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9 Kythorn, 1369
I am standing around, wondering what to do with Bub's offer, when it starts raining. And after that, we are attacked by a pack of spiders. So we run back to town in order to collect our thoughts.
Eventually I decide that Xzar and Tiax could use some rest, and I am interested in finding out what Viconia and Bub can do, so we go back to the woods and look for him. We run into the spiders again.
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Everybody piles on in a grand melee. Viconia wades in with the rest of us. She doesn't seem to have any ranged weapons, which is understandable. If she did she would have probably been able to take the merc alone. The spiders delight in killing my wolf, for some reason, and he falls before we can kill them all.
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Finch seems to get quite a lot out of this experience, so I give my wolf bone to her and tell her to take care of it.
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Gameplay note: Wow, go Finch with the 9 hit points this level! That brings her to 29 hit points, almost the equal of Bub. Now she is the same level as Viconia, although behind her by 629 xp. But Viconia only has 17 hp, because she has a CON score of 8, half of Finch's. Viconia also has 18 WIS, while Finch only has 16. It's a close comparison between the two girls.
They both have access to level 2 priest spells now, so let's go over them. They do not have the same spells, however, so lets do the ones common to both of them first.
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It's a heal + bless + temporary hit points caveat. It's just as many hit points as the level 1 Cure Light Wounds, but better! An excellent spell to have around and you can cast it at the beginning of combat, ahead of the expected damage. A great improvement to the healing capabilities of a party.
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AoE Bless + Curse all rolled into one. Not quite as good as Protection from Evil 10' radius, but that's why it's level 2 and that spell is level 3. Enemy priests cast this spell all the time.
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If you don't have a thief, use this. It works exactly the same way, but at a much smaller duration than a thief, which I think is about 80 years?
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A very powerful spell that remains useful for the entire game. Clerics are known for this. Bassilus cast this on Shar-Teel before blasting her with a Glyph of Warding. It works on anyone within 5 feet of the target, so you can get a pretty decent group of humanoids frozen. If they are in a choke point, even better. When I was doing my solo run of the Big Picture mod as a cleric back in the day, I used it all the time.
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For some reason I don't ever remember using this spell. But maybe I should. It's a no-save 10% resistance lower and +2 bonus giver. It's a boss-killing spell. I'll have to keep it in mind next time I go up against a big bad.
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Anti-ankheg protection! Half damage for all those types of creatures. Single-target though, sadly.
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Anti-mage protection! At low levels like this, wizards usually damage with fire or cold, so slap this on a guy and he's 50% immune to them. Again only single-target.
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This is the other great priest spell that continues to be useful for the entire game, and the first step in the great theme of Baldur's Gate - counter-magic and counter-counter-magic. You cast Silence, they cast Vocalize. You cast Haste, they cast Slow. You cast Protection from Magic Energy, they cast Khelben's Warding Whip. You cast Spell Shield, they cast Pierce Magic. You cast Shield of the Archons, they cast Secret Word. You cast Otiluke's Resilient Sphere, they cast Ruby Ray of Reversal, and it doesn't work so they wasted a spell, which means you gain the upper hand, and after two more rounds they're a pile of ash. I personally think its amazing and awesome. But some people, mainly fighter-playing types, don't have the patience for it, because it requires reading spell descriptions.
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Anti-poison. Becomes more important when we go up against guys with poisoned arrows, or thieves in Amn. Oh, also when we enter the Cloakwood and get poisoned every fight by spiders. Goddamn spiders.
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Basically, Thor's hammer. Lasts long enough for 1 or 2 combats per map, I suppose. Seems like it becomes more useful at higher levels when the priest's level 2 spell slots don't have to be used for healing and the enchant on the weapon grows.
Now, Finch has one divine spell that Viconia doesn't, which is Draw Upon Holy/Divine Might:
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Imagining the little gnome librarian hulking out and busting some ass is hilarious to me.
Viconia has two spells that Finch doesn't, which are Beast Claw and Flame Blade. That means Viconia has one more level 2 spell than Finch. Does that make Shar an objectively better deity than Deneir?
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Turn your arms into claws! Gain exceptional strength and attack twice per round! Rip them a new one with Beast Claw! Go Shar!
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A flaming scimitar of fire. Surprisingly it doesn't have any bonuses against the undead. What it does have, though, is troll-killing capabilities. In an un-modded game that is very important. In this game, though, when we are probably going to have magical weapons coming out of our bums, maybe not so important. However, there are several times when we will have our equipment stripped away from us. Spells like these will become more important then.
While we stand around discussing Finch's and Viconia's spells, Viconia grows increasingly distressed.
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I hope the clouds and the rain make her a little more comfortable. We search through the forest and in short order find where we left Bub. I send Xzar back to the Jovial Juggler, and we take Bub with us. On the way, Finch strikes up a conversation with Ajantis.
Gameplay note: Even though Finch doesn't really have a musical theme, I've assigned The Lady's House to her because I really like it, and I imagine Temples of Deneir would prefer this instead of the Helm's Temple theme.
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My mind eases and I feel a little smile coming over me. Two people, having a bit of a conversation about back home, without any angst or pain or loss. What a sight! Actually, Finch has a lot more books than the one she mentioned to Ajantis. It's not something that Imoen and Finch really talked about, but I figured it out recently. When Imoen ransacked the town of Beregost for a little extra wealth a few weeks ago, she also picked up every book she could find and gave them to Finch. Finch didn't ask questions, just eagerly stuffed them into her book bag. She now has quite a library in her bookbag:
- History of the Chosen of Mystra
History of the Dragon Coast
History of the Drow, The Dark Wars
History of Durpar and Var the Golden
History of Estagund
History of the Fateful Coin
History of Halruaa
History of the Moonsea
History of the North - The Crown Wars
History of the North - The Elven Exodus
History of the North - Recent History of the North
History of Shadowdale - Khelben Kills Jyordhan
History of Shadowdale - The Time of No Lords
Last March of the Giants
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Gameplay note: I trained him in dual-wielding and daggers. We can get him tearing things up in no time!
We find no more monsters during the rest of our patrol, and we cheerfully declare the Trade Way North safe from banditry!
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I decide that a stop by Thunderhammer Smithy is in order, to make sure Viconia and Bub have equipment they can use. We also have swords and bows to sell from the hobgoblins we slew. So we head back to Beregost and get there in about 15 minutes.
We give the plate mail from the Flaming Fist mercenary to Bub, and he gives his splint mail to Viconia, who was only wearing leather armor. She is too weak to wear plate mail herself, but she can barely lift and wear the splint mail. I also try to find someone who can use the Bracers of Defense that Xzar was wearing, but it doesn't seem to matter to anyone. I guess I could give them back to Xzar, next time I see him. Hope it doesn't bother him too much that they're gone. We buy a helmet and a couple of daggers for Bub, because a Masterwork Dagger is 750 gold! We also buy a sling and some bullets for Viconia, because clerics seem to like that sort of thing. She doesn't object. We also look over shields for her, but realize that she can't use anything bigger than the small shield she is using now - she doesn't have the strength for a medium shield. I gain a new appreciation for Finch's stalwart strength and Medium Shield +1.
After that, we stop by the Jovial Juggler to say hi to everyone and sleep the night and recover.
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There is talking, and laughing, and teasing, and as the fire dies down I ask Finch to read us a story.
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