Who's in your party?

Montez

So Old I'm Losing Radiation Signs
I decided to start out with a standard party for my first run through. Since I'm horrible with naming characters I'll spare myself the embarrasment of listing them.

Party Alignment: Neutral Good

CG Half Orc Fighter
LG Dwarven Fighter
NG Elven Priest
N Human Evoker (No Illusion/Necromancy)
CG Halfling Rogue

I'm at the ToEE now, and they've held their own so far without needing any NPC's. More surprising than that is the fact that my Halfling is second in kills in the whole party. So, what party alignment and classes did you pick, and how are they faring?
 
I chose Lawful Neutral as my party alignment so that I could still be "good" and have more people join my party. Unfortunately, I've got a Paladin who usually scares away bad guys from joining.

As of now I have:

LG Human Paladin: 18 in STR, CHR, and WIS. Uses Greatsword. Ideal leader since he's diplomatic and his auras later on will benefit the party.
LN Dwarf Cleric: 18 in WIS and 20 in CON. His primary role is healer and I've stocked him with healing and buff spells. However, since he's got 20 CON, I usually have him as a backline fighter to defend my weaker members or as a damage absorber. I move him to the front ranks for his Turn Undead ability when fighting undead.
CG Half-Orc Fighter: 20 in STR, 18 in CON. I made a Fighter rather than a Barbarian so he could use the heavier armor. He's my main front rank fighter and I usually give him the first pick of the equipment.
TN Halfling Rogue: 18 in DEX, 16 in STR. A must have for any party. I usually keep her in the back ranks with a light crossbow. Later on, I plan to multiclass her into a fighter so that she can safely flank some enemies for some good backstabbing damage.
CG Elven Wizard: 18 in INT. I also chose and evoker and I'm picking the feats which maximize spell duration, area of effect, and damage. I mainly pump long-range damaging spells but I keep one or two summoning spells to help out the party when needed. She's the hardest to keep alive so far.

I've been doing the minor side quests and I've just started the moathouse. My party members are around second level (a few verging on third) and I plan to get into some random encounters before venturing onward into the Moathouse.

The Paladin and Half-Orc fighter hold their own but they have limited roles. My Dwarf Cleric is a keeper and I'm considering multiclassing him with a few fighter ranks since he's been doing so good at melee. My Halfling Rogue is mainly a range fighter but I plan to get her a few fighter ranks for that backstab ability. As of right now, my Elven Wizard is the hardest to keep alive and the most useless (after her spells have run dry).

Any suggestions on how to supplement a better spell caster?
 
My suggestion would be to focus on effect spells more than direct damage spells, ie Web, Enlarge and Reduce Person, Grease, Sleep, etc. I stayed away from these at first cause they were pretty useless in the IE games, but they really work wonders in ToEE. The best use I've gotten from damage spells is in disrupting other spellcasters via "Ready vs. Spell".

Next time I'm going to have a straight up wizard, I'm really feeling the loss of Necromancy and Illusion spells now. Also high dex, cause he really sucks with the crossbow. "Most Consecutive Misses - Ulwin: 17" - jeez.....
 
That's why I made my wizard an Elf. Her inate high dex makes her pretty good with the crossbow. Now if only all the enemies didn't go after her...

Personally, I gave up Abjuration and Divination when I specialized in Evocation. I shoulda picked none...
 
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