![]() ![]() When Gorion was told of my amazing progress, he didn't shower me with praise or generally react with positivity. I quickly mastered the arts of war much more faster then the other students which was clearly not what they expecting from me. I wanted to join the guard so Gorion made a deal with them so that I got training but I would be on the reserve list which was fair because I was fourteen at the time. I was always much more stronger then my peers, which got me noticed by the captain of the guard. They're longer then normal long swords and hit harder but not as tall or heavy two-handed swords which prevents anyone using a shield with it. Soon, I was the proud new owner of a bastard sword, a medium shield and a set of studded leather armor. My foster father, Gorion approached me out of the blue while I was doing my chores for the morning and gave me some money and told me to go buy armor and weapons at Winthrop's Inn. Proficiencies: Bastard Sword(++), Sword and Shield Style (++)Ĭurrent Equipment: Studded Leather Armor, Bastard Sword and Medium Shield So, like Nikkolas, I'm going to post my character's exploits in BG 1. Certain party combinations in the second work particularly well for that - it's part of the reason I always have Jan Jansen in my BG 2 party (the other part being that I don't like playing as a thief and the other NPC thieves are either dual-classed or in a kit I'm not fond of, making him the only practical one anyway.īG 2's increased character interaction also means though that several party members will flat out try to murder you if you recruit someone they dislike. Yeah there's no real interaction with party members in the first game, though the second has a lot more of it. The Flaming Fist might show up anyway but if you leave the house and never return, it won't become an issue. If your rep gets too high, find a random peasant and murder them - preferably where you won't be seen by anyone else who will go hostile, such as in their own home. Neutral characters will get unhappy but will never leave. Note that the wisdom requirement is gone since Baldur's Gate II: Throne of Bhaal, any priest whose wisdom is lower than 16 may learn lvl 6 and 7 spells, including quest level priest spells Table for experience, hitpoints and weapon proficiency.If you're running a good party, do not let your reputation go above 18, as Viconia and other evil characters will leave. ++Usable by priest whose wisdom is 18 or higher. +Usable by priest whose wisdom is 17 or higher. Notes: Priests gain additional spell slots for their wisdom. Summon Deva, only one can be picked, picking summon fallen deva makes summon deva unavailable.Greater Elemental Summoning, requires elemental summoning to be picked first.To druids, these abilities become avialable when they reach lvl 15. At level 13, they gain the ability Shapeshift: Greater Werewolf once per day, and acquire additional uses every two levels thereafter (levels 15, 17, 18, etc.).ĭruids receive quest level priest spells which are added to the level 7 spellbook. They lose access to the normal Shapeshift forms. Shapeshifters gain the ability Shapeshift: Werewolf once per day starting at level 1, and acquire additional uses every two levels thereafter (levels 3, 5, 7, etc.) until level 11, capping out at 6 uses per day. Shapeshift: Werewolf Main article: Shapeshift: Werewolf Here are all spells that can be used by druids and their class kits. For the complete list of spell that can be used by clerics, druids and rangers, see Priest spells (Baldur's Gate II). At lvl 21 and 24, they gain an additional bonus of 10%.įor the complete list of spells, see Spells (Baldur's Gate II). ![]() ![]() See Ability Scores for more information.ĭruid abilities Immunity to poison Īt lvl 15, druids become immune to poison.ĭruids gain 10% resistance to fire, cold, electricity and acid when they reach lvl 18. For other races this may be slightly different. Note: For the information of this table the human race was used, because they have no character bonunes/penalties related to race and therefore act like a 'neutral'. Humans Require a minimum of 15 in Wisdom and Charisma and a 17 in strength to dual class into a fighter. 7 Table for experience, hitpoints and weapon proficiency. ![]()
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