Yeah, their versatility makes them easy to slap on to nearly any party, without any real dis-benefit. I don't like them in ToEE though since a lot of their spells aren't implemented. What they do have works well, but... no Firestorm. Its no fun not being able to set everything ablaze =(
Looking forward to 8.0 and playing TOEE. Got the GoG edition, and party building is one of my favorite parts of BG, BG2, IWD, IWD2....etc. I was gonna start playing it a week ago, then I discovered circle of 8, and that the final version will be releasing very soon. Lately, I've been watching a show on Netflix. Kind of makes me want to do an all wizard party (Erza, Grey, Natsu, Lucy.....Happy?) But wizards are squishy. I'm wondering if I can survive with 1 Paladin, and 4 wizards (or a Sorc thrown in). The negatives: 1) Party must be Lawful Good. 2) IIRC, Paladins have a tendency of refusing rewards. Plus the only point to all of this would be for flavor. So I'd have to limit 1 mage to fire (maybe acid too), 1 mage to ice (and sleeps and stuns). And then one needs to summon, sooo, druid? Its very hard to cram a pre-defined model into set parameters. Like trying to play say...a FinalFantasy* Dragoon or Blue mage with D&D 3.5 rules. Ugh.
Paladins don't refuse rewards in this so there's no fear in using a Paladin as the party's spokesperson.
Yah, noticed that as I'm building my party. Not sure what's good or bad in this particular game....so I'm winging it (don't want to read a guide, lest I get told what the "perfect party" is, and feel like I HAVE to make that) So far i got 2 done Natsu, the fire dragon slayer- Sorcerer, flare, burning hands, resist elements, combat casting, high constitution/charisma Notes: I'd like to be able to beef up his fire spells to get stronger with him (a bit), so I wonder if Empower, Heighten, or Maximize spell is better. Lucy, the celestial wizard- Wizard - Conjuration Focus, Summon Monster 1, Augment Summon, Spell Focus: Conjuration Notes: Generally druids are THE summoners, but this build doesn't seem too terrible. The Spell focus traits sadly can't apply to actual summons, only things like "Grease". Others: Gray, Ice Maker Mage Tempted to go sorcerer over wizard, maybe make him an Artisan cause of him being a "Maker". Ice based spells with Metamagic, like Natsu. Erza, Magic Sword Wizard Harsh and cold, capable of using all kinds of weapons and armor, excellent at smiting, so Paladin seems best. Generally takes the lead. Wonder if there is a Holy Avenger type blade in TOEE. Happy..... It's a blue cat. It flies.....I got nothing.
Speaking from experience I know that one of these feats causes the spells affected by the feat to only work if your character HASN'T moved, which means no 5 foot step or just moving a few feet away and then cast a spell- it's just that I've forgotten which one it is, since I've tried all 3- sorry...
No worries, still good to know. Though now I'm debating scraping this character set, having way to much trouble with it. I broke down and read part of a guide. Thus, now I feel like I HAVE to have a good-aligned cleric with good domain to make Holy weapons. Which means inputting a random person in place of the blue cat, or converting Erza to cleric and losing my party face (maybe give her War domain so she keeps using swords). Then Gray has more freedom as a full range sorcerer, with Natsu. But then that makes either Natsu or Gray the party face, or the cat...and I still don't have a thief...though I suppose the cat (which will probably be a halfling) could be a thief. I must think on this.
Yeah, both IWD games have Monks and Paladins refusing rewards... very annoying. Conjurers are fine... actually I consider the Conjuration spells to among the most powerful in the game. Glitterdust is a life saver in early levels and is the best of friend of any Rogues you may have. Stinking Cloud and Cloudkill are absolutely devastating. Whilst the Summon Monster spells aren't as good as the Summon Nature Ally spells... you still get some pretty decent monsters out of them and they're good choices to fill in your bonus specialization slots. For damage dealing, Empower and Maximize are the best choices. Heighten is not a bad choice by any means, but I feel its more suited to debilitating spells.
Thx for the info, Goshi! Came up with two more alternate world-based themes: The Daedric Princes were a tad more sketchy: