I’m going to try Grimoire again. Last time I had to stop due to lack of time. And now it’s too hard to come back to the old save (I have lost my notes somewhere so it’s even harder). I was not very far into adventure anyway.
I obviously lost a lot of time on planning my party. And again – I wish to consult this band of adventurers with You. I’m trying to keep a compromise between what is mechanically good and what I like to have due to larping reasons.
I do not like multi-classing very much so I limit myself to one class change per character (with one exception). I hope it will be good enough. I will probably assign all bonus points to attributes – last time I spent some of them on skills and it was not very beneficial. Or maybe it will be good to give some characters a bit more HP?
I’m going to change class at level 8 (for all characters). Maybe 9 in case of some fast-leveling classes (Thief, Metalsmith). Most class conversions should be possible with only mediocre rolls on level ups.
So, please – check this builds and comment. Arte there any obvious traps or something?
I row - tanks
1.
Fundin Ironcutter
Race: Barrower, male
Class: Metalsmith->Berserker
Combat skills: Shield, Swordsmanship, Berserking (after promotion), Lethal Blow
Magic skills: Invocation
Other skills: Climbing, Swimming, Metallurgy
Comment: I like to have a typical dwarven smith in my party so here he is. I will give him invocation skill to use some magical items. From some unknown reasons he never receive any bonus points during character creation… oh well…
2.
Margath the Untamed
Race: Giant, male
Class: Warrior->Berserker
Combat skills: Shield, Axe&Scimitar, Berserking (after promotion), Lethal Blow (after promotion)
Magic skills: none
Other skills: Climbing, Swimming
Comment: Another frontliner, nothing more. I’m wondering if it would be better to give him a HP bonus from starting bonus points?
II row – nimble fighters
3.
Feanor Longstride
Race: Drow, male
Class: Ranger->Assassin
Combat skills: Archery, Accuracy, Swordsmanship, Lethal Blow
Magic skills: Alchemistry (luckily both Ranger and Assassin could benefit from this)
Other skills: Climbing, Swimming, Scout, Mephistics
Comment: More versatile fighter. Can use swords and bows, can cast some spells, can cover weapon with poison.
4.
Gugo the Greedy
Race: Rhattu, male
Class: Thief->Pirate
Combat skills: Backstabbing, Lethal Blow (after promotion), Spear&Lance (is it ok to backstab with spears?)
Magic skills: none
Other skills: Climbing, Swimming, Inspection, Lockpicking, Robbery, Stealth
Comments: party’s pocket knife + backstabber to add some damage.
III row – supporters
5.
Maya Gleaming Lute
Race: Feyfolk, female
Class: Bard (no dual-classing, I’m going to exchange her for jester NPC in later part of game – I have read that it’s possible)
Combat skills: Bladesmanship
Magic skills: Music, Incantation, Sorcery
Other Skills: Climbing, Swimming, Evasion, Barter, Scribe
Comments: As I said – I plan to exchange her for jester NPC. Or maybe not if she turns out to be good enough. Some music, some magic + bartering skills. I do not know if Evasion skills is useful but I wish to include every skill into my party.
6.
Hubertus the Saint
Race: Durendil (mostly to make Templar promotion easier), male
Class: Cleric->Templar
Combat skills: Shield, Hammer&Mace
Magic skills: Litany
Other skills: Climbing, Swimming, Diplomacy, Scribe
Comments: I do not know how equipment restrictions will influence this character, but it should be ok (he is mostly a caster). He will also be my main party speaker.
IV row – casters
7.
Pallador of the Hill
Race: Barrower, male
Class: Thaumaturge->Necromancer
Combat skills: Bladesmanship
Magic skills: Alchemistry (at least – after class change – this skill will be still useful as a crafting skill), Necromancy (after promotion)
Other skills: Climbing, Swimming, Nature Lore, Scribe
Comments: Main spell caster and nuker with some crafting skills in addition.
8.
Shelazar the Wise
Race: Aeorb, male
Class: Sage->Wizard
Combat skills: Staff&Rod
Magic skills: Sorcery (luckily it is the casting skill for both: Sage and Wizard)
Other skills: Climbing, Swimming, Ancient History, Assaying, Mythology, Scribe
Comments: Utility mage, later also a nuker. He has all “lore” skills. Is it better to give him HP or attributes from a bonus pool?
Bonus question: how the crafting actually works? Which skills are in use? For example: sharpening weapons is connected more with Metallurgy or with Bladesmanship? In my party one character has Mephistics skill and other Nature Lore – but maybe it will be better to have both on one hero?