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Totally new, aimed at HOF mode, powergaming party

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Klorox
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Totally new, aimed at HOF mode, powergaming party

Post by Klorox »

Please let me know what you think of this one:

Character 1: Male Drow Rogue 3/Fighter 4/Barbarian 3/ Illusionist X
(yes, I took a page from the powergaming guide in this forum)

This is my scout, and a melee type for most of the regular game. The Illusionist levels are only for HoF mode, but I might be able to add a few in regular mode as well. I don't plan on having this character be heavily armored, but I like the idea of him weilding a greatsword and really putting the hurt on some bad guys. He'll pour his skills into the stealthy types. Evasion, Uncanny Dodge, and some defensive spells will make him a great scout also. I'll concentrate on buff-type spells with this character only. Alternative: If I choose to dual-weild, I could add 3 Ranger levels also. I'd almost definitely not be able to add Illusionist levels until HoF mode then.

Character 2: Shield Dwarf Battleguard of Tempus X

This is my main Cleric, and will also double as a great tank. She is based on a PnP character of mine, and I really love her!

Character 3: Aasimar Paladin 2/Cleric of Lathander X

This is my backup Cleric, and will be a pretty good tank as well weilding the Holy Avenger sword. I don't plan on adding the Paladin levels until late in the game, so that I can establish this characters power as a spellcaster first. I also know I need to take both Cleric levels sequentially, since you can't multiclass this Cleric class with any Paladin order. I just really like the Lathander offensive spell special abilities.

Character 4: Human Sorcerer X

This is my main arcane spellcaster. If these guys are anything like they are in BG2, I'm sure to really love them!

Character 5: Drow Rogue 2/Conjuror 25/Bard 3

This is my backup spellcaster. I plan on playing him as my lock handler, trap finder, pocket picker, and loremaster as well. The Bard levels would be added only after the character was (at least) Rogue 1/Conjuror 20. With the Lingering Song feat, he could sing one of the first two songs and for a round when not casting. It's also possible I'll just go Rogue 2/Conjuror 28.

Character 6: Human Monk 1/Druid X.

This character offers a different type of divine magic, and can be a very good fighter while shapeshifted.

I'm also considering a Deep Gnome Monk-type character here. I've heard a good decoy is important in HoF mode, and these guys look like they'd be great at the job. I'm not sure about how I'd go about multiclassing him though.

Another idea is a Drow Bard 11/Druid 19 (or 12/18). This character would get to Bard 11 (or 12) and pretty much squat from there. The Druid spells are just icing on the cake for later. I wouldn't worry too much about this guy because he'll be far in the back and out of combat.


Final Thoughts:

First of all, I'd like to state that it was intentionaly that I added more ECL races to this party, but kept care to make sure that my main spellcasters were "pureclassed" and to be at the maximum level possible.

I'm also really not set on character 6 yet. I've got thoughts of adding a Paladin 1/Sorcerer there (do you get two Holy Avengers if you play HoF mode after regular mode, or do you lose your items?), and I'm also open to suggestions. I really hate reloading all of the time, which is why I'm so insistent on "getting it right" the first time.

Also, I'm not all that familiar with the specialist Mages in this game. Am I choosing appropriate specialty schools?

EDIT: Added the Druid/Bard option for character 6.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
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Claudius
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Post by Claudius »

I haven't played HOF but I have read a lot of guides and things. They mention that you need something to keep the heat off of your casters. Either ultimate AC 72+ characters or else summons. But seems like everyone can summon.

Ch 1 can tank for awhile with the MI blink buffs etc.
Ch 2 is good but don't plan on melee for HOF without MI etc.
Ch 3 same as above
Ch 4 Sorcerors rock! If you add 1 pal level you get bonus to ch at pal quest
Ch 5 don't need Conj23 but Tymora's melody Bard 5 is excellent go B5R5C20
Ch 6 Not sure how the monk AC will help in HOF melee. More a caster.

Anyway theres my 2 copper pieces!

claudius
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Dedigan
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Post by Dedigan »

1 - Be sure to start with the rogue level, and don't forget to give this character more than minimum intelligence so you get enough rogue skills. Not really neccessary in the long run, but makes things a whole lot easier to start out.

2 - Nothing to add that hasn't been said.

3 - Nothing to add

4 - Sorcerers rock. Human really is the best choice for me. Some people say Drow, since Charisma can go to 20 to start, but I prefer to go without the ECL. If you don't level squat, a human sorcerer gets the right spells at the right time.

5, 6 - I really prefer the bard/druid. The druid isn't that great a character for HoF mode (but are great in normal mode), being left to only summoning things. So you will either need to add a mod or add in another casting class to your druid for extra protection. So I prefer the bard 11/druid 19 (without the druid-shapechange mod) or the bard 9/druid 21 (with). You do get the most useful bard songs at level 1, 5 and 11. I prefer 11 levels of bard so you get 4th level spells, but those buffs can also be cast by your sorcerer.

That leaves room for a rogue/wizard or another sorcerer.

Your party can easily make it through HoF mode if played right. Your character 1 will likely be the decoy if you get sick of using summoned creatures as decoys.
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Klorox
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Post by Klorox »

I've decided to go with a Bard/Druid for character #6. A Female Drow, with one level of Dreadmaster of Bane.

The levels will probably look like this:

Bard 11/Druid 18/Dreadmaster 1

I will build the character up to Bard 11/Dreadmaster 1 before ever adding Druid levels. I will squat until I can get Druid 10, and then take the XP penalties as they come. This character is in my party only as a supporting member, and will be singing and casting buffs 99% of the time.

She'll act as a pretty good "mule" for a long time, as she should be behind the rest of the party in levels.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
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Dedigan
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Post by Dedigan »

I suppose if you're determined to keep the dreadmaster level, you could try first going to level 11 bard, then grabbing your DM level, then squatting 12 levels of druid. That way you get maximum barkskin (the best reason for a druid) that much sooner. After that, you can just squat the rest of the way and never have an experience penalty.

If you give up the DM level, I always find that doing 5 bard levels first, then 12 druid, then 6 bard, then the rest druid is the best way to go. And if you keep it pure support, then that gives so much more squatting time.
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Klorox
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Post by Klorox »

Iiiiinteresting...

If 12 levels as a Druid is the best reason to have them, would I be better off adding another class to the mix, or even increasing the Bard levels after that? I thought finishing at Druid 18 would be great because I'd have access to a 9th level Druid spell.
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kmonster
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Post by kmonster »

The best druid spell is "static charge", and the high level spells are also very powerful. "Barkskin" won't help you much on the other hand.
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Jelaweb
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Post by Jelaweb »

kmonster is right about Barkskin. If you don't have 1 (or more) dedicated high AC character(s), Barkskin will not make much difference.

Not sure about Static Charge in HoF though - unless I want to make myself a cup of tea and boil an egg - I don't like waiting around. If I wait (the Invisible trick), I get bored. If I don't, then I've usually killed the enemies before a 4th charge comes along.

I like the old "death trap" tactic. Druids have some neat spells when used in conjunction with other casters. Against the trolls before Fell Wood in HoF mode, I cast Web, Grease, Entangle, Acid Fog, Cloudkill, Spike Stones, Spike Growth, Chaos, Emotion: Despair, Power Word: Blind, 2 Flame Strikes, 3 DBFBs, 3 Skull Traps and 2 Acid Storms.
And that just made them mad...

If you do multi-class with the druid, make sure it is a class that doesn't have a good cloak, because Nature's Venegance is pretty good.
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wickerman
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Post by wickerman »

Claudius wrote:I haven't played HOF but I have read a lot of guides and things. They mention that you need something to keep the heat off of your casters. Either ultimate AC 72+ characters or else summons. But seems like everyone can summon.

Ch 1 can tank for awhile with the MI blink buffs etc.
Ch 2 is good but don't plan on melee for HOF without MI etc.
Ch 3 same as above
Ch 4 Sorcerors rock! If you add 1 pal level you get bonus to ch at pal quest
Ch 5 don't need Conj23 but Tymora's melody Bard 5 is excellent go B5R5C20
Ch 6 Not sure how the monk AC will help in HOF melee. More a caster.

Anyway theres my 2 copper pieces!

claudius
What is MI for the ch 2 and what else do you need for him for hof?
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Aerich
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Post by Aerich »

MI = Mirror Image, 2nd lvl arcane spell. Character 2 (Battleguard of Tempus) will not have access to it unless the character takes wizard levels somewhere along the line. Instead, the character will have to use all the clerical buffs available to it, as well as any the arcane casters can spare, and still won't be able to tank for an extended time.

I'd play this character in HoF mode primarily as a supplemental caster and damage-dealing grunt that has to be somewhat sheltered. As a Battleguard, it has better-than-normal access (e.g. domain spell access) to spells that affect enemy saving throws. Use this capability. In melee fighting, it'll be good for taking down enemies that have failed will saves against Hold Person, Symbol of Hopelessness, etc, as well as helping deal some damage when Character 1 gets swarmed (and is targeted first).
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silverdragon72
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Post by silverdragon72 »

Klorox wrote:Iiiiinteresting...

If 12 levels as a Druid is the best reason to have them, would I be better off adding another class to the mix, or even increasing the Bard levels after that? I thought finishing at Druid 18 would be great because I'd have access to a 9th level Druid spell.

high level divine spells doesn't help much in HOF (besides summoning, but this you also get from arcane casters)

Main reasons for me to go for Druid L21 was the cool and very powerfull dragon-shapechanges you can get via weimar (but just using it from mid HOF to keep the game balanced!)

Just using the druid for barkskin L12 is enough, besides you find some high level spells being useful for your tactic!

If you keep to L12 I would take at leat go to Bard L16/L17 and maybe take one or two fighter levels (just for feats) very late!

.
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