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Received wisdom suggests that any good party needs:
a: A "tank"
b: A healer
c: Someone who can fill the part of the the rogue.

Otherwise it seems people are fairly open.

On my second play-through of the game (the first I had to abort during the underdark section because I was using my step-dad's pc and he put a password on it lol...I am now running it on crossover on my mac) I decided to opt out of all of these, and came up with what turns out to be the most powerful party I have ever played with: two sorcerer/fighters.

how I got the idea:
Again, received wisdom is that if you need someone to absorb and give damage: the tank. If you fight, you will be hit, so you need a lot of hit points and preferably a kick-ass ac bonus. It seems logical that there's no way to have a melee-based character with a low constitution and a low armor class. I decided to do exactly that.

My characters are currently level 20 (one 15/5 and one 13/7 sorcerer/fighter), and have around 150 hit points (both have constitution 14); one has an ac of 22, the other of 24. These are characters that would die almost instantly in any melee battle at this level (I'm in chapter 5 btw). So what was my answer?

––Never let them get hit. And guess what? I have gone through whole sections of the game without losing any hit points: NONE.

Okay, so my characters have high strength, high dexterity, medium/low constitution, low intel, low wisdom, and high charisma, although one started with cha 15 and the other cha 17). They are FIGHTERS: one dual wields long swords and the other dual wields short swords.

So with low hit points and low armor classes the key to everything is ILLUSION. If you can cast seven mirror images, six or seven blinks, PLUS any other non-illusion spells that are useful to fighters like stoneskin, tenser's transformation etc, you have an almost unstoppable force. Mirror image is the real key––it is one of most powerful spells in the game for sure. Casting time of 1 (at least i think so, at least w improved initiative it is), which means its extremely easy to get off in time if its not already cast. After it is cast, you need to be hit up to six times before they can even damage you, and since you are a sorcerer and not some pathetic mage you can just cast it again and again. Level two spells for my party basically means mirror image (knock as well to make up for lack of rogue; blur is good but I essentially found it to be a waste of a mirror image).
If you add to that stoneskin and blink (which can be annoying for casting spells but is unbelievable in combat) you are pretty much the definition of dangerous. 50% chance of being missed entirely by any entity, six illusions of you that need to be hit first (At you actual AC and affected by blink; they are not hit automatically), which gives you free range for several rounds to do whatever you want. After those rounds are up just cast mirror image again (I like to do this when there is one image remaining). If you screw this up, you still have the fully intact stoneskin which should keep the damage at bay for a minute.

A whole new world is then open to you. Ever considered taking Lich Touch? Didn't think so. I can very rapidly incapacitate a whole army of the living with this spell, especially in combination with tenser's transformation. Prismatic spray? Cone spells are generally annoying in large partys, because your spellcaster is rarely in the first rank, and p. spray is especially annoying because it's liable to send your party members into another dimension if not aimed properly. It's proved incredibly powerful.

Oh, and the best thing is that mirror image works on area damage spells AND on traps. Much better to just walk through traps and receive ZERO damage then to have to find and disarm them. I can cast sunfire and horrid wilting (from bracers of icelandic pearl, such an amazing item) right over myself and receive no damage: one of my illusionary selves just disappears.

For skills, CONCENTRATION all the way. Literally. Who needs to bluff or resort to diplomacy?
Not me. I'm an American. I kill. (jk)

I don't need healers because I don't take damage, and I don't need rogues because traps don't damage me. These classes are otherwise just not that great, so I was happy to be rid of them.

Okay then, so my party just rules.
Probably would have done it differently if I knew certain rules. Might have chosen aasimar sorcerer/paladin because of the cha bonus to saving throws but that is not stated in the character creation guide. Also, it seems like attack bonuses and so on go up equally between all the classes, a major difference from second edition and one that is somewhat confusing to me. Is the only point of being a fighter the extra feats? Seems weird.

Anyway: I throw down the gauntlet. Can anyone top my party, which will be even more insane with iron body and black blade of disaster?
avatar
intomysecret: Received wisdom suggests that any good party needs:
a: A "tank"
b: A healer
c: Someone who can fill the part of the the rogue.

Otherwise it seems people are fairly open.

On my second play-through of the game (the first I had to abort during the underdark section because I was using my step-dad's pc and he put a password on it lol...I am now running it on crossover on my mac) I decided to opt out of all of these, and came up with what turns out to be the most powerful party I have ever played with: two sorcerer/fighters.

how I got the idea:
Again, received wisdom is that if you need someone to absorb and give damage: the tank. If you fight, you will be hit, so you need a lot of hit points and preferably a kick-ass ac bonus. It seems logical that there's no way to have a melee-based character with a low constitution and a low armor class. I decided to do exactly that.

My characters are currently level 20 (one 15/5 and one 13/7 sorcerer/fighter), and have around 150 hit points (both have constitution 14); one has an ac of 22, the other of 24. These are characters that would die almost instantly in any melee battle at this level (I'm in chapter 5 btw). So what was my answer?

––Never let them get hit. And guess what? I have gone through whole sections of the game without losing any hit points: NONE.

Okay, so my characters have high strength, high dexterity, medium/low constitution, low intel, low wisdom, and high charisma, although one started with cha 15 and the other cha 17). They are FIGHTERS: one dual wields long swords and the other dual wields short swords.

So with low hit points and low armor classes the key to everything is ILLUSION. If you can cast seven mirror images, six or seven blinks, PLUS any other non-illusion spells that are useful to fighters like stoneskin, tenser's transformation etc, you have an almost unstoppable force. Mirror image is the real key––it is one of most powerful spells in the game for sure. Casting time of 1 (at least i think so, at least w improved initiative it is), which means its extremely easy to get off in time if its not already cast. After it is cast, you need to be hit up to six times before they can even damage you, and since you are a sorcerer and not some pathetic mage you can just cast it again and again. Level two spells for my party basically means mirror image (knock as well to make up for lack of rogue; blur is good but I essentially found it to be a waste of a mirror image).
If you add to that stoneskin and blink (which can be annoying for casting spells but is unbelievable in combat) you are pretty much the definition of dangerous. 50% chance of being missed entirely by any entity, six illusions of you that need to be hit first (At you actual AC and affected by blink; they are not hit automatically), which gives you free range for several rounds to do whatever you want. After those rounds are up just cast mirror image again (I like to do this when there is one image remaining). If you screw this up, you still have the fully intact stoneskin which should keep the damage at bay for a minute.

A whole new world is then open to you. Ever considered taking Lich Touch? Didn't think so. I can very rapidly incapacitate a whole army of the living with this spell, especially in combination with tenser's transformation. Prismatic spray? Cone spells are generally annoying in large partys, because your spellcaster is rarely in the first rank, and p. spray is especially annoying because it's liable to send your party members into another dimension if not aimed properly. It's proved incredibly powerful.

Oh, and the best thing is that mirror image works on area damage spells AND on traps. Much better to just walk through traps and receive ZERO damage then to have to find and disarm them. I can cast sunfire and horrid wilting (from bracers of icelandic pearl, such an amazing item) right over myself and receive no damage: one of my illusionary selves just disappears.

For skills, CONCENTRATION all the way. Literally. Who needs to bluff or resort to diplomacy?
Not me. I'm an American. I kill. (jk)

I don't need healers because I don't take damage, and I don't need rogues because traps don't damage me. These classes are otherwise just not that great, so I was happy to be rid of them.

Okay then, so my party just rules.
Probably would have done it differently if I knew certain rules. Might have chosen aasimar sorcerer/paladin because of the cha bonus to saving throws but that is not stated in the character creation guide. Also, it seems like attack bonuses and so on go up equally between all the classes, a major difference from second edition and one that is somewhat confusing to me. Is the only point of being a fighter the extra feats? Seems weird.

Anyway: I throw down the gauntlet. Can anyone top my party, which will be even more insane with iron body and black blade of disaster?
It's been a while since I played IWD 1 or 2, but I did something similar with a pure mage.
Stoneskin, Mirror Image, Blur, Fire/Cold Shield and Minor Globe of invulnerability (this one has to be last). I would leave my party behind and mow down mobs with AOE's and such. I never bothered with the fighter, but since you're only using two, I can obviously see why.

A paladin/sorc may be a good choice with the aasamir. The only thing I don't like about that is the level progression. Not sure how it would affect you in the end because I never tempted to see whether it would limit my levels? With two characters, that prolly isn't an issue unless it limits your total levels that you can take--which I honestly don't know. Some other random thought possibilities...

Races
Drow--are the negatives worth it? Maybe, +2 Dex and +2 Cha....Plus magic resistance, etc....

Class mixes--Monk instead of fighter (I would go Aasamir here, + to wis and cha). Get bonus AC, deflect arrows, improved evasion etc....wisdom bonus to AC as well...and still get multiple unarmed attacks. Maybe a 20/10 mix. Although, rogue or cleric could be another dual class option here.

Druid/Sorc? Can they dual class in IWD2?
Post edited November 26, 2011 by Ravenlocke
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intomysecret: My characters are currently level 20 (one 15/5 and one 13/7 sorcerer/fighter), and have around 150 hit points (both have constitution 14); one has an ac of 22, the other of 24. These are characters that would die almost instantly in any melee battle at this level (I'm in chapter 5 btw).
What are your characters' exact stats, races, feats and skills ?

Level 20 is too high for a duo in chapter 5, especially for a party without diplomacy, so I assume you did "help" it a little. Did you install a mod or abuse the game mechanics by level squatting or use another method to pump up XP ?
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intomysecret:
Neat, I'll have to pick a few hints from here for whenever I continue my playthrough.
Not that I have sorcerer/fighters, but my rogue/wizard can still up her effectiveness a bit..
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Ravenlocke: Druid/Sorc? Can they dual class in IWD2?
IWD2 uses the 3rd edition ruleset of D&D, which has no classing restrictions except for a couple of rare cases which aren't in this game. Any race can switch to any class from any other class, and switch back and forth as often as they like, unless they're paladins or monks. You can multi-class INTO paladin from anything, but once you have at least 1 paladin level, if you put a level into anything that isn't the favored class of your order, you can't put any more levels in paladin. It works the same way for monks.

In the PnP version, especially in 3.5, it's quite common for min/maxers to have 3 or more very disparate (prestige) classes combined for effectiveness. For instance, Fighter 4 / Rogue 3 / Cleric 13.

Back on topic, you can't have paladin/sorcerers in IWD2 unless you do all of your paladin levels first, or you have a mod. There IS a mod that adds sorcerer as a favored class of the Paladin of Mystra though. So get that mod first if you're planning on it.