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HoF mode run, minimal reloads, help me with my final character please!

I only plan on reloading if a character is permanently killed.

Here’s my party idea:

LE elf dragon disciple - having a mustard jelly is almost unfair in the prologue while you build your team up. Sorcerers almost break IWD, as mages are starved for scrolls in this game.

LG dwarven defender - that hammer from HoF guy (trying to avoid spoilers here) is made for a DD, and when the bard is singing, I can probably hit near 100% DR.

N human fighter 3 or 7 > druid. Druids are so freaking good in this game. The only thing better is a druid who can get GM in sling and scimitar.

LN human fighter 3 > cleric. You need animate dead for HoF mode. It’s so damn good. Just like the druid, the only thing better than a cleric is a cleric with GM in sling and flail.

NE half elf bard. This is my face character, with 18’s in all the mental stats to do all the talking. Backup spellcaster, but she’ll be singing more than anything, keeping those summons alive with War Chant of the Sith.

The final spot in a bit stuck on. I need a character to handle my locks and traps, but these don’t get real nasty until the Vale of Shadows.

Ideally, this character would also provide excellent ranged support and be able to step it up in melee if needed. I’m primarily looking at that +2 boomerang axe found in Yxonemei’s temple.

I have several ideas:

1) swashbuckler 5 > fighter. This character covers all those thieving skills needed (with a little help from that belt sold super early in Kuldahar). +1 AC is great if I’m ever forced into melee. The ability to get grandmastery in axe is awesome, but missing out on exceptional strength is a hard pill to swallow.

2) Berserker 7 (or 9) > thief. This character is a huge help early on, and will dual class when I start needing thief skills in the Vale of Shadows. I don’t even think the downtime will hurt that bad GM in axes and 18xx STR is very handy. I’ll probably also get GM in longsword since it seems to be a popular drop in this game, and I’ll have so many thief skill points that I will have no problem learning the stealth skills to scout ahead. I have doubts about backstabbing in HoF mode, but it can’t hurt.

———

I really like this party. Grandmastery is so good, and half my party has access to it.

I’m really stuck on how to handle the thief part of my party. I’m a little worried about the downtime if I dual the thief and the druid at the same time, but I’m very confident I’ll be ok, as I’ll have animate dead for days and a bard singing in the background.

LMK what you think! I’m very interested!

Comments

  • YigorYigor Member Posts: 805
    I'd suggest to dual-class all fighters at level 9. 👈
  • KloroxKlorox Member Posts: 927
    Yigor wrote: »
    I'd suggest to dual-class all fighters at level 9. 👈
    This is what I decided to do, except for the cleric. He dualled at 3 because I couldn’t to the prologue without animate dead.

    And even if I painstakingly made it through the prologue without this amazing spell and just using the mustard jelly as a sponge, I definitely wouldn’t have made it past Kuldahar pass.
  • YigorYigor Member Posts: 805
    Klorox wrote: »
    Yigor wrote: »
    I'd suggest to dual-class all fighters at level 9. 👈
    And even if I painstakingly made it through the prologue without this amazing spell and just using the mustard jelly as a sponge, I definitely wouldn’t have made it past Kuldahar pass.

    In some solo HoF games, I simply go through Kuldahar Pass without fights, and then come back to clear it later from Kuldahar. 😉However, it won't be so easy with 6 characters in your party (and without stealth/invisibility).

  • Balrog99Balrog99 Member Posts: 7,371
    Make your bard or dragon disciple true neutral and just use your rabbit familiar for traps. Then use that 6th slot for whomever you want (a shaman is pretty kick ass in HoF mode). Dragon's Eye is the only place that gets dicey for Bugs Bunny with the traps but you can work around it. Use knock for chests that can't be forced.
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