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i gotta few ?'s bout a few of the classes........
1. do rangers and paladins get cleric spells? when? 2. why do ppl say dwarf fighter/cleric is so good? 3. why would u want a sorceror when u can have a mage? 4. how much AC does monk start wit? the kit discription says 9 original, a friend said his started wit 2. i checked mine....i was 8 lvls higher and had 4 more AC, that means i started wit 2 too. help!? 5. how does bard song work? i tried it and sometimes my ppl get the bonus and sometimes they dont.huh? 6. the wild magic thing....i tried it.....and jus about every time...something bad happened to my character...ppl say its powerful, maybe im not using it right, any ideas? thx alot |
I can only answer a few of your questions. Perhaps someone else will fill in the rest.
1. Rangers and paladins do get cleric spells - check the appendices in the manual for a listing of when they start getting cleric abilities (iirc, Minsc started getting cleric spell slots at lvl 7 or 8). 2. No idea. 3. Ditto. 4. No idea about the monk's starting AC, but the lower the number the better. An AC of 10 is the worst you can get, AC 2 is pertty decent. BTW, the starting AC is affected by bonuses due to high stats (DEX, I think) and maybe a couple of other factors. 5. No idea. 6. I'm not sure about the wild magic thing, but from what I've read wild magic is supposed to be unpredictable. Hope this helps. ------------------ "Butt-kicking for goodness!" - Minsc "Cities always teem with evil and decay. Let's give it a good shake and SEE WHAT FALLS OUT!!" - Minsc http://www.angelfire.com/rpg/wildlep...n/images/w.gif |
Ok Paladins get priest spells starting at level 9. These tables should be in the back of your Game Manual. At level 17, A paladin has 3 1st level spells, 3 2nd level, 3 3rd level, 1 4th level.
Rangers get their spells at level 8. I believe at level 16 rangers have 3 1st level, 3 2nd level, 3 3rd level. (actually in D&D rangers get mage spells). A Dwarf fighter/cleric is strong because they can be a normally stronger than normal fighting cleric. They would be a full cleric with greater than normal hitpoints, better chances to hit, and greater weapon specialization. Dwarves also can get up to 19 CON to start, which adds HP per level with their fighter. Your Dwarf can go into combat with Grandmaster Warhammer melee, 2 handed style, backed by turning, healing, fighting enhancing spells (holy might, bless, etc). Basically a Dwarf Fighter/cleric is a suped up cleric. A sorcerer is about the same as a mage, just a tad different in style. You don't have to memorize spells, etc. You don't get as many spells per level, but you don't need to find scrolls to learn them. Actually In BG2 being a mage is better because you actually earn EXP for inscribing scrolls. A Monk AC, don't know off hand. They can get down to about -4 or -5 natural AC at level 21 I think. It probably AC 6 to start, and a drop of one AC every 2 levels. Never played a bard, so don't know how that works. |
I'll just get the once Hayashi did not cover:
2. I don't play drawf, but drawf in theory are suppose to be good with hammers. 3. The concept is something different, although limited. 5. You have to be within the radius of the bard for the bard songs' effect to work. ------------------ Long live H22A1!!!!! |
Also, If the monk character goes along the line of D&D, high Dex, high strength, high Constitution doesn't affect the monks stats. Monks have a linear stat scores of number of attacks, damage, etc. Higher strength doesn't make the monk do more damage, if a monk does 1-12 damage, having 24 strength doesn't add on damage. Having a very high Dex score doesn't lower AC any, a Monks AC is based on their level, not their Dex.
I haven't played a Baldur's gate monk, but im pretty sure its along the same lines. The higher abilities will affect other areas (greater strength is greater carry, greater dex is better chance to hit with missile weapons, etc. But a Dex of 18 doesn't give a Monk better AC than a monk with 8 Dex. |
2. Itá Also part of Role Playing
The best weapon a Fighter/Cleric can get is a Hammer And Dwarves are assosiated with Hammers and Axes 3. Try a Sorcerer. If you know what spells to use, A Sorcerer is the powerful class you get get ------------------ Now Imagine this Signature Only in Red. That's the way suppost to be The Last Of the Red Fluffies http://www.phpshop.net/images/rikard/rikard2.gif Member of the Ancients Club (@ age 16 :D) High Magician of the Order of the Holy Flame "Dream a Dreamers Dream And Know It Is But A Dream" </font> |
Regarding the moonk...
Monks get a natural armor class bonus of 1 when they start at level 1. Provided a monk has no additional bonuses, their starting AC will be 9. Furthermore, if the monk (or any other character) has a high dexterity, their AC is improved by as much as 4. Here is how it works: 18 dex = 4 bonus AC 17 dex = 3 bonus AC 16 dex = 2 bonus AC 15 dex = 1 bonus AC 14 dex = 0 bonus AC The monk's armor class bonus improves as they increase in level. Since BG2 characters start around level 7, they probably begin the game with 3 bonus AC. I believe (but not 100% sure off the top of my head) that monks gain additional AC bonuses at the rate of 1 for every 2 levels. This would mean your monk, who is 8 levels higher than your friend's would have 4 additional bonus points to your AC. Here is how your friend would start with an AC of 2. 9 AC for starting as a monk 4 AC for having 18 dexterity 3 AC bonus points for being level 7 = 2 AC As far as the bard song goes, if the bard is playing the song, your group will be affected by it. However, your bard cannot take other actions while playing the song, so if you have him do something else, he stops playing. |
Oh, one other thing about the bard...
When I said the bard could not take other actions and play his song, that is not completely accurate. The bard can walk around and such, but if you have him attack or cast a spell, the song stops. |
sorcerers get more spells all you have to do is chose correctly
------------------ http://www.planetbaldursgate.com/pst...orte/morte.jpg |
regarding the dwarf fighter cleric:
if u need the dwarf part for the hp and the proficiency...etc y dont u use a half orc fighter cleric instead? wouldnt that give u more damage along wit the hp? |
Since you don't really use that great a variety of spells, a Sorcerer is far better than a mage, since he can cast far more spells per day.
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A Half orc fighter/cleric would be ok, almost the same as a dwarf. Each has their little racial abilities, so would be about even. There is a nice weapon in the game that only a dwarf can use, but i don't know of any half-orc specific ones.
Any cleric welding warhammers and maces rocks, and any fighter/cleric rocks a bit more in my eyes. Plus if your a dwarf you can weld the nice Dwarven throwing hammer, and that really hurts. |
Eh...don't hald orcs get a Wisdom penalty? Never played 'em in BG, so I dunno...BTW, Rangers get Druid spells, which are somewhat different from Cleric spells. Noone ever seems to mention this. =)
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1. They get limited cleric spells. I think rangers get it around level 9.
2. A Dwarf fighter/cleric makes for good role-playing and is really tough with the added CON. Oh Rikard already said that.. 3. A sorceror has lots of flexibility. He has no need to memorise specific spells, and has for example, 6 casts of every level 1 spell in his spellbook. That means you can tailor him to your play style. It also means you don't waste any slots on spells that you dont need at any given time because a mage can memorise say, 3 magic missles and 3 identify spells. If you're in combat against say, a dragon, those 3 identify spells are'nt going to do jack. But if you're a sorceror, you can cast any spell you need, so if you're in combat against that dragon, then you'll be able to cast 6 magic missles or 5 missles and 1 chromatic orb, or any combo. Thats why they are so playable. Its up to personal preference. 4. Your armor class is also dependant on your dexterity. If you have a very high dexterity, your AC will be lower than another monk with lower dexterity. 5. Your characters need to be in "range" of the bard song. And some bard kits have songs that affect the enemy instead of you. Its unreliable at best, so your best bet would be not to rely too heavily on bard song bonuses. 6. Wild Magic is just that..wild magic. Anything could happen when you cast it. If you read the spell description, it says that you can TRY to shape the spell into the desired effect, but it almost always comes out as something else. Its just random. Can be incredibly powerful, or it can turn your mage into a plucked chicken. Nothing to do with the way you use the spell. ------------------ Why? |
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