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Old 01-05-2003, 03:11 PM   #11
Alson
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Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
Quote:
Originally posted by rhapsody407:
armor of faith stacks?!
Only in a non-bladurdashed BG2.
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Old 01-05-2003, 03:23 PM   #12
Jim
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Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 45
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Quote:
I dare not speaking for Jim, but i think i know what he'll have in mind... Three words:
Staff, of, Ram.
Well, +6, but that's not really a word...
LOL! How did you work that one out!

Alson's entirely correct. This is *the* single most damaging weapon in the game (or so we proved, but lets not go down that road once again!) and it is therefore the quintessential beastmaster item!

Quote:
try to invent a self-ressurect kit
LOL! I like it! It's actually possible (in a way). Simply get a rod of resurrection (which fully heals your HP when activated.....expensive way but when you need to replenish 200+HP very quickly its massively important and you get 10 charges for around 7 grand), and write a script to activate it when your HP reaches say 10% of its max?

I'm going to say this again folkes (even if it is cutting and pasting from my last post about beastmasters):

Quote:
Noooooo...the beastmaster does *not* suck!

1.) They can cast find familiar as an innate ability. Cast it, then stick it in your inventory to recieve around a +12 HP increase. This gives them more HP than any other warrior class bar the barbarian! This is not in the kit description.

2.) They will eventually be able to cast a 6th level summoning spell. As a ranger, they will eventually be able to cast 3 level 3 spells (and hence 3 summon animal 3 spells) therefore summoning up to 5 tough bears/lions/wolves! This is not to be sniffed at, as they act as excellent decoys while the beastmaster moves in for the flank attack (consider buying Vhailor's helm from Dierdrie here to potentially double your summoning power). No other warrior has this summoning potential (unless you start talking about MC/DC, but I'm talking about pure classes here).

3.) The weapon/armour restrictions are simply a minor set back. Combining the Staff of Rhynn + 4 with the Shadow Dragon Scale (both available *early* SoA) or the Staff of the Ram +4/+6 with the White Dragon Scale (early ToB too!) and you have great melee capabilities. In fact, the game no longer becomes challenging once you have this setup. The hardest part is fighting your way through Irenicus Dungeon on insane difficulty with a quarterstaff +1!
As for creating a beastmaster, I soloed one (human) with:

STR: 18/68
DEX: 18
CON: 18
INT: 10
WIS: 17
CHA: 14

but as long as you keep the 3 warrior stats (STR, DEX, CON) at 18, and keep the INT above 9 (so you can use protection scrolls), all the others can plain suck!

As for weapon proficiences, start with:

Quarterstaves: **
2-H weapon style: **
2-Weapon Style: **
Bow **

For your next proficiencies, max out dual wielding, ensure than both clubs and slings are maxed, then get crossbows and that's as far as your go!

As for equipment...you'll be struggling your way through Irenicus' Dungeon with a Quarterstaff +1, Helm of Balduran, Ring of Protection +1 and studded leather armour, but bare with it, because soon you'll be inserting your staff of Rhynn +4 up dragons a**es!

Ideal SoA equipment for beastie:
Helm of Balduran, (Vhailors Helm (for summons)))
Ring of Gaxx, Ring of Earth Control
Girdle of hill/frost giant STR
Shadow Dragon Scale
Boots of Speed (might need to run away and stealth for the early battles)
Cloak of the Sewers/Cloak of maximum cheese
Amulet of Seradine
Staff of Rhynn +4
Strong Arm +2 (ranged) Giant Hair Crossbos (ranged)
Also, dual wielding Gnasher and Backblood works remarkably well! Awesome troll slaying combo!

As for ToB, its AA, but with the staff of the Ram +4/+6 and the White Dragon Scale Armour. (possibily swap the Cloak of the Sewers for Montilos Cloak ). Dual wielding Gnasher with the Club of Detonation will become your secondary melee weapons. Also, don't forget the girdle of fire giant STR. As for ranged, swap the giant hair xbow for Firetooth +4/+5.

[ 01-05-2003, 03:26 PM: Message edited by: Jim ]
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Old 01-05-2003, 03:34 PM   #13
Butterfingers
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Join Date: November 30, 2002
Location: Five Flagons Inn
Posts: 633
Well I don't have ToB.

Soloing a melee type seems a lot tougher then it probably is, but, I think certian fights, like with dragons for example, one might find their butt being handed to them a few times. Maybe many times.

I have an Elven Ranger I took through BG that I might import to a Beast Master, but, I doubt I would try it solo first. Hmm... Attack of the Nature Nuts. Minsc, Jaheira, Cernd, and the Beast Master. Sounds like a really bad movie.
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Old 01-05-2003, 03:35 PM   #14
Alson
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Impressive post, Jim! [img]graemlins/thumbsup.gif[/img]
I was expecting you.

Just one nitpick:
Quote:
Originally posted by Jim:
...

1.) They can cast find familiar as an innate ability. Cast it, then stick it in your inventory to recieve around a +12 HP increase. This gives them more HP than any other warrior class bar the barbarian! This is not in the kit description.
This is not entirely true. All the Fighter kits can choose to be Dwarves or Half Orcs - and thus enjoy the benefits of 19 CON.
I'm not 100% sure, but my guess is that 19 CON > 18 CON +12 HP.
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Old 01-05-2003, 03:46 PM   #15
Rataxes
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Location: Sweden
Age: 39
Posts: 1,359
Quote:
Originally posted by Alson:
Impressive post, Jim! [img]graemlins/thumbsup.gif[/img]
I was expecting you.

Just one nitpick:
quote:
Originally posted by Jim:
...

1.) They can cast find familiar as an innate ability. Cast it, then stick it in your inventory to recieve around a +12 HP increase. This gives them more HP than any other warrior class bar the barbarian! This is not in the kit description.
This is not entirely true. All the Fighter kits can choose to be Dwarves or Half Orcs - and thus enjoy the benefits of 19 CON.
I'm not 100% sure, but my guess is that 19 CON > 18 CON +12 HP.
[/QUOTE]The difference between 14 and 15 CON is one extra HP per level for levels 1-9.

So the difference is 9 HP, hence the Beastmaster can potentially get 3 more hit points.
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Old 01-06-2003, 07:46 AM   #16
Alson
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Does the CON bonus (+4/18CON vs. +5/19CON) only applies to level 1-9?
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Old 01-06-2003, 09:13 AM   #17
Rataxes
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Quote:
Originally posted by Alson:
Does the CON bonus (+4/18CON vs. +5/19CON) only applies to level 1-9?
Yep, it's a constant 3 HP increase each level after that.

[ 01-06-2003, 09:14 AM: Message edited by: Rataxes ]
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Old 01-06-2003, 12:29 PM   #18
Jim
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Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 45
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Quote:
Originally posted by Alson:
Impressive post, Jim! [img]graemlins/thumbsup.gif[/img]
Thanks! An Emerald Dragon eh? you must have been busy recently

Quote:
I was expecting you.
Well, I like chances to stick up for the classes that others think suck! [img]smile.gif[/img]

Rataxes is entirely correct regarding the CON and HP.

Fighters/Rangers/Paladins roll 9D10+CON and get 3HP for levels 10+

Barbarians roll 9D12+CON and get 3HP for levels 10+

Clerics/Druids/Monks roll 9D8+CON and get 2HP for levels 10+

Thieves/Bards roll 10D6+CON and get 2 HP for levels 11+

Mages roll 10D4+CON and get 1 HP for levels 11+
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Old 01-06-2003, 12:35 PM   #19
Dundee Slaytern
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Join Date: June 10, 2001
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Age: 42
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The thing is... everytime I try to think of a class/kit that cannot solo SoA-ToB, somebody out there has. [img]tongue.gif[/img] Based on a pristine game free of mods of course.
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Old 01-06-2003, 12:44 PM   #20
Jim
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Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
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Posts: 1,088
Quote:
Originally posted by Dundee Slaytern:
The thing is... everytime I try to think of a class/kit that cannot solo SoA-ToB, somebody out there has. [img]tongue.gif[/img] Based on a pristine game free of mods of course.
Ditto. Maybe one of the specialist mages? A necromancer without illusionary spells would prove tricky.....
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