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Your favorite modded charname you have ever played!

B4nJ0B4nJ0 Member Posts: 93
Hi folks, has been a long time!

Today I want to create a topic about how modding can make you character(s) more interesting and unique, to overcome some OPness from the old F/M dual and to have more interesting gameplay.

I will put my 2 picks, one with the Charname I enjoy to play the most and 1 with the hip charname I have been a fun of in my last run.

Best Charname

Blade with RR mod

Props:

- level 7/8 spells over the nosense rogue HLA has in PnP. Bards are the best early game buffing machine/dispellers due to fast levels progression, even if most of those spells don't stack (sadly) after level 20, adding the proper arcane caster progression makes them way more fun late game, hoping that you are not addicted to BG2 vanilla spike trap non sense :relieved:
- free pips in 2WF has in PnP means 2 extra profencies in whatever you wish over the non modded game, giving my blade the utility to use any situational weapon in the game, even if most of the time he is gonna stick with the old but gold scarlet/belm.
- as all bards UAI and harp of pandemonium rush. This is indeed one of my top 5 OP items in the game since, even full modded with tweaks, scs etc the push effect on use doesn't give any save, making this harp the best "interrupt" of the game.

slops

- no epic bard songs as PnP HLA, no level 9 spells, 1 atk/round. Somebody can say that a random Kensai9/mage can just give up on GM and go multitasking with 1 pips on utility weapons to do the same job while being just better at it. You are problably right! But that doesn't stop me enjoying my blade, skulltrap anybody?

Hip Charname

Stalker13/cleric with IWDspell Mod and druid/cleric spells 1-7 enabled

Oh lord, I tried to make bers9/druid work so much in my BG2 life, just couz I like to be off meta, but after playing a bit of IWD HoF I couldn't go back to BG2 druid spellbook. With this dual (and a small mod) you gain it all!

Props

- literally ALL the divine spell goodies in the game (plus IWD ofc), 2.5 atk/round with 3x backstabbing on club of detonation/staff and a lookable off hand depending on situation (FoA/DoE).

Slops

- cleric weapons selection in general (where is my OH plus 1 APR weapon?!) and, even worst, as backstabber and the WORST armor in the game: stud leather with no access to rogue armors basically means bracer of defense on stick with a slow dual on top of that.

-in the end, you are a god divine caster wich make yourself still shit compared to any arcane caster. I NEVER bring a divine caster with me in BG2 and this cleric on steroid remembered me exactly why but, no matter what, chaotic command plus ironskin has always been a great fun! :3



And now let's hear your favorite guys :wink:

no matter how you play, have fun with BG2 as always!



Post edited by B4nJ0 on

Comments

  • sarevok57sarevok57 Member Posts: 5,975
    every time i make a monk i turn its sprite into jon irenicus' sprite, and usually i will give it jon irenicus' portrait along with his voice set

    its pretty cool to travel the realms when you are jon irenicus himself

    other mods that i have done with EE keeper;

    i had one game where all my party members where drow, and i changed all the males to male drow warriors and all the females to female drow priests, that was pretty neat

    i had another team where i changed all my team mates sprites to different sprites ( i believe i had bodhi as the leader being a paladin haha, i had the slayer, a demon knight, a drow priestess, a sirine and jon irenicus for the rear, quite the band of misfits )
  • SkatanSkatan Member, Moderator Posts: 5,352
    I haven't modded much, but like to add kits to MCs for fun;
    * Dwarf paladin; +7 saves. OP as hell. Took him to halfway into ToB IIRC.
    * Any fighter or mage multi with shadowdancer is very good. Ofc very OP too.
    * Double kitted gnomes are fun as well, ie kensai/illusionist or shadowdancer/illusionist etc
    * Assassin/mage for some derpy mislead backstabs is quite fun for a while as well, you can put halforc for 19 STR if you want some cheese on your cheese.
    * Barbarian/Cleric for insane damage reduction from barbarians added DR + AoF + DoE + Hardiness etc etc. Go dwarf for +5 saves on top of warrior/cleric's already beastly saves.
  • ThacoBellThacoBell Member Posts: 12,235
    I've got a couple favorites.
    A Meistersinger. A bard with some druid spells (nature's beauty! Summons!), and a bard aura that entangles enemies. Lots of fun.

    A Gallant. Basically a Paladin/Bard. Lots of roleplay fun there.

  • jmerryjmerry Member Posts: 3,829
    My first complete run was a fighter-assassin dual class. Solidly playable throughout, with awesome backstabs once the dual is complete, and no awkward defensive weakness in the midgame like the kensai-thief. That one's very easy to set up; just set your kit to "assassin" in a save editor while still a pure fighter, dual-class at the appropriate level, and play.
    Skatan wrote: »
    * Dwarf paladin; +7 saves. OP as hell. Took him to halfway into ToB IIRC.
    Slightly less awesome than it looks. You see, there's a hidden cap - base saves from race and class/level can't go below zero. A dwarf fighter with 18+ Con at level 17+ has base saves 0/0/4/4/1, while a dwarf paladin has base saves 0/0/2/2/0. The two saves that get the full paladin bonus are petrification/polymorph and breath, which don't come up very often. The half-bonus of one point to saves versus spell is nice, but it's not that special.
    On the other hand, the temporary save bonuses on abilities such as Rage and Defensive Stance work fully. A dwarven defender has better saves than a dwarven paladin in the late game.

    I just noticed this cap now; my halfling swashbuckler protagonist reached level 21, and her save versus wands wasn't better than her save versus spells anymore.
  • sarevok57sarevok57 Member Posts: 5,975
    save vs spell and save vs death are the 2 most important saves in the game

    a fighter/thief dwarf or halfling with 18+ CON is the only legit class/race combo that can hit 0 in both of those saves without items at a high enough level
  • gorgonzolagorgonzola Member Posts: 3,864
    edited November 2019
    2 of my favorite modded builds.

    original not EE game with tactics mod, ease of use mod and item upgrade mod:
    Blade. he get higher level spells from ease of use, 2 fantastic throwing spears from the other 2 mods and an engine setting that allow the enhanced song to be stacked with himself and to be used while physically attacking in the same round without much micro managing.
    let the bard and his simulacrum clone stack their songs while they attack ranged with those super powerful throwing weapons, one more damaging and the other with a chance to freeze the enemy.
    add a PI that spams mislead clones trough spellbook and scrolls then kill himself to unfreeze the original bard if more cheese is needed, i have tested it up to a triple +80 bonus, then every party member has the best AC even if naked, has super thac0 and 80 dmg are added to every party hit, nalia with tugian bow becomes effective as a dedicated archer if not more...

    i used that clone spamming mainly for testing, what i really liked was to have the bard sing and do huge ranged damage at the same time with those spears.

    MC multi with illegal lathander kit, the bonus stacks with itself and so he can at high levels and I hasted reach 8 apr with fighter like thac0, 25 str, kai like effect.
    this while he retains his utter versatility in spellcasting mixing arcane and divine magic.

    to be fair i used both on modded npcs, haer dalis and sometimes a blade imoen, as when i rescue her i already have a main mage and a proper thief in most of my parties, and aerie seems to me a quite lathanderish girl even if she is actually devoted to a gnome god.
    but with a charname, that can have even better stats are super fun builds to play.
  • SkatanSkatan Member, Moderator Posts: 5,352
    jmerry wrote: »
    Slightly less awesome than it looks. You see, there's a hidden cap - base saves from race and class/level can't go below zero. A dwarf fighter with 18+ Con at level 17+ has base saves 0/0/4/4/1, while a dwarf paladin has base saves 0/0/2/2/0. The two saves that get the full paladin bonus are petrification/polymorph and breath, which don't come up very often. The half-bonus of one point to saves versus spell is nice, but it's not that special.
    On the other hand, the temporary save bonuses on abilities such as Rage and Defensive Stance work fully. A dwarven defender has better saves than a dwarven paladin in the late game.

    I just noticed this cap now; my halfling swashbuckler protagonist reached level 21, and her save versus wands wasn't better than her save versus spells anymore.


    Interesting, didn't know that! Never bothered with stripping the charname naked from items by that point, and to be frank, by then saves have stopped being an issue a long time ago. Thanks for the insight!
  • TheMadVikingTheMadViking Member Posts: 35
    edited November 2019
    After almost 20 years of playing this game, there are 5 modded classes that I still remember fondly.

    1. Barbarian lvl 15/cleric dual - Insane defensive and offensive output and lots of hitpoints plus innate speed ala boots of speed, hit die 12 and insane damage reduction from the barbarian class and defensive buffs from cleric spells. He was a beast.
    2. barbarian lvl10/druid deal - Crazy fun. Played a bit like the barbarian/cleric but here the defensive buffs became more rediculous as, besides innate DR from Barb, I also got various innate immunities and resistances from the druid. Focus on summoning and shutting mages down hard with insect plague etc.
    3. A modded blade that could cast lvl 7,8 and 9 spells at higher levels. I can't remember the name of the mod, but it was after lvl 33 of so you had access to lvl 9 spells and you could max have three. It was a really versatile class.
    4. Halfelven stalker/cleric multi with the ability to wield all types of weapons. I still think that because you are a cleric you cannot use Katana, longswords etc. is bull.... Access to druid and cleric spells, backstab and god knows what. This guy was fun
    5. A chaotic neutral halfelven Barbarian/(wild)mage multi. I had to use SK to give me all spells that wild mage had as you cannot have two classes going at once, sadly. Still the most fun class ever in terms of power and roleplay.
  • gorgonzolagorgonzola Member Posts: 3,864
    i did never play it, but archer->mage seems to me a very good build, the best far from the frontline support to the party i can think about.
  • gorgonzolagorgonzola Member Posts: 3,864
    edited November 2019
    gorgonzola wrote: »
    MC multi with illegal lathander kit, the bonus stacks with itself and so he can at high levels and I hasted reach 8 apr with fighter like thac0, 25 str, kai like effect.
    this while he retains his utter versatility in spellcasting mixing arcane and divine magic.
    i did a quick test about it "modding" a high level aerie with the kit.
    here the results:
    184 hp (a charname with better starting con should have something more).
    ac -5 (but with some spells more like blurr and improved invisibility you can get better).
    thac0 DW MH -18 (BBoD) OH-13 (FoA+4).
    dmg on hit MH 50, OH 27+4 elemental (RM grants maxed roll every hit).
    10 apr (DW +3 stacked boons, improved hasted).
    mirror images, stoneskin an PFMW active, as well as protection from evil and AoF.
    stacked spell immunities if needed.
    2 fireshield blade barier and globe of blades on.
    pre set CC that spawn on enemy seen 1 deva and 4 elementals or 1 deva and 1 elemental prince.
    all this is got very quickly as trigger and sequencers can be used (but their use is mainly to spare spells as you already have to set the CC and rest before the fight.
    thanks to the RoV, AoP and IA she buffs that way in little more then 1 round, so she has almost an other full IA round to spam disablers, debuffers and damaging spells on the enemy ( like a bunch of MM, melf magic arrows, flame arrows a dragon breath and an implosion) before actually starting to bash him with her impressive dmg/round.

    a CM with lathander kit can do it only late game to this extent, and needs 2 rests to prepare for the battle, but imho only a wild mage abusing the dwehomers trough PI can really compare with it, even the almighty sorcerer pales in comparison.
    by the way getting the 3 wish scrolls available in the game and using them in a quick slot trough PI if enough PI are memorized the CM can wish for rest how much he want, so potentially can fight solo every ToB battle, and less powerful also every soa post WK one, without actually resting a single time.
    and a side effect of the illegal kit on the multi is that the engine see him as a specialist as he has the mage class and a (cleric) kit, so 1 more spell/level is obtained.

    EDIT: this show why it is wise that the kits are not allowed for multi, but a solo player that build a dual high level cleric into mage can do it in a legittimate way, can speed his downtime scribing and erasing all the available scrolls and save all the quest rewards for the down time and pick for the down time the quests that a mid level mage can easily do to complete the dual.
    this legittimate build is even stronger as the multi caps at 25 cleric, but cleric 21 is more then enough as it grants anyway the 3 boons/day and plenty of divine casting, the dual is complete at 7.425M xp and with some quest mods a solo player should still have enough of tob to enjoy the real power.
    at cap level 25 mage is reached, for 6 spells level from lev 1 to 7, 5 lev 8 spells and 4 lev 9 ones...
    i have to try that solo some time... :)
    Post edited by gorgonzola on
  • ArachnusArachnus Member Posts: 20
    Solo run with multiclassed kensai/thief, with UAI from the beginning.
    In search of something more entertaining than a bard blade kit, after his offensive spin stopped to stack with improved haste.
    To provide some immersion and challenge, levelling pace can be slowed with the help of Ding0 experience fixer.
    For example, to 75% xp from monsters, 10% from quests, 50% traps and locks.
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