Once bg2ee comes, PC with two handed, Sarevok & Dorn
That would need an awful lot of 2-handers. I'd rather spread the weapon proficiencies.
Come to think of it...SWORDS, NOT WORDS!
There are an awful lot of good 2-handers in in BG2, though some are class/alignment restricted or available in or post Underdark. You could get also Dorn specialised in halberds by level 12 if you feel that you're a bit too competitive.
I've never had a PC specialised in Halberds, but I feel I should as they're friggin' awesome.
I disagree with you on the limited selection of Halberds. There's not an excessive amount, as with all the +2 longswords out there, but there are definitely enough to justify the weapon. The Harmonium Halberd is available from Deidre early on, and gives +1 strength in addition to being of +3 enchantment. There are 3 +4 halberds in Vanilla SOA alone, with the ridiculous Ravager +4/+6 with bonus instakill once you get to TOB.
Piercing damage is fairly commonly resisted, granted.
I never have played ToB with Sarevok. Actually, I've only ever played ToB to the end once.
With the goody-goody characters I can relate to well enough to even get to the beginning of ToB in the first place with, I figure, I went through so much Hell to get rid of that devil-wannabe in the first place, why in all the Nine Hells would I want to give him another shot at physical existence on the Prime Material Plane?
Roleplaying myself in the world of D&D is *way* more important to me than powergaming.
Regardless of alignment, I've always found justification for taking Sarevok along. Giving him a shot at redemption is only one reason to take him in a good party.
It's irrefutable that he's one of the most powerful mortals available to your group when you meet up with him at the beginning of ToB. A good PC that isn't an idealist should recognize that. Even if you have no intention of forgiving him and don't see him as redeemable, the fact remains that the two of you share common goals at that point in the story.
If he has no incentive to betray you (And he shouldn't, seeing as how he's sure you are his superior and he no longer has Bhaal essence to fight over), he's a weapon to be wielded. Even a good character, even a LAWFUL good character, even a PALADIN (with certain lenient interpretations of paladin code, grounds for falling, etc.) can justify taking the most powerful warrior into the most dangerous of situations.
Arguably a Paladin could feel obliged to forgive him and try and redeem him, though it probably depends on patron deity. That could be an interesting run - Try and redeem Sarevok & Viconia, complete Yoshimo's questline. How many more "Redemption"-type NPC quests are there?
In response to your comment about halberds, Corvino. If you haven't, you should play Icewind Dale 2 with a fighter, get Pudu's Blight (Halberd) from the Severed Hand and go chaotic on the bosses
Hmm I rather see it that way, that you are responsible for resurrecting him. And if you don't take him along after that he is free to leave and to do what he wants.
And of all that your mainchar knows of Sarevok, what would Sarevok likely do with his freedom?
So when I play a good char taking Sarevok along, I always see it as some kind of responsibility.
My mainchar experienced first hand what Sarevok is capable of. You cannot let someone like that run free. You have to take him along and try to ensure that he won't do such a thing again.
That's the main reason for my mainchar.
For me I just love the thought of how should I call it "The Three" - as an "Anti The Five" Group of Bhaalspawn. Technically Sarevok is no Bhaalspawn anymore that's right. Historically he is, and he is still the half-brother of mainchar and Imoen.
So yeah "The Three" are the most powerful Bhaalspawns, kicking "the Five" in their five...
I find that a very good description of CHARNAME, Imoen and Sarevok. Sarevok is still technically a child of Bhaal, but lacks in the same Bhaalspawn powers he once had.
Sarevok never really had "powers" as I understand it, but was undoubtedly powerful. He was just a really badass fighter with a few magic items and Deathbringer training. CHARNAME arguably has a lot more "powers" at their disposal with the initial BG1 special abilities and the the Slayer-change later on.
When you face Big S in BG1 he's just a high level fighter with great stats and good gear. I suppose you could argue that his strength and intelligence are part of his divine inheritance though.
I would say you're right about his strength being part of his inheritance, especially considering he could carry a two handed sword in one hand, but I think his intelligence was down to being an orphan and being taught about who he is by Winski Perorate. His dexterity was pretty high in BG1 too, so perhaps that was due to divine powers.
As far as I can see from magic items, he had the Sword of Chaos (+2) and some divine armour. I'd always wondered how he got the ability to resist magic in the final battle, whether that was due to Semaj or an improvement in his armour. He could take magic hits against Gorion and I think he could in the Duchal Palace. Can anyone confirm how he got this ability so late in the game?
Sarevok never really had "powers" as I understand it, but was undoubtedly powerful. He was just a really badass fighter with a few magic items and Deathbringer training. CHARNAME arguably has a lot more "powers" at their disposal with the initial BG1 special abilities and the the Slayer-change later on.
When you face Big S in BG1 he's just a high level fighter with great stats and good gear. I suppose you could argue that his strength and intelligence are part of his divine inheritance though.
He did have Bhaalspawn powers which he channeled through his magical items. He even mentions losing them when you get him in your party, saying he is not as good as he used to be.
I always felt that the best part of recruiting Sarevok was that it gave you the option of creating a party that's actually a family: it's you, your partner, your sister and your brother (and if that partner is Aerie, you get a son as well).
I always felt that the best part of recruiting Sarevok was that it gave you the option of creating a party that's actually a family: it's you, your partner, your sister and your brother (and if that partner is Aerie, you get a son as well).
'We are family. I got all my bhaalspawns and me!' Sorry I couldn't resist =p
Comments
I've never had a PC specialised in Halberds, but I feel I should as they're friggin' awesome.
Piercing damage is fairly commonly resisted, granted.
It's irrefutable that he's one of the most powerful mortals available to your group when you meet up with him at the beginning of ToB. A good PC that isn't an idealist should recognize that. Even if you have no intention of forgiving him and don't see him as redeemable, the fact remains that the two of you share common goals at that point in the story.
If he has no incentive to betray you (And he shouldn't, seeing as how he's sure you are his superior and he no longer has Bhaal essence to fight over), he's a weapon to be wielded. Even a good character, even a LAWFUL good character, even a PALADIN (with certain lenient interpretations of paladin code, grounds for falling, etc.) can justify taking the most powerful warrior into the most dangerous of situations.
When you face Big S in BG1 he's just a high level fighter with great stats and good gear. I suppose you could argue that his strength and intelligence are part of his divine inheritance though.
As far as I can see from magic items, he had the Sword of Chaos (+2) and some divine armour. I'd always wondered how he got the ability to resist magic in the final battle, whether that was due to Semaj or an improvement in his armour. He could take magic hits against Gorion and I think he could in the Duchal Palace. Can anyone confirm how he got this ability so late in the game?
NO.
NOOOOOO.