Feedback on Party?
Aozgolo108
Member Posts: 79
Just curious if I could get a little feedback on this particular party setup to see what people think of it? I've only played the original IWD up to Vale of Shadows so much of the game I don't have a clue what's in store for me, and wanted to know how this party might fare in the long run:
Human Abjurer - Went Abjurer due to Illusion & Alteration spells not seeming as valuable compared to other schools, plus extra spell slot. Staff Proficiency
Str:14 Dex:13 Con:14 Int:18 Wis:18 Cha:18
Half-Orc Kensai - Wanted a ridiculously powerful warrior, gave her Two-handed sword and two-handed weapon style proficiencies.
Str:19 Dex:18 Con:19 Int:12 Wis:15 Cha:7
Halfling Swashbuckler - Mostly just needed a thief but wanted a little bit more attack punch without relying on stealth (I really suck at getting stealth attacks in these games). Short Sword + Two Weapon Style
Str:17 Dex:19 Con:18 Int:10 Wis:15 Cha:12
Elf Archer - Primary non-magic ranged character, racial enemy is goblins, probably not the best choice long term. Longbow Proficiency
Str:18/73 Dex:19 Con:17 Int:12 Wis:15 Cha:16
Human Priest of Lathander - Primary healer, chose this kit for the Boon spell and it's level drain protection. Mace + Warhammer Proficiency
Str:18 Dex:15 Con:15 Int:14 Wis:18 Cha:10
Human Cavalier - The tank who can mop up all my lower planes enemies. Long Sword + Sword and Shield Style Proficiency
Str:18/58 Dex:14 Con:18 Int:10 Wis:15 Cha:18
Due to my inexperience with this game I'm not sure if it's more important to have ranged or melee fighters so I tried to balance it as best I could. My Kensai seems a bit squishy but that could just be early level concerns. I picked a specialist mage for the extra spell slot, and tried my best to choose one whose school lock-outs wouldn't be too crippling, I didn't like the Wild Mage's random nature or the Sorceror's inability to learn spells from scrolls. The other characters seem pretty solid so far but I'm open to criticism.
Human Abjurer - Went Abjurer due to Illusion & Alteration spells not seeming as valuable compared to other schools, plus extra spell slot. Staff Proficiency
Str:14 Dex:13 Con:14 Int:18 Wis:18 Cha:18
Half-Orc Kensai - Wanted a ridiculously powerful warrior, gave her Two-handed sword and two-handed weapon style proficiencies.
Str:19 Dex:18 Con:19 Int:12 Wis:15 Cha:7
Halfling Swashbuckler - Mostly just needed a thief but wanted a little bit more attack punch without relying on stealth (I really suck at getting stealth attacks in these games). Short Sword + Two Weapon Style
Str:17 Dex:19 Con:18 Int:10 Wis:15 Cha:12
Elf Archer - Primary non-magic ranged character, racial enemy is goblins, probably not the best choice long term. Longbow Proficiency
Str:18/73 Dex:19 Con:17 Int:12 Wis:15 Cha:16
Human Priest of Lathander - Primary healer, chose this kit for the Boon spell and it's level drain protection. Mace + Warhammer Proficiency
Str:18 Dex:15 Con:15 Int:14 Wis:18 Cha:10
Human Cavalier - The tank who can mop up all my lower planes enemies. Long Sword + Sword and Shield Style Proficiency
Str:18/58 Dex:14 Con:18 Int:10 Wis:15 Cha:18
Due to my inexperience with this game I'm not sure if it's more important to have ranged or melee fighters so I tried to balance it as best I could. My Kensai seems a bit squishy but that could just be early level concerns. I picked a specialist mage for the extra spell slot, and tried my best to choose one whose school lock-outs wouldn't be too crippling, I didn't like the Wild Mage's random nature or the Sorceror's inability to learn spells from scrolls. The other characters seem pretty solid so far but I'm open to criticism.
1
Comments
No Mirror Image, no Blur, no Stoneskin, no Cat’s Grace, no Haste, no Slow, no Improved Haste, no Invisibility, no Improved Invisibility. This is just a list of my favourite spells in the game. And your party will be without them, taking into account there're no other arcane casters in the party...
One small detail could change that - a bard. And the fact bards rule in IWD adds to this. You should definitely have a bard in your first full IWD run.
I would swap an archer with a bard (a vanilla one). Your Swashbuckler can shoot, your Kensai can use throwing daggers and throwing axes.
I also was considering a Druid Kit possibly in place of my Kensai or Cavalier but am unsure how to best use them effectively.
Suggestion - replace it with a Druid of some flavour, or a Dwarven Defender. Or even a Barbarian - could suit the flavour of the game well.
Your Archer will dominate! Give him or her grandmastery in longbows and they will probably do the most damage out of anyone in the party.
I'll probably eschew paladin classes just because I want to keep party alignment fairly close together and this party seems more in the neutral zone for me. I'll ditch the swashbuckler since the bard and mage can handle trap-finding/unlocking. I'll probably have the mage be without a kit, maybe even doing a Cleric/Mage multiclass to free up a slot (not worried about dual classing this character). I know I want the kit-less Bard for the IWD Bard Songs, so what's left is figure out the best Druid and Cleric Kit to use, and who I want the other 1-2 classes to be (depending on if I MC the Mage to free up Cleric spot)
Any other suggestions for new party?
Archer
Bard
Totemic Druid
Cleric/Illusionist
Swashbuckler (will probably Dual Class to Fighter at level 10)
Berserker