Storm of Zehir team build - Ro(30), F(30), Clr(30), Wiz(30)

In work, 2 out of 4 characters' builds are not ready yet!

Author: I doubt that making near-perfect team while first time playing SoZ is possible, so you may use these simple builds.

Pros
 * Most skills can be used (except for Open Lock, as Knock spell will be used instead, Set Trap as there are not enough skill points for Rogue, and Perform as there are no Bards).
 * Adequate firepower: Wizard features powerful damage causing spells, Fighter may have good damage with buffs and enchanted equipment, Rogue can cause sneak attacks, Cleric has Divine power, Extend spell and Battletide, Extend spell when it will be really useful.
 * Cleric can let entire team stay alive with Healing domain powers and is protected well with Wolf animal companion.
 * Characters featured in this build do their role - Fighter is tank, Wizard is DD, Cleric is priest, Rogue is rogue.
 * Crafting skills will be useful for enchanting and making wondrous items that are cheaper to make than to buy.
 * Rogue partially becomes spell caster due to Wizard's Craft Wand and Scribe Scroll abilities.

Cons


 * Cleric needs Divine Power to be a considerably strong fighter, Wizard receives Stoneskin only at Wizard level 7 (not the very beginning of the game where it would be very useful) and is the only source or Stoneskins unless you swap Cleric's pet for Earth domain.
 * Rogue, one who will travel in the Overland map, don't have Survival skill and will be pretty slow in some places. He will also miss several possible findings.

Fighter creation
Background: Bully

Progression table:

Wizard creation
Background: No Background

School: Evocation or Necromancy if you know what you are doing, Universal if first time playing NWN2 or don't want to lose anything. Small spoiler: you will be able to buy numerous scrolls in certain places, so making all schools available will make Wizard truly universal magician.

Familiar: Beetle