Rule: No same classes. This means 6x Kensage, despite being probably the strongest powergaming party possible, is a no-no.
Main: Kensai/Mage, dualled at 13. In BG1 part he's mostly an axe thrower, even though those weight a ton and run out quickly. It's rather safe however and the gold isn't a problem in BG1. in BG2 he gets a bit better throwing axes, and once he starts dualing, he's hiding behind others until he unlocks his skills. Once he does.. well, I think nobody needs a Kensage description, as it's (imho) the most powerful character of the game. Final weapons are Axe of the Unyielding +5 and Crom Faeyr. I did the math and (this applies to game with true grandmastery installed) it's much better damage wise than fooling around with a belm+2 - not only it comes with extra feats such as better thac0 due to 25str or golemslaying, but also, while having bigger DPS overall, is more reliable since attacks from belm will be ineffective against some enemies in ToB, effectively wasting 1APR or 2APR if improved haste was cast. With true granmastery it peaks at 9/2 APR so I merely miss 1/2 APR.
2nd: Kensai/Thief. I like those because he can get many spell resistance items and end up with 100% SR while retaining strong damage. (combining Cloak of Balduran from tweak component, Human Flesh +5, The Answerer, Ring of Gaax and that amulet that gives 15% SR, you're already near 100%). Can lay those wicked spiketraps, backstab and use assassination to get rid of bosses quickly. Also gets rid of traps and locks. Dualled at 13. The only sad point is that due to his specialization, he can't throw his weapons and he's pretty much useless during BG1. In BG2 however he's useful with short bow and quickly regains levels due to low requirements of thief.
Weapons: Foebane+5/Angurvadal+5. Yeah I know you can't backstab with Foebane, but Foebane is awesome as main weapon and when I want to backstab/Assassinate, I just switch to secondary weapon. Also uses The Answerer if he wants to have sick magic resistance. Idk if this is possible, never tried, but UAI should allow him to take two Holy symbols (those that clerics get at 25th level) and gain +2 str, ending with 24, but that's not sure, never tested.
3rd: Ranger/Cleric. This is the guy that makes BG1 easier since he goes around with best longbow I can find. Later on (at 13) duals to Cleric. Eventually grabs a Flail of Ages +5 paired with something (may be even that funny-looking Club of Detonation +5, such an underrated weapon) and Gauntlets of Extraordinary Specialization to become a proficient killer. Gets through stoneskins, is tough as heck, turns undead, has that AMAZING nature's beauty to blind people and turn them useless, and has insect spells to get rid of mage groups. On top of that he heals stuff and casts chaotic commands. Great utility char. Can hide in shadows and pop up right next to enemy mage, interrupting him through his stoneskins via elemental damage of FoA if dispel isn't availabe at the time.
4th: Inquisitor. THE tank of BG1. Get him Ankheg Mail +1 from Nashkel, Boots of Avoidance and Belt of (+3 AC against piercing, forgot the name lol), maybe also a shield, and voila: they can shoot him all day and they nearly never hit. Great against those bandit hordes in BG1. Later on picks stuff like Carsomyr and (in ToB) Ravager+6 for non magical foes, kicking a lot of butt with greater WW. Has that awesome dispel magic that I decided not to tweak via SCS components because that makes inquisitor class worthless (compared to Fighter/Mages) and 0 cast time True Sight that's a blessing in SCS where EVERY mage under the sun has sequencers/triggers with Illusion spells ready. Also a competent BG1 Archer if someone else can be used as decoy for melee creatures like Ghasts and Carrion Crawlers.
5th: Sorcerer. Some people say that solo classes like this one without dualling are pointless, but I disagree; the robe of Vecna NEEDS a guy like this to shine. He is basically the artillery; In BG1, he's another ranged damage dealer with a sling until he picks some good spells. In BG2, He's "carrying" the game when both Kensais and the Ranger are in midst of dualclassing, together with Inquisitor and my final party member; Weapon: Staff of Magi, obviously. For a second I wondered whether Edwin (yup) wouldn't be actually a BETTER choice for a powergamer, since he can get eight level9 spells compared to Sorcerer's six, but heck, sorcerer's no-memorization is quite a sweat deal, and with project cheese/spell trap abuse/wishresting, max spells per day isn't really THAT important. The ability to have the desired spell instantly without scroll search is quite amazing in BG1, too, where you desperately need Haste for overall damage, Web for SCS-tweaked bandit camp (one of the hardest places ever in a BG game, since you have like 30 NPCs activating at the same time, including tough guys like Taugosz/all those guys from the tent and like 20 accurate and tough bandit archers with poisoned arrows... OUCH! without web it's practically impossible.) and also Spirit Armor for your Kensais to allow them to utilize their melee prowess without getting hit every three seconds.
6th: Assassin/Mage. A perfect finisher for a perfect team; some may wonder why not a Berserker/Cleric or so, but let me tell you this: Mislead + 7x backstab + Tenser's + Improved Haste. This makes him extremely accurate, and with belm+kundane he can do up to 8 attacks per round. or, if you prefer, use Celestial fury or Hindo's doom against those that laugh at +2 weapons. Con: duals at 21, so yeah, his magnificent powers will only activate in very late ToB. But that's actually good, because... the mislead trick is madly powerful. Getting it too fast would spoil the game. Even if this guy isn't using this trick, he's still a fairly competent mage (up to level 24) which can throw Horrid Wiltings, Time Stops and Dragon Breaths around. Also, he's extremely useful in BG1 where you need a thief from the start (he is one, even though he sort of sucks early with 1/2 thief points, but hell, he's better than no thief at all until kensai/thief gets online..) and in BG2, he easily counters mages paired with Inquisitor's dispel: after dispel, his poison affects the target and pretty much screws up their casting. Not to mention he has his uber backstab to get rid of unprotected mages when scouting.
There. This party, once it's past the dualclassing phase, can do so much! Pretty much every member, except K/T can summon Celestials/Elementals, so it can also resort to cheesy tactics like mass hasted planetars/devas/elemental princes to do their dirty work WITHOUT resorting to utter cheese like summoning multiple planetars via project image (which I think is fixed in one of the tweak/fix mods anyway). Three powerful mages means super strong AoE (including multiple horrid wiltings and/or chain contingencies with "x3 horridwilting on enemy sighted") and ofc everyone can use project cheese and cheesulacrum to its best utility. On physical side, everybody uses the strongest weapons the game can provide you with and has either 9/2 or 10 APR on demand, plus having amazing strength (Kensage 25str, Kenthief 24, Ranger/cleric 25 on demand with draw upon holy might, Inquisitor 22, assassin/mage 20). Also, everybody is protected from magic in some way, either by access to spells like Spelltrap/Shield of Archons, or by magic resistance coming from items for non-casting guys. The downside is that nobody can utilize power attack well, but heck, who needs power attack if you can get Assassin/Thief to throw consecutive 120dam backstabs eight times per round... times many, many rounds, since neither tenser, nor imp.haste run out fast on high mage levels. It has good healing powers, a competent cleric who can utilize "physical" spells like harm/righteous magic well due to good thac0/APR, many ways to deal with spellcasters (multiple breach spells, inquisitor's dispel, carsomyr, insect plague, magic immunity, cloak of cheese... etc) and a powerful anti-boss mechanism of greater malison + mass death spells. If things go drastically wrong, you have - eventually - THREE characters that can stop time and unleash HELL on the helpless foes via different means.
I can't think of many improvements. Sure, I don't have THAT many clerical spells at my disposal, but they are barely necessary with so much protection. Besides, I can always summon celestials should I be in dire need of getting more of clerical spells. I also think that this party utilizes ALL of the game's best weapons and items well.
Potentially, I -could- remove some of the party members so that I keep the necessary and gain faster level gaining, and/or replace them, so I'm open to suggestions.
Core:
Kensage (well he's PC)
Ranger/Cleric (heal and cheesy druidic spells)
Assassin/Mage (I just love the mislead trick too much, and someone has to be the thief in BG1).
Optional but cool:
Kenthief (Assassination, specialized high magic resistance, traps - but not irreplacable)
Inquisitor (His dispels are powerful but having 2-3 guys breaching AND insect plague is usually enough.. I like Carsomyr and Ravager+6 tho and 2h weapons kinda fit Paladins...)
Sorcerer (might be a little redundant with so much power around, but heck, power + more power = a lot more power... still wondering about getting Edwin, tho
Rejected:
-Monk - Everything he has, Kenthief can achieve via gear or sorc's spells cast on him. However, Kenthief also has stealth, assassination, backstab and traps, and monk has nothing.
-Berserker/Cleric - good build with anti-imprisonment method in rage, however, I'm pretty much out of space. He could replace Inquisitor if I wanted not to use the dispel magic, however what annoys me here is that I miss a potent 2h fighter and B/C cannot become one because he's limited to blunt weapons. I'm also out of potentially awesome weapons to equip him, the remaining blunts aren't as impressive.
-Wild Mage - while fun, this guy is too unpredictable, and Edwin is a more stable method of getting more high level spells per rest.
-Barbarian - What I thought about here is that innate 20% physical resist + the flail from special merchants in SoA that gives another 20% + hardiness = 80% physical resistance, however besides toughness he doesn't really offer anything special so he's inferior to both Inquisitor and Kenthief.
-Bard (or kit) - could be potentially useful with images singing bardsong, but I'm seeing that as a bit "too" cheesy.
-Archer -With haste and boots of haste, party members move so fast that his range attack advantage is barely noticeable. With imported items he can still use Eagle bow to utilize strength bonus and deal about 30 damage per arrow on his high levels, but this is just a +2 weapon so it won't be very useful against some foes in ToB, and besides, he has pretty much *just* the damage and nothing else, compared to other chars that have strong spells and skills at their sleeve.
Any suggestions?





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