by VentilatorOfDoom » Wed Aug 19, 2015 9:49 am
Has difficulties beating the game-> makes party without any mages to "improve chances" of beating the game. In a DnD game. r00fles
If you dont mind the very beginning of the game (keep fight, fight vs the elementals, basically everything until you gained 2-3 levels) being slightly more difficult: the easiest party is making 2 clerics and 2 wizards. If you really want to comfortably be able to beat the game without too much trouble that is. Give everyone the improved initiative feat, you have 4 casters so they need to go first in combat. Give Scribe scrolls to the clerics so they can exchange spells and craft healing scrolls whenever required. Enable max HP and at least one 18 in the settings. This is an optimal wizard: INT 20 (pick elf obv.) , CON at least 14, DEX as much as possible with 20 being best. The rest doesn't matter. This is how you strife to equip the wizard:
+6 INT, DEX, CON items asap, cloak of concealment asap (take the craft wondrous item feat on one wizard at lvl5, craft magic arms and armor one the other also at level 5, the normal craft weapon feat you'll also need on a cleric for instance, plus craft wand is useful too)
10 AC
+2 mithril leather +5
+8 DEX bonus (20+6 item)
+2 mithril shield +5
+2 Pro Evil
+4 Foresight
---------
Final AC: 38
Do the same for the clerics, except +6 WIS items of course, plus you'll only ever need 16 DEX (incl. +DEX item) because mithril full plate only allows for +3 DEX bonus)
10 AC
+ 8 +5 mithril full plate
+2 +5 shield
+ 3 DEX
+ 2 Pro Evil
--------
Final AC: 35
Unfortunately there are no protection rings for deflection AC and also no items/spells that grant a natural armor bonus. (but Blue Salamander mentions deflection rings above, so I probably misremember that, obviously get as much deflection AC as possible on everyone) The haste spell might give a slight AC bonus and perhaps there are additional cleric buffs but I forgot, so this is probably as good as it gets AC-wise. Remember that good AC is coupled with 50% concealment from the cloaks of concealment on everyone (craft asap) for excellent defense.
You cannot carry a shield and a weapon and cast at the same time. For casting you have to unequip either shield or weapon. Unequip the weapon in most circumstances (shield gives AC). You can have a "melee cleric". Give him a wand (1d6 blunt weapon) , enchant this wand with Divine Power 50 charges, then enchant it to be +5 holy destruction. So, one of your cleric can use this weapon and cast Divine Power without unequiping anything.
At the beginning you can mostly work with sleep and/or sound burst and coup the grace the enemies. Later on you have so much casting power it shouldn't be that difficult anyway.
Once you have all the crafting feats you need (spread them over the party even craft rings is useful at high levels) take the spell penetration feats and (greater) spell focus enchantment on the wizards.