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Desharik: Entry to Spellhold

Does anyone know the character stats needed to convince Desharik to send you to Spellhold? I remember one game I have done it successfully as a solo character. But it seems that you need to have low intelligence/wisdom or charisma score. Apparently, having Minsc or Yoshimo in the party bypasses this check.

What character, area and weapon would you like more lore about?

For me it would be:

Thalantyr
Valley of the Tombs
Soultaker Dagger

The exploits of Teyl, the Evil Strifeleader/Thief (no-reload, initially solo) Spoiler alert!

Hello everyone, after my halfling bounty huntress's abrupt death in Gullykin at the hands of Jenkal, it is time for Teyl Shimmerdusk to enter the stage. Teyl is another halfing but one much darker of heart than the late Nelsy: a NE (shadowkeepered) Strifeleader of Cyric/Thief.

[spoiler]
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[/spoiler]

Teyl, unlike his megalomanic and reckless gnomish counterpart Tiax, is a cunning, conniving and calculating figure. He isn't overtly evil or violent nor does he enjoy cruelty or the suffering of others just for the sake of it. He takes good care of his appearance and image, is generally polite to strangers and even willing to do "good" if he sees personal benefits that make his benevolence worthwhile. He has no reservations about making promises or accepting commitments he won't be likely to live up to, if such behavior serves his interests. In such situations Teyl tends to avoid outright lies though, preferring to rely on ambiguity or omission of information in order to manipulate reality in his favor, without having to fear that any blame is going to be pinned on him. His subtlety and seemingly mild manners may not make him a prototypical Cyricist, but his ways might well be the more effective, or so at least he believes.
The presence of such guiding figures of unquestionable moral calibre as Tethoril, Imoen, the priests of Oghma and above all Gorion have given Teyl a sense of morality he might otherwise not have had, but unlike the people that surround him Teyl believes that everyone ought to look after their own interests. Teyl appreciates nature, female beauty, and art.

Teyl isn't a physically imposing figure, even for a halfling. He makes up for this however with his wit, his knowledge of poisons, an affinity with trap setting, and the powers bestowed upon him by Cyric.

His stats are the result of a legit 93 roll (in a best of 100). After starting the game I reluctantly changed the distribution of his stats in shadowkeeper to fit his character better, i.e. lower STR (the original roll was actually 17), higher INT and CHA. The high CON (also original roll) can be justified in part by his exposure to the poisons he experiments with, which has fortified his health. On the other hand I favored Teyl by maxing out his DEX.

Like Nelsy, Teyl will be partly relying on traps to survive, since I'm (again) playing/experimenting with a mod called 'trap revisions'. This mod, as its name implies, changes the trap setting system. A trap's damage output and other effects depend on the level of the trap (not the player). The level is decided by the number of skill points invested in set traps (so one could go way over 100 skill points, to get stronger traps). Traps are categorized in different tiers: basic, advanced, expert, master, with master being the HLA traps. Setting a single trap costs between 50 and 2500 gold depending on its tier. The mod introduces a number of new traps, some of them class-specific, such as the cleric/thief-only 'divine trap'. The trap revisions mod is the main reason I'm playing BGT (rather than EE, for which the mod isn't available as of yet). The readme can be found here: http://www.shsforums.net/topic/45268-trap-revisions/.

I awarded Teyl with a second set trap skill at level 1, one more than a normal thief and one less than a bounty hunter (who gets other benefits besides 3 traps at level1) in the aforementioned mod. I did this so that it actually makes some sense investing skillpoints in trap setting from the outset. (Being able to set only one trap until I get to level 6 as a thief, is little incentive to develop one's trap-setting skills early on.)
I also gave him a set of Shadow thief apprentice armor, which at AC6 gives a +1 AC advantage over normal studded leather as well as a 5% bonus to HiS. I did this mainly for esthetic reasons, as normal studded leather looked awfully light brown on Teyl, who prefers black, and anthracite.
Both adaptations of the original character are slight cheats I'm aware, but by no means game-breaking.

I'll be playing core rules, with maximum hitpoints for all characters in the game.

UPDATE 04.03.2014 Awesome NEW portraits for BG - Romance of the Three Kingdoms pack

Ladies and gentlemen, dear BG community!

It is my great pleasure and honour to introduce you new portraits that can be used for your beloved Baldur's Gate characters.

The portrait pack that I will gather here in the coming weeks will include more than 500 (!) pictures of warriors, officers, thinkers and so on. It will provide male portraits, female portraits, portraits of young characters, old characters to suit any taste.

Personally, I was simply stunned when I first saw them. The amount of work put into these pictures is colossal. Of course, there're many wonderful portraits for Baldur's Gate characters (alternate PC and NPC portraits) by different artists already. But it's never bad to have more, don't you think?

I've always felt the special need to have more oriental faces in portraits for BG. And it seems now it will be possible.

The portraits in this thread belong to the Romance of the Three Kingdoms game series. ROTK is the most popular novel in Asia. Written 600 years ago, it tells the epic of Han Dynasty in China during the 2nd and 3rd century. Sometimes I look at this old story and marvel to see it glow as the time goes by.

The Japanese video game developer Tecmo Koei (http://www.koei.com/) has been making Romance of the Three Kingdoms games for 30 years already. Their artwork is awesome. That's why I've decided to make a portraits pack for Baldur's Gate with the portraits from this series.

A wonderful http://kongming.net/ site is dedicated to the novel, games and the history behind them. Under the guidance of James Peirce, the owner of that site, several Romance of the Three Kingdoms Portraits Projects were completed.

Following the advice of @Troodon80 , I managed to speak to James Peirce in order to introduce the portraits to the whole BG community. The artwork for those portraits is the intellectual property of Tecmo Koei but Koei is usually very kind to fans of their games in terms of not-for-profit use. So, it became possible to make this pack. I invited James Peirce to visit this thread so maybe we'll hear from him in the future.

In this thread I will focus on portraits from the Romance of the Three Kingdoms XI (http://www.koei.com/rtkxipc/). Every portrait is modified to suit the needed requirements of BG so that you can download what you like and use for your characters.

UPDATE 04.03.2014: Now the portrait pack includes 150 portraits. You can download them at:

https://www.dropbox.com/s/n3zh17d4fxhv800/ROTK 150 portraits for BG.rar

How do you "roll" your protagonist?

How long do you typically spend rolling stats for your protagonist? Are you one of the rare few that takes the first role and goes with it? Are your characters much stronger than the dice average of 63 points? Oddly, even Quayle, at 67 points, is above average. Are they comparable to your fellow Bhaalspawn, Imoen's 87 points? Perhaps you're one of many that feel your protagonist should be much stronger than any NPC you pick up, so you'd scoff at Dorn's 90 points? Just curious how most people build their protagonists.

Years ago I came across Frabjous' autoroller in the Bioware forums and started using that. I'd normally take the best of 10,000 rolls, normally 96+ points. Using this method, I'd be able to get eighteens in the most important stats. I now use the autoroller found in the mod section, but it's started feeling overpowered. I'd like to hear from others' experiences that have played average or even weak protagonists.

Ravager ability disappeared...?

No matter how long i rest it doesn't want to come back :( does anyone know what to do? I don't have a savegame before the last time i used it

Subbing Coran for Kivan before doing Ulcaster-Gullykin-Firewine [First-Run: BG1-ToSC]

It seems to me to be quite RP-correct for Kivan to suggest enlisting Coran in his place now that the Bandit Camp has been demolished. He needs some time alone now with his forest-friends and does not feel comfortable about the prospect of Baldur's Gate proper.

Also, Imoen dualled [level 5] after Nashkel Mines and she is still about 18000+ away from Level 6 Mage, thus leaving party without a Thief -- now keenly missed with all those unopened chests in the Bandit Camp and our close call with the Lightning Bolt trap in Tazok's tent [- UNavoidable!! in getting to Chap. 4-].

My question is whether Coran will stand for doing Ulcaster-Gullykin-Firewine Bridge before Cloakwoods. Perhaps I need to slay at least one Wyvern first to get his allegiance??

My party is: Charname [F/M] 90pts Level 5/4
Imoen [Mage-Thief Dual] 5-5
Ajantis
Kivan
Jaheira
Branwen [who replaced Minsc and boo after Nashkel Mines]

A Narrative of the Life and Adventures of Aya, Avenger Druid of Candlekeep

New start, new character :)
Please meet Aya Quyllur Warma.

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These screenshots were taken just yet. When I started playing her yesterday, I didn't think of taking any level 1 screenshots. Didn't even know whether I would enjoy her enough to continue to play her
[/spoiler]

Aya is the daughter of a half-elven shamanic priestess from Maztica, who had come across the Trackless Sea to Faerun after her community was foretold of the Time of Troubles in a collective vision. As a healer/protector Aya's mother had been gifted by Mother Nature, and she considered it her responsibility to lend her hand to those who needed it the most. She met with Gorion (and other harpers) on the Sword Coast, and when it turned out their interests in doing good were mutual, they became friends. Unfortunately, Aya learned from Gorion, Aya's mother wouldn't live to see the Time of Troubles through, as she died while giving birth to Aya. Gorion has never told Aya much of her mother other than that she was a good woman and that Aya's surname Quyllur Warma means child of the stars, as she was born during a starry night in the High Forest, while she and Gorion were on their way to Silverymoon to visit some of Gorion's elven Harper friends. Aya wonders whether Gorion has told her everything he knows. (Actually Quyllur and Warma are the Quechuan words for 'stars' and 'child'. Quechua is a language spoken by indigenous peoples in the Andes.)

In Candlekeep Aya never received any type of education to become a druid, and she never even aspired to be a druid, but growing up, she discovered a strong, innate affinity with nature. She has a telepathic understanding with plants and trees which at first frightened and embarrassed her, but over the course of time she's learned to embrace this quality. Also, at a young age she discovered her ability to heal other people and animals. All it takes is to lay her hands upon a wounded creature. She spent most of her time with the Oghman priest in the infirmary, and exchanging stories with Imoen, her best friend.

Aya is of Neutral Good alignment. She's kind but somewhat aloof. On the one hand, she's good-looking, attractive in an exotic way, and pleasant with other people, causing them to enjoy her company. But on the other hand she's not the most sociable person, as she'd often prefer silence and meditation where others in her situation would share an ale or a tale with a friend or a stranger. Either way anyone in need of her help can count on her, even if she'd rather be doing something else.

Game rules:

- No-reload
- SCS/Ascension
- Core difficulty, with max hitpoints for all creatures in the game
- Not sure yet whether this is going to (remain to) be a solo venture. I might want to try out the Xan romance, and Kivan, Coran and possible Faldorn would also be interesting companions.

I patiently re-rolled to get some great stats to boost her survivability. I would have liked her to have slightly higher INT, but that's her only dump stat really (next to STR, which I maxed mainly for weight allowance issues since I can't see Aya meelee'ing much).

***

This journal isn't going to be as extended as other journals I've written on here, though truly interesting battles and roleplay aspects will still get detailed attention.

In Candlekeep Aya did all the possible chores except killing the rats in the storehouse for Reevor, whom she didn't speak with. She even killed two bounty hunters who had wanted her dead, in melee combat. She took two hits but she was more damaging with her staff. A 12 damage critical was sufficient to kill Carbos in one hit.

The day after Gorion's decease, she was joined by Imoen and later Xzar and Monty. They picked up any loot to be found near Gorion's remains and returned to Candlekeep to arrange for Gorion's burial. There she parted with Imoen, insisting she wouldn't have her involved in the mess she was in. She also said goodbye to Xzar and Montaron, who unlike Aya, were in a hurry to get to Nashkel.

She travelled south to the High Hedge Area to take a shortcut to Beregost. In the HH area she encountered many foes, of which the skeletons with their throwing daggers were the most dangerous. Aya had decided to wear no armor, as the only armor she was allowed to use as an Avenger was leather armor which is counterproductive in protecting the wearer against missile attacks. One skeleton had her quaff two healing potions before it went down. She fled from the other undead, southward, until she faced a zombie and a wolf (thankfully not simultaneously). In killing the wolf she turned out to have saved Melicamp the chickenated apprentice from certain death. Aya travelled with Melicamp back to the HH area, to Thalantyr who restored Melicamp to his human form, helping Aya to level 2. She then travelled to Beregost where various peacefully resolved quests (Marl, Dudley family, Firebead) and the killing of four huge spiders rose Aya to level 3. From that moment the Web spell became available to her, making her much more dangerous in battle than she'd been before, and much more confident travelling to ther places. Web helped her kill two Ogrillons south of Beregost for example, Neira in Nashkel, a rogue Ogre who had stolen Unshey's belt, and Tarnesh at the Friendly Arm Inn. Aya would cast web and slay her foes with Chromatic Orbs and missile attacks (darts).

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[/spoiler]

She had more difficulty with Karlat, who quaffed an oil of speed before he attacked her. She had to flee, and when the potion's effect had worn off she fought him with darts and Chromatic Orbs since casting Web inside the Red Sheaf would be very dangerous for her so long as she didn't enjoy Free Action. One of the Orbs blinded Karlat which made it significantly easier for Aya to finish him off with her darts.
Another dangerous foe was Zordral, at the Nashkel Carnival. He had a number of Charms she could only protect herself against by fleeing inside one of the tents. He also hurt her with Magic Missiles and successfully cast Blindness on her. It was only after he'd ran out of all his spells, that a still blinded Aya managed to finish him off in melee combat, with a critical hit.

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[/spoiler]

Aya is now a level 5 Avenger. She's still without armour (apparently in my setup Avengers can't use Ankheg Plate Mail) and she uses mundane weapons for lack of anything better. She does own a Helmet of Charm protection, a purchase she did after haveing dealt with Zordral the Enchanter, a Ring of Protection +1 she received from Mirianne, and the Stylish boots of the Cheetah.

Her next plans are killing the evil cleric Bassilus and Mutamin and his basilisks, for Keldath Ormlyr in Beregost.

roleplaying question: should (and would) a thief anger a god? (spoilers)

Note: There's spoilers ahead for a side-quest in chapter 5. So if you're a first time player or haven't spent a lot of time doing chapter 5 BG city quests (and intend to some day), and don't want to be spoiled, you probably should back out of this thread.

***

I'm at a sort of an interesting roleplaying juncture in my current game, whereupon at the temple of Gond, completing Brevlik's quest to steal the telescope, I'm asking myself: would Coran loot the coffers of a temple of Gond?

The party is actively trying to raise cash but there is no dire, life-or-death imperative about it.

I'm really not sure what he would do there... One would think that such an action would anger the deity, of course--which is a strong deterrent. But then again, what is the worst that is likely to happen from garnering the ire of such a deity, whose portfolio is basically about crafting? (Actually, Eldoth, who is also in the party, crafts his own poisoned arrows; and there could be some spillover to him. But that gets more complicated to implement than I really want to go through for the trouble.)

Coran could always rationalize to himself that he might make things right with a donation to the temple somewhere down the road... But by the same token, the gems in question are highly valuable: star sapphire = 2000 gp and rogue stone = 2500 gp. So that's a lot of coin to make up for at some future point! (If he sincerely wants to try to make things right with Gond eventually, at least in his mind.)

Incidentally, there's no particular relationship between Coran's favorite deity, Tymora, and Gond.

Coran does have a Wis of 9, which is a smidge into low normal range (just barely though).

I could flip a card for it, of course. But any thoughts about whether theft of gems that are ostensibly offerings to the Gondian temple is something Coran would do?

A Blade's journey

I've just started a solo run with a Blade (but decided to keep a party for RP reasons), I rolled very little and got stats that are highly roleplayed in my character, who's Lawful Neutral, I named her Xzirvanya. Image may be NSFW.
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I picked Long Sword and Darts as level one proficiencies. Image may be NSFW.
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-Candlekeep:
I talked to Gorion who urged me to leave the citadel of Candlekeep, where I lived most of my life, I brought an armor, a sword and darts for myself. Later I visited the guards and done a little errand for one of them, just buying quarrels from Winthrop and carrying them through the half of the citadel, very exciting, but I was glad to help (and he rewarded me nicely)! A man tried to kill me, I don't know his name, but he was almost as tall as me and had a dagger, by forcing my spirit into battle and empowering myself (used Offensive Spin) I could concentrate and hit him once (3 damage done with my Long Sword), he threatened me by saying "I've got a blade with your name on it", as the time he stabbed me with his dagger (just 1 point of damage luckily), I ran outside of the construction, but he followed me, I concentrated to not to run and to use my will to protect myself (used Defensive Spin), he couldn't hit me. But I could do so, as he was dead, Karan approached and talked to me, he also urged me to leave, maybe Gorion knows about this, I will ask him later. I have spoken with my friend Imoen, she asked me if she could come with me, but I think that it's a decision that is up to Gorion, and that I will ask me about that too. Gorion decided to leave immediately, he ordered me to go to the Friendly Arm Inn in case that he dies or we are separated, there I can meet with some friends of him, they can help me, he said. A Priest of Oghma from the local temple healed the wounds the assassin had caused me before we leaved, a thing we did.

NonSequitur Black Pits II - Recruiting Phase (Still need sorcerer & assassin/mage)

I have some really bad cases of restarteritis in both BG2EE and Black Pits II and to get over it, I decided to start a new non sequitur Black Pits "documentary". By now, I know how to recruit all NPC gladiators, but still haven't found a use for all quest items, so this should be interesting. It won't be a "walkthrough" or "strategy guide", more a documentary of the fights, merchants, quests, NPCs and general advise.

It's been a while since the last non sequitur run and I don't know if the old party is still alive/around. That means time for some fresh faces - aka a recruitment call.

The wise and just paladin (inquisitor, tank) Ser Eyewin Lannister will lead the brave gladiators of Thay and hopefully find the following comrades:

♦ a berzerker/cleric taken or cleric/ranger, dual wielding damage dealer
♦ a vanilla sorcerer, primary caster
♦ an assassin/mage, secondary caster and mage disabler
♦ a druid (avenger or totemic preferred), primary divine caster, utility taken

and either:

♦ a bard (jester or doomsinger preferred), ranged/secondary caster taken
a monk, kitted or vanilla both welcome (Note: I've never played monks, it's just something I considered trying out for a while. I don't really know how to play them though.)



○ Duals are created as the first class and are to be dualed during the first tier, for convenience.

○ Sprites can be anything except large circle creatures (no giants, dragons; they don't fit in the small resting area). Walking speed is no concern.

○ Provide your class, race/sprite, alignment, preferred weapons (anything goes; Ser Eyewin uses Long Sword + Shield, but there are enough to go around for double profs), portrait if you have one.

○ Stats will be somewhat min/maxed, but I'm not patient enough to roll for an hour, so it depends a bit on luck. I try to go for high 80ies or higher rolls for everyone, if really neccssary or not.

○ Illegal race/class is not completely out of the question, but I prefer minor tweaks only. (No non-human duals, but if you want to have a gnome bard, I'm not stopping you.)

○ Active forum poster; it's appreciated if the "players" add some advise for their characters/classes in the topic, because I'm scatterbrained and will forget a lot. :)

Please send me a message with your character suggestion, so this topic will be only actual Black Pits documentation; I'll make a party introduction posting and update it with the final team/character sheet screenshots.



Installed mods (I remember...) are:
More Style for Mages
http://forum.baldursgate.com/discussion/18108/item-mod-more-style-for-mages-ranged-wizard-s-staffs-circlets-robe-visual-tweaks-major-update
Spontanous Casting
http://forum.baldursgate.com/discussion/29604/mod-spontaneous-casting-for-clerics-and-druids
Doomsinger Kit
http://forum.baldursgate.com/discussion/30158/doomsinger-weidu-mod-now-available-for-download

Races I'd really like to team up with at some point are Bombadier Beetle, Water Elemental, Otyugh, Troll (any), but anything funny/non-default race is fine.

Tagging who might be interested: @Eudaemonium, @Anduin, @Kamigoroshi, @Southpaw, @OneAngryMushroom, @Shandyr, @Metalloman, @jackjack, @booinyoureyes‌, @Pecca

How to bypass True Sight?

Hello everyone, I'm having a blast with my current Avenger especially now that she has Improved Invisibility amongst her spells. I'm a bit worried though that from late BG1, early BG2 onward, the spell may lose much of its usefulness, because mages and priests will start casting true sight / true seeing all the time. Unlike wizards, Avengers can't cast Spell Immunity: Divination.

Does anyone know if there's a way for Avengers to make good use of Improved Invisibility once they start facing priests who can cast level 5 spells and mages who can cast level 6 spells)?

The Cloak of Non-Detection is wearable by pretty much all characters (not sure about Wizard Slayer), including Avengers, but iirc True Sight/Seeing bypasses the cloak's Non-Detection effect and dispels al types of invisibility and other illusions (except for Thieves' and Rangers' non-magical stealth).

Am I right? Does anyone know if there are any other tricks, spells, items that would serve my Avenger?

Which is the most difficult solo single class (kit or no kit) for BG Saga?

First boss fights (spoiler)

I am surprised that this hasnt received more attention already, but am I alone in thinking Carbos and Shank are horribly overpowered? I mean, these crack assassins manage to break into Candle Keep on their own armed with only a dagger when a full party of six high level adventurers needs a nether scroll to get in. And you expect a freshly made level 1 to handle them? Talk about a baptism of fire!

Check out this screenshot from a recent attempt with a freshly made character:

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I mean seriously, WTF?!?!

Proposed solutions:

A) Gorion accompanies bhaal spawn for tutorial section, and so can eat the backstab with stone skin. But then, this might be too radical a departure from the story line, and in any case, will new players know how to use a high level wizard well enough to overcome to awesome might of Carbos and Shank?

B) When players encounter Carbos and Shank, they turn into the Slayer. If it isnt already the case, make the slayer immune to non magical weapons. As this is for new players, it should be more forgiving than in BG2, and they should be able to shift in and out of slayer form at will, with no damage for staying in too long. Explain it away as being a result of still having your soul. I think this is the best option.

Don't know who to remove from my party (BG2: EE)

My current party consists of
Charname - Sorcerer
Dorn
Hexxat
Korgan
Viconia
Edwin

However I really want to run Haer'Dalis but have no idea who to remove from the party so any suggestions would be greatly appreciated (and I guess running him in my good party when I get through BG:EE again is a valid suggestion).

A NearINfinity Conundrum

Greetings, Players! I am playing the original Baldur's Gate. I played through a long time ago and then started playing again after using GateKeeper and NearInfinity to make a few modifications. Way back then it worked just fine. Unfortunately, I have since lost the hard drives those games were on. My problem is that I think I'm missing a step or something. I have a game I've saved and know I have to open that game in NearInfinity to make the changes I want to make. The game shows up when I run GateKeeper and it is obviously there to be played when I run the game itself. But for some reason when I try to find it either by running NearInfinity or by going directly to the file structure of my hard drive the saved game just doesn't appear to be anywhere on my system. I'm sure it's there...I just don't know why I can't see it or find it. Can anyone help? I really don't want to run through the game without making the few changes I want to make, and I really want to run though this game again.

Mod NPC Idea(s). Feel Free To Add Your Own!

Hey guys and gals, I've been thinking about this NPC for a while, and finally decided to post something about him. I couldn't find a thread for this sort of thing, so I've made my own. Feel free to post your own ideas and thoughts on other's creations, but keep it civil please. We all know it's hard to write a good NPC mod and there are a lot of bad ones, but if you're going to insult someone's ideas, do it in a constructive way. I personally have neither the skills nor the resources to mod, but I can't resist talking about this guy on the forums. My thoughts and decisions on a character's background may be subject to change, but anything I post\edit won't be done without considerable thought put into it first. Without further ado, here's Gur-Thoz! (Spoilered for size convenience)

Name: Gur-Thoz
[spoiler] Race: Half-Orc

Romanceable? No.

Class: "Mercenary" (Fighter\Thief)

Alignment: Lawful Neutral

Portrait: (Props to whoever made this. I found it via google and traced it back to "Sea Of Dragons". Seems like some D&D knockoff site designed for those who long for a variation of old D&D. I just found the image to be ideal for the character.)
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Height: 6'4"

Weight: 210 lbs.

Age: 37

STR: 19
DEX: 17
CON: 18
INT: 13
WIS: 16
CHA: 8

Total Roll: 91 (It's exceptional, I know, but it's for characterization. His important stats could be kept with a much worse roll. Also, he's middle aged and nearing old age for a half-orc. In 3rd(.5?) edition and onward, the older you get, the more intelligent and wise you become. Charismatic too, but that doesn't apply to the character.)

Starting Level: BG1: 4\5 BG2: 10\12 ToB: 16\19

Starting Proficiencies: BG1 Long Sword ** Single Weapon Style ** Long Bow *
BG2 Long Sword ** Single Weapon Style ** Long Bow ** Mace*
ToB Long Sword ** Single Weapon Style ** Long Bow ** Mace** Bastard Sword*

Favored Thieving Skills: Trap Finding, Detect Illusion, Hide In Shadows, Move Silently. (He's no thief, but these skills are handy for a mercenary.)

Biography (In game): Gur-Thoz looks surprised when you ask about him. He's not used to his clients caring about who he is. He tells you he was born into a small village many years ago. The village was a city of outcasts, made up of all sorts of races, from all walks of life. From his youth he and his friends (a mix of different races, he adds) had dreamed of being famous adventurers. Once they were all old enough, the friends set out to make their dream a reality. For a couple of years things went well, but one tomb filled with creatures they were unprepared for sent their dream six feet under. Gur-Thoz narrowly escaped, and he took up guarding caravans and eliminating small groups of creatures threatening towns as a new career. He's spent the last twenty years doing little more than that, and while it's kept him from becoming as skilled as he might, it's kept him alive and fed, and he says that's what life is about; Survival. He then says that traveling with you has been exciting, but he'll be happy to finish the job and go home to his favorite seedy bar. You try to ask for more, but he ignores you, and you assume it would be best to wait for later to talk more.

Personality, Abilities, and Alignment: As it says in his biography, he lost his friends, and with them, his dream. This has made him gruff and bitter, and while he's willing to travel with you for money (and in BG1 you have to pay him to access him) he has no interest in being an adventurer. He treats others with respect, but even his respect can come off as rude due to his general gruffness. He's fairly intelligent, partly due to his age, and partly due to his experiences in the world. Under that same vein, he's also quite wise, and has seen much of the world and the people within. He is quite strong, agile, and hardy, and although his age is starting to catch up to him, his rigorous personal training has kept him nearly as fit as when he was young. He is perhaps not quite so fast or sturdy as he once was, but he has kept the majority of his physical attributes. He is not religious, but he respects others who are. He is not atheist, but he does not revere the gods. His alignment is not entirely accurate, as alignment never is. He is both lawful, and fairly neutral, believing that to survive in society you must follow it's rules. However he prefers being in a good party. He is not truly a "good" being, because he does not consider evil acts as necessarily wrong, but he dislikes being party to them, as they damage one's reputation. He believes that evil acts are a good way to ruin oneself, and prefers being in a good party, as opposed to an evil one. He will not leave the party due to reputation unless a reputation of 3 or less is achieved, however.

Reason for Traveling With You: In BG1 you pay him 1000 gold for a month's worth of service. The game would (ideally) measure the amount of time you have him in the party, and if three reputation is gained, or a main story quest (chapter changing quest) is completed, he will realize that traveling with you is beneficial to him, as you are making a name for yourself. He can use this positive notoriety to increase his business in future. In BG2, you meet him at the bar and when you first speak to him he doesn't recognize you. After a dialogue option saying who you are is clicked, he'll realize who you are and ask if you wish to travel together again. He gained much from traveling with you in the past, and believes that he can gain from traveling with you again. When he hears Imoen has been kidnapped, though, he immediately says he'll help regardless of what's going on.

Recruitability and Locations: Gur-Thoz can be recruited in BG1 at the Red Sheaf in Beregost for 1000 gold, providing that your party does not have a reputation of 3 or less. In BG2, he can be recruited for free after dialogue in the Copper Coronet. (location subject to change)

Reason for Appearance in Amn: In your opening dialogue with him in BG2, he explains that he was framed for a murder in Beregost, and despite his journeys with you, things looked to be turning out badly for him, so he cut ties and ran for the border. He further explains that he believes a certain dwarven mercenary dealer set him up, since he had been stealing much of the dwarf's business.

Dialogue: Gur-Thoz has no dialogues initiated by him. Instead, he can be spoken to using the talk command. (I don't know if this would be mechanically possible with the game's system, but it'd make for quite a few less poorly timed conversations.) His dialogue mostly involves talking further with him about his background and his time spent as an adventurer and then as a mercenary. He has no dialogue with the PC in BG1, but his dialogue becomes available in BG2. It would open up over time, so the PC would want to occasionally check and see if he was feeling talkative. He will talk to other NPC's, but it would be mostly statements to which the NPC's would give a one sentence reply to. I wouldn't want to try and create dialogue for characters I haven't made. I'd be too worried I wouldn't nail the character's personality correctly.

Opinions of other NPC's:
BG1:
Ajantis: Respectful, but finds the paladin a bit over-enthusiastic.
Alora: Finds the halfling to be far too energetic. Reminds him too much of his old self and adventuring friends.
Baeloth: Dislikes immensely. Finds him to be too manipulative and loud.
Branwen: Respects immensely. Finds her immense faith admirable, though he does not share her beliefs.
Coran: Thinks of him as a bit of a loose cannon and too carefree. Sees a bit of his youthful self in Coran.
Dorn: Dislikes immensely. Will come to blows with him. He sees his fellow half-orc as causing problems for lawful half-orcs, what with his brutal and senseless murdering.
Dynaheir: Respectful. Finds her to be intelligent and skilled, with a good head on her shoulders.
Edwin: Dislikes. Finds him to be too manipulative and power-hungry. Feels that he is likely to bring death to the party with his constant attempts to gain more power.
Eldoth: Dislikes. Too lackadaisical and manipulative.
Faldorn: Respectful, but sees her as a little bit overzealous. Warns the PC about working with over-emotional people.
Garrick: Respectful, but dislikes. Thinks of him as too carefree.
Imoen: Thinks she's naive and not cut out for adventuring, but she reminds him of one of his closest friends from his youth, and is protective of her.
Jaheira: Dislikes. Feels that she should not boss around those who are far more experienced. Pities Khalid.
Kagain: Respectful. As a purveyor of mercenaries who lives in Beregost, he is surprised he has not met the dwarf before.
Khalid: He actually likes the skittish half-elf, and will several times quietly mention that he should retire from adventuring life and find a nice girl, intentionally ignoring the fact that Khalid is married.
Kivan: Respects the elf a great deal, understanding the pain he's gone through, as well as his quiet nature.
Minsc: Respectfully avoids. Warns the PC about working with those who are a bit touched in the head, regardless of their useful skills.
Montaron: Has no problems with, but says to him that he should be careful with the assassinations he speaks of, since they can ruin one's image easily.
Neera: Thinks of her as an immense liability and tells the PC so. She's undisciplined and can't control her power.
Quayle: Thinks he's arrogant and foolhardy, but has dealt with many merchants with a similar attitude, and so knows how to ignore him.
Rasaad: Respects him for his faith and his discipline, but has little opinion of him beyond that.
Safana: Too manipulative, but her persuasiveness could be useful.
Shar-Teel: Too loud, but a good fighter and a useful ally.
Skie: Thinks she should go back home to momma and daddy where she's not going to die a horrible death.
Tiax: A liability, due to his insanity. Warns the PC about working with those who are a bit touched in the head, regardless of their useful skills.
Viconia: Initially likes her, due to a sense of camaraderie from both of them being generally disliked races, though he sees her as possibly threatening to their reputation. Once he tries to get to know her, however, he is put off by her attitude and decides to ignore her.
Xan: Thinks that if he'd keep his mouth shut he'd be a valuable asset to the team.
Xzar: Respectfully avoids. Warns the PC about working with those who are a bit touched in the head, regardless of their useful skills.
Yeslick: Respects the dwarf for his faith and skills, but accepts that he is not appreciated due to the dwarven dislike of orcs.

BG2:
Aerie: Considers her unfit for adventure. Doesn't dislike her otherwise, though he believes she's immature.
Anomen: Respectfully avoids. He respects Anomen for his faith, but finds him a little too boastful.
Cernd: Finds both his personality and his skills to be sub-par.
Dorn: Dislikes immensely. Will come to blows with him. He sees his fellow half-orc as causing problems for lawful half-orcs, what with his brutal and senseless murdering.
Edwin: Dislikes. Finds him to be too manipulative and power-hungry. Feels that he is likely to bring death to the party with his constant attempts to gain more power.
Haer'Dalis: Too flimsy for a life of adventure. Grows to respect him more over time.
Hexxat: Mistrusts immensely.
Imoen: Thinks she's naive and not cut out for adventuring, but she reminds him of one of his closest friends from his youth, and is protective of her. When he hears she's been kidnapped, he immediately offers his aid in rescuing her. Is even more protective of her once she is saved.
Jaheira: Respects and sympathizes with her far more after hearing of Khalid's fate, though he makes a crack about Khalid finally leaving her before he is told what happened. He apologizes multiple times for this.
Jan: Finds the gnome to be both useful and amusing. Will say to him that there is hidden intelligence in the gnome's babblings, to which Jan will respond with yet another anecdote.
Keldorn: Respects the paladin, finding him more cool-headed and wise than other paladins.
Korgan: Finds the dwarf to be disgustingly unlawful, and will caution the PC about keeping company with him.
Mazzy: Is amused by the halfling and says that to have a goal is a thing to be admired. Feels a sense of camaraderie with her when he discovers her adventuring party and lover died.
Minsc: Pities him when he learns that Dynaheir has died, but still believes him to be a bit too uncontrolled.
Nalia: Finds her idealism a bit grating, but as long as she isn't blathering to him, he doesn't mind her.
Neera: Thinks of her as an immense liability and tells the PC so. She's undisciplined and can't control her power.
Rasaad: Respects him for his faith and his discipline, but has little opinion of him beyond that.
Sarevok: Thinks he's dangerous, but by this point he trusts the PC's judgement.
Valygar: No real opinion of him one way or the other.
Viconia: Initially dislikes her, due to previous encounters, but will soften to her depending on whether her alignment changes.
Yoshimo: Sees him as amusing and useful, and is surprised at the events that transpire at Spellhold.
[/spoiler]

The personal quest is not fully spoilered, simply because I have no clue if you can put a spoiler within a spoiler, and I don't want to spoil it for anyone who believes the mod will one day come out. It's unlikely, however, so read it if you wish.

Personal Quest: Gur-Thoz receives a note signed from one of his old friends from his youth and begs to check it out. It is from the elf girl, Nateera, the one that Imoen reminds him of. She was his only love, and though he knows it's vain to hope she still lives, especially after all this time, he never saw her definitively killed and wishes to check it out. [spoiler] To his surprise, he finds that it is her, though she is but a ghost bound to a necromancer. She was unable to rest after her death, but was unable to leave the place where she died. She was eventually found by the necromancer and he bound her to his service. Through this, however, she was able to leave the cave and was able to influence the man who brought Gur-Thoz the note. You slay the necromancer, and Nateera tells Gur-Thoz what it was that made her unable to leave the material plane. She said that she loved him, and that he was not to blame for her death. She then told him she wanted him to live the rest of his life doing good for the world, and enjoying life. She said that he seemed to have met some incredible people, and she requests of you that you will stay by Gur-Thoz's side. With that, she "embraces" Gur-Thoz as best she can before fading away. Gur-Thoz thanks you for your help, and says that he has satisfied his own selfish desires and is fully ready to aid you in your quest. You can then ask if he's alright, to which he responds by looking at you and grinning, the first grin he's ever shown to you. When you express surprise at that he says that a lifelong weight has been lifted from him, and while he has his regrets, he feels that through this endeavor and all of his journeys with you, he has been shown that life is not merely about survival. It is about the friends you keep and the memories you make. [/spoiler]

yet another roleplaying question for my current game: what now to do with Eldoth!

I want to thank folks for their helpful and insightful input on my Let the Fates Decide game in some recent posts about it. I'm chronicling the game in a Challenges and Playthroughs thread to demonstrate the gaming method, but I'm also periodically seeking feedback on some things here in General, since to be realistic that's where the most feedback will be available. :-) The method is concisely described here, by the way. In a nutshell, I combine roleplaying, the element of chance via card flips and die rolls for what characters might sometimes do, and EE Keeper to make more things seem possible and unpredictable in the game.

I'm playing it minimal reload (only upon PC death or technical glitch).

In this game I have roleplayed that Eldoth has accepted that it's actually best for the party not to attempt his quest to blackmail Skie's father. Coran did speak with Skie, but she fled in a panic. I couldn't have added her to the party anyway, since that would have required dropping someone else. And from a RP vantage the party would not have done that. They did have room for Eldoth, however, and regard him as an asset. So I used some RP rationalizations to add just him, assuming that the party interacting with Skie and her fleeing would satisfy Eldoth's quest script.

I just had Eldoth and Coran embark on a nightlong burglary and pickpocketing spree. However, upon return to the Low Lantern I've reach a point where apparently the quest timer has triggered that Eldoth wishes to leave because his quest hasn't been completed. (Note: The party's rep is only 13, so he isn't leaving because they're too popular.) Just after resting the party Eldoth leaves.

Failing to anticipate this, I have been journaling in the playthrough thread Eldoth's recounting of his and Coran's exploits the night before on the following morning, at breakfast at Jopalin's tavern-inn. Interestingly enough, in the roleplay I very nearly had Eldoth charm Coran with the nymph cloak to take all the items that they have stolen that night and leave the party anyway! That is probably what he would really do, actually. But I'm having a lot of fun with him in the party, so I RPed that he opts not to betray the party (not yet, at least), and will stay for now.

And of course now the game engine has him leave anyway.

Now, since I'm working outside of the box anyway, I wonder what's a satisfying way to handle this...

These are the options that I can envision:

1) Eldoth surreptitiously leaves according to the scripting, taking with him the items that he happens to be carrying at the time. I.e., that's the way the cookie crumbles.
2) Since Eldoth is going to leave anyway, I fudge the no-reload rule a bit by backtracking to the point before retiring for the evening and have him Charm Coran, take everything, and abscond.
3) Eldoth leaves according to the scripting but I CLUA him back in, and RP that he insists that the party carry out his blackmail scheme; which they will not, but then he doesn't leave with the a big portion of the loot they just gathered (only as much of it as the party feels he deserves).
4) Eldoth leaves according to the scripting but I CLUA him back in and simply hope for the best that he doesn't abruptly leave again at some point.
5) Via EE Kepper I change the quest variable for him in a save just prior to him leaving so that he will stay.

What do you all recommend? (Sorry that it's a lot to digest, lol.)

Did you know?

So this is just a thread for interesting things that people have picked up over the years. While most of the information has been freely available for some time, the game is big enough that you might find something you missed. If not, it's still fun to see just how much detail the developers put in.

Did you know that if you are playing an elf named Drizzt, and your reputation is under 12, Drizzt will attack you? Did you also know that if you kill the three mages guarding the skyship devices in Baldur's Gate, then Shandalar skips the 'asking' part of sending you to the Ice Island? Not surprising, given that they were his daughters. Guy is probably a bit angry at you.

Top 5 Weapons

What do you consider as the top 5 weapons? Some guidelines are damages dealt, special abilities, compatibility (how often do you put pips in this particular weapon type?/class exclusive weapons?) and accessibility (the earliest moment in the game and the difficulty in obtaining the weapon).

1. Staff of Magi (cheesy Invisibility, free Spell Trap, dispel on hit)
2. Celestial Fury (save or else stun on hit)
3. Carosymr+5/+6 (50% MR and dispel on hit)
4. Flail of Ages +4 (33% chance of slow and additional elemental damages)
5. Foebane +5 (high damage output)

Contenders:
-Staff of the Ram+6 (high damage output and backstab capable)
-Blackrazor (15% level drain 4 levels, haste and boost strength of user)
-Ravager +6 (save vs poison for 3d6 damage and 10% vorpal hit)
-Firetooth+4/+5
-Sling of Seeking (strength bonus and +4 bullets are available)
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