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I plan a party for a second playthrough and in general I know what I need:
- sorcerer, face of the party, bomber (magical missles, fireballs, disintegrate and other damaging and/or rare stuff)
-. paladin x/fighter 4, tank
- priest of Tempus x/fighter 4, battlecleric
- priest of Ogma, cleric (buffs, debuffs, healing, later symbols)

I also need another warrior and I wonder what would be better:
- barbarian x/fighter 4 (bow, ocassionally melee)
- druid (bow/spells, ocassionally melee)

For a sixth persion, I go with specialist wizard and here I have two questions:
- which specialisation would be good (support mage, no direct damage)?
- is it better to start with rogue and multiclass into mage after a level or two or just go with full mage and put points into traps, locks etc.?
Post edited February 15, 2021 by MatiLublin
This question / problem has been solved by kmonsterimage
The druid would add more power to the party than the barbarian/fighter but casting spells requires more micromanaging.

Diviner is considered to be the most powerful mage specialisation since they loose the least important spells but as secondary mage you might prefer a transmuter since there is a beneficial thing a transmuter with high alchemy skill can do.
Each rogue level decreases the specialist mage's power, traps can be survived and locks can be bashed without any rogue skill at all so it's only worth taking a rogue level for playstyle reasons. But you can afford taking as many as you want since it's only a backup caster.