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Shag, Marry, Kill: The Baldur's Gate Version

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Okay, classic game. You choose among the romance interests in the Baldur's Gate Trilogy one to spend a single, memorable, steamy night with, one to spend the rest of your life with till death do you part, and one to chunk in any way you see fit. Try to choose options compatible with your gender/preference/orientation/whatever. Feel free to explain your choices :)

I'll begin:
Shag: Jaheira (I feel like she'd have some crazy primal nature side. Hopefully not too freaky... being called "omnipresent authority figure" may be a bit much)
Marry: Aerie (I don't like blondes, but she's a sweetheart and my kids may get wings... sweet!)
Kill: Viconia (Almost shagged her... but then she may kill me first, so there you go. Close call just couldn't bring myself to kill Neera)

Neera ain't wifey material, too non-committed and wild surges may not be safe during conception...

Where are the Devs from

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I bought the game from steam, but I've been thinking about getting another copy - that I can play unmodded with for some friends - I've been across it before, but could anyone point me to website that they used/are from, or what not.

Figured I could get an extra copy that I don't have to mess with and can support the people that have done a lot of the mods and the EE versions. Thanks!

Do stores ever restock in Baldurs gate 1?

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Seems like "stores" dont get new healing potions, do they ever restock?

Where do I find Kivan in BG1?

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Any help appreciated, Thanks

Going to swap him for Rasaad...

Wombat poll, wombat options need to be added

Weapon Proficiencies and APR questions.

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So the biggest mistake I probably made in my first blind playthrough was my F/M weapon proficiencies. Since I didn't know what weapons I'd find, I ended up training in stuff after coming across a weapon. I also probably underestimated APR and never used Improved Haste until the very end. That's something I want to avoid for my next Kensai=>Mage Charname.

So I'd like to confirm that my understanding of weapon proficiency, dual-classing and APR is correct, so that I can better plan out my itemisation strategy.

1) Kensai starts with 4 pips. By the end of BG 1 he should be lv 7 or 8, have 3/2 base APR and gained 2 more pips to assign, which can break the ++ barrier of F/M MC.

2) Beginning the Dual-classing at the very beginning of BG 2 (what does a Kensai lose exactly during the Dual-classing process? Just Kai?)... he will gain another + at Mage lv6, and then further +'s at lv 12, 18 and 24. So in total, assuming he gets about 6M xp in total, he will end the game with 10 pips to spend.

3) He never gains more than 3/2 APR base, but with a ++ or better weapon proficiency, he gets another 1/2 APR. (Is it just me or are weapon mastery bonuses pretty tame? I mean +++ to ++++ is just 1 extra damage and speed factor?!) Do u get 1 more APR at +++++? I've seen some conflicting info on this...

4) Belm is good because it essentially provides +1 APR to mainhand weapon, as well as 1 APR with offhand. So with +++++, Charname should have:

3/2+1/2+1+1=4 attacks with mainhand, assuming the Grandmastery +1 APR is accurate and 1APR with offhand Belm. If he uses Improved Haste, that works as 8 APR with mainhand, 2 with offhand? (What happens if u use GWW? Is it just 10 APR with mainhand?)

5) On a related note, why is Kundane so popular? -2 THAC0 and Speed factor really THAT good? It is a +2 weapon, so if u use Kundane and Belm, u can't even hit a lot of enemies in BG 2...


Thanks in advance! :)

Edit: Typo corrected and formatting.

Console doesn't seem to work

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Okay, so I've followed the steps to set up the console, it now opens with Ctrl + Space. However, I can't get a single command to work! For example, I'm trying to create another Solaufein, I enter CLUAConsole:CreateCreature("UDSOLA01") (with no spaces), and nothing happens.

For the record: iTunes version, operating under OS X Mavericks.

I can confirm that in BG2:ToB (non-EE) stats roller that the 1000 rerolls = perfect 18s is false.

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I tested three times, two with an Elven Sorcerer (however you spell it =)) where I wasn't exactly sure where the 1000 would come, but still pretty close. Just to make sure it didn't work only in the case of a human character with normal stats, I did a tally with a Human Sorcerer, 1 mark for every 10 clicks, and when I got close to 1000, I slowed down. I can confirm that it is only a rumor. I am 100% certain that it does not exist in BG2:ToB stats roller, and thus probably doesn't exist in BG1, TOTC, or BG2:SoA roller either (or in the EEs).

I think it would be fair to get a perfect 18x6 stat count (and 18/00 or higher if appropriate class or half-orc race) if someone wanted to click 1000 times (or 999 or whatever). Especially if you are starting in BG1, you still need to play well to not die early on - you are not godly quite yet.

Can you sticky this somewhere? Otherwise, I'll refer to it every now and then.

Meet Sand.

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I just had to post this after seeing it.

What would you get if you combined Xan and Edwin? Sand, the elven Wizard from Neverwinter Nights 2.
image

A way to make new content compleatly optional...

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For some this might seem as a weird request, but for me the story of Baldur's Gate doesn't need new content, and thus I would like to see an option to somehow check off whether or not the new characters and areas should be included in the next playthough... as it is right now playing on Steam, I can see them all "Installed" in the menu, it would be nice to see a check-box there that could unactivate/uninstall them...

Elder Scrolls Online

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So who are waiting for it?
I am, moreover to play on a ps4/couch/tv
Read some nice things about it... can be the best modern RPG (yes, mmo and action, but truly a rpg) if they dont blow the chance.

Kivan awfully impatient.

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So, I'm generally pleased with and enjoying Baldurs Gate: Enhanced edition after the 1.2 patch, but here is what I believe is a bit of an issue. Basically, It seems impossible to keep Kivan if you recruit him during chapter one, provided you dont't rush through chapters one and three to get to the bandit camp.

In my current game, I'm on day 35, with Kivan having been around for 27 days. Basically, I recruited him when I progressed to the point where it felt natural to pop over to Thalantyr's place the first time. At the present time Ihave reached and cleared the Nashkel mines and are just about to go and confront Tranzig when Kivan promptly looses his patience and leaves.

Since I have used Kivan during numeous play-throughs in the past and never experienced this before, i believe that something isn't working the way it should here. I would have expected him to eventually leave had I been messing around and ignoring the main storyline, but that's not the case here. Apart from the straight progression through Friendly Arm In, Nashkel and the mines, i have only really been to the gnoll stronghold and the cloudpeaks, as well as the ogre-infested hills north of the carneval. No chasing after Bassilus or Brage, no exploring along the coast, no persuing of Dorn's or Neeras questlines in the southeast. Whilst I can live with loosing Kivan, I still find this strange.

Best Possible Shapeshifter?

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I'm curious what the optimal shape changing build would be (doesn't have to be the shapeshifter kit). A couple disclaimers: I know they are suboptimal, I know they are better relying on spells or scimitars. However I'm curious what the best shape changing build would be.

Criteria:
1). Must be able to change form regularly (mage spells or druid abilities)
2). Must be able to fight as changed forms, and hit things (important)
3). Able to use forms for as much of the game as possible
4). Good amount of attacks/end game abilities.

Builds that look less likely:
Avenger: No attacks per round bonus. I don't think forms hit as magic weapons.
Fighter/Mage: 6 million xp before shape change is too late.
Pure Mage/Sorcerer: Similar to dual class, but less attacks per round
Berserker -> Druid: Fighter/Druid seems better except for the rage immunities.

Builds that look promising:
Fighter/Druid
Pros: HLA at 3 million xp, extra attacks per round, great thaco, fighter HLAs (whirlwind/crit strike)
Cons: Don't hit as magic weapons til HLAs.

Berserker -> Mage
Pros: Polymorph Flind hits as +3, extra attacks per round, most forms
Cons: Worse thaco (without tenser's), Users 9th level spell slot to transform

Shapeshifter
Pros: Werewolf forms help until HLAs (though still only hit as +2), descent thaco
Cons: No extra attacks per round

Any opinions on builds, gear that helps shape shifters, or experiences from people who have played them would be appreciated.

Powergamer best Party (and how to use them)

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So I've always been a bit of a powergamer but i like to do things the legit way. No EE keeper for combos that arent allowed in game etc. So I've been trying to decide what class I'd like to start BG2EE with and the gears have been turning. So here's looking at NPC's and a PC that will be the best power house.

Keldorn
Best 2h weapon, and Free Action armor. Basically the best tank since he can be sent into a web and tank/kill all while having his super dispel and true sight. Which frees up spell slots for my other characters.

Edwin
The best mage in the game, hands down. More spells and his lack of divination is offset by Keldorn.

Imoen
Well you save her, she has decent thieving skills (nothing special) still hits max mage level. And she can use a bow. All in all pretty solid.

So that's core.

Now FoA+5 also adds Free Action as does a Ring, which protect against Web. Which is critical as it allows me to toss out a web and then literally walk in and destroy everything in sight.

This means I can load up a few more melee fighters. Saervok, Minsc, Korgan, Jahera, Anomen, Valgyr and even Mazzy can all fit the bill here. There is also Dorn, Hexxat and Rasaad for BG2EE fighters.

Meaning for FoA use it's pretty much Dorn, Korgan, Anomen, Minsc.
Ring use use would be saervok, valgyr (he cant use flairs iirc), rasaad or hexxat.

I would like to use Viconia but sadly she and Keldon don't get along. And loosing keldorns armor just isn't worth it. (it cant be used by other characters as of EE)


Now PC selection is whats throwing me off.
Seeing as I'm importing from bg1, I'll have all the tomes which means +1 all stats and +3 wisdom. So a divine caster would get the most benefit.

I'll need a thief so perhaps a cleric/thief multi this would allow me to make some very large backstabs with Ram & Magi. Not to mention sanctuary + thief skills allows me to scout and unlock/open everything while being undetected.

Druid, an avenger would also work well and fit the web and attack theme.

Fighter/Mage dual or multi's are always very powerful. But with the Free action, improved haste isn't used much. But having a 300+ HP Tank with Tensers is pretty sweet.

Figher/Cleric dual (evil) another interesting option. Summon skeletons (which are hard to web since they get 90% MR) not to mention turning undead to my side.

Mage/Cleric Multi honestly I love this class but it just scales soo slowly. Loading implosion into sequencers is awesome but by the time you get it the game is pretty much over. It also really lags behind with level based abilities.

Mage/Sorc faster leveling but really Edwin makes them look gimp. And seeing as there is only 1 robe of vecna. It should go to the guy with the most spells.


Anyways he is the best likely run down I can find

PC = Thief/Cleric probably Half-Orc
Keldorn
Edwin
Imoen (nalia until i get her back)
Anomen
Saervok (korgan until tob)

Ascension: Five Death Script Glitch (Spoilers)

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I just finished an Ascension-SCS solo run on BG2EE with the Big Picture mod and Oversight (Sendai) installed. BP-Ascension is currently the only way to install Ascension, as @Cuv's version is not ready yet. I can verify that it runs mostly well, except for two instances: when I was fighting Sendai (Enclave Fight) and the Five (Final Fight).

When I was fighting Sendai, I couldn't get her to launch her death script after going through her statues and bringing her to Near Death over multiple instances. I eventually moved on by doing the Shapeshift-Mindflayer trick, which killed her and started the Pocket Plane cutscene.

The second glitch was when I fought the Final Five and I couldn't get Abazigal to launch his death script. Every time I brought him to Near Death, he would change into... Irenicus! And the fight could not be finished because Melissan can only be killed after all of the Five have launched their death scripts. For this glitch, I had to go into the script for Abazigal (using Near Infinity) and found that he was missing a death script, but instead had a strange script which transformed him into Irenicus. So I copied Yaga's death script with some appropriate changes and replaced the Irenicus portion as below:

IF
HPLT(Myself,20)
Global("DeathScriptAbaz","AR6200",0)
THEN
RESPONSE #100
SetInterrupt(FALSE)
SetGlobal("DeathScriptAbaz","AR6200",1)
ClearActions(Myself)
CreateVisualEffectObject("ICRMPARI",Myself)
CreateVisualEffectObject("SPROTECT",Myself)
ActionOverride("finmel01",ClearActions(Myself))
ReallyForceSpellDeadRES("melspl10","finmel01") // Feedback
Kill(Myself)
END

That solved the glitch. Was able to deal with the Five, save Balthazar from Near Death, and finally bring Melissan down. Took my four years to get around to finishing Ascension, but I finally did it. Whew!

After this, I took a look at the Sendai script and noticed it was missing a death script. Haven't replayed that part yet, but I intend to insert a death script from Abazigal (Enclave) into her script and hope it works:

IF
HPLT(Myself,20)
Global("Death","LOCALS",0)
THEN
RESPONSE #100
ClearAllActions()
Wait(1)
SetGlobal("Death","LOCALS",1)
StartDialogueNoSet(Player1)
END

Anyway, all's good and I just wanted to share my experience with others in case they come across the same glitches.

A guide to new magic items in BG2EE *SPOILERS*

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Warning: This guide contains major spoilers for all of the new content in BG2:EE; much more so than the guide for BG:EE. It is my strong recommendation that anyone with the slightest bit of interest in the new storylines should play through the game at least once before reading any further.

There is now a spoiler free version of this guide in the post below this one

This is a list of all the new notable magic items in BG2:EE.
I am not including underwhelming vanilla items of which there are many.

A list of items in BG:EE can be found here:
http://forum.baldursgate.com/discussion/8110/a-guide-to-new-magic-items-in-bg-ee-spoilers/


Weapons:

Axes

Hojar's flame +1 (25% chance of inflicting 1d8 fire damage on hit) - Vagrant blades group, amphitheatre

Daggers

The Grave Binder +2 (Dagger +2 that deals 1d6 base damage instead on 1d4) - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade
Dagger of Venom +2 (From BG1, 1 pointer of damage per second for 15 seconds. Save vs Poison Negates) - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade
Jade fang +3 (5% chance to stun for 10secs, restores 1 hp to user with each hit) - Shou-Lung's tomb

Great Swords

Rancor +1 (+1 greatsword, which gets +1 to hit when you have killed someone) -Dorn's starting equipment
Abyssal Blade +3 (+1 Dex, -1 Int, +5 vs good, +1d4 fire damage) - Xachrimos
- empowered 1: (+5 dmg vs devils) - Trap Ur Gothoz inside
- empowered 2: (+5 dmg vs demons) - Trap Azothet inside
- empowered 3: (+5 dmg vs devils, +5 dmg vs demons) - Trap both inside
These empowerment options are mutually exclusive
Ir'revrykal +5 "The Unholy Reaver" (Immunity to Charm, 50% chance to dispell magic on hit, 1D10+5, +5 vs good. Blackguards Only) - Watcher's Keep: Githyanki Encampment room 1

Longswords

ToB
Holy Longsword of Tyr +3 (+6 dmg vs Chaotic Evil) - Any guard in Lunia

Scimitars

Hawksight +2 (+1 dex) - Kill the tears of selune in initial Rasaad encounter

Slings

Lupine's Sling +2 (15% chance of inflicting disease on hit) - Vagrant blades group, amphitheatre
Wild Sling +1 (Target must save vs spell or 100% chance for wild surge on any spells cast next round) - After quest to find Kirik, convince her to allow Kirik to continue practicing wild magic, then talk to Kirik for reward.

Staffs

Neera's staff +1 (10% chance either target or weilder takes 1 fire damage) - Neera's starting equipment

Warhammers

The Brick +2 (Returning throwing hammer, Save vs spells or take +1d12 magic dmg and suffer 100% spell failiure chance next round. Aura of wild magic: 10% change a spell cast within 10ft of weilder, freind or foe alike, will become a wild surge) - Reward from the Half orc in the wild mage camp after you free him if you let him hit you without retaliating.

Ammunition:

Arrows of Dispelling - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeen's Promenade

Armour:

Robe of invocation (Fire cold acid and electric resit +20%) - Order of the 8 staves stronghold
Robe of Goodman Hayes (Permanent chaos shield on wearer, AC -1 penalty) - Reward from Telana for freeing the wild mages
Tunic of Blindeye (Movement rate increased by 2. 25% resistance to magic damage: Once per day: Wild Zone: All spells cast in 30ft radius are wild surges for one turn, Wild Mages Only) - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade.
ToB
Shadow Dragon Scales - Yxtrazzal Shadow plane
Silver Dragon Armor (AC:-2, Cha -2, +15% magic resistance, Movement rate increased by 3, Heals wearer 2hp each time damage is taken, not usable by good, Wearable with other magical protection items) - crafted by Cespenar with Scales that drop from Dolrassa and Ixthezzys in Lunia

Items:

Amulets

Wooden Horse necklace: (+2 AC, +2 saving throws) - Complete Return Mereth's hairband quest in wild mage camp
Brooch of the vagrant blades (Reflect magic missiles back at the attacker) Vagrant blades group, amphitheatre

Belts

Adoy's Belt (+5 saves vs Petrification/Polymorph) - Neera's starting equipment
Ox tail belt (+4 ac vs missile weapons, -2 charisma) Vagrant blades group, amphitheatre
Belt of minor invulnerability (5% chance of wearer getting globe of minor invulnerabilty, Cast globe of minor invulnerability once per day) Vagrant blades group, amphitheatre

Boots

Moonlight Walkers: (AC +2) - Rasaad's starting equipment
ToB
Night walkers: +2 movement rate, Immunity to Web, Grease, Entangle. Shadow door 3 times per day - in the dwarf household, behind the locked door with 2 guards, Algoroth's quarters.

Cloaks

Cloak of Dragonmir (Allows vampires to travel in the sunlight at -6str -4dex -2int -2wis -2cha) - Dragomir the red in dragomir's tomb
Cowl of the stars (May cast melf's minute meteors once per day as a wizard the same level as the wearer) - Shana gifts it to you if you resolve Rasaad's encounter peacefully. Otherwise on her corpse
Cloak of atonement (each use of the cloak subtracts 1 con for 8 hours from wearer and randomly cast one of the following: Armor of Faith, Chant, Chaotic Commands, Death Ward, Shield of the Archons) - Complete trial of penance
Cloak of unerrring strikes (+2 Thac0 with offhand) - Pickpocket or Kill Treya at first Rasaad encounter in Trademeet
ToB
Cloak of the Dark Moon (+2 Ac, +2 saving throws at night. Immunity to blindness, Prot magical energy 3/day) - Algoroth's Quarters
Cloak of the Lich (cold and electric resist +50%, immunity to death effects) - purchase in black pits arena, Neera's quest.

Gauntlets

Glimmering Bands: (Thac0 +2) - Rasaad's starting equipment
Gauntlets of Aln Zekk (+3 damage when attacking with fists, 15% chance of inflicting 1d10 cold damage with each successful attack) - Successfully complete trial of darkness

Helmets

Eyes of the beholder (+1AC, 3 charges per day: Can cast Dominate, Paralyze or Fear) - Complete trial of pain
The Visage: (+1 Thac0, +1 saving throws, Immunity to feeblemind, confusion, fear and charm, Domination 1/day, Breath Acid 1/day (6d6), not usable by good) - Reward from Ur-Gothoz after binding Azothet in the tree
ToB
Thayvan Circlet (+15% probability that a wild surge will have a positive effect) - Vicross
Headband of the Devout: (permanent bless, Immunity to confusion, Righteous Magic 1/day, Monk only) - Algoroths Quarters

Rings

Ring of duplication ( AC +1 vs Missiles, Hide in shadows +10%, Mirror image 3 times per day)- Vagrant blades group, amphitheatre

Shields

Shield of Fyrus Khal +2 : AC +3, +10% fire, cold, acid, electric resist, all allies within 5ft gain +5% magic resistance. Cast spell turning once per day - After quest to find Kirik, convince mother that wild magic is too dangerous
ToB
Kazrah´s shield (AC+5, chain lighting 1/day) - purchase in black pits arena, Neera's quest.

Misc

Collar Bell: (3 times a day wake everyone in 30ft radius from sleep. Also make a saving throw or become deafened for 1 turn) - Complete Barad Ding's cat rescue quest in wild mage camp
Charname's Tankard: (Restore 2d8hp 3 times per day) - Complete Mironda's Ale quest in wild mage camp
Gem of seeing (can cast true sight once per day) - Complete trial of blinding

Wands and Potions:

Green Dragon Potion: (Str set to 25, int 3, con 3, Slows user. Lasts 24hours) - Complete Reunite Zaviak and Wilson quest in wild mage camp
Red Potion: (+50% resistance to Magic Damage, Set int to 25,Wis to 3, str to 3, Lasts 24 hours) - Defeat Algaroth's attack on twofold temple
Wand of glitterdust - Resurrection gorge, container
Potion of clairvoyance (Detect invisible 10 mins) - Winterbrook, Resurrection gorge
Wand of spell striking (Breach and Pierce Magic) - 2 copies: Vicross in ToB and Purchase from Wands vendor merchant in Red wizard Enclave in Waukeens Promenade, SoA
ToB
Wand of Whips: Casts force whip on target creature: Duration 4 rounds . 1d6+1 magic damage per round + Save vs spells (-4) or become held for the remaining duration of the spell) - Szass Tam

Misc:

Bag of holding modified - Hexxat gives it to you after defeating Dragomir


Notable extras:

All these items already existed in the game, but these are additional copies of them.

2x Helm of glory - Guardian terpfen, Helmite camp and one at Hammerjaw ambush
2x Helm of charm protection Hammerjaw ambush
Periaph of life protection -Shou-Lung's tomb
Robe of Neutral Archmagi - Purchase from Gul Dukeem merchant in Red wizard Enclave in Waukeens Promenade
Plate of the Dark (Full Plate +1) - Fadell Iron Eye
Shortbow +3 - Hafsa, Al-Qadim tomb
ToB
Rod of reserrection -Szass Tam's Arena stolen from the temple service woman, Molzahn of Tymora.
Ring of Fire Control - Szass Tam's Arena stolen from the Weapons Merchant
Golden girdle - Algoroth's chambers
Paws of the cheetah - Algoroths chambers
Bracers of defence AC3 - Algoroths chambers
Robe of the evil archmagi - Vicross

Other:

All magic items available in BG:EE can be imported into BG2:EE and can thus be considered new items. They will be taken away in the opening cutscene however, unless exploits are used.
Update: It seems like some of the new items cannot currently be transferred across this way

The two bonus merchants found in the Adventurers mart and Copper Coronet are included in BG2:EE, selling magical items based of IWD and PS:T

The Seeker's Sling: Can be used without ammo (fires +1 sling bullets). This replaces the old ability of adding strength bonus to sling damage, as this is now present in all slings.
Mace of Disruption +1 now strikes as a +3 weapon.
Mace of Disruption +2 now strikes as a +5 weapon.
Kudane +1 now grants an extra attack
Defender of Easthaven is now a +3 weapon (previously +2)

Dragon age Origins vs BD2 vs NWN

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I am thinking about get DA:O (never played any dragon age) and i would like to know the comparison of the 3 games...

Like:
Lenght (playtime)
Difficulty
Character progression
dialogs
story quality
Replayability
etc

thanks all!

Help me theory-craft this character!

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I asked this question, or something like it, on the Chinese forum... but there's no one active in there at the moment so I'll throw it out to everybody!

What class(s) would best represent the popular Wuxia character, Xiaolongnü (literally: Little Dragon Girl).

http://en.wikipedia.org/wiki/Xiaolongnü

Obviously Wuxia and Western fantasy are not quite the same, so some imagination and interpretation is going to be needed.

In summary:
She is a skilled martial artist (which in Wuxia, means some advanced techniques look essentially like magic) who wields a longsword, wears no armour, though she uses long strands from her robes almost like whips or magical binds to strike/disarm/trap enemies. She has gloves that are impenetrable and allows her to grab enemy weapons by the sharp end without fear of injury.

She plays 'guqin', an ancient musical instrument, and can use the music to control a swarm of magical bees to attack her enemies at will. She uses darts (needles) tipped poison from the bees and also has a good knowledge of antidotes to a range of poisons.

My current ideas:

1) Dragon Disciple was the first obvious thought. But that's primarily just playing on her name. She has no association with dragons or exhibit skills like breathing fire. I am tempted to make her a half-elf, because although she is technically human (there are no elves/dwarves in that Wuxia setting), she is portrayed in an almost ageless manner.

2) Druid: the way she uses her robes can kinda be replicated by Entangle, and of course the bees are ideal for Insect Plague, in addition she can heal and counter poisons, which is kinda reflective of her original fictional skills. However, druids cannot use longswords or darts, which is a bit of a shame.

3) Blade/Bard: to play on her guqin skills, and allow her to wield swords, throw darts etc... downside of course is no druid spells.

Edit: A video demonstration of her typical fighting style. Comes to think of it, she isn't depicted using swords very often...

[spoiler]
image

This is the opening scene where the character makes her appearance in a popular TV series based on "Return of the Condor Heroes", and it depicts her arrival at the Daoist Temple, to find that her elder mentor and companion of the Tomb Sect is dying due to wounds sustained whilst defending a boy who had run away due to bullying. After 'Granny Sun' dies, she demands that the priest who (accidentally) fatally wounded the elderly woman to commit suicide to atone for his crime. When he refuses she attacks him in the heart of the Daoist temple.
[/spoiler]

Black Pits Questions

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I've decided to necromance this thread and update it rather than create an entirely new one.

This is the party that I intend to take through Black Pits 1 and 2.

Lilly Black - Elf Mage (Party Leader)
Str: 8
Dex: 15
Con: 11
Int: 17
Wis: 10
Cha: 16

Sima Kang - Human Sorcerer
Str: 12
Dex: 14
Con: 14
Int: 18
Wis: 12
Cha: 16

Sima Jin - Human Kensai (will dual-class in BP 2)
Str: 15
Dex: 17
Con: 15
Int: 17
Wis: 12
Cha: 12

Heindrich Lowen - Human Fighter
Str: 17
Dex: 12
Con: 17
Int: 10
Wis: 12
Cha: 14

Otori Takeo - Half-Elf Fighter/Thief (With a few EEkeeper'd skills like Invisibility and Mislead)
Str: 14
Dex: 18
Con: 12
Int: 15
Wis: 10
Cha: 15
This is how he took shape with the help of forumites :)

http://forum.baldursgate.com/discussion/29033/class-suggestion-for-otori-takeo#latest

Xiaolongnü - Druid/Blade/Other
Str: 14
Dex: 17
Con: 12
Int: 14
Wis: 14
Cha: 14

^^ Still under theory-crafting, her Int and Wis can be re-allocated to satisfy class requirements as needed. If you got ideas on the character, I've asked for suggestions here:
http://forum.baldursgate.com/discussion/29442/help-me-theory-craft-this-character#latest


My (new) questions are:

1) I've heard BP is harder than the core game. Does the above party have a fighting chance given their non-min/max'd stats? I intend to play on Core Rules.

2) Can you import a BP 1 party into BP 2? Is that 'intended'?

3) Is there much of a plot to BP 1 and 2? Like enough to bother with roleplaying it? Are they linked? Does it make sense?

4) How is it possible to justify the ridiculous speed of level-ups in BP from a RP perspective?

Edit: Updated and added some new questions.

Assassin poison damage

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Does the damage done by the assassin's poison ability increase at higher levels? If so, at which levels do the increases occur?

Thanks!
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