So I decided to play an elven Archer kit... and this happened.
ScytheKnight
Member Posts: 220
I think the only thing that makes this 98 roll believable is the 18/56 Strength... otherwise I don't think anyone would believe these stats.
Will be kind of interesting to observe just how obscenely powerful this guy gets through the games once he gobbles up all those stat tomes. I believe that will result in stats of 19, 20, 18, 10, 19, 19 yes?
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I can't use intelligence as a dump-stat though, so his dex suffered a bit.
And yeah... moving through Hobgoblin areas is just an obscenity with this guy.
Then other times It'll take me like an hour just to see anything above 85. Strange stuff.
The only character I've ever rolled a 99 on was an elf ranger and I didn't even end up using him. What a waste
It's basically impossible but it´s the highest value possible.
The problem when you have rolled such a good character is that you have troubles to play one which isn't as strong as the previous one. =/
Aren't elven archers kind of OP in BG1 anyway? I think another thread listed them as the class with the best attack value for a level 1 character. And since Archery just kicks it all the way through the first game, being specialized in it just makes sense.
They probably are, but this is with the aim of playing something all the way through BGI/ToTSC (which I've never actually been able to do thanks to a bug with BG TUTU crashing at the final battle), BG II with something other than a mage and actually finish BG II ToB.
"BG1 -
Always hits, no one else does.
Most attacks out the gate.
Best damage.
Ranged combined with low monster hit points.
BG2-
Everyone that is built even half way decently always hits.
Less attacks then other builds.
Least damage, less so then a sling using cleric.
High hit points means monsters get cuddly.
Bad equipment selection.
One trick pony.
BG1, its a demigod. BG2 its a joke, especially with the number of monsters that go. "Nope, to bad. Try again." To arrows."
I don't exactly agree with all these views but the last one does seem especially bad near the end. Especially with mages, when protection from arrows is easy to get.
Small issue but gives you better chances against mind flayers, I always keep my INT 10+ just for this reason and RP.