Jump to content


Photo

BGT installation order question


  • Please log in to reply
77 replies to this topic

#1 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 25 July 2008 - 05:05 PM

How does this installation order look?


Restored BG1 Casting Sounds
One Pixel Productions
Hard Times

Berserker Minsc
Gavin NPC
Mur'Neth NPC
Ajantis Expansion
Coran's Friendship
Xan's Friendship Path

Ariena NPC
Kido NPC
Kelsey NPC
Alora NPC
Branwen NPC
Tiax BG2 NPC
Xan BG2 NPC
Viconia Friendship
deArnise Romance

BG1 NPC Project
Romantic Encounters
IEP Extended Banters
Banter Pack

BG Mini-Quests and Encounters
BG1 Unfinished Business
Dark Side of the Sword Coast
The Grey Clan: In Candlelight
The Secret of Bone Hill
The Lure of the Sirine's Call

Ashes of Embers
PnP Celestials
Divine Remix
Song and Silence
Sword and Fist
Level 1 NPCs

BG2 Tweak Pack
Sword Coast Stratagems
Sword Coast Stratagems II

#2 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 25 July 2008 - 09:13 PM

We got you the first time. Please do not double post.

You might want to put the mods that dela with more aspects of the game first, e.g. BG1NPC, DSotSC, SCS, the whole Ashes of Embers...Level 1 NPCs block. Otherwise, should be OK.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#3 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 26 July 2008 - 12:38 AM

Thanks for the assistance. The other thread has a different title, and on that basis kind souls who may otherwise have answered my install order question may have had no wish to look at the thread (not having an interest in those four mods I cited in the topic starter). I was eager to begin the game and just wanted to make sure I got a response. Thanks again. :)

This is my first BGT game. The way I have always done Tutu installs is

Items/Stores/Spells
Tactics, Ascension if I'm going to use them
Kit mods
NPC mods
NPC Banter and Flirt Packs
Quest-related
Tweak, Rules Change, SCS

David W. recommends installing SCS dead last, even after BG2 Tweaks. For SCS II he also recommends installing last or next to last, the one exception being BG2 Tweaks can be installed after it. BG2 Tweak Pack readme recommends it be installed last.

I figured that if I do make any changes to NPCs' classes via L1NPCs that I would want those classes overwritten by Divine Remix, Song and Silence, Sword and Fist. Just as an example, if I made Xzar a cleric-mage, I figured he'd then be sure to get the Divine Remix spells. Ashes of Embers I'm only using one component from, namely allow priests to use bladed weapons.

Edited by Lemernis, 26 July 2008 - 01:36 AM.


#4 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 26 July 2008 - 01:33 AM

Oh, and I have a side question.

I considered also adding Check the Bodies and Shadows Over Soubar. They look great. But those mods look like they add a hefty amount of new content, and I have a lot on my plate already with the above installation.

For the current upcoming game I have some main objectives:

* finally try out a few custom NPCs I've been meaning to use (Gavin, Kelsey, Ariena, Kido)
* see what's been done mod-wise with Xan for the whole saga
* have a look at what's been done for all the BG1 NPCs (see the NPC section of my mod intallation order)--though this can be done in a future game also
* fight a dragon in BG1 (hence DSotSC)

I'm thinking if I tried adding Check the Bodies and Shadows Over Soubar to that, it might be too much--especially given that I'll be playing the other quest mods (see that section above). Does it seem adviseable to run those two (mega-?)mods at some point in the future, i.e., for another run through the saga?

And if I do add them in a future game, will installing them last be okay? I guess afterward I could always reinstall anything that ought to overwrite them, right?

Edited by Lemernis, 26 July 2008 - 02:04 AM.


#5 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 26 July 2008 - 05:05 AM

A side note:
We get a lot of "What/How/Why should I install?" threads over here, so we're a bit sensitive to seeing two or more such threads posted close to the same time by the same member. Understandable, people have a lot of questions; but it would be nice to see more consolidated/merged threads.

You have two guides to help you on where to put the mods: check the Intermediate and Advanced sections of a directory of Mega-Installation Guides. We'll leave you to do the homework.

As A64 wrote, BG1-related mods tend to be grouped together. Also grouped, the very large mods like CtB and SoS.

As you already know from your G3 thread, the "dragon" from DSotSC...really isn't. Still, it's a good, fair fight; the treasure is very reasonable, and it's a great mod-DSotSC.

Adding CtB and/or SoS won't interfere with your goals at all. So, tis your choice whether to use them now or later.

Adding SoS, it introduces its own NPCs but from what I remember none are mandatory or even add to the mod's story, so you can skip them.

The content/story of SoS is self-contained, which I really appreciate. However, the loot from SoS - if played early in BG2 - will provide enough resale value to throw off challenge in your other adventures; and is useless, if SoS is played late. I recommend - play SoS late.

"I gladly simp for jastey" -- Aza
==========================================================
"You ever notice that "What the hell?!" is the answer to just about everything?"
==========================================================

"Girls are like phones, they like to be held and talked too, but if you press the wrong button, you will be disconnected!" DJ Nikodemus
================================================================
Community Contributions
* Level 1 NPCs * gMinion: expanded TP2 for MegaInstalls * PSM (PSQM): expanded scripts for Melanthium * Shar Nadal (DSotSC-BGT) revision * non-detectable Cloak of Non-Detection ?? * Weimer's-Tactics: revised TP2 for MegaInstalls * a directory of Mega-Installation Guides *

   
   
   


#6 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 26 July 2008 - 08:10 AM

As you already know from your G3 thread, the "dragon" from DSotSC...really isn't. Still, it's a good, fair fight; the treasure is very reasonable, and it's a great mod-DSotSC.

If you check the thread later, you'll notice me... and that dragon is a real BG2 dragon, not a wyvern. The baby drago's aren't... but that's not the point.

Deactivated account. The user today is known as The Imp.


#7 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 26 July 2008 - 09:35 AM

As you already know from your G3 thread, the "dragon" from DSotSC...really isn't. Still, it's a good, fair fight; the treasure is very reasonable, and it's a great mod-DSotSC.

If you check the thread later, you'll notice me... and that dragon is a real BG2 dragon, not a wyvern. The baby drago's aren't... but that's not the point.

Jarno Mikkola, you are correct. Tis a dragon, a junior one.

Edited by Azazello, 26 July 2008 - 02:26 PM.


#8 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 26 July 2008 - 01:47 PM

Thanks again. I'm very grateful for all you guys do. Intuitively, I think the order I posted should be alright...

I have to say, the installation guides are extremely hard to follow, though I am sure you have done everything possible to make them intelligible to the non-modder.

One final question. Can/should I install the G3 BG2 Fixpack for BGT? (The BG2 Fixpack should always go first, as I understand it.) Or does BGT's installation have those fixes incorprated into it already?

***

I'm hoping DSotSC's BG2 dragon is at least a juvenile and reasonably sized, and scripted like a dragon ought to behave. But I'll find out fairly soon.

#9 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 26 July 2008 - 02:25 PM

...[S]hould I install the G3 BG2 Fixpack for BGT?

Yes.

#10 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 26 July 2008 - 02:45 PM

Thanks again. I'm very grateful for all you guys do. Intuitively, I think the order I posted should be alright...

I have to say, the installation guides are extremely hard to follow, though I am sure you have done everything possible to make them intelligible to the non-modder.

One final question. Can/should I install the G3 BG2 Fixpack for BGT? (The BG2 Fixpack should always go first, as I understand it.) Or does BGT's installation have those fixes incorprated into it already? I believe BGT already incorporates it's own fixpack, so G3 Fixpack is not a requirement, although, it does not hurt.

***

I'm hoping DSotSC's BG2 dragon is at least a juvenile and reasonably sized, and scripted like a dragon ought to behave. But I'll find out fairly soon. If you are not prepared, it has a tendency to kick your ass.


It takes a village...


#11 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 26 July 2008 - 04:48 PM

I'm hoping DSotSC's BG2 dragon is at least a juvenile and reasonably sized, and scripted like a dragon ought to behave. But I'll find out fairly soon. If you are not prepared, it has a tendency to kick your ass.


I'll bet. I remember the original wyvern was tough! I just mean that the original wyvern couldn't wing buffet, and so forth, like the BG2 dragons do. Hopefully with the BG2 engine now available for BG1, the dragon is what it really should have been had it been available when DSotSC was first made. It was never clear to me what Team BG used to script that wyvern. Was it BG1/Tales spells?

Thanks again for the replies!

#12 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 26 July 2008 - 05:12 PM

I'm hoping DSotSC's BG2 dragon is at least a juvenile and reasonably sized, and scripted like a dragon ought to behave. But I'll find out fairly soon. If you are not prepared, it has a tendency to kick your ass.


I'll bet. I remember the original wyvern was tough! I just mean that the original wyvern couldn't wing buffet, and so forth, like the BG2 dragons do. Hopefully with the BG2 engine now available for BG1, the dragon is what it really should have been had it been available when DSotSC was first made. It was never clear to me what Team BG used to script that wyvern. Was it BG1/Tales spells?

Thanks again for the replies!

I've battled against it where it has knocked a couple of summoned Mountain Bears unconscious and backwards off the viewable screen. :cheers:

It takes a village...


#13 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 26 July 2008 - 06:00 PM

Awesome. It'll be especially challenging, as my party will be light on tanks

PC - Kensai/Mage/Thief? (haven't decided class - a dual wielder though, suggestions welcome)
Imoen - Blade
Gavin
Mur'Neth or Coran (more likely Coran by the time I fight the dragon)
Ajantis
Xan

#14 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1914 posts

Posted 26 July 2008 - 11:33 PM


One final question. Can/should I install the G3 BG2 Fixpack for BGT? (The BG2 Fixpack should always go first, as I understand it.) Or does BGT's installation have those fixes incorprated into it already? I believe BGT already incorporates it's own fixpack, so G3 Fixpack is not a requirement, although, it does not hurt.

Please confirm this. At which version did BGT incorporate a fixpack? And given the other mods that will be installed, is that fixpack enough to cover baseline BG2 file fixes?

#15 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 27 July 2008 - 01:00 AM

PC - Kensai/Mage/Thief? (haven't decided class - a dual wielder though, suggestions welcome)

Why don't you just make a Kensai, and :whistling: make him have the /Mage/Thief parts with ShadowKeeper. :cheers:


One final question. Can/should I install the G3 BG2 Fixpack for BGT? (The BG2 Fixpack should always go first, as I understand it.) Or does BGT's installation have those fixes incorprated into it already? I believe BGT already incorporates it's own fixpack, so G3 Fixpack is not a requirement, although, it does not hurt.

Please confirm this. At which version did BGT incorporate a fixpack? And given the other mods that will be installed, is that fixpack enough to cover baseline BG2 file fixes?

There should not be such a thing... as the G3 fixpack mostly affects the BG2 part, and BGT the BGT part(BG1). :blink: What a wonder.

The only thing that make G3BG2Fixpack unnecessary for BGT is, if the world map mod doesn't need to be installed... so read the Worldmap's readme... if you need to know why it's installed.
This is all unless the worldmap mod will/has change, to not needing the fixpacks core fixes component.

Jarno Mikkola, you are correct. Tis a dragon, a junior one.

A fully grown one... but still easy enough in BGTotSC+ chars...

Deactivated account. The user today is known as The Imp.


#16 Ascension64

Ascension64
  • Modder
  • 5983 posts

Posted 27 July 2008 - 01:54 AM


One final question. Can/should I install the G3 BG2 Fixpack for BGT? (The BG2 Fixpack should always go first, as I understand it.) Or does BGT's installation have those fixes incorprated into it already? I believe BGT already incorporates it's own fixpack, so G3 Fixpack is not a requirement, although, it does not hurt.

Please confirm this. At which version did BGT incorporate a fixpack? And given the other mods that will be installed, is that fixpack enough to cover baseline BG2 file fixes?

BGT only incorporates a form of BG1Fixpack. It does not incorporate any BG2 Fixpacks.

--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#17 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 27 July 2008 - 02:17 AM

PC - Kensai/Mage/Thief? (haven't decided class - a dual wielder though, suggestions welcome)

Why don't you just make a Kensai, and :whistling: make him have the /Mage/Thief parts with ShadowKeeper. :cheers:


Yeah, this multiclass was highly recommended to me by someone, although I didn't quite get it right above--it's Kensai/Mage/Assassin:

Why not try a Kensai/Mage/Assassin? Get to play a kensai/mage with extra spell a level and with some lovely x7 poisoned kai backstabbing thrown in the mix. Win-win-win. =) Only downside is mage bit takes forever past level 12, and you need a small party an xp cap remover and triple class HLA mod (as it needs 9mill xp) if you ever want to cast 9th level spells. But still...


I assumed I'd have to Shadowkeeper such a thing, but wasn't quite sure what specific steps I'd have to take to accomplish it.

The more I look at the suggestion, the less likely I think it is I will try this. I just played a multi cleric-ranger who although powerful leveled very slowly compared with the rest of the party. This time I'd rather have a character who at least doesn't lag way behind the others as they level.

I'm now leaning toward either Blade or Swashbuckler.

But I might also try some sort of Shadow Keeper-hacked dual classed combination of a) Kensai or b) specialty Fighter kit from Sword and Fist dualed to a specialty priest kit from Divine Remix. Eg, I once made a Berserker 7/Stormlord of Talos, and that was pretty satisfying.

(Note: I always dual at level 7, since I hate waiting to get the original class skills backany longer than I have to.)

Please make suggestions on this if you have any. For reference sake:

Sword and Fist Kits

HEXBLADE: Combining the dynamic powers of martial prowess and arcane might, the Hexblade presents a deadly challenge to opponents unused to such a foe. Hexblades adventure for personal gain, whether that gain is power, prestige, wealth, or all the above. The style of the Hexblade is selfish, sometimes even cruel, and even the friendliest-seeming Hexblade is typically self-serving. Their magic aids them in combat, and they specialize in cursing their foes.

Hexblades are able to use their magic while wearing armor, and may be of any non-good alignment.

Advantages:
- Gains a +1 bonus to saves vs. spells. An additional +1 bonus is gained at level 11.
- May cast Doom once per day per 5 levels.
- From level 4, may cast Charm Person and Sleep once each per day. An extra use is gained at level 8.
- From level 7, may cast Greater Malison once per day. Extra uses are gained at levels 14 and 20.
- From level 8, may cast Invisibility and Mirror Image once each per day. An extra use is gained at level 12.
- From level 12, may cast Protection from Normal Missiles and Vampiric Touch once each per day. An extra use is gained at level 16.
- From level 16, may cast Improved Invisibility and Polymorph Other once each per day. An extra use is gained at level 20.

Disadvantages:
- May only Specialize (2 stars) in weapons.
- THAC0 does not improve at levels 4, 8, 12, 16 and 20.
- May not dualclass.

A Hexblade may pick the Wizard spells of Power Word: Blind, Silence or Stun as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells.

DUELIST: The Duelist is the happy-go-lucky hero with the ready wit and the flashing rapier. He's happiest when he's in the big city, but can be an imposing warrior anywhere-enemies often underestimate him because of his charming manners and don't realize that he can hold his own in the melee as well as anyone else. Attacking with a trademark speed and grace, the Duelist's agility makes up for their disdain for heavy armor or large weapons. The Duelist, because he's bright and well-spoken, often becomes party leader... or at least the leader's spokesman.

Duelists are found among all races and alignments.

Advantages:
- Gains a +1 bonus to weapon speed factor, THAC0 and damage per 10 levels.
- Gains a +1 bonus to armor class per 5 levels.

Disadvantages:
- Grand Mastery may only be attained using single-handed, bladed weapons. All other weapons, and the Two-Handed Weapon fighting style, are limited to one proficiency point.
- May not wear armor heavier than studded leather.

FIST OF ORDER: While many view the Fists simply as efficient (if brutal) mercenaries, they are in fact templars sworn to the service of their unforgiving deities--typically Iyachtu Xvim, son of the dead Bane, Lord of Tyranny. Members are also sometimes found among other militaristic and Lawful faiths, such as that of Helm. The world is a dark and unforgiving place, or so says the Church of Xvim, wherein the strong survive by ruling the weak and forging order from the chaos. To support its dogma, the Church established this elite company of templars and made them available for hire to those whose causes complemented the Church's ultimate goals (and who could, naturally, afford to pay the hefty tithes necessary to maintain a crack unit of well-armed and well-trained men and women). The Fists are infamous for their efficient brutality: nowhere will an employer in need of military aid locate mercenaries more dedicated to ensuring that the rule of law prevails over the forces of anarchy and confusion.

Fists of Order must be of Lawful Evil, Neutral Evil or Lawful Neutral alignments. They sacrifice mastery of any single weapon in favor of the highly efficient use of many types of weapon, allowing them to act as most appropriate for the situation at hand.

Advantages:
- Gains a +1 bonus to THAC0 per 6 levels.
- From 4th level, gains a +1 bonus to damage per 6 levels.
- From 7th level, may cast Cloak of Fear once per day. Extra uses are gained at levels 14 and 20.

Disadvantages:
- May only Specialize (2 stars) in weapons.

BLACKGUARD: not playing evil, so not an option here.

DUSKBLADE: The duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess. A student of ancient elven spellcasting techniques, the duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millennia the secrets of the duskblade have been disseminated to the other races and today members of any race can become a duskblade.

Duskblades are able to use their magic while wearing armor up to and including splint mail, and may be of any non-evil alignment.

Advantages:
- From level 4, may cast Entropic Shield and Magic Missile once each per day. An extra use is gained at level 8 and 12. Entropic Shield forms a magical residue providing mild protection from all ranged attacks. The shield has a 20% chance of deflecting a missile attack away from the caster. This lasts for 5 rounds per 4 levels of the caster.
- From level 7, may cast Melf's Acid Arrow once per day. Extra uses are gained at levels 14 and 20.
- From level 8, may cast Remove Magic and Haste once each per day. An extra use is gained at level 12.
- From level 12, may cast Greater Malison and Stoneskin once each per day. An extra use is gained at level 16.
- From level 16, may cast Breach and Phantom Blade once each per day. An extra use is gained at level 20.

Disadvantages:
- May only Specialize (2 stars) in weapons.
- May not dualclass.
- May not use bows or missile weapons
- Can only wear armor up to and including splint mail

A Duskblade may pick the Wizard spells of Tenser's Transformation, Mantle or Mordenkainen's Sword as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells.


Divine Remix Kits

MORNINGLORD OF LATHANDER: Lathander, also called the Morninglord, is the god of the spring, dawn, birth, and renewal, a god of beginning and hidden potential, a deity of conception, vitality, youth, renewal, and self-perfection. He is the commander of creativity. He is a native of the plane of Elysium, and he is on good terms with Chauntea. Lathander's symbol is a simple disk of rosy pink hue. These disks are often cut of rose quartz or similar minerals.

Lathander is a god of beginnings, and even individuals who worship other gods still offer a prayer to him at the start of a journey of endeavor. Lathander's name is invoked to seal alliances and start new ventures or companies. As a result, Lathander is very popular among the merchant classes, and has benefited accordingly.

Morninglords of Lathander can only be of Neutral Good, Lawful Good, Chaotic Good, and True Neutral alignments.

Abilities:
- Spiritual Weapon: Mace - 'Dawn's Embrace' once per day
The mace is the spiritual weapon of Morninglords of Lathander, and is wielded as if the caster had grand mastery in the weapon. The mace is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Boon of Lathander once per day
This spell lasts for 6 seconds per level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It also protects the recipient from level drain.
- From level 7 can cast Hold Undead once per day, as third level mage spell of the same name
- From level 9 can cast Flame Strike once per day, as fifth level cleric spell of the same name
- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name
- From level 14 can cast Greater Restoration once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, creation, elemental, healing, necromantic (restorative forms only), plant, sun, thought, wards, weather
- Minor access to the spheres of combat, divination, guardian, time
- No access to the spheres of animal, chaos, law, numbers, protection, summoning, travelers, war

WATCHER OF HELM: The god of guardians and protectors, Helm is the epitome of the guardian, the watcher, the guard, and has in years past been greatly venerated by those who need to remain watchful for evil at their doorsteps. Helm is ever-vigilant, and embodies the spirit of lawful neutrality. Helm makes his home on the clockwork plane of Nirvana, in a region separate from Mystra. Helm's Symbol is an open eye painted onto a gauntlet.

Helm teaches that one must be ever vigilant, ever aware, ever prepared for one's enemies. He also serves those who stand, wait and watch carefully. Careful planning will always defeat rushed actions in the end.

Watchers of Helm can only be of Lawful Neutral, Lawful Good, True Neutral, and Lawful Evil alignments.

Abilities:
- Spiritual Weapon: Bastard Sword - 'Ever Watchful' once per day
The bastard sword is the spiritual weapon of Watchers of Helm, and is wielded as if the caster had grand mastery in the weapon. The bastard sword is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Glyph of Warding once per day, as third level cleric spell of the same name
- From level 7 can cast Farsight once per day, as fourth level cleric spell of the same name
- From level 9 can cast Protection From Normal Weapons once per day, as fifth level mage spell of the same name
- From level 11 can cast True Seeing once per day, as fifth level cleric spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, combat, divination, guardian, protection, sun, wards
- Minor access to the spheres of creation, elemental, healing, war
- No access to the spheres of animal, charm, chaos, law, necromantic, numbers, plant, summoning, thought, weather

STORMLORD OF TALOS: not playing evil, NA

SILVERSTAR OF SELŪNE: Selūne (pronounced: seh-loon-ay), Our Lady of Silver, is the goddess of the moon, the stars, and those who use them to navigate. Her eternal foe is the evil Shar, goddess of darkness, night, loss, and forgetfulness. Selūne is often called the Moonmaiden for her connection to the silver moon that orbits Faerūn. She is the goddess of the moon and travelers. Selūne's home plane is The Gates of the Moon with her home a shining hall of silver called Argentil.

Non-evil lycanthropes honor Selūne as the master of their fate as do astrologers and fortune tellers. Selūne is also growing popular among alewives, laundresses, seamstresses and servants with the message of female empowerment. She is also worshiped by female spellcasters, navigators and sailors.

Selūne's clerics, called Silverstars of Selūne, are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and non-shapechangers, and they protect the weak and the oppressed everywhere. They cannot abide slavery, and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. They deal with lunar energies and phenomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the goddess's wishes.

Silverstars of Selūne can only be of Chaotic Good, Neutral Good, and Chaotic Neutral alignments

Abilities:
- Spiritual Weapon: Mace - 'Moon's Hand' once per day
The Moon's Hand is the spiritual weapon of Silverstars of Selūne, and is wielded as if the caster had grand mastery in the weapon. The Moon's Mace is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Infravision
- Can cast Moon Shield once per day
Upon casting this spell, the Silverstar receives a resistance to all magic. The resistance conferred is 2% per level of the cleric up to a maximum of 40% at 20th level. This resistance is set so if the target already has more magic resistance than the cleric would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.
- From level 7 can cast Free Action once per day, as fourth level cleric spell of the same name
- From level 9 can cast Sunfire once per day, as fifth level mage spell of the same name
- From level 11 can cast Summon Air Elemental once per day, as sixth level mage spell of the same name
- From level 14 can cast Protection From The Elements once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, animal, astral, combat, divination, guardian, healing, necromantic, numbers, summoning, sun, travelers, weather
- Minor access to the spheres of charm, elemental, plant, wards
- No access to the spheres of chaos, creation, law, protection, thought, time, war

NIGHTCLOAK OF SHAR: PC is good aligned, not a good choice for alignment, NA

BATTLEGUARD OF TEMPUS: Tempus is the Realms' god of war, the Lord of Battle, the Foehammer. He is random in his favors, yet his chaotic nature favors all sides equally. He may be on an army's side on one day and against them the next. Such is the nature of war as embodied by Tempus.

The dress of the priest of Tempus is armor, battle-worn and battered. In more civilized regions this has been replaced by a steel skullcap, but the message is the same--these are warrior priests. Their place is in the trenches with the troops, urging them onwards. Priests of Tempus may be found on both sides of a conflict, as none can ever truly know who the war god will favor.

Battleguards of Tempus can only be of Chaotic Neutral, Chaotic Good, True Neutral, and Chaotic Evil alignments

Abilities:
- Spiritual Weapon: Battleaxe - 'Battle Prowess' once per day
The Battle Prowess battleaxe is the spiritual weapon of Battleguards, and is wielded as if the caster had grand mastery in the weapon. The Battle Prowess is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Can place two proficiency stars in any melee weapon a cleric can use.
- Can go into a Berserker Rage once per day
- From level 7 can cast Holy Power once per day, as fourth level cleric spell of the same name
- From level 9 can cast Chaos once per day, as fifth level mage spell of the same name
- From level 11 can cast Tenser's Transformation once per day, as sixth level mage spell of the same name
- From level 14 can cast Sphere of Chaos once per day, as seventh level mage spell of the same name
- Cannot be proficient in ranged weapons

Sphere Access:
- Major access to the spheres of animal, combat, chaos, divination, elemental, necromantic, protection, and war
- Minor access to the spheres of all, guardian, healing, summoning, sun, wards and weather
- No access to the spheres of charm, creation, law, numbers, plant and thought

PAINBEARER OF ILMATER: Ilmater is the Crying God, the god of endurance, suffering, martyrdom, and perseverance. It is he who offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other's burden, to take the other's pain. He is the god of the oppressed and unjustly treated. In early days Ilmater's symbol was a blood stained rack, but of late a set of white hands bound by a blood red cord is used. The latter symbol has increased Ilmater's popularity in the world at large. Ilmater dwells in the Twin Paradises.

The followers of Ilmater are often perceived as being intentional sufferers, but in reality they offer a great deal along the "pure clerical" nature of healing and recovery to those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body. Ilmater's priests are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, and the poor. They dress simply in gray, with gray skullcaps (blood red for the higher ranks).

Painbearers of Ilmater can only be of Lawful Good, Neutral Good, and Lawful Neutral alignments.

Abilities:
- Spiritual Weapon: Fist - 'Hand of Ilmater' once per day
The Hand of Ilmater is the spiritual weapon of Painbearers. The Hand of Ilmater does 1d6 base damage and is treated as if the caster is a grand master. The Hand of Ilmater is treated as a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 25 and above. The Hand of Ilmater lasts for one round per level of the caster, up to 20 rounds.
- Can Lay On Hands once per day
- From level 7 can cast Neutralize Poison once per day, as fourth level cleric spell of the same name
- From level 9 can cast Ilmater's Endurance once per day
The Painbearer draws upon Ilmater to be able to shoulder the burden of trials ahead. For 1 round per level of the Painbearer, the cleric gains +2 to saves, doubles HP, is immune to panic and disease, and will stand firm in the face of any charge or force.
- From level 11 can cast Heal once per day, as sixth level cleric spell of the same name
- From level 14 can cast Regeneration once per day, as seventh level cleric spell of the same name

Sphere Access:
- Major access to the spheres of all, charm, creation, guardian, healing, law, necromantic, protection, and travelers
- Minor access to the spheres of combat, elemental, summoning, sun, wards, and weather
- No access to the spheres of animal, astral, chaos, divination, numbers, plant, thought, time, and war

FIREWALKER OF KOSSUTH: Kossuth, Firelord, the Tyrant among Fire, is an Elemental Lord from the Elemental Plane of Fire. He is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To maintain continued worship he does take a limited interest in his followers' mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

Kossuth's church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Kossuth's symbol varies greatly from faction to faction, but is generally a depiction of fire. It is believed that if Kossuth's following were to somehow become unified he would become a very powerful force in the Realms, something the other gods don't really wish to see happen. Of the four Elemental Lords, the best known and most feared are the cults of Kossuth, who are very powerful in Thay and the lands of the East.

Firewalkers of Kossuth can be of any alignment, but most are evil, reveling in the destructive power of fire. They can be members of any race. They dress in whatever their faction deems appropriate for the representation of their god. This is usually robes and long capes in reds, yellows, and oranges.

Abilities:
- Spiritual Weapon: Flail - 'Tendril of Flame' once per day
The flail is the spiritual weapon of Firewalkers of Kossuth, and is wielded as if the caster had grand mastery in the weapon. The flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Has 2% fire resistance per level.
- From level 7 can cast Fireshield: Red once per day, as the fourth level mage spell of the same name
- From level 9 can cast Sunfire once per day, as the fifth level mage spell of the same name
- From level 11 can cast Conjure Fire Elemental once per day, as the sixth level cleric spell of the same name
- From level 14 can cast Delayed Blast Fireball once per day, as the seventh level mage spell of the same name

Sphere access:
- Major access to all, combat, elemental fire, healing, summoning, and sun
- Minor access to divination, elemental air, elemental earth, protection, and war
- No access to the spheres of animal, astral, charm, chaos, creation, elemental water, guardian, law, necromantic, numbers, plant, time, thought, travel, wards, and weather

AUTHLIM OF IYACHTU XVIM: not playing evil, NA

LOREKEEPER OF OGHMA: Oghma is the god of knowledge and invention, the Binder of What is Known, and the Patron of Bards. He is the most powerful god of knowledge in the Realms (second if you consider magical ability as knowledge, with Mystra at its head). Deneir and Milil both act as intercessors for Oghma, carrying new information both to him and to those whom Oghma favors.

Oghma's followers believe that knowledge is most supreme, particularly in its raw form, the idea. An idea has no weight but can move mountains. It has no height but it can dominate a nation. It has no mass but it can push aside empires. Knowledge is the greatest tool of humankind, outweighing anything made by mortal hands. Before anything can exist, the idea must exist.

Lorekeepers of Oghma can be of any race and alignment.

Abilities:
- Spiritual Weapon: Longsword - 'Mortal Strike' once per day
The longsword is the spiritual weapon of Lorekeepers of Oghma, and is wielded as if the caster had grand mastery in the weapon. The sword is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- Gain a base of 10 lore/level.
- From level 7 can cast Secret Word once per day, as fourth level mage spell of the same name
- From level 9 can cast Oracle once per day, as fifth level mage spell of the same name
- From level 11 can cast Power Word: Silence once per day, as sixth level mage spell of the same name
- From level 14 can cast Ruby Ray of Reversal once per day, as seventh level mage spell of the same name

Sphere access:
- Major access to the spheres of all, astral, combat, charm, divination, elemental, guardian, healing, protection, summoning, thought and travel
- Minor access to the spheres of animals, creation, necromantic, sun and wards
- No access to the spheres of chaos, law, numbers, plant, time, war and weather

HEARTWARDER OF SUNE: Sune (pronounced: sue-nee) Firehair is said to be the fairest of all the powers. When she is represented, she is shown as the most beautiful woman in the Realms, with sweeping, radiant, red hair and incredible charms. The Sunite faith is a popular one in large metropolitan areas and among the nobility. Those of a literary or artistic bent, as well as people falling in love or looking for lifemates, often venerate the Lady Firehair.

Sune herself is said to be benevolent and sometimes whimsical, alternating between deep passions and shallow flirtations. She has been romantically linked with many of the Faerūnian powers in the myths of the Realms, though she has never shown any love at all for the gods of fury, Talona, or Tempus, since their functions posit the destruction of many beautiful things, both living and inanimate. Currently, she is rumored to have been rather smitten by the noble actions of Torm at Tantras during the Time of Troubles.

Sune's specialty priests, known as Heartwarders of Sune, are aesthetes and hedonists who actively seek out pleasure and beauty in all things, and who nurture the creation of beautiful objects. They are typically found in large cities in the company of the cultural elite. Most are active patrons of the arts, and all play the role of matchmaker for persons in all levels of society. Many are employed as artists, crafters, performers, or instructors, though a few travel the world to promote beauty and love.

Heartwarders of Sune can only be of Neutral Good, Chaotic Good, and Chaotic Neutral alignments.

Abilities:
- Spiritual Weapon: Flail - 'Shock Flail' once per day
The Shock Flail is the spiritual weapon of Heartwarders of Sune, and is wielded as if the caster had grand mastery in the weapon. The Shock Flail is a regular weapon at levels 1-5, +1 at levels 6-10, +2 at 11-15, +3 at 16-20, +4 at 21-25, and +5 at levels 26 and above. The spiritual weapon lasts for one round per level of the caster, up to 20 rounds.
- +1 Charisma
- From level 7 can cast Emotion once per day, as fourth level mage spell of the same name
- From level 9 can cast Flamestrike once per day, as fifth level cleric spell of the same name
- From level 11 can cast Mislead once per day, as sixth level mage spell of the same name
- From level 14 can cast Mantle once per day, as seventh level mage spell of the same name

Sphere Access:
- Major access to the spheres of all, astral, charm, creation, divination, guardian, healing, protection, sun, thought, time
- Minor access to the spheres of combat, elemental, necromantic, summoning
- No access to the spheres of animal, chaos, law, numbers, plant, travelers, war, wards, weather

FEYWARDEN OF CORELLON: not playing an elf, NA

STRIFELEADER OF CYRIC: not playing evil, NA

Edited by Lemernis, 27 July 2008 - 03:02 AM.


#18 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 27 July 2008 - 10:26 AM

Yeah, this multiclass was highly recommended to me by someone, although I didn't quite get it right above--it's Kensai/Mage/Assassin:

Why not try a Kensai/Mage/Assassin? Get to play a kensai/mage with extra spell a level and with some lovely x7 poisoned kai backstabbing thrown in the mix. Win-win-win. =) Only downside is mage bit takes forever past level 12, and you need a small party an xp cap remover and triple class HLA mod (as it needs 9mill xp) if you ever want to cast 9th level spells. But still...


I assumed I'd have to Shadowkeeper such a thing, but wasn't quite sure what specific steps I'd have to take to accomplish it.

Actually you can't do that even with the Shadowkeeper, unless you want to ruin all the char creation rules of the game, so why not make yourself a god while you are at it. <_< As a char can only have one kit, you are creation of impossibility... :whistling: unless you just run with the Kensai/Mage/Thief and add the Assassins special abilities.-> making you a poor cheater.

Another friendly advice, do not use the Divine Remix, its just hurts you more than helps.

Deactivated account. The user today is known as The Imp.


#19 Lemernis

Lemernis
  • Member
  • 164 posts

Posted 27 July 2008 - 12:27 PM

Another friendly advice, do not use the Divine Remix, its just hurts you more than helps.


Interesting. I just like some of the spells it gives. Tbh, I've only used one of the cleric kits and that was the Stormlord for about half a BG2 game. In what ways does it hurt more than help?

#20 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 27 July 2008 - 12:45 PM

Interesting. I just like some of the spells it gives. Tbh, I've only used one of the cleric kits and that was the Stormlord for about half a BG2 game. In what ways does it hurt more than help?

Sphere Access thing, it's totally out of balance, for example, the Watcher of Helm kit, can't cast any healing spells beyond 3th level, and giving that as it is, you can't heal your party in ToB with those spells effectively without resting and resting and resting. And his has only two spells at the levels 4 and 6.

This kind of thing forces you to have more clerics in your party, giving you less choice in party makeup.

Edited by Jarno Mikkola, 27 July 2008 - 12:46 PM.

Deactivated account. The user today is known as The Imp.