been a tremendous help though in the groups adventures so far. Oh, and that mysterious companion is an inter-dimensional time traveling dog with aposable thumbs. Every group's got one...
Why they all ended up in Icewind Dale... not too sure on that one yet, but at least I have some time to iron that out.
lutes, jingly hats and robes of motley shall be hurled at you wherever you may tread! ;-)
As a veteran of many IWD/HoW/TotLM outings, I can say several things with confidence (assuming you will be playing IWD and HoW (and possibly, but not necessarily, TotLM) ) :
1.) You will want lots of warrior power, but cannot rely totally on it.
2.) Cleric-less and thief-less parties will both get soundly spanked.
3.) Bards are SIGNIFICANTLY upgraded from likely any other D&D2 rules game you played (including IWD without HoW). Their upper level songs are really good, and one of those songs allows priests to not have to load up on healing spells, freeing those slots for other great spells. While not mandatory, Bards should be considered mandatory in a warrior-heavy party, because their songs turbo-charge your warriors during battle, and ensure your party always enters every fight at 100% HP.
A power-gaming party I rolled (as best I remember it) which did quite well in IWD+HoW:
1.a. Human Paladin (Longbow++ Longsword++) (used in an earlier party) OR
1.b. Human DC Fighter12 --> Druid (Sling +++ Scimitar+++++) (used in a later party)
2. Human DC Fighter12-->Priest (Sling++ Mace+++++)
3. Human DC Priest12-->Ranger (Sling++ Flail++) Allows priest slot access to some druid spells
4. Human DC Fighter9-->Conjurer (longbow++ Axe+++++)
5. Gnome MC Thief/Illusionist (shortbow, dagger or short sword)
6. Half-Elf Bard (Flail, Crossbow, whatever-- she will not use weapons at all for most the game, just songs and an occasional spell.)
The DC F/D is a weaker member of the party (relative to the Pally) and is, frankly, a liability for a major chunk of the mid-game. But he is a viable alternative to the Pally because he comes into his own in the late game and his druid spells are useful and add interest throughout the game.
The Fighter-->Priest and Priest-->Ranger DC levels are to the best of my remembrance. The DCs need to be choreographed such that the party is never without a viable priest. In other words, the Fighter DCs to Priest, well before the Priest DCs to Ranger. In the mid-to-late game, the presence of two priests will make some of the otherwise tough fights not quite so tough. (Stacking Prayer and Chant with the obviously appropriate Bard's song can make a straight-up brawl a thing of beauty.)
2, If you choose to make a Bard part of your party, the Bardic Horn of Vahalla (available fairly early in the game) can prove to be a very powerful tool in the early game, and useful even in the late game.
All my characters were rolled with maxed STR, DEX and CON, no matter what their class, and then max in their prime stat (e.g., INT for mage). That means a bit of re-rolling for most the DCs. The DC F/D, in particular, is tough to roll correctly. An unabashedly depraved power gamer, such as myself, would not be satisfied with a roll of less than 100; and even that must be carefully allocated. To avoid later disappointment, save game and test DC your characters as soon as you hit level 2.
Paladin (Probably Undead Hunter or Cavalier)
Berserker or Barbarian
Halfling Fighter/Thief
Half-Elf Fighter/Druid
Human Bard
Elf Sorcerer
I'll take two multi-class characters in order to have some more "muscles" And I had to sacrifice the Dwarf
And I still don't know if I'll take a Berserker or a Barbarian. I'm more tempted to choose the Barbarian but the lack of "strong armor" is bothering me since he's gonna be a dual-wielder.
PS: See? There's a bard now... @BajeDad 's arguments and the fear of being called a Bardist (thanks @rufus_hobart ) were enough in the end to switch the Cleric for this one.
I guess I'm basically stuck on what to give my bard. Longbows are taken, crossbows will (likely) be taken, and shortbows are apparently not a great choice in this game. That leaves slings, darts, and daggers, none of which sound terribly good. Then again, the bard I'm role-playing is more of an onlooker and encourager than a combatant. Songs and some support magic will probably be the majority of what I use him for.
That being said, I have often had 2 chars with crossbows
At Elrandir --> Unless you have RP reasons for doing otherwise, max ranged damage is with bow, then short bow, then crossbow, then sling. I give everyone a bow that can use one, shortbow to the thief, and slings to the priests/druids. I give crossbow to Bard because: there is a really good one available; and she will almost never use it.
But I must admit I don't remember having a hard time in my previous playthroughs (maybe because I had a cleric each time...).
What I recommend:
Paladin (for Pale Justice)
Fighter/Thief multi. (Tried pure-class Thief, very very weak but leveled up faster)
Fighter/Cleric or single-class Cleric.
Mage.
DRUID. Get a Druid in IWD, they are awesome and I missed not having one. Single class.
Bard too. Awesome Bard songs and some different dialogues. Warchant of the SITH. *Plays Darth Vader tune*
Don't get a Fighter, unless it's a dual or multi. So boring without kits. And don't get a Ranger. You cannot dual-wield properly and you're basically a crappy Paladin.
I'm really torn between two different characters to make the sixth slot in my party. I've got it DOWN (even most of the character bios) except for one character. My party is going to be... (not made for absolute greatest powergaming, but made to not be a painful experience. Still don't know what I'll do with ALL my pips.)
Undead Hunter (Lsword/Lbow/Flail/?)
Cleric/Illusionist (Mace/Sling/?)
Fighter/Druid (Scimitar/Sling/?)
Fighter/Thief (Axe/SWS/Shortsword/?)
Bard (Lsword/Lbow/?)
But I'm unsure whether I want my sixth slot to be a Fighter/Mage multi or a Ranger/Cleric multi. The F/M would dual wield daggers and use a crossbow, while the R/C would... Dual wield maces and flails? I dunno. It's basically more divine magic or more arcane magic? Any advice @BajeDad?