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Kneller: I know it's next to worthless, but I can't think of where else to put the fighter's single skill point a level. Any suggestions?
Intimidate. It's a class skill for Fighters, and since you have Bluff and Diplomacy, this gives you all three bases covered. Probably won't come into play much, but you'll at least have a social skill option in case you get caght talking with the Dwarf in one of those forced convos. If you're considering Maximized Attacks, you need 4 points in Concentration. Something I've done sometimes is cross classed Search (and the Dwarf gets a +2 bonus to the skill). This gives you two characters that can search at once and can sometimes help to spot traps (if one character gets a bad roll, the other may get a good one and find it).

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Kneller: I figured as much. I was even thinking three. One for Greatswords, one in (probably long swords) for a single handed slashing weapon, and then a blunt (single handed). I would much prefer a dwarf with an axe, though. If I were to give the dwarf axes and go a different direction with the cleric order, what aside from Tempus would you recommend and how would you build it?
I'd stick with something like a two-hander (polearms or greatswords) and a blunt weapon. Although you could go axes (I believe there are some two-handed axes and blunt. The Cleric could go with a polearm (seems out of place for a strictly iconic Cleric, but having a reach weapon would be advantageous) or just a simple weapon.

For the Cleric, if you're keeping the alignment, I'd look at Morninglord (lots of fire based spells with this one, so the Spirit of Flame feat would fit in well here). Your only other choice would be Silverstar. If you're willing to fiddle with alignment I'd probably look at Painbearer. I probably wouldn't change anything as far as abilities go unless you want to fiddle a bit to get more CHA for the Morninglord (they get Improved Turning as a free feat). BTW, you have two extra ability points left over in your CLC build. I'd put them in STR, personally. 14 is too low for a heavy armor wearer.

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Kneller: I'm planning to give the fighter (definitely) and the cleric (probably) a point in Dex later for at least Dirty Fighting.
Good. Was hoping this was in your plans and not an oversight.

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Kneller: Is that useful? Wouldn't have I have to kill more than one enemy in a single round to make it worth it? How often does that happen?
Not something that's going to happen a lot, but it can happen. Especially if you have boosted STR and a decent two-handed weapon (since your damage bonus with a two-hander is 1.5x your STR modifier). Remember that the quicker you kill stuff, the less return hits you'll be sustaining. As well, don't foregt that your other characters can potentially be softening up some of a group so you won't have to whittle away all of their HPs with your FTR alone. This can definitely result in triggering Great Cleaves (say, for instance, that your Sorcerer damages a half dozen or so mobs with a well-placed fireball, then your FTR could potentially mop up with Great Cleaves).

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Kneller: I'm not sure what other schools, though. These spell picks (my own and suggested) are mostly evocation. There are only a few viable Transmutation spells (none of which have been picked, I believe) and about half of the applicable necromancy spells are touch spells (also none picked). Even if I take those level 4 enchantment spells, that's only a couple of spells, too.
Necromancy spells include Skull Trap, Finger of Death, Horrid Wilting, and Wail of the Banshee. All spells I mentioned. :) Totally your choice, of course, but like I said I never really noticed an issue with a pure mage and no spell penetration feats. Or you could go with Aegis of Rime and Aqua Mortis (depending on what spells you choose).
I'd stick with something like a two-hander (polearms or greatswords) and a blunt weapon. Although you could go axes (I believe there are some two-handed axes and blunt. The Cleric could go with a polearm (seems out of place for a strictly iconic Cleric, but having a reach weapon would be advantageous) or just a simple weapon.
Yeah, I think the Mace is a solid choice for a cleric, and it works with the theme. However, being the backup tank, I have to give her something decent for a two-hander, so I'm thinking Greatswords. From what I recall, there are more good greatswords than halberds in this game. Besides, they weigh half as much and have higher damage potential. It's weird to think of a cleric with a greatsword, though, huh?
For the Cleric, if you're keeping the alignment...
The alignment is open to any non-evil alignment and preferably a non-evil god. So, Ilmater, Lathander, Selune, Helm, and Oghma are all contenders.

Regarding Ilmater, I've read that people like that Order for the domain abilities. How is a touch weapon that gives only -2 Str/Dex for one turn that big of a deal? And the Con bonus ability? So what? Some temporary HP and bonus to Fort saves (for which the Cleric is already strong)?
I'm planning to give the fighter (definitely) and the cleric (probably) a point in Dex later for at least Dirty Fighting.
Put every single bonus attribute point into strength for your fighter. It may feel small to give up one point of strength, but it's well worth it. Remember that +2 strength is better than an extra +1 to your weapon.
I have to put Dex at 13 for Dirty Fighting anyway, so it's just a question of whether I do it at character creation or later on.

How is +2 strength better than a +1 hit/damage to a weapon? Isn't +2 Strength exactly that (unless you're using a two-hander)?
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Kneller: Yeah, I think the Mace is a solid choice for a cleric, and it works with the theme. However, being the backup tank, I have to give her something decent for a two-hander, so I'm thinking Greatswords. From what I recall, there are more good greatswords than halberds in this game. Besides, they weigh half as much and have higher damage potential. It's weird to think of a cleric with a greatsword, though, huh?
I'm pretty used to since I played a lot of NWN (literally years) and built pretty much every conceivable Cleric during my playing days. So it doesn't seem that odd to me. I don't want to spoil things, but there is a fairly good reason to consider polearms. Not vital though.

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Kneller: The alignment is open to any non-evil alignment and preferably a non-evil god. So, Ilmater, Lathander, Selune, Helm, and Oghma are all contenders.

Regarding Ilmater, I've read that people like that Order for the domain abilities. How is a touch weapon that gives only -2 Str/Dex for one turn that big of a deal? And the Con bonus ability? So what? Some temporary HP and bonus to Fort saves (for which the Cleric is already strong)?
Forget about the domain powers. Look at some of the domain spells: Stoneskin, Holy Power, Holy Word, Holy Aura, and Horrid Wilting, just as a few examples. Great spells and even though some are available anyway as regular Cleric spells, you only have limited choices for the domain slots. So when you get a nice array like that to choose from, it's a great bonus.

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Kneller: I have to put Dex at 13 for Dirty Fighting anyway, so it's just a question of whether I do it at character creation or later on.

How is +2 strength better than a +1 hit/damage to a weapon? Isn't +2 Strength exactly that (unless you're using a two-hander)?
I'm not sure what he meant there other than the +2 STR also increases your carrying capacity (it also applies to all melee weapons, whereas you may not find a +1 weapon of all types right away). I do agree with the implication that it's better to set your DEX at 13 from the get-go (not at the expense of STR though) and increase STR exclusively. Putting a point in DEX delays your STR modifier increases by 4 levels. Not a game breaker, but definitely better to start with your 13 DEX (but you'd have to sacrifice elsewhere to do it. I'd drop CHA to 6 - he's a Dwarf, after all - and raise DEX to 14. This way not only do you qualify for Dodge and Dirty Fighting, but you also get a +1 Reflex save bonus).
I don't want to spoil things, but there is a fairly good reason to consider polearms. Not vital though.
I did check gamebanshee to get an idea of what's available when coming up with my builds. Based on what I saw, I'm more than likely to find a good greatsword than a good halberd. I saw a couple (halberds) that have a chance to do some decent fire/cold damage and one that could destroy undead, but I've also seen greatswords that do cool stuff, too. Is there something I'm missing that I didn't see on gamebanshee?
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Kneller: I did check gamebanshee to get an idea of what's available when coming up with my builds. Based on what I saw, I'm more than likely to find a good greatsword than a good halberd. I saw a couple (halberds) that have a chance to do some decent fire/cold damage and one that could destroy undead, but I've also seen greatswords that do cool stuff, too. Is there something I'm missing that I didn't see on gamebanshee?
Nope. I'm specifically thinking of the weapon with the Disruption property. You meet a lot of undead in the game... and I had a party with a polearm and the club of disruption. And I think one other weapon. They absolutely vaporized undead. It was quite awesome/