Skip to content

Rolling characters - a game, if you will?

I was thinking of rolling a new group of 6 through Black Pits 2. Now, I don't know what that group is, that will be up to you to decide. Keep in mind, that I'm not running any mods. Here's a few basic rules:

1. In the comments you can give me a character class, one at a time. I will then change 1 character from the previous composition to the class you gave me. (should someone misread or misinterpret this, I will only include the 1st proposed character) Dual posts will also be ignored.
2. All classes and class combinations are viable. (multi, dual, solo, kit)
3. Only 1 character of each class. For example, if there's a paladin in the party, and an inquisitor is suggested, the paladin is automatically replaced. A multi R/C will replace a dual R/C, and vice versa.
4. Regarding dual-classes, please specify which level it will be dualled from.
5. However, if the proposed class is not in the party at the time, any character in the party may be replaced. Functionality of the party is kept in mind.
6. I will make the changes. I'll try to post an updated party as often as possible and reasonable.

Here's the starter-group:
1. Fighter
2. Paladin
3. Thief
4. Mage
5. Cleric
6. Bard

The main objective here is an interesting playthrough, so feel to troll around within the limits of the rules. Any questions? If not, just throw me a class! :smiley:

Comments

  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Cleric -> Totemic Druid.

    Incidentally, you can create some normally illegal combinations with a slight amount of modding. If you're willing to spend a few minutes tweaking some files with Near Infinity or EEKeeper, we could also suggest stuff like a Bounty Hunter/Ranger, a Fighter/Cleric/Thief, a Sorceror/Bard, or a Monk with the Stalker kit for backstabbing with fists.
    reap_iiJuliusBorisov
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,714
    Fighter -> Wizard Slayer.

    Because we don't look for easy ways.
    lunar
  • SkatanSkatan Member, Moderator Posts: 5,352
    Bard slot: Jester.

    I don't think I have ever read anyone using a jester for the black pits. Maybe done many times but I have missed it? Anyways, the jester seem like one of the least likely kits to choose, so that's why I propose it, for the challenge.
    JuliusBorisov
  • reedmilfamreedmilfam Member Posts: 2,808
    Interesting is not the same as playing gimped on purpose, right?
    semiticgoddess
  • YannirYannir Member Posts: 595
    Update:
    1. Fighter
    2. Paladin
    3. Thief
    4. Mage
    5. Cleric
    6. Jester

    As I said earlier, I'm not running mods. Also not tampering with Keeper or NI. Some day maybe but I'm not there yet. :wink:
    @reedmilfam This is why I'm keeping some control myself. I'm actually pretty strong with some classes people consider weak. So trying to throw me a curveball may curve back to the throwers face.

    Btw, when the thread eventually dies down, I will make the playthrough and post the results into a separate thread.
  • GodGod Member Posts: 1,150
    Replace the thief with a half-orc cleric/thief for some backstabbingwhacking fun with a quarterstaff.
  • claudiusclaudius Member Posts: 82
    edited April 2015
    Replace mage with Berserker 4+ (whatever starts) -> mage... 4 levels berserker gives two rages for immunities and some hit points. If playing through BG1 and 2 then dual at level 4.. Very little mage xp is lost.
  • DruericDrueric Member Posts: 42
    edited April 2015
    Make the paladin an undead hunter. I would suggest an fighter dual classed to druid, but the game doesnt allow it...
  • WowoWowo Member Posts: 2,064
    claudius said:

    Replace mage with Berserker 4+ (whatever starts) -> mage... 4 levels berserker gives two rages for immunities and some hit points. If playing through BG1 and 2 then dual at level 4.. Very little mage xp is lost.

    BG1 and 2? You mean BP1 and 2.

    I suggest Beastmaster instead of Paladin. Enjoy that curve ball.

    Party so far:
    Wizard Slayer
    Berserker -> Mage
    Half-Orc Cleric/Thief
    Totemic Druid
    Jester
    Beastmaster
    JuliusBorisov
  • claudiusclaudius Member Posts: 82
    Wowo said:

    claudius said:

    Replace mage with Berserker 4+ (whatever starts) -> mage... 4 levels berserker gives two rages for immunities and some hit points. If playing through BG1 and 2 then dual at level 4.. Very little mage xp is lost.

    BG1 and 2? You mean BP1 and 2.

    I suggest Beastmaster instead of Paladin. Enjoy that curve ball.

    Party so far:
    Wizard Slayer
    Berserker -> Mage
    Half-Orc Cleric/Thief
    Totemic Druid
    Jester
    Beastmaster
    What is BP1?
  • lunarlunar Member Posts: 3,460
    claudius said:

    Wowo said:

    claudius said:

    Replace mage with Berserker 4+ (whatever starts) -> mage... 4 levels berserker gives two rages for immunities and some hit points. If playing through BG1 and 2 then dual at level 4.. Very little mage xp is lost.

    BG1 and 2? You mean BP1 and 2.

    I suggest Beastmaster instead of Paladin. Enjoy that curve ball.

    Party so far:
    Wizard Slayer
    Berserker -> Mage
    Half-Orc Cleric/Thief
    Totemic Druid
    Jester
    Beastmaster
    What is BP1?
    I think it means Black Pits 1

    Also, I would really love to see a wild mage, which is my favourite class of all time, but I agree berserker->mage is a very powerful build. A wild mage MAY become powerful, too. Emphasis on 'may'
    Also in Black Pits2 especially, a sorcerer is far superiour to mage as you save tons of gold by not buying scrolls. Level 8-9 spell scrolls are so expensive you would think they are inked in with virgin blood on unicorn skin or something.
    JuliusBorisov
  • YannirYannir Member Posts: 595
    edited April 2015
    Update:
    1. Berserker 10 -> Mage
    2. Undead Hunter
    3. Cleric/Thief (half-orc)
    4. Wild Mage
    5. Cleric
    6. Beastmaster

    Only BP2, don't have the first one. Berserker starts at 10, so we'll go with that. Sorry @bengoshi I didn't get your purpose until later but I replaced it with the zerk anyway. To me that arrow sign indicates dualing. @lunar Took your 1st suggestion, as per my own rules. :neutral:

    lunar
  • ArunsunArunsun Member Posts: 1,592
    Cleric: replaced by Kensai(13)/Druid.

    @Skatan Jester is really good for quite a few fights, in fact nearly every fight except a couple of them in tier 2 and 3, as well as the three first of tier 4. But Mislead+Grand Malison+ Jester song will win fights single-handedly.
    Skatan
  • YannirYannir Member Posts: 595
    Update:
    1. Berserker 10 -> Mage
    2. Undead Hunter
    3. Cleric/Thief (half-orc)
    4. Wild Mage
    5. Kensai 12 -> Druid
    6. Beastmaster

    Fighter level progression in BP2 skips right over level 13(starts at 10, after first fight it's 12, after 2nd it's 14), so I opted for an earlier dual. Druid stays at lvl 14 for an eternity, so that's not an option.
    God
  • ArunsunArunsun Member Posts: 1,592
    You can still fight stirv's beast to get some exp. Get it near death, press pause, dump every other character from your team, you will get 150 000 exp, then all your team members will automatically be brought back in your team.
    Yannir
  • GodGod Member Posts: 1,150
    Yannir said:

    1. Berserker 10 -> Mage
    2. Undead Hunter
    3. Cleric/Thief (half-orc)
    4. Wild Mage
    5. Kensai 12 -> Druid
    6. Beastmaster

    Looks like a pretty balanced party to me.
  • YannirYannir Member Posts: 595
    edited April 2015
    @God To me it looks like a lot of golem-farming. :smiley:@Arunsun I'll give that a try, would like to see how that works. Does lvl 13 give anything over 12?
  • SkatanSkatan Member, Moderator Posts: 5,352
    @Yannir: Level 13 gives another 1/2 APR.
    Yannir
  • DruericDrueric Member Posts: 42
    edited April 2015
    Im not sure why the dual class from barbarian to mage is even possible when AD&D barbarians are suppose to hate magic. Yet you are not allowed to dual class from a fighter to a druid for no real reason.....
  • lunarlunar Member Posts: 3,460
    edited April 2015
    Don't play a c/t in BP2. I had that misfortune and now have to restart. Special abilities are locked off in the general area of the pits and thus a c/t can not perform ANY thievery in bp2 whatsoever. Which is a shame because there are many, many locked chests to loot and silly guards to pickpocket.
    JuliusBorisovGodsemiticgoddess
  • YannirYannir Member Posts: 595
    @lunar Well give me something to replace it with then.. :smiley: I'd like some more melee in this group.
  • GodGod Member Posts: 1,150
    edited April 2015
    lunar said:

    Don't play a c/t in BP2. I had that misfortune and now have to restart. Special abilities are locked off in the general area of the pits and thus a c/t can not perform ANY thievery in bp2 whatsoever. Which is a shame because there are many, many locked chests to loot and silly guards to pickpocket.

    Bloody hell. I totally forgot that c/t interface is inherently broken. Beamdog should've fixed it before locking off any abilities just like that.
    Then, again, most locks can probably be smashed open by a strong half-orc. I can't remember if any of the pickpocketable items in BP2 is worthwile, though.
    lunar
  • DreadKhanDreadKhan Member Posts: 3,857
    Cleric Thief is pretty strong IMO, just not flashy. At all.

    For something really interesting, try a specialist Wizard to Fighter dual. Dual early. Use a sorcerer for any other casting needs and you'll have an interesting character.
  • lunarlunar Member Posts: 3,460
    edited April 2015
    Yannir said:

    @lunar Well give me something to replace it with then.. :smiley: I'd like some more melee in this group.

    Sure. Get a half-orc swashbuckler with 19 str and dual-wield. Has all the thief skills and can melee very well. My halfling swashy impressed me in the bp2. With uai, she donned the heaviest enchanted armor, shield and every protection item and with her kit bonuses, she walked around in -20 or more ac, a nimble little tank. When an astral deva teleported at the start of the battle to harass my wild mage, it triggered my swashie's time trap-my swashie then activated whirlwind attack and cut the smart fallen angel to ribbons. That was awesome!
    God said:

    lunar said:

    Don't play a c/t in BP2. I had that misfortune and now have to restart. Special abilities are locked off in the general area of the pits and thus a c/t can not perform ANY thievery in bp2 whatsoever. Which is a shame because there are many, many locked chests to loot and silly guards to pickpocket.

    Bloody hell. I totally forgot that c/t interface is inherently broken. Beamdog should've fixed it before locking off any abilities just like that.
    Then, again, most locks can probably be smashed open by a strong half-orc. I can't remember if any of the pickpocketable items in BP2 is worthwile, though.
    All of the guards are pickpocketable. They each carry batch of extra healers, giant sttrength and/or invulnerability potions, plus magical ammo. Some of the named guys and guards are pickpocketable for some neat items, as well. You get a very big supply of expensive potions and ammo very easily right at the start with pickpocket!
    Post edited by lunar on
    God
  • YannirYannir Member Posts: 595
    Update:
    1. Berserker 10 -> Mage
    2. Undead Hunter
    3. Swashbuckler (half-orc)
    4. Wild Mage
    5. Kensai 12 -> Druid
    6. Specialist Mage -> Fighter

    @DreadKhan How early do you mean? Right off the bat? And what specialization specifically?
    I roll sorcerers on pretty much every playthrough, so they've kinda lost my interest. Same goes for monks.
    lunar
  • DreadKhanDreadKhan Member Posts: 3,857
    I'd say dual either ASAP or wait until 4th level spells, at which point you've got a nice set of buffs, as well as Web, access to a Sequencer, etc. Which specialist I wouldn't worry TOO much about, but I'd suggest looking at which spells you'll miss out. Losing Necromancy for example is completely meaningless, as you won't reach Animate Dead or Horrid Wilting.

    If you were doing a BG1 run, I'd say you mostly want knock, and wands, but if you're just fighting, I think you'd enjoy some buffs to provide more durability. Also wands and scrolls.
  • YannirYannir Member Posts: 595
    edited April 2015
    Update:
    1. Berserker 10 -> Mage
    2. Undead Hunter
    3. Swashbuckler (half-orc)
    4. Wild Mage
    5. Kensai 12 -> Druid
    6. Conjurer 11 -> Fighter

    Gonna go with a conjurer since I probably won't miss divination-spells. Especially when I have 2 other mages + a druid around. Level 11 is the starter-level for mages, so going to dual right off the bat.

    Ewww, 4 humans in this group.. :neutral: Goin to make that WM a gnome to offset these tall fellas. :wink: Edit: Nvm, gnomes can only go illusionista...
    Post edited by Yannir on
    Godlunar
  • YannirYannir Member Posts: 595
    Thank you to everyone who contributed to this thread. I guess it's time to start rolling this group, since input is down. Expect a new thread to pop up in the coming days.. :wink:

    PS. I test-rolled this group right after the previous post but I messed up the Kendruid. Wisdom too low. That class requires pretty epic-level stats btw.
    JuliusBorisovGod
  • ArunsunArunsun Member Posts: 1,592
    Yes it is really hard to get a nice roll, you need a 91 role to get every right (18 STR DEX CON 17 CHA WIS 3INT) which is very hard with a Kensai as your only minimal is STR
    YannirJuliusBorisov
Sign In or Register to comment.