I've played as a paladin through BG1 and to be honest the spells didn't help that much, nor do I like playing as a spellcaster on these infinity engine games, it just sucks, I hate it, don't ask why, I just do.
I wanted to change to a pure fighting class but now I have a problem. I already started the paladin quest for the stronghold, how can I change to the fighter quest and close the pala quest without restarting? I've done so many quests, too many to go back. It just feels like going paladin for the Holy Avenger was useless, I'd play as a Good Character anyway so i can always bring Keldorn along...
changing class
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
One possibility is to install the G3 BG2 Tweak Pack. It contains (among a ton of other stuff) a multiple strongholds mod that lets you play all the strongholds, if you see fit.Maverique wrote:Yeah I know that but how do I get the fighter stronghold quests after that? I have the Lord Jierdan one on my quest log, I should get rid of it and get the other one but I don't know how.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Using a game editor can be tricky. You can always change your class with Shadowkeeper but I'm pretty sure that'll cause problems in your game becaue you've already started the stronghold quest. At the very least, the game might not give you the option to do the fighter stronghold.
If you try the low-reputation thing Lopov suggested, you'll only lose your paladin abilities but you will not gain fighter abilities. You also won't get the fighter stronghold.
About the tweakpack Fable mentioned; you'll have to check the readme and find out if it will work on a saved game or not. If it does, it's probably your best solution.
Paladins aren't my favorites either but I did play one through the series once and he served me quite well. He gets some good special abilities at higher levels (ToB). His spellcasting abilities aren't impressive, you're right about that, but they're just there to augment his fighting skills somewhat. Spells like Armor of Faith, Remove Fear and Draw upon Holy Might do make some difference.
And at the end of your stronghold quest you'll get what is one of the better weapons in the game.
If you do want to change your class and if you've never used Shadowkeeper before, we could help you avoid some problems. I've mucked up a game or two because I didn't exactly know what consequences changing stuff had
If you try the low-reputation thing Lopov suggested, you'll only lose your paladin abilities but you will not gain fighter abilities. You also won't get the fighter stronghold.
About the tweakpack Fable mentioned; you'll have to check the readme and find out if it will work on a saved game or not. If it does, it's probably your best solution.
Paladins aren't my favorites either but I did play one through the series once and he served me quite well. He gets some good special abilities at higher levels (ToB). His spellcasting abilities aren't impressive, you're right about that, but they're just there to augment his fighting skills somewhat. Spells like Armor of Faith, Remove Fear and Draw upon Holy Might do make some difference.
And at the end of your stronghold quest you'll get what is one of the better weapons in the game.
If you do want to change your class and if you've never used Shadowkeeper before, we could help you avoid some problems. I've mucked up a game or two because I didn't exactly know what consequences changing stuff had
She says: Lou, it's the Beginning of a Great Adventure
Not really an answer to your question, but how about chancing your Paladin kit to Inquisitor? They don't get spells, but their special abilities are far more useful than spells and the extra proficiency points of Fighters. The special abilities are also quite easy to use.
This way, you don't have to mess with spells and you don't run the risk of botching a stronghold quest.
This way, you don't have to mess with spells and you don't run the risk of botching a stronghold quest.
How are they that good I'm totally D&D illiterate so I haven't seen the use for true sight or dispel magic at all to be honest, and on the other kits, lay on hands felt weak as a healing spell, and what's with just being able to use it once? Maybe I'm looking at it the wrong way.
I'm now the happy owner of a Half-Orc berserker that kills everything in his path. He's so cool it's a shame I can't import him to NWN.
Also I edited him to 20 str and 20 con so he'd sort of be like he came from BG1 but not really, I did this at level 1. Did I botch him somehow? Being Half-Orc he'd have 19 at both, plus the tome bonus, I figured it'd be ok, but he's been gaining 3HPs per level, doesn't sound right.
I'm now the happy owner of a Half-Orc berserker that kills everything in his path. He's so cool it's a shame I can't import him to NWN.
Also I edited him to 20 str and 20 con so he'd sort of be like he came from BG1 but not really, I did this at level 1. Did I botch him somehow? Being Half-Orc he'd have 19 at both, plus the tome bonus, I figured it'd be ok, but he's been gaining 3HPs per level, doesn't sound right.
You only get 3 HP per level past lvl 9 or 10.
True Seeing & Dispel Magic are indispensable (or at least extremely useful) in SoA. Battles against mages in SoA/ToB are a big pain in the behind. They frequently Blur/GreaterInvisibility themselves, while using defensive spells like Stoneskin and several Mantles, making them virtually untouchable. True Seeing cancels the Blur and Invisibility, while Dispel Magic cancels the rest. What makes these so great with Inquisitors is the fact that they come at speed 1, i.e. as soon as you use them, no casting delay. They're also at dubble your character level, meaning they'll dispel pretty much everything.
True Seeing & Dispel Magic are indispensable (or at least extremely useful) in SoA. Battles against mages in SoA/ToB are a big pain in the behind. They frequently Blur/GreaterInvisibility themselves, while using defensive spells like Stoneskin and several Mantles, making them virtually untouchable. True Seeing cancels the Blur and Invisibility, while Dispel Magic cancels the rest. What makes these so great with Inquisitors is the fact that they come at speed 1, i.e. as soon as you use them, no casting delay. They're also at dubble your character level, meaning they'll dispel pretty much everything.