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Full Version: Three questions for IA players/Sikret
The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
JohnGalt
1. Is it viable to play a monk protagonist in IA? Have there been any changes made to the Monk class? This would be my first IA run-through.

2. Would it break any part of the mod if I wanted to change the class of the Bioware NPC's? I want to try out some new kits this time through the game, and also the personality of some NPC's that I didn't use my first time through. Specifically, I'd like to change Jaheira to a Totemic Druid (single class), Viconia to an Assassin, and Imoen to a Sorceress. The way I intend to do this is using SK, by setting the character to level 0, HP down to 1, removing all spells, innate abilities, thieving skills, proficiencies... etc.. And then giving them enough experience to level up. In tests this has worked surprisingly well. So, again, the question is: will doing this break any part of IA?

3. I'd like to try out class/kits that have a unique playing style. The first time through the game, I used NPCs with only common classes: fighter, ranger, paladin, mage, cleric, thief. Are there any classes that play significantly differently from these? I intend to have a monk, totemic druid, assassin, and sorceress in this runthrough. Any other cool classes/kits that you guys can recommend, that are fun to play (and effective) in IA?

Thanks in advance for any comments. Looking foward to 4.3!
coaster
1 - I haven't played a monk in IA but I'm sure it is very viable. Monks are hugely overpowered in vanilla BG2 anyway; plus there are two excellent items for monks you can forge. However, I think you will find the early game extremely challenging - I (and it seems others) have found IA most difficult at low levels, and given that monks are a bit weak early on, you might find this a struggle.

2 - I changed the class of the Bioware NPCs using Blucher's mod from here, and had no problems:

http://www.fortunecity.com/boozers/winelod...ff/bgstuff.html

But I think you can SK them as well.

3 - you could try Auramaster instead of totemic druid. Also have you considered multiclassing - cleric/ranger is a good choice. I'd choose a swashbuckler instead of assassin for better melee capabilities since your party is a bit thin on frontline fighters.


Vardaman
1.) I have only played a monk in unmodded BG but his good damage, AC and MR made him great. IA is definately harder but a monk should be able to cut it.

2.) I've always SK'd characters to a different class when I want their banter/quests but a specific class. I almost always change Jaheira to a Ranger/Cleric and I plan on using Jan as a Fighter/Illusionist and Viconia as a Fighter/Thief on my next run-through. Anyway, I don't think any parts of IA are explicitly tied to having an NPC being a specific class. The only odd thing would be any of their dialogue that mentions a specific class or characteristics.

3.) Swashbucklers are just fine in IA. I'd recommend that over an Assassin since backstabbing is a bit less effective in IA. Other people have really enjoyed Skalds, Auramasters and Vagrants.
Sikret
QUOTE(JohnGalt @ Sep 13 2007, 02:01 AM) *
2. Would it break any part of the mod if I wanted to change the class of the Bioware NPC's?


It won't break anything. Just have the 2 following considerations in mind:

1- Don't change any of the Bioware NPCs to "Vagrant". If you want a vagrant ranger either choose a vagrant protagonist or make a custom vagrant NPC in a multi-player session, then save your game, exit the game, go to the "mpsave" folder, cut your saved game, paste it in "save" folder and load the game in single-player mode.

2- Don't touch Keldorn's class or kit.

QUOTE
I want to try out some new kits this time through the game, and also the personality of some NPC's that I didn't use my first time through. Specifically, I'd like to change Jaheira to a Totemic Druid (single class), Viconia to an Assassin, and Imoen to a Sorceress.
Imoen to sorceress is done by IA v4.3.

QUOTE
3. I'd like to try out class/kits that have a unique playing style. The first time through the game, I used NPCs with only common classes: fighter, ranger, paladin, mage, cleric, thief. Are there any classes that play significantly differently from these? I intend to have a monk, totemic druid, assassin, and sorceress in this runthrough. Any other cool classes/kits that you guys can recommend, that are fun to play (and effective) in IA?


Don't miss playing a vagrant protagonist. Not only you will have the expanded ranger stronghold, you will also have a new quest there which is not available even to other rangers.

QUOTE
Thanks in advance for any comments. Looking foward to 4.3!


Welcome.
trufa
It is possible to take Vagrant kit to BGI, because i will play with it, but i will begin with a BGI game, than IA 4.2(3)
trufa
I plain a new party in IA, and i have with that a few questions.

1. In my plans in the Party will Aerie, but as single class priest via Sk.(I am sick from Annoyman, and Xan (PC-s romantic interest) is sick from Viccy)
2. Some of the kit mods is compatible with IA? Namely SP Collection Blade Master Kit.
3. From the following three longswords witch two is the best for an elven blade master (the third will go for Xan) JD,Truth,Hesperus
4. The following party is "compatible" or Vital for IA? Elven fem.Blade Master,Xan,Aerie as priest,Minsc,Jaheira,Immy, Valygar. (Valygar is the substitude, the time for Immy isn't in the party or Xan isn't)
Sikret
@JohnGalt

One other point about changing Bioware NPCs' classes or kits by SK or any other editor is that those NPCs who have personal equipment (such as Valygar) may not be able to use their own equipments if you change their classes or kits. (Chaning Keldorn's class or kit has more serious consequences and that's why I mentioned only him in my previous post)

As for your other question about recommended class or kit for your protagonist, my second recommendation after a vagrant is a pure mage (a specialist will also be fine, specially a necromancer). In general, if your main priority is to see more new content and quests, you will need to play either a ranger or a mage type protagonist to have access to one of the two major expanded strongholds. Among rangers, the vagrant will have more new quests and among mages a pure mage will have an additional quest. Also, there are certain items in the game which a pure single class mage can use but a multi-class mage can't.

Hope that this helped.
Sikret
QUOTE(trufa @ Sep 14 2007, 02:20 AM) *
2. Some of the kit mods is compatible with IA? Namely SP Collection Blade Master Kit.


Kit mods which add spell-like powers to the kit are incompatible with IA. For example, a fighter kit which can cast Breach, Stoneskin or Protection From Magical Weapons (or these spells with some other names) isn't compatible with IA.

It's also recommended not to install overpowered kits.

QUOTE
4. The following party is "compatible" or Vital for IA? Elven fem.Blade Master,Xan,Aerie as priest,Minsc,Jaheira,Immy, Valygar. (Valygar is the substitude, the time for Immy isn't in the party or Xan isn't)


Although I don't know anything about the Blade Master kit, I guess it's compatible with IA (I hope it's not insanely overpowered though).
trufa
QUOTE
Although I don't know anything about the Blade Master kit, I guess it's compatible with IA (I hope it's not insanely overpowered though).


BLADE MASTER: The Blade Master uses one-handed bladed weapons, but he can do many things with them that the regular fighter cannot. He gains many special abilities using his blades, but he can only wear very light armor. Only one innate ability may be active at any given moment.

Advantages:
- +2 to dexterity
- +10% to slashing and piercing resistance
- Gains Precision Strike ability at levels 4, 7 and 22. Grants a +3 THAC0 bonus for three rounds, does 1d10 damage to target, and has a 25% chance to stun target.
- Gains Parry ability at levels 7, 10 and 22. Parry grants virtual immunity to physical attacks for two rounds.
- Gains Counter Attack ability at levels 10, 13 and 22. Grants virtual immunity to physical attacks for one round and does 2d10 of damage to attacker.
- Gains Disarm ability at levels 13, 16 and 22. Has a 50% chance to make opponent drop their weapon.
- Gains Feint ability at levels 16, 19 and 22. Feint grants Invisibility and Non-Detection for one round.
- Gains Swift Strike ability at levels 19 and 22. Decreases weapon speed by 2, adds an extra attack, a +5 THAC0 bonus and a -2 Armor Class penalty for two rounds.
- Gains extra one-half attack at levels 11, 15 and 19

Disadvantages:
- Penalty of -2 to strength
- Can only wear armor up to Studded Leather
- Cannot have proficiency in any non-bladed weapon



I think Blade Master isn't too powerful, because the very strict armor penalty (It Isn't any upgrade leather in IA, which a fighter can use, only Shadow dragon scale, and in Ia, the opponent have very low THACO)
Sikret
QUOTE(trufa @ Sep 14 2007, 12:03 PM) *
- Gains Disarm ability at levels 13, 16 and 22. Has a 50% chance to make opponent drop their weapon.


This one is problematic. Either don't use the kit or if you want to play it, be careful not to use that particular ability.
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