Posted August 25, 2012
DProject: I was thinking of dividing some the most useful skills among the fighters: One can do the searching, another one can disarm traps, and third one open locks. My IWD2 rogue was mostly good for these things, but wasn't very helpful in battles. Besides, those three skills were the most essential anyway so maybe I can have the elements in my party, yet still maintaining full attack force, by having a rogue who's a poor combatant out of the picture entirely.
Coelocanth: You can't do this in IWD 1. The rule set doesn't have skills like in the 3e rules of IWD2. If you want to take care of traps and locks, you on;y have two options: 1) use a character that has Thief levels and build up their traps and locks skills.
2) use spells (Clerics get Find Traps and mages get Knock - there's also the possibility of finding a FInd Traps wand), but I don't like wasting spell slots for those spells when a Thief (or FTR/Thief, which is even better) can do it.
A FTR/Thief (Dwarves can take this as a multiclass option, so that could fit in with your party concept) can be a pretty decent secondary melee fighter.