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Your character ideas!


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#1
Chebby

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Just a fun seed to plant, as it were...

The rules are simple:

A) Explain which class TYPES appealed to you and which ones didn't, whether immediately or through consideration. The types are Warriors, Rogues, Priests and Mages. This isn't necessary, but it's a good bit of player-insight. This is also where you'd give your view on multi/dual classing.

B) Race, attributes, gender, class, alignment, kit etc. Everything you decide on character creation. If relative to BG1, we assume everyone's using TuTu. Be sure to mention if you're going for the tomes in BG1/skill increases in SOA/TOB, if any.

C) Weapon skills, spells kept handy, ability uses and such. Here is where you'd describe how you'd distribute your proficiency points throughout the process of the game(s), where you'd describe which types of spells you deem necessary to pick/scribe, and the priority of thief skills. Also, be sure to give your views on your class abilities.

D) Equipment hunting; your basic standard of equipment (example: I'd have my Archer kit wear nothing and race to get some Ankheg plate mail). For instance, if you were an evil character and you had no guilt in taking out Drizzt :crying: for his scimitars, say so. Paladins will also likely aim for Carsomyr, or even stay with good shields.

Seeing as there is limited character-roleplaying, any information about how your character would act is not needed, but not disallowed. Feel free to provide some character-insight or background, deity choices and whatnot.

I hope this'll get a few replies; however I won't post anything right now, as I've already started the thread with a wall of text and don't wish to tire anybody. I will contribute my ideas if this gets a few interesting replies.

Oh, and try limiting it to one character per post, but feel free to post multiple character ideas. Have fun!

Modifié par Chebby, 11 août 2010 - 08:05 .


#2
Ed boy

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A) TYPE: I really like the concept of sneaking around and backstabbing people. However, I feel that, after the initial backstab, you need to be able to finish off the person with few problems. Finally, I feel that the sneaking around and things could be helped a great deal by the addition of magic (invisibility spells, minions to distract, wizard eye to scout ahead). Henct I like the F/M/T when I solo (the F/M/C too, but not quite as much).



B) RACE: I would like to play one of the shorter races, but their acceptable classes are too limited, so in practice I end up playing as a half-elf/elf. I normally play as a neutral character, but because so much of the plot is good/evil, and evil decisions often mean stupid ones, I wind up acting like a good character.



C) WEAPONS, SKILLS, ABILITIES I like the supporting type spells, more than the direct combat ones - for example, I will tend to fill my second level slots up with invisibility instead of melf's acid arrow. This allows me to distribute my thieving skils so they aren't spread as thinly. Weapon-wise, I either go for a shield+sling/longsword, or longbow/2Hsword, but in my next playthrough I plan to vary that.



D) EQUIPMENT: I never buy magic equipment if I know that I will be able to loot it off someone nearby. In fact, I normally hunt down good equipment that is available early (such as varscona from greywolf) before doing other plot stuff.

#3
Son of Imoen

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A) TYPE: My favourite hero-type is the Spellblade, as I call them: characters that can cast spells and engage in melee combat, preferably swordplay, as well. It's my idea of an epic fantasy-hero. class-wise, this boils down to either choosing a Fighter-Mage or a Blade and long hours I've spend pondering over the advantages of one or the other. I ended up creating a F-M for my first playthrough on an unmodded BG-1 install and a Blade on the first Tutu-playthrough. My Blade was the first character to actually finish the game and start the BG2 adventure. But I'll concentrate on the FIGHTER-MAGE for an easy start with this post, as it's the most straightforward Spellblade.

B) Alignment and Race: my favourite alignment is NG: I like doing in-game what I like doing IRL: being helpful, striving for a better world, no preference for law or chaos, anything that helps in creating a better world is good. The fun is, in RPG's it's so much easier to 'do good'. Real life is a lot more complicated: you can't stem the tide of consumption, CO2 output and habitat destruction by killing a bad guy or casting spells.

Race: either elf or half-elf. Elf because of the bow & sword bonus, or half-elf because they are bigger physically and befit the idea of a mighty hero more. I created a gnome fighter-illusionist in Icewind Dale, but gnomes look more like anti-heroes than heroes to me. Favorite gnome characters would be Finch, from the FinchNPC mod and a playful cleric-illusionist called Ohrlinka I rolled for another campaign and I like Quayle also. But this post is about the Fighter-Mage.

C1) WEAPONS and SKILLS: coolest weapons for a Spellblade hero in my opinion are longswords and longbows. But for practical reasons I tend to make different choices. As they are best deployed in the second line of advance (my 1st slot is usually a Paladin - Ajantis - and the second often a well-armoured Cleric - slings can be used with a shield equiped). So I choose a two-handed sword to attack past the frontline (wouldn't try it in a real-life medieval battle unless you hate the knight in front of you, but in Baldur's Gate, it's possible). Due to the 'arcane spellcasting in armour' -tweak shields gives you a 5% chance of spell-failure, so I don't use shields (though at the first levels I make use of this tweak by putting vulnerable bards and fighter-mages in chainmail, making them less vulnerable at the cost of the risk of failed spells).

Weapon of choice will eventually be Spiders Bane. As a missile weapon I usually have them use a longbow. I always give them 18+ STR, so as soon as I have the money I buy a composite bow to use untill I get my hands on the Longbow of Marksmanship. If I plan on taking Kivan however, the F/M gets the crossbow as missile weapon of choice. Points go to bow and 2H sword, a bit in 2H fighting and 1 pip in maces so I can switch to a crushing weapon when dealing with undead (using a morningstar and having the rebalanced weapon proficiencies tweak installed).

C2) ABILITIES: STR 18+, DEX 16+, CON 16+, WIS dumpstat, INT 17+ (I hate not having enough space in the spellbook for writing spells), CHA preferably 14 or more (I like him to be a nice person and inspiring to the party as well).

C3): SPELLS: varies in time and with the situation of course. Roughly sketched: at level 1 and 2 I have him (it's a man, so I can identify with him) walk around in armour, only taking it off for casting Find Familiar straightaway and Identify when necessary. Only from level 3 onwards does he get the Spellblade roll, casting the armour spell (1 slot), sleep (1 slot) and whatever useful 2nd level spell I came across (I buy from Thalanthyr only to supplement what I didn't find while adventuring. At mid-level the F/M starts getting useful instead of having to be protected by the real fighters a lot. Favorite spells: armour, shield, mirror image, blur and/or ghost armour for it's own protection.

For offense: magic missile and chromatic orb, web (and use his bow consequentially), fireball, haste, slow. I like my spellblade to be fearsome, so I don't follow the advice I read often on forums, to have the F/M cast preparation and protection spells. HE does the damage, the full-time mage's role is to use his greater amount of spell-slots for protective spells and hindering the enemy with Blindness, Ray of Enfeeblement, Greater Malison etc. When I have to deal with enemy casters, I spread around the counter-magic spells though (Detect Invisibility, Dispel Magic etc.) between my F/M, my cleric and my mage because any of them might get Confused, Held or otherwise disabled.

D) Equipment: he's the first to get Bracers when I find them, Ring of Protection or other AC-bonus items. By the time I have the money for the Robe of the Archmagi, as I gave him high DEX, he can stop casting armour each time it wears off, freeing spell slots for offensive spells and walking around without magic armour accept for the heavy fights when I opt for smaller duration but more effective spells. Untill it's time for Stoneskin, but by then the SwordCoast-campaign is almost over.

Modifié par Son of Imoen, 12 août 2010 - 04:02 .


#4
jaxsbudgie

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A) I mostly always play (played) some sort of thief/fighter combination. So Human fighter dualled to thief, or fighter/thief multiclass. I think if I were in the forgotten realms, this would probably what I am. I'm too much of a coward to fight up front, but I still like to hurt people bad, I'm a little bit too sneaky as well .. (gosh I sound like a nice guy).



B) I usually play Elf/Half-Elf/Human. Never anything else. I'm narcissistic, hell you have to be if you model full time. So I play the better looking races. I normally settle for Half Elf. I dislike power-gaming stats, But I'll usually end up with STR 16 DEX 18 CON 16 INT 12 WIS 14 CHA 8 or something around those lines. I can't stand playing unwise characters. I'll give myself the STR, DEX and sometimes the WIS tomes. I almost always play neutral characters, with a party of predominantly evil characters with a few neutral characters to boot. I rarely play good.



C) I like to dual-wield too, either daggers, short swords or long swords. I like having a short sword or dagger in my off hand for realism. I'll normally scout, I'm never a lock/traps thief. The meat shields can distract the enemy as I run around backstabbing and fleeing. Rinse repeat.



D) Equipment, some sort of leather, I like the Black Dragon Leather. I am rubbish with remembering names of items in the game, Blackrazor is good. I'll normally have items that boost my stealth, meaning I can put points into Traps and Detect Illusions (which is really under-rated).

#5
Chebby

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A) I've always thought that the Bhaalspawn should accelerate far beyond the standard NPCs in the game. Therefore from a plot perspective, all classes appealed, but from a gameplay standpoint I only preferred Warriors or Priests. Warriors due to the immunities they get (I suppose Ranger is excluded) and Priests simply due to the fact that the Forgotten Realms has some nice deities. I've not been too fond of multi-classes, due to the games being swarmed with them, for the most part, however I have grown particularly fond of dual-classes; their only setbacks being their Human-restrictions.

B) For this character I picked an Elven male. I'm tempted to go something with a bit more roleplay potential like a Lightfoot/Strongheart Halfling, but since I like <charname> to be superior and strength is necessary to this build, I figured I'd go with a Wood Elf male. The goal of this class is to easily mix ranged and defensive-melee combat without faffing around in the inventory, therefore no fighter kits appeal, so I chose base-fighter. I always approach fights straight up, so my rogues are always lockpickers and trapfinders, so if I had chosen Human, I'd have dualled into a fighter from a thief at level 6 with both skills maxed out.

As for stats, I can sit there and roll all day until I get the perfect roll; as I said, I believe the Bhaalspawn should be superior, therefore:

STR - 18/?? < Wood Elves are known for their strength...
DEX - 19 < ... and their grace...
CON - 17 < ... as well as their frailty...
INT - 9 < ... and for being less intellectual.
WIS - 12+ < It's always nice to have extra bonuses to saves.
CHA - ? (Preferably 14+) < On my run I managed to luck out at 18, but it isn't necessary.

Tomewise, I'd go for the constitution tome early on. The other tomes are not priority; get them as you come across them.

As for alignment, I chose Chaotic Neutral and used the 'Fighter 05' IWD2 voicepack to accompany it. I was thinking of using the 'Dick Tate' soundpack, but it screams evil too much for this particular character.

C) With the PG missile adjustment, adequate strength, con and base AC, my plan was to start off with one point in axes, one point in single weapon style and two points in bows. Versatility with accessibility. As I'd progress in levels (two-manning a massive majority of BG1 with Imoen alone (dualled to mage at level 6) for massive experience boosts in a shorter time), I could often rely on Imoen to take everything down as I switched to my melee weapon, therefore the single weapon style took priority over the axe or bow skills. The axe proficiency would come after that, with specializations/masteries following that in BG2. The plan was to focus on ranged with the knowledge that I could tank successfully against most situations.

D)
First priority would be to get some levels, then rush around with a standard longbow until Imoen and I have enough dosh to grab a composite longbow +1 and a battleaxe +1. Ankheg plate mail does the job, found in the Nashkel farm, until I have enough to get a full-plate mail. I'd keep the necessary magical weapons for future RPCs (Warhammer +2 for Branwen etc) and only use them if they provide advantages against damage reduction. There's the battleaxe +2 in one of the BG inns as well as the must-have throwing axe +2 from Prat. On top of that, I'd seek out Bala's axe in Durlag's tower to deal with spellcasters. As for tanking, the sword & shield style only gives bonuses vs. missiles, so if I did find a shield that gave me +3AC or more, I'd happily equip it for big boss fights, although it would be unnecessary elsewhere. As I said: versatility.

Keep in mind the Axe of the Unyielding in Watcher's Keep in BG2, increasing his tanking abilities, as well as such things as the Elven Court Bow, Mana Bow, Taralash, Heartseeker etc. The most powerful throwing axe, indeed, would mean me taking Bhodi's route, but since the character would be more receptive to the Shadow Thieves, I'd have to make do with a +2 throwing axe, which is still an excellent damage-disher in ordinary fights where high enchantments aren't needed. I'm not aware of any freely-found throwing axes in TOB.

I'd max out protection items wherever I could, try getting some elemental resistances (mainly fire, for obvious reasons) and keep a healthy amount of potions with me.

There, that's my tower of text. I've yet to complete BG1 with this character but it's fun so far, two-manning sirens, greater dopplegangers, battle-horrors and hordes of ankhegs :). I just hope BG2 is even more fun.