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Hi everyone,

I'm looking to try going through the game (with co8) using a 4 person party.

Do you guys have any suggestions for the party layout? I have the general layout of what I'm looking for (1 tank, 1 cleric, 1 rogue and 1 wizard/sorc) but I'm wondering on specifics. I'm very familiar with 3rd edition from Icewind Dale 2 and the versions used in NWN but I don't know much about 3.5 so any help would be awesome.

Thanks
avatar
coroder: Hi everyone,

I'm looking to try going through the game (with co8) using a 4 person party.

Do you guys have any suggestions for the party layout? I have the general layout of what I'm looking for (1 tank, 1 cleric, 1 rogue and 1 wizard/sorc) but I'm wondering on specifics. I'm very familiar with 3rd edition from Icewind Dale 2 and the versions used in NWN but I don't know much about 3.5 so any help would be awesome.

Thanks
Probably started already, but anyway. Here's the most important stuff that comes to mind.

Cleric Domain is important. Law and Holy give the ability to create weapons that make extra damage to chaotic and evil. And about everything is chaotic evil in the temple.

Reach weapons, attack of opportunity and cleave play a huge role here. Melee fighter specializing in a reach weapons with combat reflexes and cleave is awesome.
http://www.gog.com/forum/temple_of_elemental_evil/list_of_all_reach_weapons

Wizard/Sorc, either works, but you'll need specific learned spells to make some specific magic weapons and items, so wizard can be easier.

Create wondorous items, and magic arms and armor feats are something all casters should take. Spell penetration and greater spell penetration if you want to harm some later monsters with high magic resistance.

There won't be many very challenging locks or traps. You'll be best off multiclassing the rogue at some point. (and having her also carrying a reach weapon)


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Make your own kb shortcuts. 5-foot step, ready for approach and such, makes life a lot easier.
Don't give up. The game is mercilessly hard for beginners and early on, but awesome when you and characters know what to do.
Post edited February 22, 2013 by Jarmo
avatar
coroder: Hi everyone,

I'm looking to try going through the game (with co8) using a 4 person party.

Do you guys have any suggestions for the party layout? I have the general layout of what I'm looking for (1 tank, 1 cleric, 1 rogue and 1 wizard/sorc) but I'm wondering on specifics. I'm very familiar with 3rd edition from Icewind Dale 2 and the versions used in NWN but I don't know much about 3.5 so any help would be awesome.

Thanks
avatar
Jarmo: Probably started already, but anyway. Here's the most important stuff that comes to mind.

Cleric Domain is important. Law and Holy give the ability to create weapons that make extra damage to chaotic and evil. And about everything is chaotic evil in the temple.

Reach weapons, attack of opportunity and cleave play a huge role here. Melee fighter specializing in a reach weapons with combat reflexes and cleave is awesome.
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Wizard/Sorc, either works, but you'll need specific learned spells to make some specific magic weapons and items, so wizard can be easier.

Create wondorous items, and magic arms and armor feats are something all casters should take. Spell penetration and greater spell penetration if you want to harm some later monsters with high magic resistance.

There won't be many very challenging locks or traps. You'll be best off multiclassing the rogue at some point. (and having her also carrying a reach weapon)

--
Make your own kb shortcuts. 5-foot step, ready for approach and such, makes life a lot easier.
Don't give up. The game is mercilessly hard for beginners and early on, but awesome when you and characters know what to do.
Thanks for the advice.

I was thinking for the Rogue to get some fighters levels but im not sure of the mix, I know fighters get a good few bonus feats but I was thinking of making the character for flanking for sneak bonuses. Do you, or anyone else, have much experience with those types of builds?
avatar
coroder: I was thinking for the Rogue to get some fighters levels but im not sure of the mix, I know fighters get a good few bonus feats but I was thinking of making the character for flanking for sneak bonuses. Do you, or anyone else, have much experience with those types of builds?
Fighter is also a more accurate hitter and can use all martial weapons.
Sneak attacks from a greatsword tend to sting a lot more than those from a dagger.
(Though I'd recommend a glaive, as a 1d10 damage reach weapon, it's real neat in ToEE.

(or use the extra fighter feat for spiked chain proficiency,
it's the only reach weapon in ToEE that works with weapon finesse feat (use dex bonus for hitting).


Going 50/50 rogue/fighter works great, or adjust to get as much of rogue skills as you like.
Doesn't really matter much, barbarian levels work great as well, giving more HP but less feats.