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A character with 3 charisma? Really?
Coming from a real GM, please allow me to :doh: and :sick:... |
Why no Globe of Invulnerability? (or what's that spell that makes you immune to certain spell levels)
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Daer'Ragh As for the three spells in Baldur's Gate II with his name, look here: Daer'Ragh spells Sort of fun if you want to explore the limits of BG2 and to poke around what else is there. But it sure makes a spellcaster overpowered easily. Which is probably why those three spells are not available through normal playing through BG2. |
@Eagle of Fire
Ye, character with 3 CHA. Why would you need charisma? There is Ring of human Influence for the Drow City, ok? The rest is just about prices, and I could care less. @Tomekk There are a couple of reasons. One is, I massacre most mages outside of their view (and it is damn hard to cast anything with Incindenary Cloud under your boots). Second is, I have planetar. Third is, there is Cloak of Mirroring, and damage-spells only hit when reached the target, unlik things like imprisonment, so if I even care for some measily 10 HP-loss (Belt of Inetial Barrier is your friend too), I have time to swap equipment (only armors are fixed during battles9). @Scatty Oh, that guy? Ye, I remember from BG1, and the spells when I once ctrl+Q-d Elminster. Ok, they are there, category is basically the same as Summon Cow. progression: add to my list Prot. from magic weapons (used once, but I bet i'll be equally must-have at the Ravager and Melissan) and Mordekainen's Sword. EDIT: progression: add to my list: time stop, shapeshift, energy blades, abi dhalzim's horrid whilting, sequencer, spell trigger, chain contignency, pierce shield, pierce magic, greater malison. With a terrible combo the Ravager died in like 20 seconds!! |
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That's without even mentioning the fact that if you somehow manage to get down to charisma 0 (which should be fairly easy in any kind of normal D&D setting), you would either die right on the spot or fall into some kind of coma. Whichever the DM prefer. I think it is a very good example of the limitations of such roleplaying games. The code allow you to do it in the game because it was coded that way and the developpers didn't know better... But any DM knowing his salt would never allow this to pass by without turning the game into some kind of living hell for the player in question. Of course the stat generation of BG has absolutely nothing to do with the normal way of rolling stats... But anyways, what do you want? It was made that way for a reason, I guess. |
Oh, I slmost forgot: this is final phase of the game, so stats and equipment:
THAC0: 3 with Inertial Barrier, 1 with Girdle of Frost Giant Strenght AC: -8 with staff of magi, -6 with staff of ram HP: 92 saves: -9 each with Staff of Magi, -7 with Staff of Ram lore: 138 (who needs a bard, heh) familiar: rabbit (must be the result of aligment change - started with ferret -, but shouldn't it be imp?) equipment: staff of magi (secondary: staff of ram +6, elemental staves), Robe of Vecna, Bracers AC 3, Circlet of Netheril, Amulet of power, Ring of Gaxx, Ring of protection +3, Boots of speed, Belt of inertial barrier (secondary: belt of fire giant strenght), Cloak of NonDetection (secondary: cloak of mirroring) |
Fighter/druid dualclass guide
I noticed the BG series is on the new config at me not the '98 old one, so just for the lol and all the discourage against druid, and 'cause I still have the save of my "no item solo playthrough" (I'm at the start of act 3), I gave some tought for solo druid build.
So single, dual or multiclass was the first question. Dual/multi means base druid class, so let's check what we loose on druid kits: - Avenger: druid shapeshifting abilities suck hard, so big no-no. Avenger is good in 6 character - only SoA - full legit playthrough where you don't even steal/resell stuff, but otherwise don't worth on the long term. From the bonus spells all have save to negate and believe me in ToB everything throws all saves. So the only good thing would be Chain Lightning, but does that worth -4 on your stats? Big no. - shapeshifter: ridiculous statchange (in down direction of course), no regeneration eve in greater werewolf form, no spellcasting while transformed... What's this, a wannabe fighter? Pure fighter is better even. - totemic druid: summon stuff. I estimate maximum Animal Summoning 3 equivalents. Waaay better then vanilla druid, but not worth losing dualclass on term of raw power. Multiclass... Druids level from a certain point painfully slow, so forget it. We already saw how much Jaheira sucks with this. Dualclass only avaiable from fighter. The restrictions of druid itself is painful, so don't worsen it by wizardslayer or kensai, ok? Remains Berserker and vanilla Fighter. As berserker don't have a drowback (only the archer kit would really rely on ranged weapons in this game), there is no reason going vanilla. When to dualclass? This is easy. Although druids stop gaining stuff after lvl 25, but HLAs are cool, so let's turn to druid as soon as possible. You start SoA at lvl 7 (but surly below lvl 10 even importing from TotSC), but don't change yet. Lvl 10 fighter if you EXACTLY change at 500K exp can reach lvl 30 druid (maximum with ToB), bu how likely is that? So dual at 9. Other reasons for dualing at 9: that's the last lvl you gain buffed HP as fighter, and you gain another proficiency point, what means you can have 5 point in one weapon and 2 in a weapon style. Which weapon to learn? Well, druid is kinda limited on weapons. Spear suck hard. Club? The best you could have is the Cub of Detonation what suck still. From daggers the only thing is Dagger of Star, from scimitars only Belm is to consider holding. This leaves you with quaterstaves. On the ranged weapon field you can go darts or slings - the unlimited ammo sling can be found earlier, easier, and has better magic (+5). Now shield, dualwield or twohanded weapons? While there is a shield what rises your elemental resistance as it should, what weapon would you use along it? So skip this investing seriously as fighter yet. Dualwield? Well, making everyone sleep with Dagger of Star hasened by Belm is a fun idea, but face it: in ToB basically everything sees the invisible as far as I care, AND it'd even require one more skillpoint then you have at lvl 9. Still worth to mention. So go and invest in twohanded weapons for quaterstaff fights. Stats are hard requirements for this setup (STR 15, WIS 17, CHA 17), but I managed to roll a character with this: 18/85, 18, 15, 5, 18, 16. Reasons: from BG1 you'll have the Tomes of stats, so CHA will go up to 17 as needed. Illithids drain 5 INT, but we need a dump-stat, and with the Tome of... we'll have 6 INT as long as needed (plan to loose INT in the dream later on). Still will require caution, but hey! CON affects the least, and this was a lucky roll anyway, so go with it. Well, as there was no fighter/druid guide for Baldur's Gate I wrote these down here. Cheers! |
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