Lord Zardoz
Explorer
Xini said:Basically we fall when the melee falls. It's that simple. The melee side of the group is weak. This was in part because the two melee combatants weren't full melee characters. The cleric had other commitments for his character points, skills etc and the other (my now dead character) was planned to become a Fighter/ Wizard and as such had higher mental stats than most bards. As such his physical stats have suffered.
Hopefully the new punch in melee brought by a pure fighter will correct our problem.
Thanks for the details.
First impression on the crunchy bits: Your AC is fine. Your HP sucks.
Your melee guys have the right kind of AC to work well in a fight, but they just do not have the HP to grind it out. When the melee cleric falls, the rest follow shortly. And your instincts are good. Throw in a solid melee guy and this party should become much more durable.
As an alternative to a pure fighter, consider going for a Knight from the PHB 2 (if it is allowed, I do recall a restriction on class choices). A knight with a good Con bonus should be very durable in melee, and he has abilities that can draw attacks onto himself rather than other characters. If you go pure fighter, I suggest taking Half Orc or Dwarf, depending on if you want simple staying power or a better damage output.
Either way, opt for a Shield instead of a 2 handed weapon (PHB 2 makes this choice even more effective with feats like Shield Specialization). If you can get it, try for a build that gets you the Trip Feat. Ideally, you can Trip opponents and keep them from easily moving in on the weaker HP targets.
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