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Old 07-17-2001, 10:27 AM   #21
onthepequod
Quintesson
 

Join Date: April 6, 2001
Location: two leagues down
Posts: 1,081
BTW, thanks Larry.

Quote:
Originally posted by Avatar:
Worm: is that picture allowed on the forum?

Hmm they sound good. Let's face it the \Djinni was a huge anti-climax in BG2. So are you saying the Planetars are relatively more powerful?
Yep. I believe that's pretty much what has been said. I think, if you try the Planetar, you be pleased with its performance. However, if you're still not convinced, load one of your games, go find a summon Planetar scroll (that is if they exist – perhaps someone else could confirm or reject this), and take her for a spin.


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Old 07-17-2001, 10:32 AM   #22
Waluin
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Join Date: June 23, 2001
Location: Toledo, OH
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Quote:
Originally posted by onthepequod:
However, if you're still not convinced, load one of your games, go find a summon Planetar scroll (that is if they exist – perhaps someone else could confirm or reject this),
I think Planetar's (like Diva's) are Quest-given spells (i.e. high level ability). You cant get them via scrolls.

Keldorn, however, can whip out diva's like a innate ability if he chooses to select that as an special ability eventually. Clerics like Aerie are forced to cast it like a spell.

[This message has been edited by Waluin (edited 07-17-2001).]
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Old 07-17-2001, 11:20 AM   #23
Redblueflare
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I like Planetars better than Divas, because they cast better spells, and most of their spells can cause big damage on the enemy. Just be careful about attacking one, or sending one against an enemy with a powerful melee attack. Use your magic first. Their hp is kinda low, but as long as you use your magic, you'll never notice.

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Old 07-18-2001, 07:40 AM   #24
Elhana
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Join Date: July 18, 2001
Location: Singapore
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Both are extremely powerful. Or and death spell does not get rid of them either. They both have resistances to everything from 80% to 100%. In short, very few monsters can touch or even hurt them. (possible spoilers)

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The best thing is that both can cast globe of blades - a quest level spell that is an improved blade barrier spell. I took a Deva, cast globe of blades, and had her fight through the entire southern passage of the the drow tunnels to Sendai's Lair. Basically, she singlehandedly took out all the monsters in that area with my charecters giving only minor help. She finished that area with NO damage on her. All the spiders were falling like leaves before her. Took my breath away.

Hmmm, considering the fact that there are some boss monsters that can make chop suey out of a combined team of Deva and Elemental Prince, these bosses really are to be respected.
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Old 07-18-2001, 01:01 PM   #25
Avatar
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Thanks everyone...they sound good! Are they the best summon?
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Old 07-18-2001, 01:59 PM   #26
onthepequod
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Quote:
Originally posted by Avatar:
Thanks everyone...they sound good! Are they the best summon?
IMHO.....YES. Sorry for the convoluted answer.

You should try it out though. Save your game at the point where you have the option to choose from the pool, then as an experiment choose Planetary Avatar and then go find some poor little lich, fire giant, or deamon to play with. You can then go back to your saved game and resume play.

BTW, if you do choose Planetary Avatar or Diva and use it a few times, post here and let us know if you like it. Personally, I think you will.

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Old 07-18-2001, 02:03 PM   #27
weasel72
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Join Date: July 12, 2001
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i like planetars and divas lots they a great summon. the only thing that sucks about them is if they ever happen to get charmed,dire charmed etc. usually this doesnt happen cuz they have high resistance. It happened once while i was fighting demigorgon tho... needless to say i died after it chopped up my mages and such. They're cool tho i cant think of a better summon they defintly are better than any elementals in my opinion
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Old 07-18-2001, 11:22 PM   #28
Gustave
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Join Date: June 9, 2001
Location: Texas
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Haven't used a planatar yet, but the Deva is AWESOME!

The cool thing about being a paladin is that not only do you get to choose from most of the cleric pool, but you also get to choose from the warrior pool. Rangers on the other hand, only get to choose from the Warrior pool plus the tracking skill.
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Old 07-19-2001, 04:59 AM   #29
Ivanale
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Avatar from what i have seen in the past dozen posts has been nothing but people praising the Deva and planatars(sp) and the questions have been answer but ill make it CRYSTAL clear for you. Deva is stronger than ANYTHING you could summon in BG2 and the planatar is even stronger than a Deva and that is GOOD in case your not catching the drift, would 2 devas and 2 planatars take out my BG@ party, no idea would they take out my ToB party , not a prayer but then again my group is rather brutal as i like to do all the quests kill all the monsters and generally lay the smack down. Also you may have not been impressed with the shot gun example that was made but it was a good one (Shot guns are GOOD in close combat and to question that would be silly). If you have noticed a "Tone" in my reply its in reply to what I felt was more than a few rude replys to people trying to help and saying no offence intended BUT blah blah im not impressed doesnt really cut it. Try and be more patience with us peons. and AGAIN Devas and planatars are GOOD summons the best summons but they are not going to beat the game for you.
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Old 07-19-2001, 08:00 AM   #30
homsuplee
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Join Date: June 10, 2001
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I REALLY REALLY hope this formats well...... anyways, these are the 3e stats for planetars and solars....
(edit: HOLEEEE CRAP, that came out like an ugly jumble, let me try to make it nicer looking though this may stretch out the post, but it's long already, so who cares ?)

Planetar (Large Outsider, Good)
133 hp
+8 initiative
Speed 30 ft. Fly 90 ft.
AC 32 (2e equivalent is about -12)
Weapon is a +3 greatsword that deals 2d6+13
5 attacks per round (+28,23,18,13,8)
+2 might composite longbow (+5)
Special Qualities, DR 30/+3 (immune to weapons less than +3), SR 30, regeneration
Saves: irrelevant, I have no idea how fortitude, reflex and will translates to 2e.
Abilities:
Str 25
Dex 19
Con 20
Int 22
Wis 23
Cha 22

Feats: Blind-Fight (invis. opponents get no attack bonus), Cleave, Improved Initiative, Power Attack


Solar (Large Outsider, Good)
209 hp
Speed 50 ft. , fly 150 ft.
Ac: 35 (Once again this -15 in BG2 terms)
Weapon: +5 dancing, vorpal greatsword, or same bow as per Planetar
5 attacks per round (35,30,25,20,15) (keep in mind that this greatsword is being used as a ONE-Handed weapon, so they could dual-wield it with something else)
Damage Reduction 35/+4 (unless your weapon is +4, the first 35 points of damage per attack are negated), Spell Resistance 32

Abilities:
Str 28
Dex 20
Con 20
Int 23
Wis 25
Cha 25

Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Mobility, Power Attack
(what cleave and great cleave do is that you get an extra attack, everytime you kill something in melee using a melee attack. Mobility let's you move around anytime you want during combat)

Celestial Qualities

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon’s aura for one day.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon’s Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)

Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestial’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.

Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.

Resistances (Ex): Guardinals and eladrins have cold and acid resistance 20. Devas, planetars, and solars have fire resistance 20.

All celestials receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.


Planetar

Spell-Like Abilities: At will: continual flame, dispel magic, holy smite, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, and speak with dead; 3/day-blade barrier, flame strike, and raise dead; 1/day-earthquake, greater restoration, shapechange, and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 16 + spell level).

The following abilities are always active on the planetar’s person, as the spells cast by a 17th -level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.

Spells: Planetars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 17th-level clerics (save DC 16 + spell level).

Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.

Solar

Spell-Like Abilities: At will: aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day-blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day-greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).

The following abilities are always active on the solar’s person, as the spells cast by a 20th-level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Spells: Solars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).

Celestial Qualities: Protective aura, fire resistance 20, tongues, electricity, cold, acid, and petrification immunity, +4 save against poison.


Look at that ! SOLARS CAST IMPRISONMENT AT WILL ! So that's literally unlimited imprisonments..... Imagine summoning one of those.... Also imagine teaming him up with 5 sorcerers or something. These guys eat up demi-liches for breakfast and ask for draco-lich sized seconds.

[This message has been edited by homsuplee (edited 07-19-2001).]
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