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Hag

Arbiter
Patron
Joined
Nov 25, 2020
Messages
1,758
Location
Breizh
Codex Year of the Donut Codex+ Now Streaming!
Choosing a ridiculous name never gets old.

28085C7EB59ABEF51E594DB5E2C65582994F2224


Go back to bed gramp, you're drunk.
 

d1r

Single handedly funding SMTVI
Patron
Joined
Nov 6, 2011
Messages
3,764
Location
Germany
It's time.

fNmS1Mx.jpg

Final party composition was Branwen (Romance), Jaheira, Imoen, Aerie, Minsc. Pretty normal composition, when you're playing a good aligned character, imo. Only party member who got chunked was Haer'Dalis in Spellhold.

BG2 Endgame CHARNAME sheet
CHARNAME experience is much higher than the XP of the rest of the party because <CHARNAME> gains double the xp from main events and main quest lines in BG1 and BG2 as long <CHARNAME> has their soul.
IuKrQ9q.jpg


Yet, so many quests unfulfilled (ah, the woes of RPing)
EOU5EYP.jpg


That blade is just pure sex
fV0tOan.jpg

Definitely will upgrade the Impaler in TOB, that spear is great.
gKQxWmN.jpg


Game time
TYcvryo.jpg

Whole journey took 225 days in game time. 40 days in BG1, around 140 days of "unknown time" between BG1-BG2, and around 50 days in BG2. Feels great.

The final gate (I got super lucky on the tree, because Jaheira was able to panic Irenicus with Insect Plague). Last SCS Irenicus fight was an absolute bitch. As expected. All the prebuffing is for naught once one of demons cast a Dispel Magic on you. Also, don't forget to pick up the fallen items of dead companions during the fight. Otherwise they will be ... gone.
64s9Q3k.jpg


In general, Druids in BG2 are just monsters. I am also using an incredible mod called Refinements which gives each class, class combination, and class kit extra HLA's.

Feral Lash (only for Fighter/Druid combo)
What Nature gives, Nature takes. Fighter-Druids can develop an innate ability to temporarily decrease any normal or magical resistances to physical and elemental damage by a single touch. The druid only has get close enough to touch their opponent and the Feral Lash will connect, there is no need for a successful attack roll. The target must save vs. spells at -4 to avoid losing 25% from his Fire, Cold and Electrical resistances as well as 10% from all physical resistances. The modified values reset to their normal level after 5 rounds. Multiple uses of this ability are cumulative.
ubhoYvj.jpg


Tranquility
This high level druid spell creates an aura of healing energy around the caster that moves with him. Every friendly creature in its area of effect is healed 3D8 +10 Hit Points/round, and will be cleansed of every poison and disease effects. The Druid must concentrate to maintain the spell and will be slowed until Tranquility expires, which is 1 turn.
Kbd3TW7.jpg


Whirlwind
An Arch-Druid can create a massive whirlwind with this spell. This newly formed whirlwind starts to randomly wander around the target area, hurling away every creature in its path, be it friend or foe. Those who cannot escape automatically suffer 1D10 crushing and 1D10 slashing damage, small/normal creatures are knocked back without any saving throws. Those who manage to remain in the affected area will have to deal with a 50% spell failure rate until they are tossed away or leave intentionally. As well, if someone fails his save vs. breath he suffers additional 1D10 points of crushing damage and falls uncounscious for a round.
The whirlwind instantly kills creatures with less than 5 Hit Dices, and wipes out any cloud of gas or vapor in the area.
Once a whirlwind has been summoned the druid has no control over these raging winds, so this spell must be used with caution.

LZRLu7h.jpg


Nature's Wrath
Druids only use this spell against Nature's most devoted enemies, for its powers are destructive and irreversible. When invoked, this spell enrages the land, so it will attempt to destroy all living and non-living creatures in its area of effect. Every creature takes 1D10 points of Poison and 1D10 points of Acid damage each round it is exposed to the deadly vapors. If someone fails a saving throw vs. poison at -2, he becomes poisoned. Another failed save vs. poison results in disease, and the victim will lose one point of Constitution for 5 rounds. This spell destroys all summoned creatures. Besides its destructive powers, Nature's Wrath has a more vicious characteristic: it attempts to stop creatures from escaping its area or at least slow them. Any target must save vs. spells at -4, or becomes entangled for a short time. Entangled creatures can still attack.
Zyg0E4G.jpg


Rangers for example
can completely negate offhand THAC0 malus, or gain more endurance with new HLA's
XD15wgp.jpg

skxesrQ.jpg


Unspecialized mages get Anti-Summoning magic, more spell protection and a better Oracle spell.
Aegis
This high-level Abjuration spell confers the mage very powerful protection for a short time. Physical resistances (Slashing, Piercing, Crushing, and Missile) and Elemental resistances are all set to 85%, Magic Damage resistance is set to 60%. The mage gains a total AC bonus of 5 and his saving throws are reduced by 3 points. In addition to these bonuses Aegis protects the caster from the first spell that would normally remove combat or spell protections. The spell lasts for 5 rounds.
GGuy1G1.jpg


Foresight
This spell grants the recipient a powerful sixth sense about imminent events involving himself. Once the spell is cast, the character receives instantaneous warnings of impending danger or harm to the subject of the spell. The character will never be surprised. In addition, the spell gives the caster a general idea of what action the character might take to best protect himself - duck, jump right, close the eyes, and so on.
Whenever a saving throw is allowed, the character will always succeed and the character's armor class is lowered by 15 points.

MKxzEFq.jpg


Death Field
This is an extremely powerful anti-summoning spell. By casting it, the wizard attacks the life force of every opponent and destroys all summoned creatures in a 50' radius area around him. Summons have no saving throw vs. this spell and it bypasses their Magic Resistance (if any), while other creatures must save vs. spell at a -2 modifier to avoid certain death. Creatures with less than 8 Hit Dice are slain automatically.
Death Field has a drawback however: until the spell is finished - which takes 2 rounds after casting - the wizard cannot make any movement or action and will be completely vulnerable to attacks.


Branwen will leave you in BG2 ToB when romanced. Literally cucked by Tempus. lol
xUHxT5B.jpg
 
Last edited:

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
9,664
Location
Southeastern Yurop
It's time.

fNmS1Mx.jpg

Final party composition was Branwen (Romance), Jaheira, Imoen, Aerie, Minsc. Pretty normal composition, when you're playing a good aligned character, imo. Only party member who got chunked was Haer'Dalis in Spellhold.

BG2 Endgame CHARNAME sheet
CHARNAME experience is much higher than the XP of the rest of the party because <CHARNAME> gains double the xp from main events and main quest lines in BG1 and BG2 as long <CHARNAME> has their soul.
IuKrQ9q.jpg


Yet, so many quests unfulfilled (ah, the woes of RPing)
EOU5EYP.jpg


That blade is just pure sex
fV0tOan.jpg

Definitely will upgrade the Impaler in TOB, that spear is great.
gKQxWmN.jpg


Game time
TYcvryo.jpg

Whole journey took 225 days in game time. 40 days in BG1, around 140 days of "unknown time" between BG1-BG2, and around 50 days in BG2. Feels great.

The final gate (I got super lucky on the tree, because Jaheira was able to panic Irenicus with Insect Plague). Last SCS Irenicus fight was an absolute bitch. As expected. All the prebuffing is for naught once one of demons cast a Dispel Magic on you. Also, don't forget to pick up the fallen items of dead companions during the fight. Otherwise they will be ... gone.
64s9Q3k.jpg


In general, Druids in BG2 are just monsters. I am also using an incredible mod called Refinements which gives each class, class combination, and class kit extra HLA's.

Feral Lash (only for Fighter/Druid combo)
What Nature gives, Nature takes. Fighter-Druids can develop an innate ability to temporarily decrease any normal or magical resistances to physical and elemental damage by a single touch. The druid only has get close enough to touch their opponent and the Feral Lash will connect, there is no need for a successful attack roll. The target must save vs. spells at -4 to avoid losing 25% from his Fire, Cold and Electrical resistances as well as 10% from all physical resistances. The modified values reset to their normal level after 5 rounds. Multiple uses of this ability are cumulative.
ubhoYvj.jpg


Tranquility
This high level druid spell creates an aura of healing energy around the caster that moves with him. Every friendly creature in its area of effect is healed 3D8 +10 Hit Points/round, and will be cleansed of every poison and disease effects. The Druid must concentrate to maintain the spell and will be slowed until Tranquility expires, which is 1 turn.
Kbd3TW7.jpg


Whirlwind
An Arch-Druid can create a massive whirlwind with this spell. This newly formed whirlwind starts to randomly wander around the target area, hurling away every creature in its path, be it friend or foe. Those who cannot escape automatically suffer 1D10 crushing and 1D10 slashing damage, small/normal creatures are knocked back without any saving throws. Those who manage to remain in the affected area will have to deal with a 50% spell failure rate until they are tossed away or leave intentionally. As well, if someone fails his save vs. breath he suffers additional 1D10 points of crushing damage and falls uncounscious for a round.
The whirlwind instantly kills creatures with less than 5 Hit Dices, and wipes out any cloud of gas or vapor in the area.
Once a whirlwind has been summoned the druid has no control over these raging winds, so this spell must be used with caution.

LZRLu7h.jpg


Nature's Wrath
Druids only use this spell against Nature's most devoted enemies, for its powers are destructive and irreversible. When invoked, this spell enrages the land, so it will attempt to destroy all living and non-living creatures in its area of effect. Every creature takes 1D10 points of Poison and 1D10 points of Acid damage each round it is exposed to the deadly vapors. If someone fails a saving throw vs. poison at -2, he becomes poisoned. Another failed save vs. poison results in disease, and the victim will lose one point of Constitution for 5 rounds. This spell destroys all summoned creatures. Besides its destructive powers, Nature's Wrath has a more vicious characteristic: it attempts to stop creatures from escaping its area or at least slow them. Any target must save vs. spells at -4, or becomes entangled for a short time. Entangled creatures can still attack.
Zyg0E4G.jpg


Rangers for example
can completely negate offhand THAC0 malus, or gain more endurance with new HLA's
XD15wgp.jpg

skxesrQ.jpg


Unspecialized mages get Anti-Summoning magic, more spell protection and a better Oracle spell.
Aegis
This high-level Abjuration spell confers the mage very powerful protection for a short time. Physical resistances (Slashing, Piercing, Crushing, and Missile) and Elemental resistances are all set to 85%, Magic Damage resistance is set to 60%. The mage gains a total AC bonus of 5 and his saving throws are reduced by 3 points. In addition to these bonuses Aegis protects the caster from the first spell that would normally remove combat or spell protections. The spell lasts for 5 rounds.
GGuy1G1.jpg


Foresight
This spell grants the recipient a powerful sixth sense about imminent events involving himself. Once the spell is cast, the character receives instantaneous warnings of impending danger or harm to the subject of the spell. The character will never be surprised. In addition, the spell gives the caster a general idea of what action the character might take to best protect himself - duck, jump right, close the eyes, and so on.
Whenever a saving throw is allowed, the character will always succeed and the character's armor class is lowered by 15 points.

MKxzEFq.jpg


Death Field
This is an extremely powerful anti-summoning spell. By casting it, the wizard attacks the life force of every opponent and destroys all summoned creatures in a 50' radius area around him. Summons have no saving throw vs. this spell and it bypasses their Magic Resistance (if any), while other creatures must save vs. spell at a -2 modifier to avoid certain death. Creatures with less than 8 Hit Dice are slain automatically.
Death Field has a drawback however: until the spell is finished - which takes 2 rounds after casting - the wizard cannot make any movement or action and will be completely vulnerable to attacks.


Branwen will leave you in BG2 ToB when romanced. Literally cucked by Tempus. lol
xUHxT5B.jpg
Damn, those portraits are ugly!
 

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