Posted August 08, 2011
.. and hot damn if things dont go smoothly this time around.
Slightly optimized party, wizened from previous mishaps.
Human Paladin
party leader, talker, all around handy guy. Good saves, no fear. No weapon focus (yet anyway)
Human Cleric6/Paladin1
(Paladin level might have been a mistake, but gives all weapon proficiencies and better base attacks.)
Human Sorceress, because sorcerers are awesome and handy. It's sweet to be able to cast 6 identify's in a row without fumbling with spell memorization lists. Maxing out spell penetrations and empowerments and stuff, magic missiles rule even at late game. The 18 charisma babe of the party. :) Good dex and a crossbow are nice.
Elf Thief3/Ranger4
Thief skills are a must, but not quite as much as to spend a whole character just for that. High dex, weapon finesse and exotic weapons - spiked chain. The only long reach hand to hand weapon that uses finesse in the whole game. Ranger works great with rogue levels, dead accurate sneak attacks ftw!
Human Barbarian/FIghter
Pure fighter would have been just as good, but as I picked a gruffy looking portrait I just went with the flow. Extra hitpoints help. Glaive specialization, because glaives have reach and reach is totally awesome here.
Elf Wizard5/Ranger2
Because a) that's what elves are all about to me, b) with elven armour and shield + longsword he can hold his own against pretty tough opponents in melee (especially with mirror image + mage armor) even if his hit accuracy is totally crap. c) Spellswords are just plain awesome.
Things I've learned
1. Long reach melee weapons are awesome. Glaive or halberd over a greatsword anytime. The only D&D type game where this is so.
2. Web is about the most powerful and awesome spell in early game. The only D&D type game where this is so. A bunch of opponents gets stuck, they rip themselves free and get stuck again. All the while my archers pepper them full of tiny holes. Take an ogre or something even bigger, web + ray of enfeeblement and he's stuck right there, twang twang feathery pointy death.
3. Hotkeying 5-foot step, ready against approach, coup de grace, read magic and identify make the difference between a frustrating and an enjoyable experience. Hotkeys are awesome.
4. I say awesome way too much. But awesome is just such an awesome word!
Slightly optimized party, wizened from previous mishaps.
Human Paladin
party leader, talker, all around handy guy. Good saves, no fear. No weapon focus (yet anyway)
Human Cleric6/Paladin1
(Paladin level might have been a mistake, but gives all weapon proficiencies and better base attacks.)
Human Sorceress, because sorcerers are awesome and handy. It's sweet to be able to cast 6 identify's in a row without fumbling with spell memorization lists. Maxing out spell penetrations and empowerments and stuff, magic missiles rule even at late game. The 18 charisma babe of the party. :) Good dex and a crossbow are nice.
Elf Thief3/Ranger4
Thief skills are a must, but not quite as much as to spend a whole character just for that. High dex, weapon finesse and exotic weapons - spiked chain. The only long reach hand to hand weapon that uses finesse in the whole game. Ranger works great with rogue levels, dead accurate sneak attacks ftw!
Human Barbarian/FIghter
Pure fighter would have been just as good, but as I picked a gruffy looking portrait I just went with the flow. Extra hitpoints help. Glaive specialization, because glaives have reach and reach is totally awesome here.
Elf Wizard5/Ranger2
Because a) that's what elves are all about to me, b) with elven armour and shield + longsword he can hold his own against pretty tough opponents in melee (especially with mirror image + mage armor) even if his hit accuracy is totally crap. c) Spellswords are just plain awesome.
Things I've learned
1. Long reach melee weapons are awesome. Glaive or halberd over a greatsword anytime. The only D&D type game where this is so.
2. Web is about the most powerful and awesome spell in early game. The only D&D type game where this is so. A bunch of opponents gets stuck, they rip themselves free and get stuck again. All the while my archers pepper them full of tiny holes. Take an ogre or something even bigger, web + ray of enfeeblement and he's stuck right there, twang twang feathery pointy death.
3. Hotkeying 5-foot step, ready against approach, coup de grace, read magic and identify make the difference between a frustrating and an enjoyable experience. Hotkeys are awesome.
4. I say awesome way too much. But awesome is just such an awesome word!
Post edited August 08, 2011 by Jarmo