Lapys
2012-03-13, 08:33 PM
So I just recently picked up the Temple of Elemental Evil video game from GOG, and I created my party and am getting along nicely with the nice people of the first town and running all their errands for them.
If you don't know, the game is 3.5e rules (as far as I've read and seen) and has a 10th level cap. Although there are a few differences with the ruleset, the biggest I can see is that you do NOT receive bonus spells from modifiers (such as Wizards with Int modifiers--and no, I didn't know this before I rolled a Wizard instead of a Sorcerer). As far as I know, there are no prestige classes, and no access to any supplementary material, of course. I suppose you can consider it bare bones Core (PHB, MM, DMG).
The group is comprised of: Paladin, Cleric, Rogue, Wizard, Bard. I wasn't going for broken party makeup, just an interesting first play through with a group that would be both difficult because of their different limitations as well as interesting and varied.
I envisioned the Elf Wizard as a control/support/moderate damage dealer. She is not specialized in any schools, and her first feat taken was Improved Initiative. I took it mostly because I: 1) don't know the encounters; 2) when traveling you may be ambushed along the road and the enemies can appear literally right next to you; and 3) because with more initiative I can more capably put her into a "buff the party closer to the outset of the battle."
Does anyone have any suggestions for the rest of her feats? Remember that she is an Elf Wizard, who will not go beyond level 10. Any recommendations for anything for the rest of the party? Thanks!
P.S. So far, it's a pretty neat little game, if anyone is interested in that sort of thing.
If you don't know, the game is 3.5e rules (as far as I've read and seen) and has a 10th level cap. Although there are a few differences with the ruleset, the biggest I can see is that you do NOT receive bonus spells from modifiers (such as Wizards with Int modifiers--and no, I didn't know this before I rolled a Wizard instead of a Sorcerer). As far as I know, there are no prestige classes, and no access to any supplementary material, of course. I suppose you can consider it bare bones Core (PHB, MM, DMG).
The group is comprised of: Paladin, Cleric, Rogue, Wizard, Bard. I wasn't going for broken party makeup, just an interesting first play through with a group that would be both difficult because of their different limitations as well as interesting and varied.
I envisioned the Elf Wizard as a control/support/moderate damage dealer. She is not specialized in any schools, and her first feat taken was Improved Initiative. I took it mostly because I: 1) don't know the encounters; 2) when traveling you may be ambushed along the road and the enemies can appear literally right next to you; and 3) because with more initiative I can more capably put her into a "buff the party closer to the outset of the battle."
Does anyone have any suggestions for the rest of her feats? Remember that she is an Elf Wizard, who will not go beyond level 10. Any recommendations for anything for the rest of the party? Thanks!
P.S. So far, it's a pretty neat little game, if anyone is interested in that sort of thing.