Whats your best four man party?
Was thinking about
F/M/T Crossbow and Longswords
Ranger/Cleric Sling and dual wielding blunt weapons
Archer Longbow
Dwarven Defender Axe Hammer , later dual wield
What do you think about this party or what would you change?
F/M/T Crossbow and Longswords
Ranger/Cleric Sling and dual wielding blunt weapons
Archer Longbow
Dwarven Defender Axe Hammer , later dual wield
What do you think about this party or what would you change?
0
Comments
That said, I think my favorite four character team was a Paladin/Undead Hunter and a fighter/cleric for melee. Backed by a Bard and a Fighter/Mage/Thief. That actually started as a three character team (without the Bard), but I found just the three sort of boring.
And really, I generally find a full six more interesting.
I'd probably go with:
1) Fighter/druid
2) Dwarven defender
3) Mage/thief (or fighter/thief, if you like melee)
4) Mage/cleric
I really enjoy having a sorceror in my party, but I can't really justify them a place in a party of 4.
flavor wise the undead hunter is better
power game wise the dwarven defender is better
fighter/cleric multi
fighter/mage/thief
fighter/mage multi
races are up to you,
although gnomes get the trusted defender helmet which is a +3 AC bonus and immune to fatigue which is solid, and since you are going to do 2 runs, that gives you the option of obtaining 2 of them, that is something to think about
dwarves are also solid thanks to their amazing saves and 19 CON for a nice HP boost for them multi-classes
half orc can also be a early strong candidate for fighter/clerics, coming out of the gate with 19 STR/CON is damn strong and with draw upon holy might around the corner, gorgeous , absolutely gorgeous
for the fighter/mage/thief, not too many options race wise, so might as well go with elf, for the extra to hit with ranged weapons and more thief points thanks to the DEX
fighter/mage you actually have some options;
elf for extra to hit because of DEX
gnome for extra spell per level and better saves ( but 2 opposed schools of magic, one being abjuration, yikes )
Sorcerer (or better fighter/mage with a crossbow?)
Archer
Ranger/Cleric
Undead hunter
?
Fighter/Mage with crossbows (not sure which melee weapon, perhaps longswords?)
Fighter/druid with slings, dual wield and scimitars
Berserker to 7 then cleric gm Flails, later slings, maces and dual wield
Undead Hunter or Berserker or dwarven defender(still not sure which to take and what proficiencies to give him)?
What do you think?
fighter/mage with crossbows and longswords will work just fine
fighter/druid with sling is great for range, but for melee, just remember it wont be until chapter 5 until you start getting some good scimitars ( conlan sells 1 that is +2 i believe and you have a 25% chance or so of getting one in the vale of shadows ) other than that, no scimmies until chapter 5, daggers on the other hand are plentiful throughout the game and lots of them have poisoning type effects, but up to you
berserker going to flails is absolutely solid, for maces there is only ONE good mace, and it is in HoW ( 3 white doves ) so be careful about that weapon choice, because in IWD good maces are very rare if they exist at all
for #4 cant go wrong with a dwarven defender, especially if you plan a HoF mode run afterwards ( can use this guy as a literal wall ) for weapons you can go with axes and hammers, there are lots of those to go around with hammers being slightly weaker because of the damage output, but there are a couple nice hammers out there if you can get them
well you have;
fighter/druid
berserker/cleric
so you could substitute one of them
mechanically speaking, the berserker/cleric is going to outshine the fighter/druid big time, so the fighter/druid might be the one that has to go
If I wanted to include a thief, should I replace the Fighter/Mage with a Fighter/Mage/Thief or better with just a Mage/Thief?
Normal arrows are endless and you can cast the spell 'Enchanted Weapon' on the fmt so his arrows become magic (+3)
fair enough, i just like using the throwing weapons that dont require ammo, plus when it comes to ammunition i believe arrows still have the widest range of special ones that can be found, and even with a couple having a default +3 enchantment on them ( like the confusion arrows and the arrows of piercing )