Best kickass party
velorien
Member Posts: 17
Hi all I wanna know which is your strongest party, creating all 6 characters on your own.
For me is:
1) Warrior Berserker Gnome true neutral, starting with katana (celestial fury) and shield, then later in the game crom fayer or dark blade (which is awesome)
Why gnome? High spell saving throws
Why berserker? Fu*k demiliches and mind controllers
Why true neutral? No way to be lawful in order to be berserker and no way to be good in order to use dark blade. Plus in the end I always choose the evil path for a warrior (str and cons bonus)
2) Paladin inquisitor, human, lawful good, with 2h sword (Carsomyr)
Why inquisitor? Immune to hold and charm, fast and powerful dispel magic, true seeing and can equip carsomyr!
3)Half-elf Ranger-cleric multiclass, neutral good, with flail of ages and shield
Why? Can cast both cleric and druid spells. Cleric spell are the best but druid insect swarm is the casters' death!
Do you see lots of mages? INSECT SWARM = all dead
4) Thief Swashbuckler, half-orc, true neutral, dual wield, with long sword (in main hand) and kundane (or belm) in offhand. Later put points in katanas.
Why swashbuckler? No Backstab? Who cares? Try to kill a dragon with backstab=> immune
Why halforc? high strenght and constitution
If you give Crom fayer to Berserker, you can give celestial fury of dark blade to swashbuckler.
I also heard that "the equalizer" held in off hand will give hit bonuses also to main hand attacks.
So: celestial fury+kundane(belm) in order to have high stun chance
dark blade+equalizer in order to sure hitting and getting strenght draininig from enemies.
5) kensai warrior till level 9 then dual to mage, lawful good, staff of ogre magi
Why kensai? high hp and ac bonus
Why staff of ogre magi? another dipelling weapon! Nobody cares about damage! Irenicus will cry!
And Invisibility at will!!!
6) 6th character: whatever you want!
- another berserker to crush enemies
- a bard skald who can buff your party
- an elven archer (i'm not sure about this cause some enemies are immune to missile weapons)
For me is:
1) Warrior Berserker Gnome true neutral, starting with katana (celestial fury) and shield, then later in the game crom fayer or dark blade (which is awesome)
Why gnome? High spell saving throws
Why berserker? Fu*k demiliches and mind controllers
Why true neutral? No way to be lawful in order to be berserker and no way to be good in order to use dark blade. Plus in the end I always choose the evil path for a warrior (str and cons bonus)
2) Paladin inquisitor, human, lawful good, with 2h sword (Carsomyr)
Why inquisitor? Immune to hold and charm, fast and powerful dispel magic, true seeing and can equip carsomyr!
3)Half-elf Ranger-cleric multiclass, neutral good, with flail of ages and shield
Why? Can cast both cleric and druid spells. Cleric spell are the best but druid insect swarm is the casters' death!
Do you see lots of mages? INSECT SWARM = all dead
4) Thief Swashbuckler, half-orc, true neutral, dual wield, with long sword (in main hand) and kundane (or belm) in offhand. Later put points in katanas.
Why swashbuckler? No Backstab? Who cares? Try to kill a dragon with backstab=> immune
Why halforc? high strenght and constitution
If you give Crom fayer to Berserker, you can give celestial fury of dark blade to swashbuckler.
I also heard that "the equalizer" held in off hand will give hit bonuses also to main hand attacks.
So: celestial fury+kundane(belm) in order to have high stun chance
dark blade+equalizer in order to sure hitting and getting strenght draininig from enemies.
5) kensai warrior till level 9 then dual to mage, lawful good, staff of ogre magi
Why kensai? high hp and ac bonus
Why staff of ogre magi? another dipelling weapon! Nobody cares about damage! Irenicus will cry!
And Invisibility at will!!!
6) 6th character: whatever you want!
- another berserker to crush enemies
- a bard skald who can buff your party
- an elven archer (i'm not sure about this cause some enemies are immune to missile weapons)
Post edited by velorien on
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Comments
Id recommend changing the Ranger / Cleric multiclass to a 9 ranger / cleric dual class so the cleric levels will progress faster and further. Drop the swashbuckler entirely and add an archer, or sorcerer to backup your kensai / mage, which you can then dual at 13 instead. In the last slot take a Cleric / Thief multi for handling traps and healing while your ranger / cleric is still dual classing.
Plus, no "awkward teen" period, it's pretty much always great.
Speaking of;
Half Elven Ranger/Cleric - Forget shields after BG1, Crom Faeyr that offhand and let your Iron Skins make AC irrelevant.
Human Kensai 13 > Mage dual
Human Swashbuckler 10 > Mage dual
Elven Wildmage - Best spellcaster, if you don't mind the occasional hiccup. Well worth it for the ability to cast Wish as soon as you find and scribe the scroll in my opinion.
Gnome Cleric/Thief - Because +5 to all saves with 18 Con > minor increase in damage output.
Elven Fighter/Mage/Thief
Early game, you have three pure classes, Mage, Fighter and Thief, two multiclass Clerics, and a multiclass mage, as well as two multiclass Fighter types and two extra multi-thieves, giving a wide spread of melee, magical, clerical and thieving capacity whilst allowing the thieves to specialise (making it easier to cover every thief trait you need).
The pure classes really help the early game (even the Kensai can arguably rock out with throwing axes for the heavy ranged combat that's likely to be happening), where the multiclasses have teething troubles, and a Ranger/Cleric multi is pretty tough right off the bat. F/M/T is essentially a tertiary combatant, mage supporter and generalist early on. With four spellcasters available from level 1, low level buffs can be applied fairly liberally for combat.
Tomes are spent boosting:
Your F/M/T's strength up to 19.
Wild Mage's wisdom up to 18 if necessary (R/C's Wisdom for any extra beyond that, they benefit the most from Wisdom's bonus cleric spells).
R/C's Con, bumped up to 19 for the extra +1 HP/level,
R/C's Cha for boosting their already high, potentially even 18 already, score - this depends on rolls, if the F/M/T or Wildmage lucked out with points in decent Charisma themselves, then their score can get a boostin' instead for Friends use, but better to have a good Charisma handy without needing spell slots.
F/M/T's Dex boosted to 20.
Int freely allocated with any of the mages, probably the Wild Mage, basically for scribing purposes.
Once you hit BG2, your Kensai and Swashbuckler Dual, at a point in the game where your multiclasses have come into their own and are well suited to babysit them, and by the time they regain their abilities in early/mid BG2 the party will be sitting on four mages, three thieves, two clerics, a druid, and three characters solidly capable of handling the frontline (and the cleric/thief is pretty decent there too in a pinch).
Watcher's Keep boosts, snagged as early as possible:
Push the R/C's Con to 20 for regeneration.
The F/M/T's Strength to 20 (for even better backstabs), and Dex up to 21 for both ranged abuse and yet another point in A/C.
The R/C's Wisdom even higher - up to 22 or so if the Mage didn't need any tomes (if the R/C is the Bhaalspawn then the Wisdom bonus would be ideal, and they can afford the lost Str with Crom Faeyr, but game over on the Tank dying is a little annoying)
The party face's Charisma up to 20 raw (not mandatory, charisma sucks etc).
Wild Mage's Intelligence up to 20.
Gear attempts to avoid cross contamination where possible:
R/C wields the FlailoA and Crom Faeyr, along with Full Plate +X.
Kensai>Mage wields, presumably, Katanas, and the Robe of Vecna.
F/M/T wields 2-handed swords (this assumes that the elf bonus remains with them), and ends up wielding Carsomyr for Timestop 2h Backstab Whirlwinds, along with the Elven chain.
C/T with slings and full plate, with a Hammer and Shield for back-up tanking as necessary.
Swash>Mage can focus primarily on ranged attacks, SWFing a Longsword or something for the bonus AC (forget Dual Wielding).
Wild Mage can already instant cast like a boss, but will probably sport the Staff of the Magi for invisibility and spell absorption, at least when the R/C isn't borrowing it to cast Nature's Beauty whilst invisible...
Edit: As a very viable alternative to the Swash > Mage is the Skald for another kind of applied buff. You lose a full mage with good AC and ranged perks, but gain a great buffer and a third character who can get Thief HLAs.
Perhaps if you tried it without a lot of spells (and characters) at your disposal, you would enjoy it more - perhaps...
Evil party.
Blackguard: Two handed sword/Halberd/Crossbow
Fighter/Cleric (Dwarf): Flail/shield, throwing hammer/shield
Fighter/Thief (Halfling): TWF Will likely use Belm in his offhand - alot of mainhand choices, Shortbow - Tuigan Bow (see K/M note)
Avenger (Half-Elf): Throwing dagger - Melee weapon irrelevant
Kensai/Mage (dualed at 13): Throwing axe (if they've changed weapon the setups so they're the same as IWD2 melee weapons will be TWF Axe/Hammer). + Staff of the Magi
Blade (Half-Elf): Longbow/TWF (if aforementioned weapon setup is true) Scarlet Ninja-To/Kundane.
Good party.
Inquisitor: Two handed sword/Crossbow
Berserker/Druid (dualed at 13): TWF Belm in offhand, Throwing dagger
Monk: Scarlet (Defender in BG1) + SWS &/or fist.
Archer (Elf): Probably Longbow (I prefer Crossbow)
Cleric/Illusionist (Gnome): Sling/Shield
Swashbuckler/Mage (dualed at 10): Shortbow, Staff of the Magi