- Joined
- Jan 3, 2009
- Messages
- 102
Baldur's Gate ORPG - By: sF.ThisIsGay
Okay well i am wondering if any one want's to help me with this map i have put almost all of the info in this post (Took a long time)
The Game in Not gunna be 100% Like the Real Baldur's Gate
YOU CAN DOWN LOAD THE MAP NOW!!!
i am thinking of making it so instead of being a Bhaal spawn may be you hunt them instead.
Percent of the map Complete
Triggers ||||||||||
Terrain ||||||||||
Units ||||||||||
Spells ||||||||||
Items ||||||||||
Overall ||||||||||
if you help +Rep
i need as many people as i can get.
------------------
Leader:
sF.ThisIsGay
------------------
Triggers:
sF.ThisIsGay
Nanoha-
xXMephistoXx
Jackle
------------------
System:
sF.ThisIsGay
(Alot of Others from Hive)
------------------
Object Editors:
sF.ThisIsGay
------------------
Landscape:
Nanoha-
Jackle
------------------
Beta Testers:
3/10
------------------
Barbarian
A barbarian can be an excellent warrior. While not as disciplined or as skilled as a normal fighter, the barbarian can willingly throw himself into a berserker rage, becoming a tougher and stronger opponent. The barbarian uses the fighter avatar. In ToB, the Barbarian can draw from a high level ability pool which gives the Barbarian some extra abilities.
Advantages:
* They move at 2 points faster than the usual character.
* Barbarians are immune to backstab.
* Can Rage once per day for every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage also gives immunity to all charm, hold, fear, maze, confusion and level-drain spells.
* At 11th level, the barbarian gains 10% resistance to slashing, piercing, crushing and missile damage. He gains +5% to this every 4 levels thereafter.
* The barbarian rolls d12 for hit points instead of a fighter's d10.
Disadvantages:
* A barbarian cannot wear full plate or plate mail.
* A barbarian cannot specialize past normal specialization.
Fighter
Fighters are masters of weapons. They are the only class that can achieve the highest levels of weapon specialization: Mastery, High Mastery and Grandmastery. The prime requisite for fighters is strength. The only requirement for becoming a fighter is a strength of at least 9. In ToB, the Fighter can draw from a high level ability pool which gives the Fighter some extra abilities.
Kits
* Berserker
This is a warrior who is in tune with his animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him to fight longer, harder and more savagely than any human has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled with they see the savage and inhuman elements of the berserker's personality. This class is common amongst dwarves, know to them as "battleragers."
Advantages:
o May use Enrage ability once per day per 4 levels. While enraged: +2 to hit, +2 damage, -2 AC. The berserker at this time is immune to charm, hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit points while enraged. These hit points are temporary, and are taken away at the end of his berserk spree, possibly killing the berserker.
Disadvantages:
o Becomes winded after berserking. While he's winded, he receives -2 to hit, -2 to damage and a +2 penalty to AC.
o Cannot specialize in ranged weapons.
* Wizardslayer
This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.
Advantages:
o For each successful hit on an opponent, 10% cumulative spell failure penalty is applied.
o 1% magic resistance per level.
Disadvantages:
o May not use any magic items except for weapons and armor.
* Kensai
This class is also known as the Sword Saint, and consists of a warrior who has been specially trained to be one with his sword. They are deadly and fast and trained to fight without encumbrance.
Advantages:
o +1 to hit and +1 damage for every three levels.
o -2 bonus to AC.
o -1 bonus to speed factor for every 4 levels.
o May use Kai ability one time per day for every 4 levels (starts at 1st level with one use). This ability lasts 10 seconds and makes all the attacks do maximum damage.
Disadvantages:
o May not use missile weapons.
o May not wear armor.
o May not wear gauntlets or bracers.
Paladin
Paladins are noble, holy warriors. Paladins can become Specialized in specific weapons. They can Detect Evil and are surrounded by a Protection from Evil aura (the number of times per day for each special ability depends on the character's level). Their hardiness gives them +2 bonuses to saving throws against poison and spells. Once per day, paladins can lay hands on an individual, curing 2 hit points per level of the paladin. They can also Turn Undead as a cleric two levels below their level as a paladin. At 9th level, paladins gain the ability to cast clerical spells. Paladins must be humans of Lawful Good alignment and have ability scores of at least 9 in constitution, 12 in strength, 13 in wisdom, and 17 in charisma. The prime requisites for paladins are strength and charisma. Should the paladin perform evil deeds, they will lose their status and become fighters known as fallen paladins. Skills from AD&D that are not implimented in BG: resistance to disease (there is no disease in the game), Cure Disease, possession of a faithful war horse, and the necessity of giving away wealth and most possessions. In ToB, the Paladin can draw from a high level ability pool which gives the Paladin some extra abilities.
Kits
* Cavalier
This class represents the most common picture of the knight: the gentleman warrior who epitomizes honor, courage, and loyalty. He is specialized in battling 'classical' evil monsters such as demons and dragons.
Advantages:
o Bonus +3 to hit and +3 damage against all demonic and draconic creatures.
o May cast Remove Fear 1 time per day per level.
o Immune to fear and morale failure.
o Immune to poison.
o 20% resistance to fire.
o 20% resistance to acid.
Disadvantages:
o May not use missile weapons.
* Inquisitor
The inquisitor has dedicated his life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and his god has provided him with special abilities towards that end.
Advantages:
o May use Dispel Magic ability once per day per 4 levels (starts at 1st level with one use). The ability is used at a speed factor of 1 and acts at twice his actual level.
o May cast True Sight once per day per 4 levels (starts at 1st level with one use).
o Immune to Hold and Charm spells.
Disadvantages:
o May not use Lay on Hands ability.
o May not cast priest spells.
o May not turn undead.
o May not use Cure Disease ability.
* Undead Slayer
This holy avenger has honed his abilities towards the destruction of the undead and other unnatural creatures, and is immune to many of their more devastating abilities.
Advantages:
o +3 to hit and +3 damage vs. undead.
o Immune to hold.
o Immune to level drain.
Disadvantages:
o May not use Lay on Hands ability.
Ranger
Rangers are skilled woodsmen and hunters. Although able to use any armor, they must wear studded leather or lighter armor when trying to moving silently in the shadows and underbrush. In BG, this skill is called Stealth and can be used in any setting, including cities. Because of their empathy with animals, ranger's can cast Charm Animal as a special ability (number of times per day depends on ranger's level). rangers can become Specialized in specific weapons. From 8th to 16th level, rangers gain the ability to cast some priest spells. These woodsman have a hated enemy, normally some type of humanoid creature. The ranger gains a +4 bonus to hit these creatures in combat but suffers a -4 penalty to encounter reaction rolls due to this hatred. Rangers must be of good alignment and have ability scores of at least 13 in strength and dexterity and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, dexterity and wisdom. Should ranger's perform evil acts, they will become fighters known as fallen rangers that have lost all their special abilities. Skills from AD&D that are not implemented in BG: Tracking, two-weapon fighting, and damage bonuses against giant creatures. In ToB, the Ranger can draw from a high level ability pool which gives the Ranger some extra abilities.
Kits
* Archer
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, not matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.
Advantages:
o +1 to hit and +1 to damage with any missile weapon for every 3 levels of experience.
o Every 4 levels he gains the ability to make a called shot once per day. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the archer):
+ 4th level: -1 to THACO of target
+ 8th level: -1 to save vs magic of target
+ 12th: -1 to strength of target
+ 16th: +2 bonus to damage
Disadvantages:
o An archer can only become proficient in melee weapons; he may never specialize.
o An archer cannot wear any metal armor.
* Beastmaster
This ranger is a wanderer, and is not comfortable in civilized lands. He maintains a natural affinity for animals; they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them.
Advantages:
o +15% to stealth ability
o Enhanced spell ability with regard to the following spells:
+ May cast the 4th level druid spell Animal Summoning I at 8th level.
+ May cast Animal Summoning II at 10th level.
+ May cast Animal Summoning III at 12th level.
Disadvantages:
o Cannot use metal weapons (such as swords, halberds, hammers or morning stars).
* Stalker
Stalkers serve as covert intelligence gatherers, confortable in both wilderness and urban settings. They are the spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents.
Advantages:
o +20% to stealth ability
o May backstab for a lesser amount than the thief class (level 1-8: x1, level 9-16: x2, level 17+: x3)
o Has access to three mage spells at 12th level. They are Haste, Protection from Normal Missiles and Minor Spell Deflection.
Disadvantages:
o May not wear armor greater than studded leather.
Bards
Bards are the jack-of-all trades and the masters of none. Bards can fight with any weapon and wear any armor up to and including chainmail, but cannot use a shield. Bards can cast wizard spells, although their spell progression is slower. Like wizards, they cannot wear armor when casting spells. All bards are proficient musicians and there are numerous magical instruments in the game. By singing, bards can grant a +1 bonus to attack rolls, a +1 bonus to saving throw rolls and a +2 bonus to morale. bards are able to Pick Pockets like thieves. Due to their studies and travels, bards also have exceptional Lore ability, allowing them to identify magic items much better than other classes. The alignment of the bard must be at least partially Neutral. The minimum abilities for becoming a bard are dexterity 12, intelligence 13 and charisma 15. The prime requisites of the bard are dexterity and charisma. Skills from AD&D that are not implimented in BG: Detect Noise, Climb Walls, Read Languages, Remove Traps and using a musical instrument. In ToB, the Bard can draw from a high level ability pool which gives the Bard some extra abilities.
Kits
* Blade
The blade is an expert fighter and adventurer, whose bardic acting abilities make him appear more intimidating and fearsome. His fighting style is flashy and entertaining, but is also quite deadly.
Advantages:
o May use Offensive Spin and Defensive Spin abilities once per day per 4 levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2 to damage, and an extra attack. As well, all of his attacks do maximum damage for the duration. Defensive Spin lasts 24 seconds, roots him to the spot, but gives -1 AC per level of experience. This armor class bonus does not go over -10.
o May place three slots into two-weapon fighting style.
Disadvantages:
o Only has one-half normal Lore value.
o Only has one-half Pick Pockets percentage.
o Bard Song does not become better with levels.
* Jester
This bard is well versed in the arts of ridicule and hilarity, and uses his abilities to distract and confuse his enemies, cavorting madly during combat.
Advantages:
o Jester's song does not help allies. Instead, it affects every opponent within 30 feet, and they must save vs. magic at +4 once per round or be confused.
Disadvantages:
o None
* Skald
This Nordic bard is also a warrior of great strength, skill and virtue. His songs are inspiring sagas of battle and valor, and the skald devotes his life to those pursuits.
Advantages:
o +1 to hit and +1 damage with all weapons.
o The skald's song is different from the typical bard and varies with level:
+ 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
+ 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to fear.
+ 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to fear, stun and confusion.
Disadvantages:
o Pick Pockets ability one-quarter normal.
Thief
Thieves are masters of stealth. They can wear any armor up to elven chainmail although wearing more than leather armor penalizes the thief's special abilities. A thief's weapon choices are limited but include swords, bows and daggers. Should a thief sneak up behind a humanoid victim, they can do extra damage by backstabbing. Thieves have the following special abilities: Open Locks, Find/Remove Traps, Pick Pockets, Move Silently, Hide in Shadows, Set Traps and Detect Illusions (works by 'dispelling' illusionary creatures and spells such as Mislead and other illusions). The base scores for these abilities are determined by the thief's race and dexterity, and the player can then distriute 60 initial percentage points followed by 20 points for each level thereafter. At 10th level, thieves' gain the limited ability to use clerical and magical scrolls. Thieves' cannot be of Lawful Good alignment. The prime requisite for thieves is dexterity, with a 9 dexterity being the minimum requirement. Skills from AD&D that are not implimented in BG: Hear Noise, Climb Walls, Thieves' Cant and Read Languages (there are no languages in BG).
You can only steal unequipped items from victims because they can now as un-pickable, thus you can't take their armor or the weapons in their hand. Most NPCs in the game will have items to steal. Traps can now be set to affect party members, non-party members or both. The Set Traps skill works like a spell.
In ToB, the Thief can draw from a high level ability pool which gives the thief some extra abilities.
Kits
* Assassin
This is a killer trained in discrete and efficient murder, relying on anonymity and surprise to perform his task. Assassins must be of Evil or Chaotic Neutral alignment.
Advantages:
o May coat his weapon in poison once per day per 4 levels. The next hit with that weapon will inject the poison into the target, dealing out 6 damage every 6 seconds for 30 seconds. A saving throw vs. poison limits damage to 6 total. At 10th level, the poison acts twice as fast (but deals out the same damage). At 15th level, the poison acts three times as fast, does more damage and can also slow the opponent.
o Bonus +1 to hit and +1 damage.
o Unlike the thief, the assassin continues to advance in his backstab abilities past 13th level. At 16th level the assassin gains a 6x modifier and at 20th level he gains a 7x modifier.
Disadvantages:
o Only 15% per level to distribute on abilities.
* Swashbuckler
This rogue is part acrobat, part swordsman, and part wit: the epitome of charm and grace. [Abilities updated based on D. Gaider's comments]
Advantages:
o Bonus +1 to AC.
o Another +1 to AC for every 5 levels.
o +1 to hit and damage every 5 levels.
o May specialize in any weapon that a thief can use
o May place three stars in two-weapon fighting style proficiency
Disadvantages:
o No backstab multiplier.
* Bounty Hunter
This is a hunter of men, skilled in tracking quarry and bringing them back alive--whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average thief.
Advantages:
o +15% to trap setting.
o He can lay special traps (other than the ones that all thieves receive). The traps are more powerful than the typical thief trap, and the effect varies according to the level. The effects are listed below:
+ 1st: The trap deals out damage and slows the target (if save is failed).
+ 11th: The trap holds the target if a save is failed.
+ 16th: The trap erects an Otiluke's Resilient Sphere around the target (if a save is failed).
+ 21st: The trap Mazes the target.
Disadvantages:
o Gets only 20% to distribute between thief abilities each level.
Wild Mage
A new class is available to the player in character creation. This class is the Wild Mage.
Wild magic is a new type of magic that is characterized by powerful and dangerous surges and unpredictable effects. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard.
Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from Wild Magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution.
Every time a Wild Mage casts a spell there is a 5% chance that the spell explodes in a Wild Surge. A Wild Surge does some completely random magical effect. A roll is made on the Wild Surge Chart; higher rolls are usually better than the lower rolls. A Wild Mage's casting level also varies slightly whenever he casts a spell - anywhere between five levels lower and five levels higher than the Wild Mage's true level. There are also three brand new spells available to the Wild Mage and ONLY the Wild Mage. These spells are Chaos Shield, Nahal's Reckless Dweomer and Improved Chaos Shield.
The Wild Mage uses the same XP Progression and Spell Progression tables as the Mage. The Wild Mage can draw from a high level ability pool which gives the Wild Mage some extra spells.
Mage
Mages have powerful spells and when unspecialized, can cast them from any school. Mages can simultaneously memorize the number of spells per day as outlined in the progression table. The prime requisite for mages is intelligence with the minimum being 9. In ToB, the Mage can draw from a high level ability pool which gives the Mage some extra spells.
Sorcerer
Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the sorcerer's magic is intuitive rather than logical. They know fewer spells than wizards, and acquire spells more slowly, by they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way wizards to. other than these differences, a sorcerer is very similar to the wizard. Note: A sorcerer does not learn spells from scrolls. He chooses new spells with each level. A sorcerer's prime requisite is intelligence and they use the mage avatar. A sorcerer's spell progression can be found here. In ToB, the Sorcerer can draw from a high level ability pool which gives the Sorcerer some extra spells.
Specialist Mages
Specialist mages have become narrowly trained in a specific field of magic. Specialists receive one additional spell per spell level (does not have to be from their school) than unspecialized mages do in the progression table. Because of their specialization, these mages receive a +15% chance to learn spells from their school but suffer a -15% penalty when learning spells outside their specialty. When saving against spells within his chosen school, the specialist receives a +1 to saving throws. Similarily, the specialist's enemies suffer a -1 penalty when saving against spells cast by the specialist within his field. Specialists are unable to cast spells from the opposing school. Mages must be single-classed or dual-classed to specialize with the exception of gnomes. Gnomes can only be illusionists so are permitted to multiclass. A specialist must have a 9 intelligence in addition to the School-specific minimum ability from the table below. The prime requesites for specialty mages are intelligence and their School's ability. In ToB, the Specialist Mage can draw from a high level ability pool which gives the Specialist Mage some extra spells.
Okay well i am wondering if any one want's to help me with this map i have put almost all of the info in this post (Took a long time)
The Game in Not gunna be 100% Like the Real Baldur's Gate
Okay this is the game so far:
1: Pick your Race/Class
2: You start out in old Athens (Unlike The Real Game)
3: Then you make your way to the nearest city for quests and stuff
1: Pick your Race/Class
2: You start out in old Athens (Unlike The Real Game)
3: Then you make your way to the nearest city for quests and stuff
YOU CAN DOWN LOAD THE MAP NOW!!!
i am thinking of making it so instead of being a Bhaal spawn may be you hunt them instead.
Percent of the map Complete
Triggers ||||||||||
Terrain ||||||||||
Units ||||||||||
Spells ||||||||||
Items ||||||||||
Overall ||||||||||
if you help +Rep
-Update - Max level is now 50 on the map
-Update - Added a multiboard that show's all the players stats.(I need help making the multiboard for each player)
-Update - Starting some terrain.
-Update - Ability's
-Update - Races
-Update - Added a multiboard that show's all the players stats.(I need help making the multiboard for each player)
-Update - Starting some terrain.
-Update - Ability's
-Update - Races
i need as many people as i can get.
------------------
Leader:
sF.ThisIsGay
------------------
Triggers:
sF.ThisIsGay
Nanoha-
xXMephistoXx
Jackle
------------------
System:
sF.ThisIsGay
(Alot of Others from Hive)
------------------
Object Editors:
sF.ThisIsGay
------------------
Landscape:
Nanoha-
Jackle
------------------
Beta Testers:
3/10
------------------
PRIESTS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.
The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.
The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.
The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.
The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
ABILITY'S
Strength
Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.
Intelligence
Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Wisdom
Willpower
Dexterity
Dexterity encompasses several physical attributes including agility, reflexes. Dexterity affects a character’s ability to dodge an enemy’s blows.
Consitution
Hit Points
Charisma
-Update - Reputation the more Charisma you have the better people like you.
Strength
Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.
Intelligence
Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Wisdom
Willpower
Dexterity
Dexterity encompasses several physical attributes including agility, reflexes. Dexterity affects a character’s ability to dodge an enemy’s blows.
Consitution
Hit Points
Charisma
-Update - Reputation the more Charisma you have the better people like you.
Classes
Druids are priests of nature and guardians of the wilderness. Druids can only be of True Neutral alignment. Available to the druid are natural armors like leather armor and wooden shields, and a few weapons that are not necessarily blunt, including the scimitar. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere. Druids cannot Turn Undead. Beginning at 7th level, druids gain the ability to shapechange into animals present in Baldur's Gate (excluding birds). The minimum abilities to become a druid are 12 wisdom and 15 charisma. Wisdom and charisma are prime requisites for druids. Skills from AD&D that are not implimented in BG: Pass Without a Trace, Identify Plants and Animals, knowledge of woodland creature languages (there are no languages in BG) and immunity to woodland creature charm spells. In ToB, the Druid can draw from a high level ability pool which gives the Druid some extra spells.
Kits
* Shapeshifter
This druid is not called shapeshifter because he has access to a great variety of forms, rather because of his complete dedication to a single alternate form. This druid has willingly allowed himself to become infected with lycanthropy, but due to intense study and training he has the ability to control his affliction. The creature he becomes is that of the werewolf, the most famous of the lycanthrope shape changers.
Advantages:
o May shapeshift into the form of a werewolf once per day for every 2 levels (starts at 1st level with one use).
o At 13th level, gains the ability to change into a greater werewolf once per day.
Disadvantages:
o No other shapeshifting abilities due to the effort required maintaining balance in his primary forms.
o Cannot wear any armor.
* Totemic Druid
This druid closely identifies with a particular animal, an animal that he feels represents his spirit. This grants him a special connection to the animal kingdom, and he is able to call upon their spirits to aid him.
Advantages:
o May summon a special 'spirit' animal once per day per 5 levels of experience. Spirit animal is randomly selected from 'Spirit Bear', 'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.
Disadvantages:
o Cannot shapeshift.
* Avenger
A member of a special sect within the Druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not; additional abilities that have been earned through extensive rituals, a process that is very physically draining.
Advantages:
o May shapechange into normal forms, as well as those of sword spider, baby wyvern and fire salamander.
o 6 mage spells are added to his repertoire, all the way up to 6th level. These are listed below:
+ 1st: Chromatic Orb
+ 2nd: Web
+ 3rd: Lightning Bolt
+ 4th: Improved Invisibility
+ 5th: Chaos
+ 6th: Chain Lightning
Disadvantages:
o May not wear better than leather armor.
o On character creation, he receives a -2 to strength and constitution.
Cleric
Clerics have spells bestowed on them by their deity and can fight wearing armor and use crushing (no edged or pointed) weapons. Clerics can cast all priest spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to Elemental spells of 3rd or lower level. Clerics also have the ability to Turn Undead. The prime requisite for clerics is wisdom with a minimum score of 9 being the only requirement to become a cleric. Priests of specific mythoi are not currently implimented in BG. In ToB, the Cleric can draw from a high level ability pool which gives the cleric some extra spells.
Kits
The character can't become a specialty priest until completing a specific quest in the game.
* Priest of Talos
Talos is the evil god of storms, destruction and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.
Advantages:
o May cast Lightning Bolt once per day per 5 levels of the caster (starts at 1st level with one use).
o May cast Storm Shield once per day per 10 levels of the caster (starts at 1st level with one use). This spell lasts 6 seconds per level of the caster. It protects the caster from lightning, fire, cold and normal missiles.
Disadvantages:
o None
* Priest of Lathander
Lathander is the good god of renewal, creativity and youth, and is celebrated nearly everywhere. His followers are very popular throughout the Realms, and there are numerous wealthy temples devoted to him.
Advantages:
o May cast Hold Undead once per day for every 5 levels of the caster (starts at 1st level with one use).
o May cast Boon of Lathander once per day per 10 levels of the caster (starts at 1st level with one use). This spell lasts for 6 seconds per level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It also protects the recipient from level drain.
Disadvantages:
o None.
* Priest of Helm
Followers of the neutral God of Watchers and Protectors are warriors in their own right and are often seen as defenders of the innocent.
Advantages:
o May cast True Sight once per day per 5 levels (starts at 1st level with one use).
o May cast Seeking Sword once per day per 10 levels (starts at 1st level with on use). This spell creates a sword in the player's hand (that cannot be dropped or unequipped). The sword is +4 for purposes of determining what it can hit (but this bonus does not apply to damage), and it deals out 2-8 damage to any target it hits. The weapon sets the number of attacks of the cleric to 3. It lasts for 1 round per level of the caster. When equipped, the wielder cannot cast further spells.
Disadvantages:
o None.
Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best known feat is their ability to stun an opponent with an unarmed blow. The monk has a unique avatar.
Advantages:
* The monk can make one unarmed attack per round; he gains one additional attack every 3 levels.
* As the monk increases in levels, the damage his fists inflict does as well:
o Level 1-2: 1-6
o Level 3-5: 1-8
o Level 6-8: 1-10
o Level 9-14: 1-12
o Level 15+: 1-20
* A monk's natural armor class gets better as he goes up in levels. His armor class starts off at 9, and then decreases by 1 for every 2 levels.
* Stunning blow, once per day for every 4 levels. All attacks in the next 6 seconds force the victim to save or be stunned. Note: This special ability automatically modifies a monk's normal attack, no targeting needs to be done.
* Monks have the Deflect Missiles ability. This gives them a -1 to their AC vs missiles for every 3 levels.
* The monk gains a +2 to save vs. spells.
* A monk starts off moving at +2 move, then +1 move every 5 levels.
* 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
* 7th level: Lay on Hands to heal 2 hit points per level.
* 8th level: -1 to speed factor.
* 9th level: +1 to all saves. Immune to charm. The monk's fist is considered a +1 weapon (+2 at 12th, +3 at 15th).
* 11th level: Immune to poison.
* 12th level: Another -1 to speed factor.
* 13th level: Quivering Palm spell once per day. This spell gives them one hand attack. If they hit an opponent, the opponent must save or die.
* 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th level).
* 20th level: Immune to non-magical weapons.
Disadvantages:
* The monk cannot wear armor.
* A monk can only uses weapons available to the thief class (except two-handed).
Druids are priests of nature and guardians of the wilderness. Druids can only be of True Neutral alignment. Available to the druid are natural armors like leather armor and wooden shields, and a few weapons that are not necessarily blunt, including the scimitar. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere. Druids cannot Turn Undead. Beginning at 7th level, druids gain the ability to shapechange into animals present in Baldur's Gate (excluding birds). The minimum abilities to become a druid are 12 wisdom and 15 charisma. Wisdom and charisma are prime requisites for druids. Skills from AD&D that are not implimented in BG: Pass Without a Trace, Identify Plants and Animals, knowledge of woodland creature languages (there are no languages in BG) and immunity to woodland creature charm spells. In ToB, the Druid can draw from a high level ability pool which gives the Druid some extra spells.
Kits
* Shapeshifter
This druid is not called shapeshifter because he has access to a great variety of forms, rather because of his complete dedication to a single alternate form. This druid has willingly allowed himself to become infected with lycanthropy, but due to intense study and training he has the ability to control his affliction. The creature he becomes is that of the werewolf, the most famous of the lycanthrope shape changers.
Advantages:
o May shapeshift into the form of a werewolf once per day for every 2 levels (starts at 1st level with one use).
o At 13th level, gains the ability to change into a greater werewolf once per day.
Disadvantages:
o No other shapeshifting abilities due to the effort required maintaining balance in his primary forms.
o Cannot wear any armor.
* Totemic Druid
This druid closely identifies with a particular animal, an animal that he feels represents his spirit. This grants him a special connection to the animal kingdom, and he is able to call upon their spirits to aid him.
Advantages:
o May summon a special 'spirit' animal once per day per 5 levels of experience. Spirit animal is randomly selected from 'Spirit Bear', 'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.
Disadvantages:
o Cannot shapeshift.
* Avenger
A member of a special sect within the Druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not; additional abilities that have been earned through extensive rituals, a process that is very physically draining.
Advantages:
o May shapechange into normal forms, as well as those of sword spider, baby wyvern and fire salamander.
o 6 mage spells are added to his repertoire, all the way up to 6th level. These are listed below:
+ 1st: Chromatic Orb
+ 2nd: Web
+ 3rd: Lightning Bolt
+ 4th: Improved Invisibility
+ 5th: Chaos
+ 6th: Chain Lightning
Disadvantages:
o May not wear better than leather armor.
o On character creation, he receives a -2 to strength and constitution.
Cleric
Clerics have spells bestowed on them by their deity and can fight wearing armor and use crushing (no edged or pointed) weapons. Clerics can cast all priest spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to Elemental spells of 3rd or lower level. Clerics also have the ability to Turn Undead. The prime requisite for clerics is wisdom with a minimum score of 9 being the only requirement to become a cleric. Priests of specific mythoi are not currently implimented in BG. In ToB, the Cleric can draw from a high level ability pool which gives the cleric some extra spells.
Kits
The character can't become a specialty priest until completing a specific quest in the game.
* Priest of Talos
Talos is the evil god of storms, destruction and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land.
Advantages:
o May cast Lightning Bolt once per day per 5 levels of the caster (starts at 1st level with one use).
o May cast Storm Shield once per day per 10 levels of the caster (starts at 1st level with one use). This spell lasts 6 seconds per level of the caster. It protects the caster from lightning, fire, cold and normal missiles.
Disadvantages:
o None
* Priest of Lathander
Lathander is the good god of renewal, creativity and youth, and is celebrated nearly everywhere. His followers are very popular throughout the Realms, and there are numerous wealthy temples devoted to him.
Advantages:
o May cast Hold Undead once per day for every 5 levels of the caster (starts at 1st level with one use).
o May cast Boon of Lathander once per day per 10 levels of the caster (starts at 1st level with one use). This spell lasts for 6 seconds per level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It also protects the recipient from level drain.
Disadvantages:
o None.
* Priest of Helm
Followers of the neutral God of Watchers and Protectors are warriors in their own right and are often seen as defenders of the innocent.
Advantages:
o May cast True Sight once per day per 5 levels (starts at 1st level with one use).
o May cast Seeking Sword once per day per 10 levels (starts at 1st level with on use). This spell creates a sword in the player's hand (that cannot be dropped or unequipped). The sword is +4 for purposes of determining what it can hit (but this bonus does not apply to damage), and it deals out 2-8 damage to any target it hits. The weapon sets the number of attacks of the cleric to 3. It lasts for 1 round per level of the caster. When equipped, the wielder cannot cast further spells.
Disadvantages:
o None.
Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best known feat is their ability to stun an opponent with an unarmed blow. The monk has a unique avatar.
Advantages:
* The monk can make one unarmed attack per round; he gains one additional attack every 3 levels.
* As the monk increases in levels, the damage his fists inflict does as well:
o Level 1-2: 1-6
o Level 3-5: 1-8
o Level 6-8: 1-10
o Level 9-14: 1-12
o Level 15+: 1-20
* A monk's natural armor class gets better as he goes up in levels. His armor class starts off at 9, and then decreases by 1 for every 2 levels.
* Stunning blow, once per day for every 4 levels. All attacks in the next 6 seconds force the victim to save or be stunned. Note: This special ability automatically modifies a monk's normal attack, no targeting needs to be done.
* Monks have the Deflect Missiles ability. This gives them a -1 to their AC vs missiles for every 3 levels.
* The monk gains a +2 to save vs. spells.
* A monk starts off moving at +2 move, then +1 move every 5 levels.
* 5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
* 7th level: Lay on Hands to heal 2 hit points per level.
* 8th level: -1 to speed factor.
* 9th level: +1 to all saves. Immune to charm. The monk's fist is considered a +1 weapon (+2 at 12th, +3 at 15th).
* 11th level: Immune to poison.
* 12th level: Another -1 to speed factor.
* 13th level: Quivering Palm spell once per day. This spell gives them one hand attack. If they hit an opponent, the opponent must save or die.
* 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th level).
* 20th level: Immune to non-magical weapons.
Disadvantages:
* The monk cannot wear armor.
* A monk can only uses weapons available to the thief class (except two-handed).
Barbarian
A barbarian can be an excellent warrior. While not as disciplined or as skilled as a normal fighter, the barbarian can willingly throw himself into a berserker rage, becoming a tougher and stronger opponent. The barbarian uses the fighter avatar. In ToB, the Barbarian can draw from a high level ability pool which gives the Barbarian some extra abilities.
Advantages:
* They move at 2 points faster than the usual character.
* Barbarians are immune to backstab.
* Can Rage once per day for every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage also gives immunity to all charm, hold, fear, maze, confusion and level-drain spells.
* At 11th level, the barbarian gains 10% resistance to slashing, piercing, crushing and missile damage. He gains +5% to this every 4 levels thereafter.
* The barbarian rolls d12 for hit points instead of a fighter's d10.
Disadvantages:
* A barbarian cannot wear full plate or plate mail.
* A barbarian cannot specialize past normal specialization.
Fighter
Fighters are masters of weapons. They are the only class that can achieve the highest levels of weapon specialization: Mastery, High Mastery and Grandmastery. The prime requisite for fighters is strength. The only requirement for becoming a fighter is a strength of at least 9. In ToB, the Fighter can draw from a high level ability pool which gives the Fighter some extra abilities.
Kits
* Berserker
This is a warrior who is in tune with his animalistic side and, during combat, can achieve an ecstatic state of mind that will enable him to fight longer, harder and more savagely than any human has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled with they see the savage and inhuman elements of the berserker's personality. This class is common amongst dwarves, know to them as "battleragers."
Advantages:
o May use Enrage ability once per day per 4 levels. While enraged: +2 to hit, +2 damage, -2 AC. The berserker at this time is immune to charm, hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit points while enraged. These hit points are temporary, and are taken away at the end of his berserk spree, possibly killing the berserker.
Disadvantages:
o Becomes winded after berserking. While he's winded, he receives -2 to hit, -2 to damage and a +2 penalty to AC.
o Cannot specialize in ranged weapons.
* Wizardslayer
This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.
Advantages:
o For each successful hit on an opponent, 10% cumulative spell failure penalty is applied.
o 1% magic resistance per level.
Disadvantages:
o May not use any magic items except for weapons and armor.
* Kensai
This class is also known as the Sword Saint, and consists of a warrior who has been specially trained to be one with his sword. They are deadly and fast and trained to fight without encumbrance.
Advantages:
o +1 to hit and +1 damage for every three levels.
o -2 bonus to AC.
o -1 bonus to speed factor for every 4 levels.
o May use Kai ability one time per day for every 4 levels (starts at 1st level with one use). This ability lasts 10 seconds and makes all the attacks do maximum damage.
Disadvantages:
o May not use missile weapons.
o May not wear armor.
o May not wear gauntlets or bracers.
Paladin
Paladins are noble, holy warriors. Paladins can become Specialized in specific weapons. They can Detect Evil and are surrounded by a Protection from Evil aura (the number of times per day for each special ability depends on the character's level). Their hardiness gives them +2 bonuses to saving throws against poison and spells. Once per day, paladins can lay hands on an individual, curing 2 hit points per level of the paladin. They can also Turn Undead as a cleric two levels below their level as a paladin. At 9th level, paladins gain the ability to cast clerical spells. Paladins must be humans of Lawful Good alignment and have ability scores of at least 9 in constitution, 12 in strength, 13 in wisdom, and 17 in charisma. The prime requisites for paladins are strength and charisma. Should the paladin perform evil deeds, they will lose their status and become fighters known as fallen paladins. Skills from AD&D that are not implimented in BG: resistance to disease (there is no disease in the game), Cure Disease, possession of a faithful war horse, and the necessity of giving away wealth and most possessions. In ToB, the Paladin can draw from a high level ability pool which gives the Paladin some extra abilities.
Kits
* Cavalier
This class represents the most common picture of the knight: the gentleman warrior who epitomizes honor, courage, and loyalty. He is specialized in battling 'classical' evil monsters such as demons and dragons.
Advantages:
o Bonus +3 to hit and +3 damage against all demonic and draconic creatures.
o May cast Remove Fear 1 time per day per level.
o Immune to fear and morale failure.
o Immune to poison.
o 20% resistance to fire.
o 20% resistance to acid.
Disadvantages:
o May not use missile weapons.
* Inquisitor
The inquisitor has dedicated his life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and his god has provided him with special abilities towards that end.
Advantages:
o May use Dispel Magic ability once per day per 4 levels (starts at 1st level with one use). The ability is used at a speed factor of 1 and acts at twice his actual level.
o May cast True Sight once per day per 4 levels (starts at 1st level with one use).
o Immune to Hold and Charm spells.
Disadvantages:
o May not use Lay on Hands ability.
o May not cast priest spells.
o May not turn undead.
o May not use Cure Disease ability.
* Undead Slayer
This holy avenger has honed his abilities towards the destruction of the undead and other unnatural creatures, and is immune to many of their more devastating abilities.
Advantages:
o +3 to hit and +3 damage vs. undead.
o Immune to hold.
o Immune to level drain.
Disadvantages:
o May not use Lay on Hands ability.
Ranger
Rangers are skilled woodsmen and hunters. Although able to use any armor, they must wear studded leather or lighter armor when trying to moving silently in the shadows and underbrush. In BG, this skill is called Stealth and can be used in any setting, including cities. Because of their empathy with animals, ranger's can cast Charm Animal as a special ability (number of times per day depends on ranger's level). rangers can become Specialized in specific weapons. From 8th to 16th level, rangers gain the ability to cast some priest spells. These woodsman have a hated enemy, normally some type of humanoid creature. The ranger gains a +4 bonus to hit these creatures in combat but suffers a -4 penalty to encounter reaction rolls due to this hatred. Rangers must be of good alignment and have ability scores of at least 13 in strength and dexterity and at least 14 in wisdom and constitution. The prime requisites for rangers are strength, dexterity and wisdom. Should ranger's perform evil acts, they will become fighters known as fallen rangers that have lost all their special abilities. Skills from AD&D that are not implemented in BG: Tracking, two-weapon fighting, and damage bonuses against giant creatures. In ToB, the Ranger can draw from a high level ability pool which gives the Ranger some extra abilities.
Kits
* Archer
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, not matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.
Advantages:
o +1 to hit and +1 to damage with any missile weapon for every 3 levels of experience.
o Every 4 levels he gains the ability to make a called shot once per day. When he activates this ability, any shot made within the next 10 seconds is augmented in the following manner (according to the level of the archer):
+ 4th level: -1 to THACO of target
+ 8th level: -1 to save vs magic of target
+ 12th: -1 to strength of target
+ 16th: +2 bonus to damage
Disadvantages:
o An archer can only become proficient in melee weapons; he may never specialize.
o An archer cannot wear any metal armor.
* Beastmaster
This ranger is a wanderer, and is not comfortable in civilized lands. He maintains a natural affinity for animals; they are his friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them.
Advantages:
o +15% to stealth ability
o Enhanced spell ability with regard to the following spells:
+ May cast the 4th level druid spell Animal Summoning I at 8th level.
+ May cast Animal Summoning II at 10th level.
+ May cast Animal Summoning III at 12th level.
Disadvantages:
o Cannot use metal weapons (such as swords, halberds, hammers or morning stars).
* Stalker
Stalkers serve as covert intelligence gatherers, confortable in both wilderness and urban settings. They are the spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents.
Advantages:
o +20% to stealth ability
o May backstab for a lesser amount than the thief class (level 1-8: x1, level 9-16: x2, level 17+: x3)
o Has access to three mage spells at 12th level. They are Haste, Protection from Normal Missiles and Minor Spell Deflection.
Disadvantages:
o May not wear armor greater than studded leather.
Bards
Bards are the jack-of-all trades and the masters of none. Bards can fight with any weapon and wear any armor up to and including chainmail, but cannot use a shield. Bards can cast wizard spells, although their spell progression is slower. Like wizards, they cannot wear armor when casting spells. All bards are proficient musicians and there are numerous magical instruments in the game. By singing, bards can grant a +1 bonus to attack rolls, a +1 bonus to saving throw rolls and a +2 bonus to morale. bards are able to Pick Pockets like thieves. Due to their studies and travels, bards also have exceptional Lore ability, allowing them to identify magic items much better than other classes. The alignment of the bard must be at least partially Neutral. The minimum abilities for becoming a bard are dexterity 12, intelligence 13 and charisma 15. The prime requisites of the bard are dexterity and charisma. Skills from AD&D that are not implimented in BG: Detect Noise, Climb Walls, Read Languages, Remove Traps and using a musical instrument. In ToB, the Bard can draw from a high level ability pool which gives the Bard some extra abilities.
Kits
* Blade
The blade is an expert fighter and adventurer, whose bardic acting abilities make him appear more intimidating and fearsome. His fighting style is flashy and entertaining, but is also quite deadly.
Advantages:
o May use Offensive Spin and Defensive Spin abilities once per day per 4 levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2 to damage, and an extra attack. As well, all of his attacks do maximum damage for the duration. Defensive Spin lasts 24 seconds, roots him to the spot, but gives -1 AC per level of experience. This armor class bonus does not go over -10.
o May place three slots into two-weapon fighting style.
Disadvantages:
o Only has one-half normal Lore value.
o Only has one-half Pick Pockets percentage.
o Bard Song does not become better with levels.
* Jester
This bard is well versed in the arts of ridicule and hilarity, and uses his abilities to distract and confuse his enemies, cavorting madly during combat.
Advantages:
o Jester's song does not help allies. Instead, it affects every opponent within 30 feet, and they must save vs. magic at +4 once per round or be confused.
Disadvantages:
o None
* Skald
This Nordic bard is also a warrior of great strength, skill and virtue. His songs are inspiring sagas of battle and valor, and the skald devotes his life to those pursuits.
Advantages:
o +1 to hit and +1 damage with all weapons.
o The skald's song is different from the typical bard and varies with level:
+ 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
+ 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to fear.
+ 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity to fear, stun and confusion.
Disadvantages:
o Pick Pockets ability one-quarter normal.
Thief
Thieves are masters of stealth. They can wear any armor up to elven chainmail although wearing more than leather armor penalizes the thief's special abilities. A thief's weapon choices are limited but include swords, bows and daggers. Should a thief sneak up behind a humanoid victim, they can do extra damage by backstabbing. Thieves have the following special abilities: Open Locks, Find/Remove Traps, Pick Pockets, Move Silently, Hide in Shadows, Set Traps and Detect Illusions (works by 'dispelling' illusionary creatures and spells such as Mislead and other illusions). The base scores for these abilities are determined by the thief's race and dexterity, and the player can then distriute 60 initial percentage points followed by 20 points for each level thereafter. At 10th level, thieves' gain the limited ability to use clerical and magical scrolls. Thieves' cannot be of Lawful Good alignment. The prime requisite for thieves is dexterity, with a 9 dexterity being the minimum requirement. Skills from AD&D that are not implimented in BG: Hear Noise, Climb Walls, Thieves' Cant and Read Languages (there are no languages in BG).
You can only steal unequipped items from victims because they can now as un-pickable, thus you can't take their armor or the weapons in their hand. Most NPCs in the game will have items to steal. Traps can now be set to affect party members, non-party members or both. The Set Traps skill works like a spell.
In ToB, the Thief can draw from a high level ability pool which gives the thief some extra abilities.
Kits
* Assassin
This is a killer trained in discrete and efficient murder, relying on anonymity and surprise to perform his task. Assassins must be of Evil or Chaotic Neutral alignment.
Advantages:
o May coat his weapon in poison once per day per 4 levels. The next hit with that weapon will inject the poison into the target, dealing out 6 damage every 6 seconds for 30 seconds. A saving throw vs. poison limits damage to 6 total. At 10th level, the poison acts twice as fast (but deals out the same damage). At 15th level, the poison acts three times as fast, does more damage and can also slow the opponent.
o Bonus +1 to hit and +1 damage.
o Unlike the thief, the assassin continues to advance in his backstab abilities past 13th level. At 16th level the assassin gains a 6x modifier and at 20th level he gains a 7x modifier.
Disadvantages:
o Only 15% per level to distribute on abilities.
* Swashbuckler
This rogue is part acrobat, part swordsman, and part wit: the epitome of charm and grace. [Abilities updated based on D. Gaider's comments]
Advantages:
o Bonus +1 to AC.
o Another +1 to AC for every 5 levels.
o +1 to hit and damage every 5 levels.
o May specialize in any weapon that a thief can use
o May place three stars in two-weapon fighting style proficiency
Disadvantages:
o No backstab multiplier.
* Bounty Hunter
This is a hunter of men, skilled in tracking quarry and bringing them back alive--whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average thief.
Advantages:
o +15% to trap setting.
o He can lay special traps (other than the ones that all thieves receive). The traps are more powerful than the typical thief trap, and the effect varies according to the level. The effects are listed below:
+ 1st: The trap deals out damage and slows the target (if save is failed).
+ 11th: The trap holds the target if a save is failed.
+ 16th: The trap erects an Otiluke's Resilient Sphere around the target (if a save is failed).
+ 21st: The trap Mazes the target.
Disadvantages:
o Gets only 20% to distribute between thief abilities each level.
Wild Mage
A new class is available to the player in character creation. This class is the Wild Mage.
Wild magic is a new type of magic that is characterized by powerful and dangerous surges and unpredictable effects. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard.
Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from Wild Magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution.
Every time a Wild Mage casts a spell there is a 5% chance that the spell explodes in a Wild Surge. A Wild Surge does some completely random magical effect. A roll is made on the Wild Surge Chart; higher rolls are usually better than the lower rolls. A Wild Mage's casting level also varies slightly whenever he casts a spell - anywhere between five levels lower and five levels higher than the Wild Mage's true level. There are also three brand new spells available to the Wild Mage and ONLY the Wild Mage. These spells are Chaos Shield, Nahal's Reckless Dweomer and Improved Chaos Shield.
The Wild Mage uses the same XP Progression and Spell Progression tables as the Mage. The Wild Mage can draw from a high level ability pool which gives the Wild Mage some extra spells.
Mage
Mages have powerful spells and when unspecialized, can cast them from any school. Mages can simultaneously memorize the number of spells per day as outlined in the progression table. The prime requisite for mages is intelligence with the minimum being 9. In ToB, the Mage can draw from a high level ability pool which gives the Mage some extra spells.
Sorcerer
Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the sorcerer's magic is intuitive rather than logical. They know fewer spells than wizards, and acquire spells more slowly, by they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way wizards to. other than these differences, a sorcerer is very similar to the wizard. Note: A sorcerer does not learn spells from scrolls. He chooses new spells with each level. A sorcerer's prime requisite is intelligence and they use the mage avatar. A sorcerer's spell progression can be found here. In ToB, the Sorcerer can draw from a high level ability pool which gives the Sorcerer some extra spells.
Specialist Mages
Specialist mages have become narrowly trained in a specific field of magic. Specialists receive one additional spell per spell level (does not have to be from their school) than unspecialized mages do in the progression table. Because of their specialization, these mages receive a +15% chance to learn spells from their school but suffer a -15% penalty when learning spells outside their specialty. When saving against spells within his chosen school, the specialist receives a +1 to saving throws. Similarily, the specialist's enemies suffer a -1 penalty when saving against spells cast by the specialist within his field. Specialists are unable to cast spells from the opposing school. Mages must be single-classed or dual-classed to specialize with the exception of gnomes. Gnomes can only be illusionists so are permitted to multiclass. A specialist must have a 9 intelligence in addition to the School-specific minimum ability from the table below. The prime requesites for specialty mages are intelligence and their School's ability. In ToB, the Specialist Mage can draw from a high level ability pool which gives the Specialist Mage some extra spells.
Specialties
Specialist Race Minimum Ability
Abjurer Human 15 Wisdom
Conjurer Human, Half-Elf 15 Constitution
Diviner Any 16 Wisdom
Enchanter Human, Half-Elf, Elf 16 Charisma
Illusionist Human, Gnome 16 Dexterity
Invoker Human 16 Constitution
Necromancer Human 16 Wisdom
Transmuter Human, Half-Elf 15 Dexterity
Specialties
School Descriptions
You can goto schools to learn spells
Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.
Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.
Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.
Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.
Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.
Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.
Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.
Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
Races
You can goto schools to learn spells
Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.
Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.
Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.
Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.
Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.
Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.
Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.
Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
Races
Race is the character’s species: human, elf, dwarf, gnome, half-elf or halfling are the most common choices. For Baldur's Gate II, the half-orc has also been introduced. A character's race will affect their ability scores upon creation and will limit the choice of the character’s class.
Dwarf
Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall and have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for about 350 years. They are a cunning race of sturdy workers and craftsmen, especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Infravision allows dwarves to see heat emanations from objects up to 60' in the dark.
Elf
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live as long as 1200 years. They are nearly immune to Sleep and Charm spells and are adept at finding hidden objects. During combat, elves receive +1 bonuses when attacking with swords and bows. Elves also have infravision which allows them to see up to 60' in darkness. In AD&D, they cannot be raised from the dead, however, in BG they can be.
Gnome
Gnomes are shorter and slimmer than their dwarven cousins, but have significantly larger noses. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years. They are especially resistant to magic, and have a natural affinity to the magic school of Illusion. During combat, gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures.
Half-Elf
Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of both races. They mingle freely with either race, being only slightly taller than the average elf (5' 6" on average) and weighing about 150 pounds. They typically live about 160 years. While they do not have all the abilities of the elf, they are still somewhat resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves also have infravision up to 60' from their elven parent. Of all the demi-human races, half-elves have the greatest range of choices in character class.
Halfling
Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. Their prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years. Halflings gain a +1 bonus to their attack rolls when using thrown weapons or slings. Depending on lineage, certain halflings have infravision, and all are especially resistant to magic and poison.
Half-Orc
Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs have infravision.
Human
Humans are the most common player race in the Forgotten Realms. They suffer no level racial limitations or ability modifiers. They can be any class including all eight specialist mages or dual-classed.
Racial Ability Adjustments
Ability scores are modified based on the character's race as described below. It is possible to achieve a 19 in an ability by addition of these bonuses.
Dwarf
Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall and have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for about 350 years. They are a cunning race of sturdy workers and craftsmen, especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Infravision allows dwarves to see heat emanations from objects up to 60' in the dark.
Elf
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live as long as 1200 years. They are nearly immune to Sleep and Charm spells and are adept at finding hidden objects. During combat, elves receive +1 bonuses when attacking with swords and bows. Elves also have infravision which allows them to see up to 60' in darkness. In AD&D, they cannot be raised from the dead, however, in BG they can be.
Gnome
Gnomes are shorter and slimmer than their dwarven cousins, but have significantly larger noses. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years. They are especially resistant to magic, and have a natural affinity to the magic school of Illusion. During combat, gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures.
Half-Elf
Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of both races. They mingle freely with either race, being only slightly taller than the average elf (5' 6" on average) and weighing about 150 pounds. They typically live about 160 years. While they do not have all the abilities of the elf, they are still somewhat resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves also have infravision up to 60' from their elven parent. Of all the demi-human races, half-elves have the greatest range of choices in character class.
Halfling
Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. Their prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years. Halflings gain a +1 bonus to their attack rolls when using thrown weapons or slings. Depending on lineage, certain halflings have infravision, and all are especially resistant to magic and poison.
Half-Orc
Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs have infravision.
Human
Humans are the most common player race in the Forgotten Realms. They suffer no level racial limitations or ability modifiers. They can be any class including all eight specialist mages or dual-classed.
Racial Ability Adjustments
Ability scores are modified based on the character's race as described below. It is possible to achieve a 19 in an ability by addition of these bonuses.
Racial Ability Adjustments
Race Adjustment
Dwarf +1 Constitution, -1 Charisma
Elf +1 Dexterity, -1 Constitution
Gnome +1 Intelligence, -1 Wisdom
Halfling +1 Dexterity, -1 Strength
Half-Elf None
Half-Orc +1 Strength, +1 Constitution, -2 Charisma
Human None
Alignments
Alignment is a guide to a character’s basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general. The chosen alignment is a guide of how the character will handle moral dilemmas. Although alignment defines general attitudes, it certainly doesn’t prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Alignment is divided into two sets of attitudes. Order and Chaos, and Good and Evil. Combining the different variations in the sets, nine alignments are created.
Lawful Good
Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, Lawful Good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working farmer, a kindly and wise king, or a stern but forthright minister of justice are all examples of Lawful Good people.
Lawful Neutral
Order and organization are of paramount importance. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are examples of Lawful Neutral behavior.
Lawful Evil
These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, Lawful Evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits Lawful Evil characters, too bad. Lawful Evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, Lawful Evil characters are usually very careful about giving their word. Once given, they break their word only if their can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of Lawful Evil beings.
Neutral Good
These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a Neutral Good character.
True Neutral
True Neutral characters believe in the ultimate balance of forces, and they refuse to see actions as good or evil. Since the majority of people in the world make judgements, True Neutral characters are extremely rare. True Neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True Neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides, as the previous loser becomes the winner. A True Neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.
Neutral Evil
Neutral Evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, doing it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it is legal, questionable, or obviously illegal, they take advantage of it. Although Neutral Evil characters do not have the "every man for himself" attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of Neutral Evil characters.
Chaotic Good
Chaotic Good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push others around and tell them what to do". Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a Chaotic Good character.
Chaotic Neutral
Chaotic Neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic Neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent reason purposely gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward Chaotic Neutral behavior.
Chaotic Evil
These characters are the bane of all that is good and organized. Chaotic Evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever mean possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take whatever they want, and the weak are there to be exploited. When Chaotic Evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low intelligence are fine examples of Chaotic Evil personalities.
Alignment is a guide to a character’s basic moral and ethical attitudes toward others, society, good, evil, and the forces of the universe in general. The chosen alignment is a guide of how the character will handle moral dilemmas. Although alignment defines general attitudes, it certainly doesn’t prevent a character from changing his beliefs, acting irrationally, or behaving out of character. Alignment is divided into two sets of attitudes. Order and Chaos, and Good and Evil. Combining the different variations in the sets, nine alignments are created.
Lawful Good
Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, Lawful Good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hard-working farmer, a kindly and wise king, or a stern but forthright minister of justice are all examples of Lawful Good people.
Lawful Neutral
Order and organization are of paramount importance. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefits of organization and regimentation outweigh any moral questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are examples of Lawful Neutral behavior.
Lawful Evil
These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, Lawful Evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits Lawful Evil characters, too bad. Lawful Evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, Lawful Evil characters are usually very careful about giving their word. Once given, they break their word only if their can find a way to do it legally, within the laws of the society. An iron-fisted tyrant and a devious, greedy merchant are examples of Lawful Evil beings.
Neutral Good
These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of his king to destroy something he sees as evil is an example of a Neutral Good character.
True Neutral
True Neutral characters believe in the ultimate balance of forces, and they refuse to see actions as good or evil. Since the majority of people in the world make judgements, True Neutral characters are extremely rare. True Neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True Neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides, as the previous loser becomes the winner. A True Neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.
Neutral Evil
Neutral Evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others or, for that matter, doing it on their own. Their only interest is in getting ahead. If there is a quick and easy way to gain a profit, whether it is legal, questionable, or obviously illegal, they take advantage of it. Although Neutral Evil characters do not have the "every man for himself" attitude of chaotic characters, they have no qualms about betraying their friends and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of Neutral Evil characters.
Chaotic Good
Chaotic Good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who "try to push others around and tell them what to do". Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a Chaotic Good character.
Chaotic Neutral
Chaotic Neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principle, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic Neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent reason purposely gamble away everything they have on the roll of a single die. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward Chaotic Neutral behavior.
Chaotic Evil
These characters are the bane of all that is good and organized. Chaotic Evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever mean possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take whatever they want, and the weak are there to be exploited. When Chaotic Evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only by a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monsters of low intelligence are fine examples of Chaotic Evil personalities.
Story
Baldur's Gate II: Shadows of Amn has a large central, nonlinear plotline which is broken down into 7-8 chapters, with lots of subquests and small adventures thrown in for variety. The number of item recovery type quests have been greatly diminished and there will be more class- and alignment-specific quests. Completing quests will have greater consequences and recognition as well. The story unfolds thorough dialog which has been made much more complex. Although the amount of dialog has also increased, it is presented more concisely, increasing the speed and your ability to interject. In multiplayer, most dialog does not pause the game and require everyone to watch; only the most significant information will do so.
Plot
You are a product of the Time of Troubles, a cataclysmic period in the Forgotten Realms when the gods were made flesh and forced to walk the earth among their followers. One such deity foresaw both the event and his inevitable downfall because of it, and left a score of mortal progeny across the land, intended to fuel his rebirth. Your fate is intertwined with that of this god, this Bhaal, Lord of Murder.
In Baldur's Gate during the year 1368 DR (12 years after the Time of Troubles), the Sword Coast was destabilized when a strange plague caused a shortage of iron, the lifeblood of a medieval-esque society. You brought the area back from the brink of war, and thwarted the plans of that madman, Sarevok, that sought to build a rule with paranoia and death.
In Baldur's Gate II: Shadows of Amn, early the next year (1369 DR), you face an uncertain future, with a lineage that tempts the unscrupulous to use you and the ignorant to fear you. You will face a foe that views you as no more than chattel, that toys with you at every turn; a villain whose goals go beyond a quest for power, and who threatens to use a lost companion as a tool for destruction unparalleled. The choices to be made will not be easy, and you may have to align with the lesser of evils, when all evils cannot help but seem equal. In the end you will have mourned lost loves, celebrated new ones, and had adventures that profoundly shaped the Realms.
Baldur's Gate II: Shadows of Amn has a large central, nonlinear plotline which is broken down into 7-8 chapters, with lots of subquests and small adventures thrown in for variety. The number of item recovery type quests have been greatly diminished and there will be more class- and alignment-specific quests. Completing quests will have greater consequences and recognition as well. The story unfolds thorough dialog which has been made much more complex. Although the amount of dialog has also increased, it is presented more concisely, increasing the speed and your ability to interject. In multiplayer, most dialog does not pause the game and require everyone to watch; only the most significant information will do so.
Plot
You are a product of the Time of Troubles, a cataclysmic period in the Forgotten Realms when the gods were made flesh and forced to walk the earth among their followers. One such deity foresaw both the event and his inevitable downfall because of it, and left a score of mortal progeny across the land, intended to fuel his rebirth. Your fate is intertwined with that of this god, this Bhaal, Lord of Murder.
In Baldur's Gate during the year 1368 DR (12 years after the Time of Troubles), the Sword Coast was destabilized when a strange plague caused a shortage of iron, the lifeblood of a medieval-esque society. You brought the area back from the brink of war, and thwarted the plans of that madman, Sarevok, that sought to build a rule with paranoia and death.
In Baldur's Gate II: Shadows of Amn, early the next year (1369 DR), you face an uncertain future, with a lineage that tempts the unscrupulous to use you and the ignorant to fear you. You will face a foe that views you as no more than chattel, that toys with you at every turn; a villain whose goals go beyond a quest for power, and who threatens to use a lost companion as a tool for destruction unparalleled. The choices to be made will not be easy, and you may have to align with the lesser of evils, when all evils cannot help but seem equal. In the end you will have mourned lost loves, celebrated new ones, and had adventures that profoundly shaped the Realms.
Attachments
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