Sloty1984 wrote:Thanks for the info!
But I would really like to have another melee char, perhaps a spellsword.
There are so many wonderful weapons in this game so having only one char using them seems wrong to me.
Any advice on this?
I use the mod with better bastard-swords should I build a character with dual wield to use them?
Or do you really think 3 characters can rule the game then please convince me in a way?
What is later more effective, 3 level 30 characters or 6 level 30 characters?
But I think it doesnt matter.What matters is to have a lot of fun while playing those parties and I think its a lot of fun to have a party that can do a lot of pain to the other parties.
I think it's more about your "Normal" run through the game in relation to your HoF run.
Again, for your normal run - try to keep it to 3 characters for most of the game. Then add an additional character. It's that 4th character in the normal game that is really in question (especially in relation to the rest of the party).
One you are into HoF - sure 6 characters.
As far as one Decoy is concerned..
1. Most of the uber AC builds are bullsh!t. Largely owing to utterly unrealistic Monk Wisdom-based AC bonuses and severe muti-class penalties for any type of build but a level 28-30th level character.
2. Those that can be AC decoys are decoys and not much more, though they can become utility characters. What this means from a more practical view-point is that they won't be really excellent OFFENSIVE characters.
IMO what you should do is:
"Split" your party's build.
Following the underlying information in that guide there are 2 salient points:
1. Offensive Magic works reasonably well in a "Normal" run for damage (because opponent hit-points are lower).
2. In HoF however *melee* is "king" for damage (because opponent hit-points are much higher). Also, "disabling" magic still works well (for higher level casters that can penetrate opponent's DC).
Considering that opponents can hit for a lot of damage, a Decoy is the over-riding presentation (in that guide) for dealing with those opponents.. but the fact is that disabling Magic (for all but very few opponents) can accomplish the same thing.
Now that *is* dependent on the number of spells you have to cast of course - Sorcerers/Wizards and Clerics only, and overall Sorcerers/Wizards.
Good spells:
Sorcerers Wizards: Hold Person, Confusion, Otilukes Resilient Sphere, Confusion, Chaos, Dominate Person, Hold Monster, Control Undead, Symbol of Hopelessness, Mass Dominate
Clerics: Hold Person, Greater Command, Symbol of Hopelessness.
Additionally there will be those few opponents (several notable final fights in particular), where disabling spells won't mean anything.
IF (and that's a big IF), you can build a functional character that can act like Decoy at the very end - THEN you are OK, but it's not going to be a big damage dealer.
So maybe a party break-down of:
Starting: "Normal". Lawful Good (x2) and True Neutral.
1. Sorcerer (2 levels of Paladin at end)
2. Sorcerer (2 levels of Paladin at end)
3. Cleric Demarch (melee Damage Dealer)
Adding: "Normal" (..chapter 4 or 5 as needed). Lawful Neutral.
4. Druid/Monk Shifter (Decoy)
Adding: "Normal" (final chapter). Lawful Good.
5. *Monk/Sorcerer/Paladin (melee Dual-wield Damage Dealer)
Starting: HoF. Lawful Evil.
6. (Optional) Sorcerer/Cleric Dreadmaster (enchanter and melee damage dealer).
*Note: this character (#5) is more or less designed to "stand in the corner" and learn (in as much as he can considering that he's a moron), while picking up equipment in that final chapter on the "Normal" game.
For role-playing purposes:
The initial party is a group of Drow investigating the problems in the North and trying to make some money off of the sun-mad races. Better to send up a party that is led by a Neutral mistress with some weaker Good males. Both are less likely to offend the sun-mad, and the weaker males were unsuited to their home.
In their travels a Druid Shifter from the south joins their party in an effort to reach Kuldahar in the north to investigate the reason for the cut-off communication with Kuldahar's Circle.
As they near the mythal's zone of destabilization (..tower of the Severed Hand), they realize that the chaos must be thwarted.
Outer slave pens were found surrounding the tower for eventual use as replacement labor on the tower. Among others, they find a Paladin that had been tortured and was being caged. That Paladin feels an oath of servitude is required for his release, and their wise leader agrees. (..and secretly the Paladin hopes to convert the male Drow to the righteous path as well.)
At the end of the final battle the mythal completely de-stabilizes and creates a time-loop. Through the leader's Wisdom, she realizes that their final battle needed help from Bane - and so while retracing their steps, they enlist the add of a promising young Drow priestess of Bane in hopes of obtaining Bane's favor to stop the time loop by guiding the tower's collapse into Limbo.
..or perhaps something like that.
