Gnome Illusionist/Thief
yksimalt
Member Posts: 115
Hello,
I while back I created a Paladin (undead Hunter) and was lucky enough to roll a 95. The plan was to set out from start and play through BGEE, SoD, and BG2EE.
Unfortunately, I found myself in SoD having lost connection to CHARNAME, feeling he was too empty and single-minded in his view of the world.
Thus I yesterday created a more jovial and slightly mischievous Gnome Illusionist/Thief, and was lucky enough to roll a 92.
He has just left Nashkel mines (no previous Power-levelling) and is at an early stage of his adventures.
Having never played the race nor the profession combination I would appreciate ideas and tips around how to develop him.
I gave him Darts and Crossbow thinking to use him in ranged combat, but I was also thinking about perhaps making him more stealthy for backstab purposes.
Any tips on which spells to focus on at this stage, and then which ones later on?
Also, I have heard references to "shorty saves", and am curious as to what that means.
Many thanks in advance.
/A.
I while back I created a Paladin (undead Hunter) and was lucky enough to roll a 95. The plan was to set out from start and play through BGEE, SoD, and BG2EE.
Unfortunately, I found myself in SoD having lost connection to CHARNAME, feeling he was too empty and single-minded in his view of the world.
Thus I yesterday created a more jovial and slightly mischievous Gnome Illusionist/Thief, and was lucky enough to roll a 92.
He has just left Nashkel mines (no previous Power-levelling) and is at an early stage of his adventures.
Having never played the race nor the profession combination I would appreciate ideas and tips around how to develop him.
I gave him Darts and Crossbow thinking to use him in ranged combat, but I was also thinking about perhaps making him more stealthy for backstab purposes.
Any tips on which spells to focus on at this stage, and then which ones later on?
Also, I have heard references to "shorty saves", and am curious as to what that means.
Many thanks in advance.
/A.
Post edited by yksimalt on
2
Comments
Darts and Crossbows are both viable choices in to progress through the entire campaign. With great items such as the army scythe in BG1 (and darts of wounding and stunning). Acid Biter (Returning dart +2) in SOD. And the Firetooth +4 (store outside watchers keep) and the crimson dart +3 (First level of watchers keep) are both relatively easy to obtain (one for a small fortune). Other than that you may want to invest a couple of points in quarterstaff for the staff of the magi which counts as a +5 weapon to hit, but firetooth will be able to handle most things.
Illusionist/Thief is very strong imho as I have a fondness for Jan Jansen in BG2 - regarding how to play them. Play the character as the main spell caster in the party.
thx for the tips.
I didn't know about those specific darts, although I knew about the Army Scythe in Beregost.
Any gain in going for scimitars and backstab combined with spells?
/A.
In the beginning ranged weapons are the right choice - no need to get him anywhere near the front lines. I'd keep him at the back, casting spells and using ranged weapons. In fact, I'd keep him mostly in the back for the rest of the game, but that's just my play style.
Moving into higher levels I'd add defensive spells (mirror image, stoneskin, etc.), too. Then I'd keep adding crowd control and offensive spells (e.g. cloudkill, chaos). Now, if you want to get into backstabbing, you can eventually use the Tenser's transformation spell to boost your thaco. With this, a strength item (or spell), and invisibility your gnome can become a beast.
I'd still recommend having a pure mage of some sort in the party, as he/she will get access to the higher level spells sooner.
What about the many Undead in BG2EE, are they equally damaged by the + 4 and + 3 darts mentioned above? Are all of them returning darts?
In general I have usually played "stay behind" type of characters in the past, such as mages or rangers, as well as thieves with crossbow.
I find I enjoy the game better and can remain at the helicopter perspective when watching combat, instead of following CHARNAME in the middle of the fray when being surrounded by a multitude of foes.
/A.
I enjoy wading into battle. One of these days I need to make a 'sit back and direct' cleric/mage or something like that. I'm sure it's fun.
Firetooth +4 is a crossbow you can find in a store *outside* watcher's keep. In BG2:EE
Crimson Dart +3 (Returning Dart) you can find near the end of the first floor of watcher's keep. Also BG2:EE.
For BG1:EE you have the option of: Darts of Wounding, Darts of Stunning (You can buy from sorcerous sundries or find scatter around) and a variety of +1 darts available from Thalantyr in highhedge (acid or fire damage e.t.c)
In SOD you can obtain the Acid Biter +2 (Returning Dart +2) relatively early on - which is additionally carried into BG2:EE - from Jayes Store (I think) at Night in waukeens promenade. This will be available if you import your save from SOD to BG2EE.
Alternatively you can also pick up the Cloak of the Star's which is capable of producing Darts +5! which only last 24 hours but you can store them in the ammo-belt or a bag of holding to stop them from despawning from your inventory on rest (so you can produce a nice surplus for the few encounters you need a +5 bonus.
Thus concludes the brief history of darts.
A few more questions:
What type of foes require a +5 weapon?
Are those foes immune to weapons with less damage bonus?
If you have a +4 Crossbow and a +1 bolt, is that equal to +5 weapon?
/A.
Not sure (haven't played much BGII) but from what I've heard it's only about 5 or 6 enemies. Sorry, you're looking for types.Yes, if you are not this tall (+5 or greater) you can not ride this ride (damage the opponent). Also, note that it's not the damage bonus but the to-hit bonus (THAC0) that is used (or is it the enchantment bonus?).
No, the bonus of the projectile and launcher DO NOT stack when determining resistance bypass. Firetooth is a special case it that it can fire bolts that you add to the quiver OR fire it's own self-created bolts.
Also, I *think* (someone else can confirm) that only the bonus of the projectile is considered when determining resistance bypass. i.e. If you have a +3 longbow and are firing +1 arrows at a creature that requires a +2 or greater weapon to hit it won't get through because only the +1 arrow is considered when determining the resistance bypass.
Well, my Gnome is doing well, just cleared the upper levels of Durlag's Tower and the basement with the Guardians.
He stuck with Darts as his main weapon of choice, but I think I will add a crossbow later on since there are plenty of enhanced bolts throughout the Tower to pick up.
For some reason Montaron seems to have 2 Points in using Sling. I never noticed that before. Is that his default value?
/A.
For him throwing daggers seem more appropriate, or crossbow.
He is sinister enough, and a sling seems a bit too "druidy".
/A.
As for a gnome illusionist/thief, I once played a Chaotic Evil type who loved warping the idea of reality in his companions and corrupting everything he touched. I think he was a little insane. For skills, he focused on lock-picking from early on, as Imoen was there to take care of traps. Eventually I was going to boost his stealth and make him a scout and backstabber with the Dagger of Venom, falling on the party's tanks for support when discovered.
And paladins - they don't have to be empty-headed buffoons, they don't.
Once you get boots of speed it's very easy to do hit and run backstabs. For melee, I suggest scimitars & single weapon when you get to BG2. Belm gives an extra attack, doubling your chances at backstabs.
thanks for the tip. I am curious of making him a "backstabber" as well, parallell to using him with ranged ability, such as darts.
Please forgive my ignorance. What is "Belm"?
/A.
I'm not sure what @Francois meant by "doubling your chances at backstabs," though.
Me neither.
Once you attack and miss or hit, you go from unseen to seen, correct, when hidden?
/A.
small side-track from the original topic:
The Gnome had a familiar (a cat).
A bit useful when scouting, but other than that it was down to micro-managing to keep the poor pet alive.
First time trying to use a familiar, but for me the pain of it clearly outweighed the benefit.
Going through Durlag's lower levels, I suddenly realized the cat was gone, and I had lost the darn CON stat point.
Dunno where or when, and no save files available that is worth the trouble of going back into time before the tower.
What good is a pet in the game? (I tried it out for the roleplay but obviously failed miserably...)
/A.
About the familiar, the main benefit is that it gives you a bonus to your own hit point. You can talk to him and tell him to get in your inventory so it doesn't get killed.
I wish I would have known about the trick of putting the pet amongst my gear, that would probably have increased its average life expectancy...
/A.
Possibly, if one is aware of the hit points increase, and aims to optimize such aspects of the game, one also knows how to level quickly, finding the right gear etc to boost each character and so on.
Or do you mean that the familar is used just like that, a quick hit points boost early game, and then once one has levelled sufficiently the pet has lost its purpose?
I was thinking more in terms of the pet being able to reach areas where CHARNAME can't, or perhaps has an innate resistance/immunity that can be used in the game (e.g. against petrification).
One of the things that still draws me back to the game is my limited knowledge of items etc that increases your power radically.
I just found a +3 two-handed sword, I think in Durlag's tower, and neither of my characters are specialized or has proficiency in two-handed swords.
The sword looks really nice though, and I might try to use one of my NPCs to wield it when levelling (putting points).
/A.