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Swashbuckler's No-Reload (or few reloads) attempt

Why this? I should probably test some stuff I made out, given it's available as a public download for SR-SCS users. Given my install; I don't feel as if No-Reload is very viable - hence I made this thread for my run. It will be played as a no-reload for all accounts bar my PC's death, should it come to that.
Install consists of Item/Spell/Kit Revisions, Refinements, Ascension, SCS (all hardest options bar "hardest spawns" and "more annoying trolls"), some tweaks of my own, nerfed XP table, and some Rogue Rebalancing items (mostly for Critical hit protection in BG1 - I won't be using RR bows, darts or similar - just some hood RR puts in Ulgoth's Beard and a +1 club from Beregost).

Anyhow, this is the protagonist - a human swashbuckler with godly stats.


As you can see from his WIS score, the intention is to dual him to a cleric. It will be a late dual however, since I use my own swashbuckler kit revision
- is considered ambidexterous (+2 off-hand THAC0)
- starts with +2 bonus to Armor class, which increases by one every 4 levels, up to +6 at level 17
- gains +1 bonus to his Breath saves at levels 2, 10 and 19
- from level 4, Swashbucklers gain "Swift parry" ability. Each of their melee hits has a 20% chance to grant the swashbuckler an immediate extra attack and a +2 AC bonus vs melee. This ability improves at levels 12 and 19, granting the swashbuckler +1 luck and +2 to his melee damage for the next round.
- at level 14, gains a permanent +1 Luck bonus.
- at level 15, can use "Evasion" HLA 1x/day

Disadvantages:
- cannot backstab nor benefit from backstab multiplier increasing items.
- cannot set traps.


From this - the best level to dual is actually 14 or 15. The caveat is that he shares the same XP table as everyone else (1,7 x thieves' base progression), so level 14 comes at 1,500,000 XP (contrary to 880 000 in vanilla). That's a long way for that fantastic +1 Luck bonus - but it's worth it.
Since most of the bonuses this kit gets are activated in melee combat, he will be played strictly as a melee character, and will be using clubs. Clubs are low-damage (1d4 base) weapons with Item Revisions, but they have a decent speed factor, won't break in BG1 and have few versions with fantastic on hit effects. Also I need a break from my regular flails pick.

Progress so far- I soloed quite a bit to get some XP under the belt before I assemble my party. Ofc, one must choose battles carefuly - gnolls in particular are awful since they crit for massive damage. Spiders aren't fun either with bad death saves on this character.


I bought Mirrored Eyes potions from Thalantyr and went basilisk hunting - avoided Mutamin for now since he's a death sentence for a solo character.


I tried to cheese Mutamin a bit with Korax, but it didn't work. Korax is immune to petrification, but SR changes petrification into a permanent hold-like effect. The poor ghoul isn't immune to that (maybe I should change it..) and dies, while I run to Duralg's.


Using the poor stealth skills (I invested into Open Locks, few points in Find Traps, few in pickpocket) I manage to sneak past the Battle Horrors and kill the basilisks on top, gaining level 7. With that done, it was time to gather my troops. First, Edwin. I love Edwin, he's incredibly powerful with his imba amulet. My main gripe with him is that his BG2 quest is quite hard with SCS if you want to get him quickly. Be that as it may - he levels up on joining so starts with level 3 spells - and knows Haste. SR reworks haste into a single-target spell, but this causes some little AI problems. I tweaked it myself - now it adds +6 to movement speed and + 1/2 apr, lasts two turns, has AoE and is followed by fatigue (-2 THAC0, movement, AC when expires). Imp.Haste is better on all accounts: AoE, +2 AC, +2 breath save, +1 apr, immunity to slow and no fatigue afterwards. It's still much nerfed compared to vanilla Imp.haste (Kit revisions' Whirwind HLA actually works as vanilla Imp.Haste, albeit for only two rounds). None of SR Haste spells doubles the rate of regeneration (or poison).


Now I had enough money to buy the hood with critical hit protection, coupled with Pro Acid scroll I clear the Ankheg farm (mostly for Fire wand) and go to kill Dynaheir; removing all obstacles on the way.


Bad things happened on the way to gnoll fortress - this one being the worst. A lone Ogre-mage charmed my protagonist instantly. This would have been a reload should Edwin fail his save....


Alas, he didn't, and Ogre had no more spells bar two Chromatic orbs. Edwin killed him with Acid Arrows (on a sidenote, I use my own specialist mage revisions, which leads to Edwin loosing both Divination AND Evocation - means no Fireball, Magic Missile and similar. He doesn't really get any bonuses instead, in PnP conjurer gets some but they're utterly nonsensical so.....bleh. I wanted to buff his summon capabilities but it's not as straightforward since I want AI to have the same benefits as my own. Evocation loss isn't so bad with SR anyway.).

After killing Dynaheir, I return to Durlags. This time I don't need stealth, since Edwin is more than capable of killing the Horrors.


I clear out the guardian's floor up to those two slimes; they're a bit too tricky to tackle for now. Dopes are as well, but fireballs cut through mirror images....


Next, Beregost (spiders), FAI (get Jaheira & Khalid. Yes, Khalid. He's a fighter-mage on my install), talk with Dorn.
Up to Ulgoths, pickpocket Dushai. Twice.


Get some quick levels for them...




Note the Ogre Bersekers here. I tweaked the berserker class from Kit Revisions a bit. (this applies to both PC and enemy berserkers).
Once a berserker takes damage, he has a chance (rather high, 50%) to go into Frenzy for 12 seconds. What this does is give him a massive melee damage bonus (+8), a small measure of physical resistance (10%), he takes less spell damage (1 point per die), looses 4 AC points, has +4 to save vs spells and -10 penatly to any breath save he needs to make.
At later levels, he also regenerates rather quickly in this state. This makes Ogre Berserker something you want to stay as far away as possible. Exploiting their poor Breath saves, we kill them at range. This all makes sense only with Spell Revisions (breath save penalty is *bad*).

With that said and done, it was time to visit Nashkel and adopt Dorn. I don't value his kit much, so I use my own version of it
this time.
He keeps his Fear immunity & poison weapon while loosing NPP, he looses the Aura (which is a *spell* in vanilla EE anyway, not an aura) and gets a proper aura (reworked) later on; + he gains some innate spells to boot. It's the first kit I ever made so I'm fond of it. :)
I've also swapped his stats - DEX is reduced to 14, while CON is increased to 16. Due to him being a paladin kit, he retains his spellcasting (I didn't plan on this when making the kit, it's a fighter kit on old engine) but that's fine. He ends up quite being quite powerful I guess...


With him on board, I kill Bassiluss and Greywolf, and get back to finish what I've started with Mutamin. This went horrible, tbh. I had one single Mirrored Eyes potions here. It lasts 5 turns with revisions, but I made all potion buffs dispellable. Poor Khalid gets all his buffs removed asap.


This is bad. Khalid runs back to the party; and all of Muta's basilisks follow him. Crap.
Edwin summons some archers; while Dorn gets petrified asap.


I get rid of one basilisk, while Edwin summons more fodder.


Things get progressively worse as Jaheira gets charmed and poor Khalid succumbs to Sleep and gets petrfied.


Following that, Edwin manages to nail the basilisk with Acid Arrows, while protagonist kills the now out-of-spells Mutamin.


I have a habit on buying Stone to Flesh scrolls with SR - and now I put them to use. Note that characters which are petrfied aren't really "dead" - even PC can be petrified and reverted back provided you have the means to do so.


This has a side effect of not breaking loot or bugging out romances.

With that done, I clear the spider wood north, and return to main plot by killing Mulahey, amazons and Tranzig.




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Comments

  • PteranPteran Member Posts: 388
    This is great stuff! Good luck to you on your run!
  • AasimAasim Member Posts: 591
    Tnx @Pteran . We'll see how long I can get w/o dying...I've just finished Daveorn; will post on it later on.
  • jesterdesujesterdesu Member Posts: 373
    I like the swashbuckler kit you're using. The 20% chances with luck bonuses is cool flavour, emphasizing a lucky, flashy sort of fighter
  • PteranPteran Member Posts: 388
    Aasim said:

    Khalid gets a bow he'll use for the rest of his life.

    Lol that's quite the sad statement...but I love that bow!
  • AasimAasim Member Posts: 591
    Pteran said:

    Aasim said:

    Khalid gets a bow he'll use for the rest of his life.

    Lol that's quite the sad statement...but I love that bow!
    Yea, it's a lovely item. If you played SoD you can see where they got inspiration for new items from :) .
    Not that it's a bad thing anyway.
    Imo, this bow is better than all available in SoD. I might do something about it (you can read my ideas/toughts about SoD items here) but more on that later; in BG1 this bow is outstanding. It's not as damaging as composite specimens, but those crits hurt - especially if you have an archer to make use of that 10% chance for double damage. I used it with Corwin last time I played SoD (Cavalier protagonist) and never regretted it...
  • PteranPteran Member Posts: 388
    Awesome work! Keep it up!
  • PteranPteran Member Posts: 388
    Khalid as a F/M is from a mod right? I think I actually chose to not install that component this latest go around, but I remember really enjoying it. I've never played with Dorn, but I may have to give him a try next time.

    Your run really makes me want to start BG1 again. But first I need to complete my current BG2 game with the Imoen romance mod first. I've only seen it all the way through under the older, much darker version. I'm excited to try the newest version!
  • AasimAasim Member Posts: 591
    Khalid as a f/m is a component of Tweaks Anthology.
  • AasimAasim Member Posts: 591
    edited October 2016
    Update 7 - Durlag's Pride/Love/Fear battle

    Grond0 suggested that this battle can be won by buffing a single character with magic immunity (or fire/electric); and running over repeating traps just south of them. I have a few doubts about that; namely they move very quikly and can get a hit in, some have MR, and the cursed thief backstabs. The mage buffs with Globe and is immune to those traps, but he would probably be the least of my worries there. Also, that way would give me no XP (I'm XP-harvesting right now, since for my protagonist to reactivate his swashbuckler class after dualing will take a total of over 3, 000, 000 XP - that may be well end of SoA part.
    Hence, I fight them. Only summons worthwile here are those which have poison immunity, namely skeletons which Dorn summons to where the thief will spawn. I was very tempted to set 10+ Skull Traps there, but decided against in on grounds of fair play. We buff with all we've got, and give Love the wine.


    It doesn't take long for the enemies to kill of the summons; and killing Love is hard and tedious work.


    Finally he dies. Thief is still nowhere to be seen.


    I have Jaheira summon some animals to sniff him out. Then something fairly odd happens - Fear goes to near-death state and becomes immune to physical damage. Wtf? I don't know how or why this happened, is this EE-specific or what. Not only that, they all seem to regenerate for some reason.


    We attack for a while, but nothing happens - he's immune to damage. Another Cloudkill is released, killing Khalid instantly.


    As Fear regenerates, he becomes vulnerable to damage once again. FFS.


    ...only to become invurnerable once again. Incredible, but true. Jaheira comes too close to the poison cloud and dies, joining Khalid on the other side of life.


    We focus on Pride instead, thief is constantly going invisible so Pride is the only viable target. He dies.


    I get Fear to near-death again. Out of desperation, Edwin uses his wand of fire - it works!


    And finally, Avarice.


    Well, that wasn't fun at all. Next time I'll set skull traps; this isn't right imo. Be that as it is, I raise the dead, and go back - deeper levels await us now, with many riches to take.


    You got to love Durlag's tower...:)

  • AasimAasim Member Posts: 591
    11th update, SoD

    We enter SoD with Azariel having about 270K XP. I kinda tought it would be a bit higher, but it wasn't. Other party members are below; approx 200K on all of them. We clear the first dungeon w/o issues; and with hope that some day someone will make a mod to skip it a'la Dungeon-Be-Gone. It was quite the first time around, but not anymore moreover since such areas lag on my laptop for some reason (any time a background which has water or anything that "flows" FPS drops significantly).
    Highest number of kills in the party has Azariel (36%), followed by Dorn (29%), Khalid (14%), Jaheira (9%) and Edwin (8%).

    After that, I travel with Safana a bit (she acted as a "mule" character), then take Edwin and Jaheira. Unfortunately, Jaheira doesn't start with Khalid but with a skald instead. I have very liitle love for bards - and Skald is (imo) prime example of a badly implemented kit.
    To explain - he gets a nice bard song. In order for it to become better, you need to get to level 15 (!) for it to upgrade, then only 5 levels (20) for it to get even better, and when you get HLAs it gets better once again. What's the kit progression from 1-15th level? Nothing, bar some spell slots. Why the +1 damage bonus on a "nordic" bard; that applies on all weapons? Do nordic bards throw darts around?
    Just an example how kit could easilly be made infinitely more better - song improves every 5 levels (1, 6, 11, 16, 21); specialization allowed in some "nordic" weapons a la axe, big swords etc.; can use medium shields, - 1 spell slot per level. This way you get a sense of "progress" while still in BG1/SoD.

    I left him where I found him and I'm now *slowly* clearing out the wilderness areas. One thing I hate here (and why I much prefer making a custom party in BG1) is that now my party is lacking a proper warrior; the role Dorn had. And I can't get him quickly. Khalid is also missing, I have no idea when he can be taken in the party or where. He had nice equipment on him (icluding Eagle Bow) and that kinda sucks imo. I'll probably be taking Corwin along instead of him. If I played a custom party from the start; I'd have none of those issues, none of the inventory issues, and overall leveling and progress would be much more balanced out. And I could simply skip a lot of stuff I had to do now.

    Anyway, Azariel now finally has two magical clubs in his hands, and party is kind of assembled; only Dorn is missing but I know where he is.
  • AasimAasim Member Posts: 591
    I think I'll play through SoD quickly this time.
    I decided not to bother with cave exploring and similar stuff - to gain access to north I simply attacked the fortress where Dorn is held; I don't care much about Mind Flayer infested caves, dragons, trolls or spiders. Corwin virtually soloed the area with detonation arrows.


    Turns out, Khalid was also there, thrilled to see Jaheira. Now I have my party assembled and have just agreed to posion the crusaders; Dorn seemes very happy about it. I wonder what Khalid will say after the deed is done....
  • AasimAasim Member Posts: 591
    edited October 2016
    I think I need some help with SoD here; since I fear I might have done something fairly stupid. It's definitely stupid, I'm just worried if I messed something up badly.
    In short,

    We attacked Dragonspear castle immidiately. No posion, no bomb, nothing, just the five of us. Our allies don't follow us. We slowly work our way through the enemies (killing a few "named ones" on the way) but right now I'm kinda running short on ammo - I've killed probably over 100 enemies and they keep on coming.




    Here I managed to save & exit my game.




    Now, the question is - are the oponnents here spawned indefinitely? It sure feels that way...
    I don't want to reload over that, and I definitely don't want to run away from the area (altough I'm sure that's possible).
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  • AasimAasim Member Posts: 591
    Hehehe...well, beats Durlag's Tower farming in any case. Tnx.

    Further in SoD,
    with the fail described above (I was hoping you can end the game this way, I want to get to BG2...); I had no choice but to leave. We killed and killed, enemy after enemy. Jaheira ran out of darts to throw. I'm sure there's a returning one somewhere but whatever. I decided to leave the area, the only door I see is locked and won't open.
    We probably killed approx 300 of them. I hope that would make the final siege a bit easier, bu I wouldn't bet on it. It was total carnage...


    SoD is quite a bit easier for me this time, having run through it once, I know what to definitely pay attention to. Bowmasters, for example - last time it was a 2-round wipe of my entire party, this time sheer Edwin/Jaheira/Khalid pawnage of greenskins.


    We kill litteraly everything. Hostiles, friendlies, quest people, random guards - all die. Khalid is awfully silent about it, and our reputation doesn't drop.


    As soon as we enter the river area, I talk to a worker there, he has but one line saying something like "it's boring here". Let's spice things up then...



    All die. I was happy to see enemies using SR spells on me. :)
    This battle vs drow was probably the hardest in SoD for now; but nothing too drastic.


    All must die. (I'm roleplaying a Child of Bhaal here...)


    Water Elementals were interesting and *much* easier than last time; mage bit the dust in seconds as did they. Oddly enough - the siren there was in a talkative mood (or I gave the "friendly" answer..) and didn't attack us like last time but actually gave us an Ioun Stone...cool. Jaheira appreciates Posion immunity. I was gonna kill the water creature but she dissapeared.


    Further below, I kill he druid, go exploring some more, find some Corrupted nature creatures, kill them, find some more, and then this happens:


    My protagonist had *full* HP, he took a hit for 14 damage and - died. I'm sure Treants don't have vorpal fists here.
    If this was a No-Reload, I would't reload over it, but it seems a very lame way to go...
    Be that as it is; no. of reloads : 1. Killed by a freakin' tree.
  • AasimAasim Member Posts: 591
    I must confess I'm loosing inerest in this run. It no longer feels right to play if my PC died. I did continue a bit, but died again. This time all is fair and known however - Feeblemind (which nobody can remove) + melee whacks did him. I'll abandon this run; I've been playing No-Reloads for too long and I cannot get over the fact my PC failed to survive. It's a professional deformation I guess. :)

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  • Grond0Grond0 Member Posts: 7,457
    Aasim said:

    Update 7 - Durlag's Pride/Love/Fear battle
    Grond0 suggested that this battle can be won by buffing a single character with magic immunity (or fire/electric); and running over repeating traps just south of them. I have a few doubts about that; namely they move very quikly and can get a hit in, some have MR, and the cursed thief backstabs. The mage buffs with Globe and is immune to those traps, but he would probably be the least of my worries there. Also, that way would give me no XP (I'm XP-harvesting right now, since for my protagonist to reactivate his swashbuckler class after dualing will take a total of over 3, 000, 000 XP - that may be well end of SoA part.
    Hence, I fight them.

    Just saw this thread - so I can see what you've been doing recently Aasim! Sorry to see feeblemind catch another victim :'(

    In relation to the Warders fight I did also make the point that you can use maximum buffing for fire and lightning to cure damage (including backstabs, although I wouldn't expect to get hit by those if using an oil of speed). The traps vary in nature and some damage is non-magical, so Globes won't be a complete protection.

  • DanacmDanacm Member Posts: 951
    @Aasim can i reach your swashbckler kit somewhere in weidu ?
  • AasimAasim Member Posts: 591
    edited May 2017
    Danacm said:

    @Aasim can i reach your swashbckler kit somewhere in weidu ?

    I can't believe I missed this post. Sorry man (or lady). Yes, you can, download this mod from here. And since all components there are a total newb's work, install "revised swashbucker" only; don't use the other components.
    I'll make a proper mod with my kit tweaks in a day or two, so if you're in no hurry wait for that ("revised swashbucker" will work however)
  • DanacmDanacm Member Posts: 951
    @Aasim thank you, yes i can wait for this. I have a question, this kit cant use backstab nor traps, maybe gain some thaco adventage too or fighter thaco like in rogue rebalancing. Because of high disadvantage of not using traps needs to compensate it. But i like its style, maybe ill edit it myself after you release it :)
  • AasimAasim Member Posts: 591
    He does gain THAC0 bonuses yes, but only for melee weapons; and doesn't gain any damage bonuses. Feel free to edit it to your heart's content. I'll release it on Friday, with Archer and Kensai.
  • DanacmDanacm Member Posts: 951
    Where will you upload the mod ?
  • AasimAasim Member Posts: 591
    You'll get the link, don't worry.
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