Caught in the paralysis of choice.
Berserker (9)->Druid dual is going to be my next playthrough- I've never really given enough thought to druids, and their antimage stuff sounds fun. With that said, I'm trying to figure out where to put proficiency pips.
Berserkers get 7 total pips from 1-9. Druids then get 2, and additional pips at 4, 8, and 12; anything after that is going to be late BG2, so I'm discounting it for now (as opposed to 4 and 8 which would be in SoD- stopping leveling from 4-9 and then leveling at 10 for the appropriate pips wherever I want them, and 12 in very early BG2), for a total of 12 pips- is this correct?
One possibility is to do quarterstaffs- there are good ones easily available in BG1 and BG2, and the Staff of the Ram is something to behold. Also makes it easy in BG2 to start the day with the Staff of Arundel (though is that always the last spell slot?) for the extra spell slot, if that works. Downside is no shield in BG1, at least without the Staff Mace, and in BG2 lower attacks due to a lack of dual wielding.
The other would seem to be dual wielding. Working backwards, I'd eventually want 2 pips in dual wielding and 2 in scimitar for Belm. That leaves 8 total pips to distribute around clubs, darts, daggers, scimitars, and slings, with a goal of grandmastery in one weapon.
I could go for Grand Mastery in Scimitars- there are several +2 ones in BG1, and a +3 one and a nice offhand +2 one in SoD, and of course there's always killing Drizzt (though you can only use one of his scimitars IIRC). Problem is that in BG2, other than Belm, there's not much in the way of good Scimitars other than Spectral Brand, which can be a pain to get. It does, however, do elemental damage, which is really nice.
Could go instead for GM in daggers, which gives a nice built in throwing weapon too. Dagger of Venom is beautiful in BG1, Dagger +1 is available from the get go with high charisma, and there's a Silver one available to help with Werewolf Island. I don't believe there are any +3 ones in BG1. In BG2, there are several very nice throwing ones, and Dagger of Venom is available again (though unfortunately not as powerfuldue to better enemy saves). There are a few nice options like Pixie Prick, but nothing super powerful until maybe the Dagger of the Star.
And finally, Clubs, which are nicely Crushing. No great ones in BG1, though The Root of the Problem is available in SoD and does count as +3. There are very nice ones early in BG2, but they max out at +3 (other than the Club of Detonation, but I like to play in a party). I suppose there's always installing Item Upgrade for that silly one that combines the two in the druid area, but that feels a little like cheating.
Anyone have any light to shed? How would you distribute your 12 pips on this build?