--------------------------------------------------------------------------- ICEWIND DALE AND HEART OF WINTER PARTY CREATION --------------------------------------------------------------------------- Author: Bubbles Email: original_bubbles@hotmail.com Version: 1.0 Website: http://s3.invisionfree.com/Gaming_Evolutions/ for now, looking for a free php host, email me if you know of one. --------------------------------------------------------------------------- Influencing factors on your party --------------------------------------------------------------------------- Genders: -------- Males: Males of the Realms can excel in whatever profession they choose, whether wizardry, theivery or the artso of war. Females: Females of the Realms can excel in any area they wish, and are easily the equal of their male counterparts in every skill or respect. Race: ----- The race of your character will determine what their base abilities can be as well as assign possible intrinsic talents such as infravision. Some restrictions in class selection may also apply, because game balance dictates that certain races are unsuitable for certain professions. Humans: Humans are the predominant race in faerun. Humans rule most of the significant empires and kingdoms in the Forgotten Realms. They are the most social and tolerant of races, excepting perhaps teh Halflings. The only special ability that a human has is that they may advance as any class and advance to any level. Elves: Elves tend to be shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are looked upon as being frivilous and aloof. They concern themselves with natural beauty, dancing, frolicking and other similar persuits. Their humour is clever, as our their songs and poetry. Elves have a natural resistance to charm and sleep magics. They can see in the dark with infravision, and they are very skillful in the use of bow and the longsword. They have a bonus to the dexterity, but suffer a penalty to their constitution. There are 5 racial divisions of Elves within the Forgotten Realms: Gold Elves, Wild Elves, Sea Elves, Moon Elves and Drow. Half Elves: Half Elves are a mix of Human and Elven blood. They are handsome folk, with good with good features of each of their races. A half elf has the curiosity, inventiveness, and ambition of their human ancestors, and the refined senses, love of nature and artistic tastes of their elven ancestors. Half Elves have a limited resistance to charm and sleep spells. They can see in the dark with infravision. Gnomes: Kin to dwarves, Gnomes are noticably shorter than their distant cousins. Gnomes, as they proudly maintain, are less rotund than dwarves. Most have a dark tan or brown skin, white hair and rather large noses. Gnomes have lively and rather sly senses of humour, especially for practical jokes. They have a love for nature which is only matched by their love for gems or jewels. Gnomes have natural resistance to magic. They can see in the dark with infravision. They gain a bonus to their intelligence, but suffer a penalty to the wisdom. Haflings: Halfings are short, generally plump people, very much like small humans. Their faces are round and broad, and often quite florid. Their hair is typically curly, and the tops of their feet are covered with coarse hair. Overall they prefer the comforts of their homes to dangerous adventuring. They enjoy good living, good humour and homespun tales. Halflings are highly resistant to poisons and magic. They are naturally skilled with slings as weapons, and have a limited ability to see in the dark. They receive a bonus to their dexterity, and incur a penalty to their strength. Their are three racial divisions of Halflings within the forgotten Realms: Hairfoot, Tallfellow and Stout. Dwarves: Dwarves are short stocky fellows, easily identifiable by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard labour, and care little for most humour. They enjoy beer, ale, mead, but most of all they enjoy gold. Dwarves have a natural resistance to magic and poison. They possess infravision, which allows them to see in the dark. They gain a bonus to thier constitution, but incur a penalty to the charisma and dexterity. Their are 4 racial division of Dwarves in the Forgotten Realms: Shield Dwarves, Gold Dwarves, Wild Dwarves and Duergar. Abilities: ---------- Strength: Strength measures a characters muscle, endurance and stamina. It is the prime requisite of Fighters. Dexterity: Dexterity measures a characters Hand-Eye coordination, agility, reflexes and balance. It is the prime requisity of the Theif. Constitution: Constitution measures a characters health, fitness, and physical resistatnce to hardship, injury and disease. This ability is important to the Ranger. Intelligence: Intelligence measures a characters memory, reasoning and learning ability. It is the prime requisite of the Mage. Wisdom: Wisdom measures a characters englightenment, judgement and common sense. It is the prime requisite of Priests. Charisma: Charisma measures a characters persuasiveness, personal magnetism and ability to lead. It important to the Druid, Bard and Paladin. --------------------------------------------------------------------------- Party Creation: --------------------------------------------------------------------------- The following is the party that i feel should be chosen based upon my experience in the game. If an item is not specified in the list, such as there is no gloves mentioned, it is likely because there was no standout item, or no item found at all. Also is should be noted that these may not be the best there is, but are merely my suggestions, aimed at working with all characters listed, that is, you have a Paladin, 2 fighters, Ranger, Fighter/Theif and Cleric/Mage. Also sex has no influence upon these characters. Paladin: Human, --------------- Strength: 12 Dexterity: 14 Constitution: 15 Intelligence: 3 Wisdom: 13 Charisma: 18 Proficiency: large swords (to use the best sword in the game, only useable by a paladin). Max large swords out, and then place them on whatever else you wish, perhaps great swords or flails. Helmet: Sune's Laurel of favour (armour class bonus: 1, charsima +1) Necklace: Symbol of Correlon Larathian (Thaco +2) Shield: The Argent Shield (Armor Class bonus:3, 25% magic resistance) Gloves: Gauntletts of weapon skill(Thaco +1) Girdle: Shimmering Sash(Wearer is under the effects of blur) OR Girdle of Stromnos (Strength set to 19, handy due to the strength of 12) Ring1: Ring of Resistance (+10% missile resistance, +10% fire resistance) Ring2: Ring of free action Boots: Boots of speed Sword: Pale Justice (1d8 +4, +7 vs evil creatures, Immunity to cloack of fear horror, dire charm and Symbol of hopelessness Why such low strength? Well you need to put points into the other 2 areas. You will have a cleric mage who will cast strength spells on you, or items. Note: Your paladin maybe helpful against undead with the turn undead, but it is better to leave it up to the cleric. However the lay on hands ability is extremely handy. Cleric/Mage: Half elf ------------ Strength: 10 Dexterity: 14 Constitution: 14 Intelligence: 18 Wisdom: 18 Charisma: 3 Cloak: Mithrans Cloak (Armour Class Bonus: 3, +2 Saving throws) Helm: Blessed Helm of Lathalander(Ac Bonus: 2, free spells) Necklace: Black wolf Talisman Armor: Robe of Enfusing Gloves: Bracers of Defense Ac 6 Ring: Kontiks ring of wizardry Ring: Ring of Holiness Shield: Reinforce Large shield +2 Sling: Jamisons Sling Weapon: Three White Doves Experiment with strength! Lowering it, and then using a spell to boost it up to 18. I haven't tried it, but it is defiantly worth a go. Also, dexterity isn't as important as constitution, so you may wish to swap a point or 2 over to constitution, as ure focusing on magic not combat. Give him missiles and hammer or mace or that, but don't be too concerned with his fighting ability. Fighter/Thief : Halfling --------------- Strength: 17 Dexterity: 19 Constitution: 18 Intelligence: 12 Wisdom: 12 Charisma: 3 Armor: Studded Leather of Resistance +3 Crossbow: Reinforced Heavy Crossbow Weapon: Either The Celebrants Blade (1d8 +4) or Throwing Axe +2 (Returns to hand) Ring: Ring of Shadows Shield: Shield of the Hand (Ac Bonus: 3) Charisma isn't needed for any other than paladins and your leader, which should be put together. Give her the cross bow or bow proficiency, and small swords or long swords, perhaps small swords to use the swords that other fighters won't use. Fighter/thief's level up well still, my thief side of fighter thief was highest level in my party. Being a fighter gives the thief access to more weapons and that, and later when there are no traps you can put on some non thief armour if you need (I didn't). Well there is half your party. What for the rest? Well your best bet is for all melee people, so I would go for all fighters and You may wish for a ranger: Ranger: Elf ------------- Strength: 18/67 Dexterity: 19 (This is the characters key feature, being a ranged attacker) Constitution: 17 Intelligence: 13 Wisdom: 14 Charisma: 8 Armor: Elven Chainmail of the Hand +3 (Armour Class: 2, +20% cold resistance) Bow: Long Bow of Marksmenship Weapon: Starforged Halberd + 3 (1d10 +3, +1 dexterity) Ring: Kaylessa ring (+15% hide in shadows) Racial Enemy: SALAMANDERS!!!! Why? Because near the end, you will get faced with quite a few, and they are my choice to hate :) Give the ranger a bow (that dexterity is handy) and I give a two handed sword, then halberd. (or vice versa). Using a weapon with a bonus to dexterity, there is both a helberd (above) and two handed sword which do this, will give quite a significant boost to ure character. Now add your two fighters, or if you wish a bard, tho ure cleric will do its job Bard: Half Elf --------------- Strength: 11 Dexterity: 16 Constitution: 16 Intelligence: 13 Wisdom: 3 Charisma: 18 Doesn't look promising does it? Once again you can fiddle with the strength to make it lower and beef up other areas, and use magic or items to increase it. I personally wouldn't use a bard. Fighter Outfitting ------------------ Armor: Bathed in blood (AC -1) (you may wish to give this to ure paladin, though i found my fighter to be a stronger melee person so i put him in the battles always and used my Paladin as the talker and back up person) Sword: Great Sword profieciency: Amuanator's Legacy (2d4 +3, plus various other effects) Helm: Dead Mans Face (Don't give this to the Paladin, it has -2 charisma!!!) Boots: Boots of the north Your party should look something like this in terms of classes -------------------------------------------------------------- Paladin Fighter Fighter Fighter or Ranger Fighter/Thief Cleric/Mage The bottom 3 are ranged attackers. For the Fighter/Thief I had a crossbow, for the Cleric/Mage I had a sling (can use a shield!!!), and for the ranger I had a bow. If you used a fighter instead of Ranger, then give it axe proficiencies as well. There are some nice axes, and one throwing axe which returns to your hand which you may like. Formation to use: ----------------- Paladin | | These are your melee fighters Fighter Fighter | Cleric/mage | | These are your ranged attackers Ranger Fighter/Theif | Author: Bubbles Email: original_bubbles@hotmail.com Version: 1.0 Copyright ¸2004 Bubbles