First playthrough of Temple of Elemental Evil: Party advice??
Eadwyn_G8keeper
Member Posts: 541
Just found this in my local Thrift store a few weeks ago and ready to give it a shot. It seems like mastering the huge variety of turn-based mechanics is going to be a big challenge so I have done a bit of research to start off with a generic munchkin party of 5 [Neutral Good].
1) James O'Carolan--92pt Dwarf Wizard -- with 2 levels of Ranger for Archery feat and +3Reflex or 2 levels of Barbarian for +10@Movement, Uncanny Dodge, +4HP. [Note: Barbarian Rage just does not suit my cold-blooded Playstyle...also with plenty of Melee power -as I plan on recruiting Elmo- maybe I should drop the Barbarian levels and go straight wizard?]
2) Gorlac Dobrynyi--88pt CG Half-Orc -- Fighter 8 Barbarian 2 Power Attack/Cleave/Uncanny Dodge schedule with Reach Weapon replaced by Scathera in end-game. Do not plan on trying to harvest the other sword also unless it can be Pickpocketed.
3) Magnus III -- 88pt NG Human Cleric of Pelor -- Nothing fancy. Good and Sun domains.
4) Gabriella de Marseilles -- 93pt Human Rogue5 Wiz5 Party leader with Spiked Chain
5) a) Siondha Berethiel -- 98pt Elf Ranger5 Sorceror[or Wizard]5 with Dual Short Swords
b) Seamus Anarawdh -- 95pt Human with mostly Druid levels or some combo of Druid-Bard-Sorceror Archery
c) 12 Strikes Monk -- 92pt Ranger2 Wizard1 Monk7 with Dual Kukris
I am unclear about some discussions about Scribe Scroll with only a single level of Wizard being mega-OP. I like OP as a general M.O. for the first few playthroughs of any game!! Attacking with 3-1 odds always seems like a good plan to me. Do not like taking Casualties!! Have also read some opinions that Druids in ToEE are way better than a woodsy alternative to Clerics and possibly better than Fighter-Mage types as 5th Party-member - since some good Fighter NPCs can become followers if extra melee is desired.
Also interested in whether the game provides the sort of goodies that makes Monk characters valuable even though a single level of Monk [as in NWN] is wasted choice.
Thanks for your attention and suggestions. Cheers!!
1) James O'Carolan--92pt Dwarf Wizard -- with 2 levels of Ranger for Archery feat and +3Reflex or 2 levels of Barbarian for +10@Movement, Uncanny Dodge, +4HP. [Note: Barbarian Rage just does not suit my cold-blooded Playstyle...also with plenty of Melee power -as I plan on recruiting Elmo- maybe I should drop the Barbarian levels and go straight wizard?]
2) Gorlac Dobrynyi--88pt CG Half-Orc -- Fighter 8 Barbarian 2 Power Attack/Cleave/Uncanny Dodge schedule with Reach Weapon replaced by Scathera in end-game. Do not plan on trying to harvest the other sword also unless it can be Pickpocketed.
3) Magnus III -- 88pt NG Human Cleric of Pelor -- Nothing fancy. Good and Sun domains.
4) Gabriella de Marseilles -- 93pt Human Rogue5 Wiz5 Party leader with Spiked Chain
5) a) Siondha Berethiel -- 98pt Elf Ranger5 Sorceror[or Wizard]5 with Dual Short Swords
b) Seamus Anarawdh -- 95pt Human with mostly Druid levels or some combo of Druid-Bard-Sorceror Archery
c) 12 Strikes Monk -- 92pt Ranger2 Wizard1 Monk7 with Dual Kukris
I am unclear about some discussions about Scribe Scroll with only a single level of Wizard being mega-OP. I like OP as a general M.O. for the first few playthroughs of any game!! Attacking with 3-1 odds always seems like a good plan to me. Do not like taking Casualties!! Have also read some opinions that Druids in ToEE are way better than a woodsy alternative to Clerics and possibly better than Fighter-Mage types as 5th Party-member - since some good Fighter NPCs can become followers if extra melee is desired.
Also interested in whether the game provides the sort of goodies that makes Monk characters valuable even though a single level of Monk [as in NWN] is wasted choice.
Thanks for your attention and suggestions. Cheers!!
3
Comments
The first is Temple + which is located here with the forum located here, and the second is 'The Circle of Eight Mod Pack' located here. Install the Circle of Eight Mod first then Temple + (which is still being developed with adding new classes, support for DirectX11 etc...).
One party that I enjoyed:
Elf Rogue 5/Wizard 15 (Longsword/Long Bow - Party Leader, sniper, rogue duties)
Human Fighter 20 (Glaive - Tank - suprisingly good fun!)
Dwarven Cleric (Moradin) 18/Paladin 2 (Dwarven Axe and Warhammer - Healer, Second Tank, Buffer, Crafter - Good/Earth)
Elf Druid 17/Monk 3 (Spear/Long Spear, Animal Companion - some healing duties, Summoner, Crafter)
Half Elf Bard 17/Mage 1/Cleric 1/Rogue 1 (XBow, Rapier - Support & Crowd Control)
Dwarven Rogue 16/Fighter 4 (Bastard Sword/Dagger/Xbow - Opportunist, Trap specialist and Pickpocket extrordinaire)
Gus
If Bards can reliably sideline the main enemy threat in most encounters until the lesser dangers have been taken out ~ while risking little danger to the Bard PC in the process, that could be huge. Worth consideration as 5th wheel along with Druid and Fighter-Mage types. Certainly seems better than Monk PCs in ToEE.
Also not sure whether Bards can use Wands in 3.5DD. Need to download the rules for further study.
At 6th level Suggestion can be employed against a Fascinated character which does not break the Fascination or trigger another Save. But there is a Save against the Suggestion which I gather is DC [1d20 +Will Mod??] vs [10+Half the caster's Bard level [rounded down??] + Charisma Mod] ~~Is that right??
Now a further question arises. Is there an NPC, suited for Melee Tank Damage Dealer who can be reliably equipped with Scathera?? Which would open up other profiles for Party of 5 perhaps...
Anyways, I know I don't really contribute to this thread, but just wanted to say the monks felt underwhelming when I played.
Getting a better feel from some threads today about the importance or non-importance of certain Skills such as Appraise, Spot, Listen, Heal, Survival, Hide-Move Silent, Tumble that should reassure me.
Research definitely fits my Playstyle!! ~Cheers!