Sir Whiskers
First Post
Our original party was:
Paladin/Cleric (mostly cleric)
Fighter/Barbarian (mostly barbarian)
Rogue (NPC)
Wizard
Sorcerer (NPC)
We also picked up another fighter (archer), a cleric/rogue, and a monk during the campaign, as well as a few bit players.
If I had it to do over, I'd drop the paladin levels and go straight cleric with the Luck domain. Losing a couple spellcasting levels wasn't worth it to gain the few paladin abilities (the most useful of which were immunity to fear and the Cha boost to all saves). The Luck domain is almost a must, given the number of save or die effects in the module. Elemental domains are also useful, as is Healing.
The rogue was useful in places, but not vital. I'd probably suggest taking a rogue to 7th level, with maxed out tumble and UMD (with 10 ranks, taking 10 can automatically use any wand), then multiclass into something with more oomph (fighter probably).
I'd suggest the wizard take a few item creation feats. Treasure in the module is plentiful, but too often it's the same items over and over. Without any large cities in the module to shop for stuff, we needed to make our own (I can't remember how many cure light wounds wands the cleric made...) Also, if the rogue has UMD, the cleric and wiz/sor can make wands and/or scrolls for him to use when needed.
In general, follow the suggestions above: a couple tanks, at least one dedicated healer, one dedicated arcane caster, some rogue ability. In fact, far more important than individual character concept is party cohesion - we suffered the most deaths when a couple characters died, to be replaced by different characters with different classes. Suddenly we didn't have all the bases covered (specifically cleric and fighter) and were losing a character in every session. Once we got our party reorganized properly, we had better results.
I didn't notice that race mattered much, one way or the other.
Good luck!
Paladin/Cleric (mostly cleric)
Fighter/Barbarian (mostly barbarian)
Rogue (NPC)
Wizard
Sorcerer (NPC)
We also picked up another fighter (archer), a cleric/rogue, and a monk during the campaign, as well as a few bit players.
If I had it to do over, I'd drop the paladin levels and go straight cleric with the Luck domain. Losing a couple spellcasting levels wasn't worth it to gain the few paladin abilities (the most useful of which were immunity to fear and the Cha boost to all saves). The Luck domain is almost a must, given the number of save or die effects in the module. Elemental domains are also useful, as is Healing.
The rogue was useful in places, but not vital. I'd probably suggest taking a rogue to 7th level, with maxed out tumble and UMD (with 10 ranks, taking 10 can automatically use any wand), then multiclass into something with more oomph (fighter probably).
I'd suggest the wizard take a few item creation feats. Treasure in the module is plentiful, but too often it's the same items over and over. Without any large cities in the module to shop for stuff, we needed to make our own (I can't remember how many cure light wounds wands the cleric made...) Also, if the rogue has UMD, the cleric and wiz/sor can make wands and/or scrolls for him to use when needed.
In general, follow the suggestions above: a couple tanks, at least one dedicated healer, one dedicated arcane caster, some rogue ability. In fact, far more important than individual character concept is party cohesion - we suffered the most deaths when a couple characters died, to be replaced by different characters with different classes. Suddenly we didn't have all the bases covered (specifically cleric and fighter) and were losing a character in every session. Once we got our party reorganized properly, we had better results.
I didn't notice that race mattered much, one way or the other.
Good luck!