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Baldur's Gate II: Shadows of Amn
Alignment

A character's alignment determines his or her ideological view of the world. There are nine alignments, each of which reflects a view of society and a view of the universe. Lawful characters believe in following the laws set forth by society, while chaotic characters choose to ignore the world's regulations. Good characters try to benefit the world through their actions, while evil characters care only for themselves. For example, a lawful good character will focus on ridding the world of evil, but will not step outside of the boundaries of the law to do so. Paladins must be of lawful good alignment, druids are true neutral, bards must be some form of neutral, monks must be lawful, and thieves cannot be of lawful good alignment for obvious reasons. Don't let characters from widely varying alignments make up your party, or they'll start to fight.

Abilities

Your character's abilities are what determine whether he is a meandering idiot who can bash a giant's skull in or a soft-spoken old man who could beat Big Blue in a game of chess. There are six abilities, and how high or low you are can roll in each one is determined by your race and class. Here are the required minimum values of each ability for each class:

Class

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Barbarian

9

3

3

3

3

3

Fighter

9

3

3

3

3

3

Ranger

13

13

14

3

14

3

Paladin

12

3

9

3

13

17

Cleric

3

3

3

3

9

3

Druid

3

3

3

3

12

15

Mage

3

3

3

9

3

3

Thief

3

9

3

3

3

3

Bard

3

12

3

13

3

15

Sorcerer

3

3

3

9

3

9

Monk

3

9

9

3

9

3

It's a very good idea to get your characters as close as possible to 18 in all his class's important fields (the ones that require higher than 3) and pretty much ignore the rest. For example, a mage only needs an intelligence rating of 9, but if he has an 18, he'll be much more powerful. On the other hand, a mage with 18 wisdom isn't much different from a mage with 3 wisdom. Focus your attribute points where they're needed most.

Skills

Skills, also known as weapon proficiencies, are what determine which types of killing tools your character is adept with and which he has virtually no chance of success with. Fighters may gain proficiency in any area and can reach the fifth proficiency level (level 3 in missile attacks), at which point they are a fearsome sight to behold. Other characters may reach level 2, gaining a modest +1 bonus to attacks, while mages and clerics may only reach level 1. Using a weapon for which your character has no proficiency will result in a -1 penalty. Be sure to give mage characters some type of missile-weapon proficiency, as they'll die very quickly in melee combat!

Skill Points

To Hit Bonus

Damage Bonus

Base Attacks per Roll

0

-1

-1

1

1

0

0

1

2

+1

+2

1.5

3

+2

+2

1.5

4

+2

+2

1.5

5

+2

+3

1.5

Appearance, Biography, and Name

Half the fun of playing a role playing game is, well, feeling like you're playing a role other than that of yourself. Give your character a background - a life - separate from your own, or if you're feeling rushed, just go with the default bio and begin the adventuring!

 
« Previous Page Character creation (cont.) »

 

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