Dear reader, meet Grynne, half-orc Wizard Slayer of Candlekeep.
Grynne is of lawful neutral alignment. Her neutrality manifests itself in her conviction that one is under the moral obligation to refrain from perpetrating any "evil" deeds, while at the same there is no such thing as an obligation to do "good". However she doesn't have to ponder often over moral dilemmas, as the answers are normally provided to her by her distinct lawfulness. Grynne distinguishes between just and unjust rather than between good and evil. Her concept of justice means that she shall always honour a given word, unless the recipient of her word acts in a dishonourable way. Dishonorouble would be for example to trick her into an agreement using false or incomplete information, or to act against the terms of an already concluded agreement.
Interestingly Grynne has little respect for the laws of the land, since those laws lack an in her eyes essential element for validity: the express assent by those subject to them. The laws of the land are not agreed upon by all, but imposed by a governing elite. Therefore any laws that go beyond the most fundamental principles of co-existence (such as to abstain from murder, rape, etc.), are subject to Grynne's careful scrutiny. She'll only respect any laws that she considers to be just and necessary. To give an example she won't act against the adherents of a banished belief system solely because there is a law banishing the religion; obviously the adherents won't have consented to that particular law.
As a Wizard Slayer Grynne holds a deep-rooted distrust of arcane magic. From Gorion's tales and from her studies in Candlekeep she's gathered that the most powerful beings to walk the realms are almost without exception Mages and Sorcerers. And well, power corrupts, according to Grynne. How else can it be possible that the powerful few impose laws on, and feed off the good common folk? Mages appear to be the worst in this respect, as is witnessed in recent times by the atrocity that is evil Thay. And even good-intentioned magic users are inclined to use their power to interfere in the lives of others without asking, without permission, without need. It is for these reasons that Grynne, well aware of her physical prowess, decided at a young age to train with the Candlekeep guards as a fighter, and to specialize herself in combating magic.
Grynne's aversion against arcane magic, combined with her lawful neutral alignment make her quite picky when it comes to entering into alliances with other NPCs. In practice, she'll not accept any arcane magic users (bards, mages, sorcerers) into her party, nor will she ally herself with chaotic characters since these lack focus and reliability according to Grynne. Only a very compelling reason might inspire her to make an exception, and then probably only for limited amounts of time.
I'll be playing Grynne with the Wizard Slayer Rebalancing mod, available both for BGT/Tutu and for BG:EE.
This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions.
- Starts with 10% base magic resistance
- Gains an additional +2% bonus to magic resistance for every level of experience
- Gains the Disrupt Magic passive ability at first level
- Gains the Shatter Magic ability at first level and every 8 levels thereafter
- Cannot use any magic items except for weapons, armor and healing potions (and items that specifically protect against magic)
- Cannot dual-class
Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect.
A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.
The mod also introduces two new HLAs: Reflect Magic (replaces Resist Magic), which does as the name implies during 3 rounds, and Arcane Bane (replaces War Cry), which gives a damage bonus against wielders of arcane magic. Of course it remains to be seen whether Grynne will ever acquire those abilities.
Besides I've installed a component that makes moderate changes to item restrictions. It allows the Wizard Slayer to use items that provide protection from magic in some form, such as the Cloak of Balduran, Cloak of Mirroring, Belt of Inertial Barrier, Amulet of Spell Warding, Ring of Spell Turning, Potion of Magic Protection, Potion of Magic Shielding and Potion of Magic Blocking.
I'll be playing on core rules, and as always: no-reload. I've never played a straight fighter. Am most experienced with thieves (including multiclassed), and to a lesser extent (arcane and divine) magic users. To increase her survivability I'll probably have her operate in a small group, with a decent thief (preferably a Fighter/Thief), and a cleric.