Bards and HLA traps
mjs
Member Posts: 742
Do these traps always set? What does the game check against? Obviously thieves have Set Traps ability, but Bards don't.
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BTW the normal traps get stronger at level 6 onwards:
Level 6 Trap:
Deals 2d8+5 damage to any enemies within the area
of effect of the Trap when it goes off. This is non-magical damage
so Magic Resistence can't stop it (as is the same for all initial
damage of later Traps).
Level 11 Trap:
Deals 2d8+5 damage to any enemies within the area
of effect of the Trap when it goes off. In addition, for the next
three rounds, it deals 2d6 poison damage per round (hence
resistence or vulnerability to poison also affects the damage).
In addition, this extra damage also disrupts spell casting (like
Melf's Acid Arrow).
Level 16 Trap:
Deals 3d8+5 damage plus 4d8+2 fire damage to any
enemies within the area of effect of the Trap when it goes off.
Like poison, any vulnerability or resistence to fire also effects
the extra damage.
Level 21 Trap:
Deals 3d8+5 damage plus 20 poison damage to any
enemies within the area of effect of the Trap when it goes off.
Plus, enemies must Save vs Death with a +4 bonus or die instantly.
Again, the poison damage can be reduced or increased according to
resistence/vulnerability.
Taken from the excellent thief guide here: http://www.gamefaqs.com/pc/470765-baldurs-gate-ii-throne-of-bhaal/faqs/27550
Unfortunatly it was written for BG2 so it doesn't have info on lvl1 traps, hopefully someone else can help us out there.
BTW obviously in BGEE the highest thief level you can reach is 10, so would be max of two traps/day at the "level 6" effectiveness. The Level 11 Traps and upwards are *nasty*, though!
awesome i did not know that. i never used to bother with traps, not even the HLAs before i came to this forum
you guys are the best. knowledgeable, eager to share and nice about it
Level 6 Special Trap: Deals 3d8+5 damage to any enemies within the
area of effect of the Special Trap when it goes off. In addition,
enemies must Save vs. Spells with a -4 penalty or be slowed for 5
rounds. (Like normal Traps, the initial damage is non-magical.)
Level 11 Special Trap: Deals 4d8+5 damage to any enemies within the
area of effect of the Special Trap when it goes off. In addition,
humanoid enemies must Save vs. Spells with a -1 penalty or be
held for 5 rounds.
Level 16 Special Trap: All enemies within the area of effect when
the Special Trap goes off must Save vs. Spells or be affected as
Otiluke's Resilient Sphere for 7 rounds.
Level 21 Special Trap: All enemies within the area of effect,
regardless of Magic Resistence, are Mazed as the spell of the same
name (except Spell Trap and the like cannot stop it from occuring).
The Maze lasts according to intelligence, as according to the
actual spell.
Ahem! Sorry, rant over...
Maybe it lets you wear full plate and wield Carsomyr, but you're still not going to hit anything with that weapon and the armor stops you from casting spells. I never really saw it anything that great to bother with, and, in case of bards, always went for the improved song first.
Honestly at this point in BG2/ToB I'm questioning whether it's even worth it to have a Thief gaining levels past 13. Rather dual it to Fighter!
Admittedly it's probably better for a thief who is otherwise more restricted in gear choice to start with, but it still goes a long way for a bard.
Also, if soloing, Jesters mat not want Improved Bard Song, as it's best for a party, whereas Jesters song is offensive.
I do agree that Assassination is nice - but as I said before, many of the truly difficult enemies are immune to backstabs anyway
Sure (using your Blade example here), a blade has no weaknesses at later levels, but that is LATER levels! All of BG1 and half of BG2 are DONE by the time you get that! Well over 100 hours of gameplay!
It is why I rarely dual or multi class in the game (some exceptions for dualing of course but I won't get into those). I like to enjoy my chosen class's benefits as early as possible. If I'm choosing a blade, rest assured it ISN'T because of his late game power. But because of his early to mid game enjoyment.
Now, as you said, "rant over".
To each his own, of course, but when playing modded the most challenging fights simply are towards the "end" of the game. You can beat the early/midgame with pretty much anything, but the differences really start to kick in once you face things like Red Badge, Lunar Eclipse, Pontifex or Ascenion's Amelyssan.
It helps to view things as sort of balancing each other out - you can choose OP dual-class variants, so people make mods that are difficult enough for those. Doesn't fix the mistake at the beginning (i.e. allowing things like Kensai->Mage to begin with), but mitigates the damage. True, RP may suffer, but it's a world of trade-offs. It all depends on how you want to play. Ascension on Insane isn't for everyone, but neither's vanilla!
Flail of Ages+5 is an important issue though, since it comes with Free Action attached which prevents haste effects. Given how it's arguably the best weapon in the game you really want to give it to a fighter that does have access to Greater Whirlwind...
Also, to my knowledge there are no IA scrolls, since it's a HLA spell and all...
Kensai -> Mage is a legitimate PnP class (actually the PnP version is even stronger because it's allowed to use bracers/gauntlets...the only thing they can't equip is physical armor or bows/x-bows, since it restricts their precise movement based attack style) (aside from the fact they can achieve GM, which is wrong (they're limited to specialized only with mastery (***) in 1 weapon type, or no specialization except for one weapon if you aren't using GM rules), and their kai and hit/damage bonuses are only supposed to apply with their Mastered weapon type), but..that aside).
Mage robes aren't considered Armor, and allow enough freedom of movement for delicate Reality warping magics with very complex hand-signs and gestures, so I'd imagine they could be used just as well for a kensai (and most clothing can be altered to a large degree as you see fit, if certain elements of the robe were in the way, without hindering it's magics, if any.