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Character Creation
(cont.)
Long-range party
Ranger/Archer/Archer/Paladin
This party is a long-shot, so to speak. The two archers give this party
unparalleled ranged attacks, while the ranger also adds some great bow
fighting as well. The paladin can also learn the bow skill at expert level,
but is here to provide some much-needed healing magic. You'll also notice
that every party member can cast magic, and the two archers can combine
to provide some good elemental magic attacks if needed. The ranger can
also help with healing, although to a lesser extent than the paladin.
Of course, this party would never be mistaken for a high-powered spellcasting
or melee party, but it can cut down weak or middle-ground enemies easily.
The party does need a disarm trap ability, although the ranger can learn
disarm trap at up to expert level. If you wanted more healing, you could
add a cleric instead of a paladin, but you would lose the paladin's fighting
ability. Or you could add a thief for thieving skills, although you would
lose out on the paladin's self magic and repair ability.
Pros: Excellent
long-range attacks; decent amount of hit points; decent magic use
Cons: Not much healing; missing some thief skills, some high level
magic, and melee strength; poor merchant skill
Other Variations
There are of course many other possibilities for your adventuring party.
You could try a dual-class approach and go with the three strong fighter/spellcaster
combo classes: the paladin, archer, and ranger. You could throw in a druid
for good overall spellcasting to bump this party to the magic-heavy side
or add a knight to make this a physical party with some spell ability.
You could also try for a knight,
druid, cleric, sorcerer combination to give your party one beefy warrior
for cannon fodder and three strong spellcasters for the real muscle of
the group. I wouldn't add a thief to the mix instead of a knight here
because the thief just can't cut it as the group's lead damage dealer
and absorber
Next: Class-by-class overview
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