| About your Morninglord28/paladin2:
You should take 13 dex for being able to take the important dodge and the even more important rapid shot feat.
Charisma is nearly useless for this character, wisdom isn't. I'd definitely dump cha to 8 so you can set dex to 13 and wis to 20. There are some offensive cleric spells which require saves and bonus spells do help.
I'd only raise strength at level ups. This guy is supposed to be your primary damage dealer who can even damage bosses with 15 damage reduction seriously. 18 con grants a lot of HP already.
Combat casting and subvocal casting won't help you at all. Your front line tank shouldn't start casting cure light wounds while being attacked. He should rather buff before and heal after battle. When spells get good he'll already have enough skillpoints in concentration for casting uninterrupted.
Better start with feats that improve physical combat power. The feats you want to take at level 1,3,18,21,24 and 27 are rather fillers than considerably useful. Dodge and rapid shot help far more.
About the Deep Gnome Monk 30:
Why start with the blind-fight feat if don't get blinded and there's only one not too difficult fight late in the game where it might help a little. Take the rapid shot feat at some time. The level 18 feat is useless and the following are only fillers you might replace at will.
It doesn't make sense setting con and strength to an odd value because of an an item you might never see, the +1 str from the ring is useless anyway since your cleric will have bull's strength spells for the whole party which last longer than a rest .
About your human Druid:
I'd give her the same stats but only raise wis at level up. Her physical stats are good enough for non-shapeshifted combat already.
With 3 int you have to put 14 points into spellcraft for being able to take the powerful elemental feats (scion of storms, spirit of flame) which is definitely worth it. You can start with 2 points in wilderness lore (nice athmospheric roleplaying skill), but concentration and reaching 14 spellcraft should have priority.
Most important feats: rapid shot, dodge, GSF transmutation,GSF evocation, scion of storms, spirit of flame
I recommend starting without the shapeshifting mod, you can install it during the game when you have trouble(unlike me) or start HoF mode.
I'd start the bard/rogue with maxed out diplomatic instead of pickpocketing skills since pickpocketing can be delayed, most dialogues can't.
About the Drow Sorcerer:
Sorcerers need 12 int for a second skill point per level, 10 isn't better than 5. With 12 int you can both handle concentration and spellcraft. The monster who'll be affected the most from spell penetration will be your deep gnome monk party member if you use him as planned.
About your Tiefling Wizard:
Wisdom is nearly useless for him, dex and even str help more. Like with the sorc there's no SF conjuration feat.
Last edited by kmonster; 03-14-2008 at 09:41 PM.
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