


| Bi-weekly Shot |
|
"But the gnome said that this was a petting zoo!" (Shadows of Undrentide screenshot submitted by chevalier) Submit/Discuss/Archives |

| Bi-weekly Poll |
Will the inability to import DLC & promo items from Dragon Age: Origins into Awakening affect your decision to purchase future DLC?
• Yes, I'm not going to buy any more DLC
• Yes, I'll buy less DLC in the future
• Maybe, I might buy less DLC or stop buying it completely
• No, this won't affect my DLC purchasing habits
|

|
|
Location: Games » Baldur's Gate 2 » Walkthroughs & Guides
|
Sorcerer's
Guide to Kits - Baldur's Gate II Kits
|
-
May
use Offensive Spin and Defensive Spin abilities once per day per 4
levels. Offensive Spin lasts 24 seconds, granting the blade +2 to
hit, +2 to damage, and an extra attack. As well, all of his attacks
do maximum damage for the duration. Defensive Spin lasts 24 seconds,
roots him to the spot, but gives -1 AC per level of experience. This
armor class bonus does not go over -10.
-
May
place three slots into two-weapon fighting style.
-
Only
has one-half normal Lore value.
-
Only
has one-half Pick Pockets percentage.
-
Bard
Song does not become better with levels.
Jester
This
bard is well versed in the arts of ridicule and hilarity, and uses his
abilities to distract and confuse his enemies, cavorting madly during
combat.
Advantages:
Skald
This
Nordic bard is also a warrior of great strength, skill and virtue. His
songs are inspiring sagas of battle and valor, and the skald devotes
his life to those pursuits.
Advantages:
-
+1
to hit and +1 damage with all weapons.
-
The
skald's song is different from the typical bard and varies with level:
1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity
to fear.
20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity
to fear, stun and confusion.
Cleric
Kits
The character
can't become a specialty priest until completing a specific quest in the
game.
Priest
of Talos
Talos
is the evil god of storms, destruction and rebellion. Clerics of the Stormlord
warn that Talos must be appeased or he will rain destruction upon the
land.
Advantages:
- May cast
Lightning Bolt once per day per 5 levels of the caster (starts at 1st
level with one use).
- May cast
Storm Shield once per day per 10 levels of the caster (starts at 1st
level with one use). This spell lasts 6 seconds per level of the caster.
It protects the caster from lightning, fire, cold and normal missiles.
Disadvantages:
Priest
of Lathander
Lathander
is the good god of renewal, creativity and youth, and is celebrated nearly
everywhere. His followers are very popular throughout the Realms, and
there are numerous wealthy temples devoted to him.
Advantages:
- May cast
Hold Undead once per day for every 5 levels of the caster (starts at
1st level with one use).
- May cast
Boon of Lathander once per day per 10 levels of the caster (starts at
1st level with one use). 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.
Disadvantages:
Priest
of Helm
Followers
of the neutral God of Watchers and Protectors are warriors in their own
right and are often seen as defenders of the innocent.
Advantages:
- May cast
True Sight once per day per 5 levels (starts at 1st level with one use).
- May cast
Seeking Sword once per day per 10 levels (starts at 1st level with on
use). This spell creates a sword in the player's hand (that cannot be
dropped or unequipped). The sword is +4 for purposes of determining
what it can hit (but this bonus does not apply to damage), and it deals
out 2-8 damage to any target it hits. The weapon sets the number of
attacks of the cleric to 3. It lasts for 1 round per level of the caster.
When equipped, the wielder cannot cast further spells.
Disadvantages:
Druid
Kits
Shapeshifter
This
druid is not called shapeshifter because he has access to a great variety
of forms, rather because of his complete dedication to a single alternate
form. This druid has willingly allowed himself to become infected with
lycanthropy, but due to intense study and training he has the ability
to control his affliction. The creature he becomes is that of the werewolf,
the most famous of the lycanthrope shape changers.
Advantages:
- May shapeshift
into the form of a werewolf once per day for every 2 levels (starts
at 1st level with one use).
- At 13th
level, gains the ability to change into a greater werewolf once per
day.
Disadvantages:
- No other
shapeshifting abilities due to the effort required for maintaining balance
in his primary forms.
- Cannot
wear any armor.
Totemic
Druid
This
druid closely identifies with a particular animal, an animal that he feels
represents his spirit. This grants him a special connection to the animal
kingdom, and he is able to call upon their spirits to aid him.
Advantages:
- May summon
a special 'spirit' animal once per day per 5 levels of experience. Spirit
animal is randomly selected from 'Spirit Bear', 'Spirit Wolf', 'Spirit
Lion' and 'Spirit Snake'.
Disadvantages:
Avenger
A
member of a special sect within the Druidic order, a druid of this type
is dedicated to fighting those who would defile nature. Avengers have
powers the average druid does not; additional abilities that have been
earned through extensive rituals, a process that is very physically draining.
Advantages:
- May shapechange
into normal forms, as well as those of sword spider, baby wyvern and
fire salamander.
- 6 mage
spells are added to his repertoire, all the way up to 6th level:
1st: Chromatic Orb
2nd: Web
3rd: Lightning Bolt
4th: Improved Invisibility
5th: Chaos
6th: Chain Lightning
Disadvantages:
- May not
wear better than leather armor.
- On character
creation, he receives a -2 to strength and constitution.
Fighter
Kits
Berserker
This is a warrior who is in tune with his animalistic side and, during
combat, can achieve an ecstatic state of mind that will enable him to
fight longer, harder and more savagely than any human has a right to.
Berserkers tend to be barbarian-like in nature, but not always. Sometimes
it is a conscious choice that a warrior in training makes. Regardless,
opponents on the battlefield will be unsettled when they see the savage
and inhuman elements of the berserker's personality. This class is common
amongst dwarves, known to them as "battleragers."
Advantages:
- May use
Enrage ability once per day per 4 levels. While enraged: +2 to hit,
+2 damage, -2 AC. The berserker at this time is immune to charm, hold,
fear, maze, imprisonment, stun and sleep. He also gains 15 hit points
while enraged. These hit points are temporary, and are taken away at
the end of his berserk spree, possibly killing the berserker.
Disadvantages:
- Becomes
winded after berserking. While he's winded, he receives -2 to hit, -2
to damage and a +2 penalty to AC.
- Cannot
specialize in ranged weapons.
Wizardslayer
This
warrior has been specially trained by his sect to excel in hunting and
attacking spellcasters of all kinds.
Advantages:
- For each
successful hit on an opponent, 10% cumulative spell failure penalty
is applied.
- 2% magic
resistance per level.
Disadvantages:
- May not
use any magic items except for weapons and armor.
Kensai
This
class is also known as the Sword Saint, and consists of a warrior who
has been specially trained to be one with his sword. They are deadly and
fast and trained to fight without encumbrance.
Advantages:
- +1 to
hit and +1 damage for every three levels.
- -2 bonus
to AC.
- -1 bonus
to speed factor for every 4 levels.
- May use
Kai ability one time per day for every 4 levels (starts at 1st level
with one use). This ability lasts 10 seconds and makes all the attacks
do maximum damage.
Disadvantages:
- May not
use missile weapons.
- May not
wear armor.
- May not
wear gauntlets or bracers.
Mage
Kits
Mage specialists
gain an extra spell per level, but can't cast spells in their opposition
school.
Specialist
- Races - Stat Required
Abjurer
- Human - 15 Wisdom
Conjurer - Human, Half-Elf - 15 Constitution
Diviner - Any - 16 Wisdom
Enchanter - Human, Half-Elf, Elf - 16 Charisma
Illusionist - Human, Gnome - 16 Dexterity
Invoker - Human - 16 Constitution
Necromancer - Human - 16 Wisdom
Transmuter - Human, Half-Elf - 15 Dexterity
Specialist
- School - Opposition School(s)
Abjurer -
Abjuration - Alteration
Conjurer - Conjuration/Summoning - Divination
Diviner - Divination - Conjuration/Summoning
Enchanter - Enchantment/Charm - Evocation
Illusionist - Illusion - Necromancy
Invoker - Invocation/Evocation - Enchantment/Charm, Conjuration
Necromancer - Necromancy - Illusion
Transmuter - Alteration - Abjuration, Necromancy
Paladin
Kits
Cavalier
This class represents the most common picture of the knight: the gentleman
warrior who epitomizes honor, courage, and loyalty. He is specialized
in battling 'classical' evil monsters such as demons and dragons.
Advantages:
- Bonus
+3 to hit and +3 damage against all demonic and draconic creatures.
- May cast
Remove Fear 1 time per day per level.
- Immune
to fear and morale failure.
- Immune
to poison.
- 20% resistance
to fire.
- 20% resistance
to acid.
Disadvantages:
- May not
use missile weapons.
Inquisitor
The
inquisitor has dedicated his life to finding and eliminating practitioners
of evil magic and defeating the forces of darkness, and his god has provided
him with special abilities towards that end.
Advantages:
- May use
Dispel Magic ability once per day per 4 levels (starts at 1st level
with one use). The ability is used at a speed factor of 1 and acts at
twice his actual level.
- May cast
True Sight once per day per 4 levels (starts at 1st level with one use).
- Immune
to Hold and Charm spells.
Disadvantages:
- May not
use Lay on Hands ability.
- May not
cast priest spells.
- May not
turn undead.
- May not
use Cure Disease ability.
Undead
Slayer
This
holy avenger has honed his abilities towards the destruction of the undead
and other unnatural creatures, and is immune to many of their more devastating
abilities.
Advantages:
- +3 to
hit and +3 damage vs. undead.
- Immune
to hold.
- Immune
to level drain.
Disadvantages:
- May not
use Lay on Hands ability.
Ranger
Kits
Archer
The archer is the epitome of skill with the bow. He is the ultimate
marksman, able to make almost any shot, not matter how difficult. To become
so skilled with the bow, the archer has had to sacrifice some of his proficiency
with melee weapons and armor.
Advantages:
- +1 to
hit and +1 to damage with any missile weapon for every 3 levels of experience.
- Every
4 levels he gains the ability to make a called shot once per day. When
he activates this ability, any shot made within the next 10 seconds
is augmented in the following manner (according to the level of the
archer):
4th level: -1 to THACO of target
8th level: -1 to save vs magic of target
12th: -1 to strength of target
16th: +2 bonus to damage
Disadvantages:
- An archer
can only become proficient in melee weapons; he may never specialize.
- An archer
cannot wear any metal armor.
Beastmaster
This
ranger is a wanderer, and is not comfortable in civilized lands. He maintains
a natural affinity for animals; they are his friends and comrades-in-arms,
and the Beast Master has a limited form of telepathic communication with
them.
Advantages:
- +15% to
stealth ability
- Enhanced
spell ability with regard to the following spells:
May cast the 4th level druid spell Animal Summoning I at 8th level.
May cast Animal Summoning II at 10th level.
May cast Animal Summoning III at 12th level.
May cast Find Familiar (special abilities menu)
Disadvantages:
- Cannot
use metal weapons (such as swords, halberds, hammers or morning stars).
Stalker
Stalkers
serve as covert intelligence gatherers, comfortable in both wilderness
and urban settings. They are the spies, informants, and interrogators,
and their mastery of stealth makes them deadly opponents.
Advantages:
- +20% to
stealth ability
- May backstab
for a lesser amount than the thief class (level 1-8: x1, level 9-16:
x2, level 17+: x3)
- Has access
to three mage spells at 12th level. They are Haste, Protection from
Normal Missiles and Minor Spell Deflection.
Disadvantages:
- May not
wear armor greater than studded leather.
Thief
Kits
Assassin
This is a killer trained in discrete and efficient murder, relying
on anonymity and surprise to perform his task. Assassins must be of Evil
or Chaotic Neutral alignment.
Advantages:
- May coat
his weapon in poison once per day per 4 levels. The next hit with that
weapon will inject the poison into the target, dealing out 1 damage
per second for 24 seconds (3 damage for the first 6 seconds). A saving
throw vs. poison limits damage to 12 total.
- Bonus
+1 to hit and +1 damage.
Disadvantages:
- Only 15
points per level to distribute on abilities.
Swashbuckler
This
rogue is part acrobat, part swordsman, and part wit: the epitome of charm
and grace.
Advantages:
- Bonus
+1 to AC.
- Another
+1 to AC for every 5 levels.
- +1 to
hit and damage every 5 levels.
- May specialize
in any weapon that a thief can use
- May place
three stars in two-weapon fighting style proficiency
Disadvantages:
Bounty
Hunter
This
is a hunter of men, skilled in tracking quarry and bringing them back
alive... whether for lawful authorities or underworld masters. Bounty
Hunters are specially trained at their task and make fearsome opponents.
They have honed their trap-making abilities well beyond that of the average
thief.
Advantages:
- +15% to
trap setting.
- He can
lay special traps (other than the ones that all thieves receive). The
traps are more powerful than the typical thief trap, and the effect
varies according to the level:
1st: The trap deals out damage and slows the target (if save is failed).
11th: The trap holds the target if a save is failed.
16th: The trap erects an Otiluke's Resilient Sphere around the target
(if a save is failed).
21st: The trap mazes the target.
Disadvantages:
- Gets only
20 points to distribute between thief abilities each level.
Barbarian,
Monk & Sorcerer
Barbarian
A barbarian can be an excellent warrior. While not as disciplined
or as skilled as a normal fighter, the barbarian can willingly throw himself
into a berserker rage, becoming a tougher and stronger opponent. The barbarian
uses the fighter avatar.
Advantages:
- They move
at 2 points faster than the usual character.
- Barbarians
are immune to backstab.
- Can Rage
once per day for every 4 levels (starts at 1st level with one use).
Rage gives them +4 to constitution and strength for 5 rounds. Gives
a -2 armor class penalty and +2 to saves vs. magic (for 5 rounds). Rage
also gives immunity to all charm, hold, fear, maze, confusion and level-drain
spells.
- At 11th
level, the barbarian gains 10% resistance to slashing, piercing, crushing
and missile damage. He gains +5% to this every 4 levels thereafter.
- The barbarian
rolls d12 for hit points instead of a fighter's d10.
Disadvantages:
- A barbarian
cannot wear full plate or plate mail.
- A barbarian
cannot specialize past normal specialization.
Monk
Monks are warriors who pursue perfection through contemplation as
well as action. They are versatile fighters, especially skilled in combat
without weapons or armor. Though monks cannot cast spells, they have a
unique magic of their own. They channel a subtle energy, called ki, which
allows them to perform amazing feats. The monk's best known feat is their
ability to stun an opponent with an unarmed blow.
Advantages:
- The monk
can make one unarmed attack per round; he gains one additional attack
every 3 levels.
- As the
monk increases in levels, the damage his fists inflict does as well:
Level 1-2: 1-6
Level 3-5: 1-8
Level 6-8: 1-10
Level 9-14: 1-12
Level 15+: 1-20
- A monk's
natural armor class gets better as he goes up in levels. His armor class
starts off at 9, and then decreases by 1 for every 2 levels.
- Stunning
blow, once per day for every 4 levels. All attacks in the next 6 seconds
force the victim to save or be stunned. Note: This special ability automatically
modifies a monk's normal attack, no targeting needs to be done.
- Monks
have the Deflect Missiles ability. This gives them a -1 to their AC
vs missiles for every 3 levels.
- The monk
gains a +2 to save vs. spells.
- A monk
starts off moving at +2 move, then +1 move every 5 levels.
- 5th level:
Immunity to all diseases, and cannot be Slowed or Hasted.
- 7th level:
Lay on Hands to heal 2 hit points per level.
- 8th level:
-1 to speed factor.
- 9th level:
+1 to all saves. Immune to charm. The monk's fist is considered a +1
weapon (+2 at 12th, +3 at 15th).
- 11th level:
Immune to poison.
- 12th level:
Another -1 to speed factor.
- 13th level:
Quivering Palm spell once per day. This spell gives them one hand attack.
If they hit an opponent, the opponent must save or die.
- 14th level:
The monk gains 3% magic resistance per level (ie. 42% at 14th level).
- 20th level:
Immune to non-magical weapons.
Disadvantages:
- The monk
cannot wear armor.
- A monk
can only use weapons available to the thief class (except two-handed).
Sorcerer
Sorcerers
are practitioners of magic who were born with the innate ability to cast
spells. It is thought that the blood of some powerful creature flows through
their veins; perhaps they are the spawn of the gods themselves, or even
dragons walking in humanoid form. Regardless, the sorcerer's magic is
intuitive rather than logical. They know fewer spells than wizards, and
acquire spells more slowly, but they can cast spells more often and have
no need to select and prepare spells ahead of time. Sorcerers cannot specialize
in magic the way wizards do. Other than these differences, a sorcerer
is very similar to the wizard.
Note: A sorcerer does NOT learn spells from scrolls. He chooses new spells
with each level. A sorcerer's prime requisite in BG2 is INTELLIGENCE.
Top
|
|
| Subsections |
SP Forums: SoA & ToB
|



| Supporting SP |
|
Has Sorcerer's Place been useful? If you would like to show your appreciation for all our hard work on the site, and help us pay the bills the site generates every month, please see how you can help support SP. Thank you!
|

|