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Paladins and rangers everywhere! Rejoice!

JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
A thought has come to me some time ago. Usually, when deciding upon which characters to play, I overlook paladins and rangers. Of course, I've used Kivan, Minsc, Keldorn and Valygar many times, but still I have never truly roleplayed as a paladin or a good ranger. And I've thought - why not try something new? Why not create a party consisting only of paladins and rangers? Then I've quickly recalled that there're 3 good paladin kits and 3 ranger kits - how fitting for a 6-person party.

Yes, this will an experimental run. No arcane magic, no thieving. And yes, a beastmaster in a party, even more so, not the main character, so no familiar for him.

One more thing. 2 weeks ago in the no-reload thread an interesting discussion happened, which also reminded me about this thread - https://forums.beamdog.com/discussion/56430/interesting-video-examination-of-how-to-play-a-paladin-in-bg, and several other comments by @BelgarathMTH .

The core of that discussion is that actually, if you truly roleplay as a lawful good character, you get less items in the end. For example, in BG1 it means no Stupifier (an idea shared by @BillyYank and @typo_tilly , in particular), no fighting Kirin or Sendai, no entering houses except for quest purposes.

And I've thought - why not? If I'm already experimenting, why not add something, why not add this lawful good approach. It will make me think again about common encounters and situations - no usual approach is possible. How would a paladin Charname act? I still don't know what my choices will be for each situation - but it adds to the fun, right?

And of course, the fighting part. How will the party of paladins and rangers feel in BG, where magic rocks?

After the concept of the run had been created, I started looking for names and portraits. Portrait packs by @ineth helped greatly, while for the names I chose to call characters after deities and heroes from different regions.

Also, I took rolls as they came, no adjusting. It helped to create balanced characters, not 18/00-18-18 machines.

My WeiDU log:



~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 4



Paladins and rangers everywhere, rejoice!







Sigyn, Charname - Undead Hunter. She deals with undead, so a smile rarely comes to her grave face.







Bacchus, her companion - Inquisitor. While the party leader is solemn and serious, this lad is a source of constant humor. His affection for good spirits gave him strange looks in the Order, but his bravery is unprecended.







Owatatsumi, her companion - Cavalier. Born in Kara-Tur, Owatatsumi, whose name means Dragon God, trained hard in order to protect villages against nearby dragons. His 18 CHA helps to persuade even the biggest pessimist that everything will be fine.







Ali Shar, her companion - Stalker. He comes from Calimshan and brings a curved sword, as well as a deadly dagger.







Artemis, her companion - Archer. She, like Ali Shar, comes from the east - from Zakhara. She's known for her black beauty and quick arrows. Don't flirt with this proud lady without honour.







Dazdbog, her companion - Beastmaster. In his homeland, Rashemen, Dazdbog learned how to charm animals and make them his best friends.





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Comments

  • BlackravenBlackraven Member Posts: 3,486
    Hey @JuliusBorisov, good idea man, and some nice portraits! I hope you can make Lawful Good enjoyable. As you know, I struggled with it in my latest run with Sigrid. Lawful Good not only means forgoing plenty of useful items, it also means avoiding several interesting battles and quests, such as Kirian, Sendai, Kahrk, Degrodel and Sunin.
  • Mush_MushMush_Mush Member Posts: 476
    *Waits patiently for more Tales of the Warrior Six.* :*
  • BlackravenBlackraven Member Posts: 3,486
    Mush_Mush said:

    "Sigyn adviced the drow to find a lone wilderness house and try to begin living there." ...sound advice, what could possibly go wrong... :*

    My LG Cleric of Lathander Sigrid gave Vicky the Hobgoblin cave :)

    @JuliusBorisov, nice progress. Good job on Silke especially? Couldn't Bacchus time his Detect Evil spell a bit better? :)
  • SkatanSkatan Member, Moderator Posts: 5,352
    Good read! I was looking forward to your take on the Viccy encounter. Considering the flaming fist is the law there, wouldn't a Pally also have let them kill the drow? She is evil just as Dorn is, and he was killed on the spot :)

    Looking forward to the next one!
  • BillyYankBillyYank Member Posts: 2,768
    In my paladin run, we killed the FF trooper, then killed Viccy because she revealed herself to be a Sharran priestess.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    edited November 2016
    BillyYank said:

    In my paladin run, we killed the FF trooper, then killed Viccy because she revealed herself to be a Sharran priestess.

    Yes, I've thought about that option. But... I just couldn't kill a frightened lone woman. If I were a paladin, I would not commit such an act.
    Post edited by JuliusBorisov on
  • BlackravenBlackraven Member Posts: 3,486
    A nice bit of progress @JuliusBorisov. Also, your writing is fine! I think your English has improved. Not saying it was bad before lol. Just that now it's very good.
  • Mush_MushMush_Mush Member Posts: 476
    I always pick up the shield amulet from the carnival specifically with Nimbul in mind. Those MMs can be devestating if he survives long enough to cast them.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    I usually restrict myself from visiting the Ulgoth's Beard till reaching BG (as it was the case in the vanilla game with TotC).
  • BlackravenBlackraven Member Posts: 3,486

    I usually restrict myself from visiting the Ulgoth's Beard till reaching BG (as it was the case in the vanilla game with TotC).

    I think you confused the Shield Amulet with the Greenstone Amulet. The former can be bought at the Nashkel Carnival as @Mush_Mush commented.
  • SouthpawSouthpaw Member Posts: 2,026
    ... I think your "has to be lawful good" in all Paladin+Ranger group could have been prevented by having a "Blackguard" as the mainchar. (Hey - he's a Paladin!)

    (Maybe roleplay hiding your dark convictions before the party. Imagine that...one Evil guy in a party of goody-two-shoes trying to not give it away, growing more and more paranoid)
  • TressetTresset Member, Moderator Posts: 8,264
    edited November 2016

    I usually restrict myself from visiting the Ulgoth's Beard till reaching BG (as it was the case in the vanilla game with TotC).

    Ummm.... I have played vBG1 many times with TotSC, and that was never the case... I think you are a bit confused about something here...

    IIRC... in vBG1 you could not visit Wenric's farm without reaching BG, but installing TotSC allowed you to reach both that area and Ulgoth's Beard. I remember this because I ALWAYS went to Durlag's tower before BG was available and furthermore the only time I did not go to Ulgoth's Beard before that was the very first time I installed the expansion (because I didn't know better and the tower was on the way to Nashkel).

    Edit: I just booted good old vBG1 with TotSC installed and made a beeline for Ulgoth's Beard to test my memory. Turns out my memory is quite accurate as I was able to get there in chapter 1. I am not sure this will change the way you play or not, but I just thought you should know that the reasoning for your self-imposed restriction is wrong.

    As a side note I must say that it was quite a jarring experience doing something in vBG1 again... I cannot state enough how absolutely AMAZING the enhanced editions are by comparison! I also cannot comprehend a great many of the complaints brought against the enhanced edition for the same reason.
    Post edited by Tresset on
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    @Blackraven Thanks for the correction. Here was I, imagining things instead of just reading the @Mush_Mush 's post. I thought about an amulet protecting from Sleep... Oh well.

    @Tresset An interesting insight, thank you a lot. But still, the Ulgoth's Beard came to the vanilla game with the expansion, so (to me) it should not be reachable from the start. I guess it's just the personal choice, like doing the Watcher's Keep in SoA. I look at the Ulgoth's Beard as at the place available for characters that already have some experience under their belts, for characters that are somewhat known-about on the Sword Coast.

    Anyway, who am I to judge it, if in my standard playthroughs I usually do Shoal + Basilisks before even reaching the Nashkel Mines. But as this playthrough is RP heavy, I'm trying to choose quest timing based on how the main plot unfolds.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    Report 10.

    Our heroes decided to explore southern regions, next to the exit from the Nashkel Mines. They started from the Carnival. In one of the tents the group found an insane wizard instead of merchants.

    Sigyn said she couldn't let the mage hurt his captive - a woman whom he called a witch. But the mage didn't listen, he killed that woman with an odd spell and attacked the group.

    3 poisonous projectiles (arrows from Artemis and Ali Shar, bolts from Bacchus) blocked all the casting and finished the madman.









    During the exploration Sigyn met another Flaming Fist Officer. He was searching for a deserter, Samuel. The group actually found Samuel not very far. He was very sick. A woman, Lena, accompanied him. She told Sigyn that Samuel could only survive if taken to Gellana Mirrorshade in the Temple of Wisdom. Sigyn knew Gellana as a kind woman. Sigyn also remembered her previous meetings with the Flaming Fist officers. She didn't like at all measures this order professed. It was hardly possible that Flaming Fist Officer cold help against Samuel's decease. So it was decided to bring Samuel to Gellana Mirrorshade.

    It proved to be the right decision, with Gellana mentioning the need to help Samuel's health.







    The group returned to the southern regions, and came on a frightened man. He mentioned an undead creature haunting this man in his dreams. Sigyn was trained as an undead hunter, so she accepted the task of settling the undead down. The battle against the Revenant was short. The undead hit hard but timely healing did the trick.







    In the same area the group stumbled across a wizard who was experimenting with magic on creatures. The wizard first reassured he controlled the creatures and then flee when learned he got the wording wrong. Sigyn defeated four green slimes without problems (so, no fight with Narcillicus).








    In their later travels, our heroes helped a farmer and saved his cow from xvarts.







    After clearing all the southern regions the group decided to explore the coast. There they saw a creature whom Dazdbog identified as a nereid. Detect Evil didn't show anything (interesting). Knowing these creatures usually easier talked to males, Sigyn asked Owatatsumi to speak with the nereid. It only finished in an instant death for the cavalier and after a short fight the nereid started asking for help. Sigyn agreed to help the creature in trade for raising her companion. It turned out the nereid was held by an ogre mage. Soon this ogre appeared.

    Stun from Chromatic Orb went through the Undead Hunter's immunity to Hold. Bacchus dispelled this effect immediately. Soon the ogre was dead.










    True Seeing helped against three hostile sirens the group encountered further in the same area. Sigyn was charmed but the fight went smooth anyway.









    Thanks to the experience gained in this fight, everyone reached the 5th level. HP rolls were quite favourable for each party member: 8 (Sigyn), 10 (Owatatsumi), 6 (Bacchus), 10 (Ali Shar), 7 (Artemis) and 13 (Dazdbog).

    During the next area transition our heroes were ambushed by the Molkar group. An enemy wizard, Halacan, was poisoned at the start of the fight, Ali Shar saved against the Hold Person spell from an enemy cleric, Drakar. After that the battle was more or less settled.












    Usually in my parties I have 1 or 2 warriors. It turns out that 6 warriors are an excellent choice for BG1: good chance to hit, many hit points, different projectiles provide success in encounters I usually find difficult to handle.
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