I have a few very early observations regarding Sandrah. I haven't played very far into a BG1 game yet - I've been busy fine-tuning my installation, which has take quite some time and more than a handful of re-installs - but I think I've done enough now to make a few comments. I've done most of my early play using SandrahNPC v1.06, but I've recently reinstalled with v1.08. I haven't seen any notable differences in the two versions insofar as the points below are concerned.
1) I saw it mentioned early in this thread about Sandrah's personal items (hammer, armor, amulet, rings) being overpowered. I have to agree with this - it's not so much that any single item is overpowered, but the fact that she starts BG1 already loaded with items that rival mid-to-late BG2 power levels. She's a one-woman wrecking crew that can almost singlehandedly win any battle that the PCs get into early in the game (assuming they avoid battles they shouldn't get into, such as running right for the bandit camp while level 1-3.)
I would like to make the suggestion that some of this equipment could perhaps be built into Sandrah's storyline in some creative fashion. Maybe she can acquire one or more of her items as the player completes various stages of the Sandrah-related quests? Elminster shows up and gives her a gift now and then, for a "job well done"? The possibilities are endless. Either that or start the items rather mudane and have them incrementally gain power as she does.
Also, please consider adding the various items' abilities to their descriptions. It's quite frustrating as a player to not be able to tell what an item does without experimenting (unequipping and then re-equipping) or simply resorting to looking it up in Near Infinity.
2) Incorrect natural values: Sandrah's THAC0 and Armor Class are not correct at the start of the game - both are too low (too good) for an un-equipped character of her class(es) and levels. Her base THAC0 at the start of the game is 0 (zero), giving her an adjusted THAC0 of -6 from the moment you meet her after Gorion's death. Likewise her unequipped, i.e. natural, Armor Class is 6, which is 4 points better than a normal character with her DEX (12). The THAC0 for a 3rd level fighter is supposed to be 18, not 0, and she should have a natural AC of 10.
I strongly suggest correcting both of these values so that Sandrah doesn't have the appearance of cheating the rules. She's already pretty awesome in combat even with corrected values - I use Shadowkeeper to make these changes in my game immediately, and she still easily dominates my party's kill scores. And unlike just about everyone else, she has yet to die on me up through finishing the Nashkel Mines and the Bandit Camp.
3) Lore: Between two items (ring and book), Sandrah's Lore value exceeds 130. This means that she can instantly identify any item in the game (I think), right from level 1, for no charges, spell usage, gold investment, or other restrictions. This not only makes things too easy (for some people, heh!), it invalidates a major component of the Bard class, as well as Identify spells and items that cast Identify (i.e. Finch's glasses).
I get it that Sandrah's hobby is history and magic items, but no matter how much information is in that book, she's still got to learn how to use the information in it... in my opinion. This is again an opportunity to have something increase in effectiveness with levels, rather than be set at an overpowering value from the start of the game.
4) Innate abilities: Why does Sandrah have the standard Priest(ess) of Helm innates? She's a priestess of Mystra; surely she should have something of a different flavor than "Seeking Sword" and "True Sight". I'd speculate that she probably doesn't even need these replaced at level 1, but just outright deleted; I am aware that she'll eventually gain numerous other innate powers as she adventures and levels, which should be more than sufficient. The Helm-specific abilities at-start seem completely out-of-character and superfluous - I'd suggest that you simply let her grow into being a Priestess of Mystra without the out-of-place abilities.
5) Raising the Dead: Sandrah's having this ability right from level 1 seems dramatically overpowered. Worse, it appears to be "Ressurection" (i.e. victim is healed, too) and it can be used multiple times per day. Sure, there's a short term penalty (some damage, being "held" for a time) but considering that Sandrah typically initiates the "do I raise this person?" dialogue only after a battle has ended, this is of no real consequence. Maybe later, but not so far.
I would like to suggest that this ability be changed to a once-per-day special ability, be tightly restricted to whom it can apply (if possible within the game engine), and be reduced in power to the 5th level Raise Dead. Alternatively (or in addition!), I think that much more severe consequences to Sandrah herself and the party as a whole should apply - perhaps she (and her patient) becomes fatigued for the day if she uses this power, or something similarly debilitating. Maybe she should lose one or more spell slots, too. Whatever the cost, it should be significant if she's to possess the equivalent of a freely-used 7th level cleric spell. She is channeling the power of her goddess, after all....and for a 2nd level cleric, I suspect that would be particularly taxing.
The net effect that I'm seeing from the combination of these factors is that Sandrah is personally making the early stages of the game too easy. Her items are vastly more powerful than anything the rest of the party has (even with mod-added equipment), she starts with several thousand more XP than <CHARNAME> and Imoen, she has several special abilities and will gain more, she identifies items better than a 20th level bard, some of her stats are broken, and she can raise the dead fully healed. Group resources (gold, mostly) that would normally be going to identifying items or raising dead party members just don't need to happen when she's around, and there's no real drawback to any of these abilities.
One more:
6) Regarding Jen'lig's class/script/behavior: You posted your responses to my questions above. In view of this, I have a suggestion based on the nature of Jen'lig's racial outlook regarding her profession: I think that she should be a swashbuckler, or perhaps have a similar specially-created thief kit. The Swashbuckler idea is based on her being more of a fighter (with some "thiefy" skills) than a traditional thief - investing in stealth on levelup is essentially pointless since she attacks enemies on sight, which also invalidates backstabbing. Her focus is more on combat, opening locks, and disarming traps, with the future potential for some pickpocketing or trap-setting if the player wants to go that way. This outlook seems to fit the swashbuckler, although Jen'lig may not see it that way herself (lacking the "charm and grace" part, although for a Githyanki, she's probably pretty charming and graceful).
I'd also suggest that you reduce Jen'lig's strength to a value below the threshold for dual-classing (17), to disable the dual-class button and at least remove the temptation for players to click on it. (If you make a custom kit for her, you can simply make one of it's disadvantages the inability to dual class, which would neatly solve this problem.)
Edited by geh4th, 17 September 2015 - 04:08 AM.