The Story of Grynne, Executioner of Wizards (New Attempt)
Blackraven
Member Posts: 3,486
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.
KIT DESCRIPTION:
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.
Advantages:
- 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
Disadvantages:
- Cannot use any magic items except for weapons, armor and healing potions (and items that specifically protect against magic)
- Cannot dual-class
Disrupt Magic:
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.
Shatter Magic:
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.
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.
KIT DESCRIPTION:
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.
Advantages:
- 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
Disadvantages:
- Cannot use any magic items except for weapons, armor and healing potions (and items that specifically protect against magic)
- Cannot dual-class
Disrupt Magic:
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.
Shatter Magic:
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.
Post edited by Blackraven on
16
Comments
I sure hope to have a lot of fun with her.
If she survives up to bg2, no-arcane spellcaster in the party thing may become a challenge. Oh you should take Keldorn (true sight, uber dispel magic, Carsomyr) and Jaheira too (Insect Plague wins most of the SoA) to become the bane of magic users everywhere. This trio will demolish Irenicus so fast.
Your advice is most welcome. The more the game advances the more careful I'll have to be with whom I accept into my party. In BG2, I think Jaheira and Keldorn will be the most useful (unnerfed Cernd could be an option). Mazzy and Valygar make sense from a roleplaying perspective, but add little in terms of fighting arcane magic. Also, no thief... I've a couple of NPC mods installed though.
Anyway let's see first if Grynne survives BG1.
No-thief in bg2 would be bad. Like, very bad. Though then again if you play in bg2:ee Hexxat is capable of all of the needed thievery in the game and then some. But I wonder how would you agree to take her into your party, she is no spell caster but is...err, 'special' enough.
Ooh all this talk about bg2 is not needed now, you have a long way to finish bg1 first. Though in the future, if you want to tackle bg2 no-reload with a new character, you can roleplay him/her as an amnesiac due to Irenicus's tortures at the start of the game, so not playing bg1 could have been justifiable.
I look forward to your fight against Davaeorn :-)
By the way, I don't know why but I imagine a LN female Half-Orc as Dredda, yelling "I AM THE LAW" every now and then...
lunar, you're right about both Valygar and Hexxat (haven't tried her out yet, I think she'd be too evil for my character though)
Flashburn, thanks for the tip
Metalloman, yes, I'll be posting Grynnes journal. "I AM THE LAW!" would make a cool subtitle, though I woldn't want people to associate her with the Fist.
@elminster @Flashburn @lunar @Metalloman & others:
A quick question: any advice on weapon proficiencies?
1) I opted for dualwielding because I took into account the need to get in as many hits as possible as fast as possible in order to neutralize enemy mages's spellcasting. I suppose that this is a very offensive way of thinking however. Defensively 2h sword might be the way to go, no? With Spiders' Bane, and in BG2 Lilarcor (which in my setup can be upgraded to a +5 enchantment with protection against charm, confusion and intelligence drain). I think I won't be able to rely on magic resistance against status effects until deeper into the game...
2) My weapon of choice is the battleaxe, simply because I almost never use them (it was a toss up between bastard sword & axe really). It looks pretty brutal, and it seems more natural to dualwield those rather than longswords for example. I also think that the more exotic curved blades (katanas, scimitars etc) don't really fit the character I have in mind. I would consider the trusty flail as another option.
About proficiences: in your case I would use the Axe proficiency mostly for throwing axes; then I would go for Halberds, I think these kind of weapons could fit your CHARNAME, also I don't see many players using halberd often for their PCs.
(or spears just for the Impaler, but there are not +4 or better spears, IIRC...)
The Impaler is good, I used spears with a PC a while ago: Jester (bard kit) solo :P and spear were something meh, but I had so many proficiencies o.0 (even had club proficiency, something I never do :P).
I would associate spears more with rangers and barbarians, but it can be good fun to use an unusual weapon on an unusual character. Your spear-wielding jester is an example.
For now I think I'll stick to axes, will see how she does.
You're using Weimer's Item Upgrade too? You're someone after my own heart. Next you'll be telling me you've got Coran for BG2EE.
You've got a wide choice in weapon proficiencies. I went with Longsword on my WSR run because there's probably more notable longswords than any other weapon type, and you can dual-wield them. Namarra +2 is a favorite for flavor due to its Silence ability.
If we're talking Item Upgrade weapons, taking proficiency in Clubs may be something to consider. Pitchwife +5 deals incredible damage, plus some damage over time which stacks if you get in multiple hits. Fulcrum +4 offers Grandmastery in clubs but you'll have to wait until you leave the Underdark to forge it. It might add some flavor to your character due to its extra damage vs. non-True Neutral enemies. Too bad you can't use both of them - they require a component of which there is only one: Gnasher +2.
As much as I care for her, she's displayed an unnatural interest in the arcane arts, one that I would not want to foster in her while having her with me on the road.
...
On the Candlekeep Coastway I met a halfling and a tall human mage. They offered to help me, but I declined politely. They told me about some business they had in Nashkell, so I might just go that way as well, and see if there's anyone needing a hand with anything.
Thus I travelled south, passing by a round, colourful building that I'd heard mention of before, the High Hedge. Apparently a powerful mage holds residence here, one Thalantyr, so I was alert at any signs of unnatural phenomena going on. These signs came soon in the shape of skeletons roaming about. We might be dealing here with a necromancer for all I know. I downed two of the skeletons before proceeding my way southward. After a day's trek, I met a talking hen, who alleged that he'd been transformed into that shape by magical means, and his master Thalantyr would be able to help him regain his natural form. Though I'm reluctant to deal with the likes of Thalantyr, I promised the chicken to take her back to Thalantyr. At least it would give me a pretext for investigating the mage up close.
I first went to Beregost though, spoke with some of the townspeople, and did a few minor favors to some people who asked for my help. In one of the inns I took on a third assassin, a dwarf that made me waste three healing potions. I don't understand where all these bounty hunters come from, or who wants me dead.
Then I took Melicamp the chicken to the High Hedge, to Thalantyr. I even went so far as to aid the latter in getting a necessary component for Melicamp's supposed transmutation, but to no avail. The chicken died. I don't know which is more disturbing, an incompetent mage risking other peoples' lives, or a competent one well in control of his power. Either way I left very dissatisfied.
The road south from Beregost made me face two ogrillons that fell to my axes, and three Flaming Fist mercenaries that falsely accused me of all manner of crimes. I guess that's the price of my orcish heritage. Even though I tried to be polite with them, they attacked. Their plate mail armour made them slightly harder to hurt than other opponents I've dealt with. But I prevailed, and I got myself three good suits of plate mail. Further down the road I had to deal with a number of hobgoblins and some bandits, but nothing that made me have to worry. I also met a friendly, but defensive half-orc named Uguth who was heading for Baldur's Gate. Who knows I might meet him there.
My stay in Nashkell was a short one. From a gnomish vendor I bought a pair of Stylish Boots of the Cheetah that increase my movement speed. I met with the mayor who promised me a reward if I were to investigate the Nashkell mines and cleanse them from any evil. Shortly thereafter I ran into a Rashemaan ranger who asked me to help him release his charge, a lady who was taken captive by gnolls. He seemed honest and his cause is honourable, so I agreed to accompany him. We travelled west through the Cloudpeak mountains. We had to defend ourselves when three arrogant Amnish roughnecks picked a fight with us, which they soon came to regret. One of them had a magic belt I hope to get identified soon. Nearby we ran into two bandits, who were eager to fight us as well. One of them, a dart-thrower, had a numbr of darts of stunning and managed to stun Minsc. He didn't survive the encounter. The other bandit was after me. I lured him away from the others so that it would be my axe against his. I was quite impressed by the ease and velocity with which he wielded his weapon. We both drank various healing potions, until I slew my opponent with two critical hits. I took his axe with me.
Being on my own again, and having no idea where the Gnoll Stronghold was, I returned to Nashkell to get the loot I'd found identified. Nalin, priest of Helm identified the belt as the Golden Girdle of Urnst, an item I can't use, but possibly valuable for any companions I might meet. He wasn't capable of identifying the axe I'd picked up from the bandit, so I decided to travel back to Beregost to see if Taerom the blacksmith could enlighten me. Unfortunately he couldn't, but Keldath Ormlyr of the Temple of Lathander was able to tell that I had in my hands a Minotaur axe, a potent weapon indeed.
In front of the Temple I spoke with Gavin [LG Fighter 3 -> Dawnbringer of Lathander 4], a lathandrite priest in the service of Keldath. He asked if he could join me, and I agreed. Not only have I need of a good healer, as previous battles have taught me, he also appears to be a trustworthy sort. We even spoke about arcane magic and although he seemed a bit naive where most schools of magic are concerned, he was quite outspoken in his rejection of necromancy. I told him that most mages, except illusionists as far as I know, dabble in necromancy. He also conceded that the dangers of magic aren't limited to necromancy after I spoke to him about the incident with Melicamp.
I guess it's not easy to find worthy companions with the exact same outlook on life. So taking that into account, Gavin may well be a fine addition to my cause.
How did you know? I hadn't posted my weidu log.
Anyway clubs are indeed an option, but also a risk. I play with item randomiser, which means that even during sort of thorough playthrough, one might well miss certain items. Last time around I hoped to forge the scimitar for my swashmage, but it never happened, simply because I couldn't find all the "ingredients" (i.e. requiered scimitars)
Longswords are my safest bet I think, followed by flails (because of two really good ones). For now I'll focus on axes though.
I find it really interesting to invest some time in a character's backstory, makes it easier to roleplay, and makes each game completely different.
The Golden Axe would be perfect for Grynne, but it's a EE-only item, whereas I'm again playing a heavily modded BGT. Besides, as you said, it would be difficult to roleplay stealing it from an honest man.
In the Helm Temple we raised Minsc and reunited the two lost companions. They were willing to lend their hand to our cause, but Gavin and I exchanged a look, and we told them that was really considerate of them, but he and I prefered to travel together. So we said them goodbye and wished them well.
We then decided to rest in the Nashkell inn, but were awaited by a bounty huntress, a priestess. After Gavin silenced her, we had no diificulty taking her down.
We finally rested after our long journey from the gnoll stronghold, and in the morning we returned to the Temple of Lathander, after a messenger told us that Gavin's presence was expected in the temple. Keldath asked us to get an evil priest named Bassilus out of the way. We shall soon start looking for him.
[Not sure whether I'd like Grynne to take him on already, Bassilus is a dangerous foe for a not so experienced party of two.]
@Metalloman & @Elrandir
Grynne is almost level 5 at the moment (but improved Bassilus is no pushover). I think cleaning the basilisk area is another task (the 2nd or 3rd) we're supposed to do for Keldath, so I'd rather wait with that for roleplaying purposes. I think my best bet would be to either go for the coastal areas (Shoal, sirines, Brage), or buy some healing potions and go Ankheg hunting. Unless any of you have other suggestions.
As to the way to tackle the basilisks, I think Grynne's input will be very limited there. I've got the smarter basilisks component installed, which makes them change their target if their first target isn't susceptible to their petrification gaze.
So if it's no problem I think I'd like to keep this thread where it was. Please let me know.
Now I'll move it again in the General Discussion Area. ;D