Paladins look cool too ... :)
Paladins look cool too ... :)
Paladins look like fun to play too, the whole Undead Hunter kit looks powerful and fun to RP. Although I am not sure if fighter cleric would be better.
Then there are the rest of the classes, all of which look like they would be a blast! lol
I must have restarted my game about a millions times now. As soon as I get going, I think "Hey, I should try one of THOSE types of characters, they look great!"
*sighes*
So it seems I am having troubles deciding what PC to create to play in the game when the stock NPCs.
Besides, it is fun chatting about the game anyway, so if you people have any opinions as to what character I should give a go with for PC, post em here please
Thanks ahead of time for any suggestions.
Then there are the rest of the classes, all of which look like they would be a blast! lol
I must have restarted my game about a millions times now. As soon as I get going, I think "Hey, I should try one of THOSE types of characters, they look great!"
*sighes*
So it seems I am having troubles deciding what PC to create to play in the game when the stock NPCs.
Besides, it is fun chatting about the game anyway, so if you people have any opinions as to what character I should give a go with for PC, post em here please
Thanks ahead of time for any suggestions.
I am just a symptom of the moral decay gnawing at the heart of the country.
The path of least resistance leads to the garbage heap of despair.
The path of least resistance leads to the garbage heap of despair.
Personally, I like the inquisitor kit for my pallys.... Unless I pick up Keldorn. The True Sight / Dispel Magic is an incredibly nasty surprise for enemy spell casters, allowing me to knock away illusions and many defenses without pulling my mages attack / summoning spells out. Especially since it also acts as several times your level, which makes it even more potent than the spell descriptions...
There are 10 types of people in the world:
Those that understand binary and those that don't
Those that understand binary and those that don't
- Galuf the Dwarf
- Posts: 3160
- Joined: Wed May 07, 2003 11:00 am
- Location: Connecticut, a place of open land, hills, forests,
- Contact:
When it comes to Paladins, I would suggest either a Cavalier or an Inquisitor. Cavaliers are immune to fear and poison, get a bonus to hitting both demons and dragons (which can help throughout the game), and cast remove fear on the party multiple times per day (also helps at times; one less spell that a cleric or mage in your party has to learn/memorize). The downside to them is that they can't equip missile weapons, which isn't that big of a downside at all. They still make good tanks overall.
Inquisitors are immune to hold and charm spells, may cast Dispel Magic (a slightly more powerful version with a shorter casting time), and may cast true sight (which is a pretty good detection spell overall) about 3 times per day w/ 1 extra casting of it per lvl. The downside to them is that they may not turn undead or lay on hands.
Overall, which one you think is better is up to YOU. Me, I prefer the Cavalier, but that's because it fits my playing style.
For Rangers, I would go with any of these: a plain Ranger (either Human or Elf), a dual-class Ranger/Cleric (Human is the only available), Stalker (any Race you choose), or an Archer (you might want to go with Elf for this).
For a regular tank, you'll want to go with a vanilla/plain Ranger, with high Str, Dex, and Con (along with high Cha for a main character).
Stalkers get a bonus to their stealth, and get minor backstabbing capabilities (up to x3), but can only wear up to studded leather armor.
Archers can only wear up to studded leather like the Stalker, but their big thing is that they can have Grand Mastery (5 proficiency points) in ranged weapons, and have a special ability named "Called Shot" which gives an effect to their ranged attack that's explained in the manual and in class kit description IN THE GAME.
The Beast Master is okay for the beginning, but their 'Summon Animal' innate abilities will eventually become useless against more powerful opponents, and they can't equip metal weapons (i.e.: They can only equip clubs, bows, staves, and slings). THAT can be tough.
Thief kits are definitely more for what the player feels like doing, and what they're okay with for penalties. If you don't care to backstab with a thief, then you might as well go with a Swashbuckler, who can gain max proficiency in '2-Weapon Fighting'.
Bounty Hunters only get a certain percent bonus (to begin with AND at level-up) to their thief skills, but as a plus, get to set a special trap oncer per day.
Assassins also gain a certain penalty to their skills, but get a bonus to their backstabbing modifier and the ability to poison their weapon once(?) per day.
Specialist Mages (Conjurers, Illusionists, etc.) are up to your taste, but remember that they have opposition schools that they can't cast spells from, and that Gnomes can become Illusionists and nothing else (so no Necromancy spells for them).
For Bards, it's your choice to what you'd rather be.
Skalds will have major beneficial effects from their bard song ability based on their level, and a bonus to their attack rolls and Armor Class, but have a quarter of a bard's natural amount to their Pick Pockets ability (though much higher than most thieves anyways).
Blades may have max proficiency in "2-weapon fighting" and have the offensive and defensive spin abilities (their description will explain it) but only have half a Bard's normal Pick Pocket skill, and their Bard Song doesn't improve with each new level.
Jesters are able to cause confusion to enemies (who fail a saving throw) with their Bard Song, and gain no apparent penalties.
Fighters are definitely up to you. They are pretty good as kits (especially the Berserker and Kensai) or as Dual-/Multi-Classed characters (Fighter/Cleric and Fighter/Thief come to mind). Berserkers can't equip ranged weapons, and Kensai's can't equip body armor (leather/chain/plate mail), shields and ranged weapons.
Druids are ones that I've had NO experience with for a PC (playable character/protagonist), but I would suggest you'd go with either a vanilla druid or Totemic Druid.
Totemic ones get to summon spirits animals once per day instead of shapeshifting.
Avengers get some additional shapeshift forms (Sword Spider and Baby Wyvern and lesser bassilisk), and some wizard spells as special abilities (don't remember), but they recieve a -2 penalty to both their Strength and Constitution.
Shapeshifters may shapeshift into Werewolf 5 times per day (plus one extra casting per lvl) and Greater Werewolf after a certain amount of lvls, but have no other shapeshift forms and can't wear body armor.
Clerics have decent kits, and are good as dual/multi-class (Gnome Multi-Class Cleric/Illusionist or Cleric/Thief can both be interesting) as well.
The Priest of Talos can only be of evil alignment, but can cast the special ability "Storm Shield" (forget what exactly it does) and can cast Lightening Bolt as a special ability a couple times per day.
The Priest of Helm has to be of Neutral Alignment (Lawful Neutral - Chaotic Neutral), but gets "Seeking Sword" (temporary magic sword once/day, acts as a +1 damage and +4 to hit weapon) and "True Sight" special abilities.
The Priest of Lathander, of course, must be of Good Alignment, but has the "Boon of Lathander (IIRC, plus to saving throws, health points, and armor class) and Hold Undead as special abilities once per day.
Barbarians, Monks, and Sorcerors are quite different.
Barbs have a rage ability different than that of the Berserker, but can only equip up to Splint Mail for armor.
Monks cannot equip armor, but get enhancements to their bare-handed attacks at certain levels, has certain abilities like a thief (Detect Traps and Open Locks come to mind). They also can only equip certain weapons, namely long swords, katanas and quarter-staves (though there are a few others).
Sorcerors are like Mages, except that they don't memorize spells from scrolls. You choose which spells they can cast at each level-up (though they get lest different types of spells), which they more charges of what spells you pick (i.e.: five castings of Magic Missile and Chromatic Orb rather than one or two). Otherwise (at least in this entire game) they're just like Mages.
Well, that's all I can say, hope this helps.
Inquisitors are immune to hold and charm spells, may cast Dispel Magic (a slightly more powerful version with a shorter casting time), and may cast true sight (which is a pretty good detection spell overall) about 3 times per day w/ 1 extra casting of it per lvl. The downside to them is that they may not turn undead or lay on hands.
Overall, which one you think is better is up to YOU. Me, I prefer the Cavalier, but that's because it fits my playing style.
For Rangers, I would go with any of these: a plain Ranger (either Human or Elf), a dual-class Ranger/Cleric (Human is the only available), Stalker (any Race you choose), or an Archer (you might want to go with Elf for this).
For a regular tank, you'll want to go with a vanilla/plain Ranger, with high Str, Dex, and Con (along with high Cha for a main character).
Stalkers get a bonus to their stealth, and get minor backstabbing capabilities (up to x3), but can only wear up to studded leather armor.
Archers can only wear up to studded leather like the Stalker, but their big thing is that they can have Grand Mastery (5 proficiency points) in ranged weapons, and have a special ability named "Called Shot" which gives an effect to their ranged attack that's explained in the manual and in class kit description IN THE GAME.
The Beast Master is okay for the beginning, but their 'Summon Animal' innate abilities will eventually become useless against more powerful opponents, and they can't equip metal weapons (i.e.: They can only equip clubs, bows, staves, and slings). THAT can be tough.
Thief kits are definitely more for what the player feels like doing, and what they're okay with for penalties. If you don't care to backstab with a thief, then you might as well go with a Swashbuckler, who can gain max proficiency in '2-Weapon Fighting'.
Bounty Hunters only get a certain percent bonus (to begin with AND at level-up) to their thief skills, but as a plus, get to set a special trap oncer per day.
Assassins also gain a certain penalty to their skills, but get a bonus to their backstabbing modifier and the ability to poison their weapon once(?) per day.
Specialist Mages (Conjurers, Illusionists, etc.) are up to your taste, but remember that they have opposition schools that they can't cast spells from, and that Gnomes can become Illusionists and nothing else (so no Necromancy spells for them).
For Bards, it's your choice to what you'd rather be.
Skalds will have major beneficial effects from their bard song ability based on their level, and a bonus to their attack rolls and Armor Class, but have a quarter of a bard's natural amount to their Pick Pockets ability (though much higher than most thieves anyways).
Blades may have max proficiency in "2-weapon fighting" and have the offensive and defensive spin abilities (their description will explain it) but only have half a Bard's normal Pick Pocket skill, and their Bard Song doesn't improve with each new level.
Jesters are able to cause confusion to enemies (who fail a saving throw) with their Bard Song, and gain no apparent penalties.
Fighters are definitely up to you. They are pretty good as kits (especially the Berserker and Kensai) or as Dual-/Multi-Classed characters (Fighter/Cleric and Fighter/Thief come to mind). Berserkers can't equip ranged weapons, and Kensai's can't equip body armor (leather/chain/plate mail), shields and ranged weapons.
Druids are ones that I've had NO experience with for a PC (playable character/protagonist), but I would suggest you'd go with either a vanilla druid or Totemic Druid.
Totemic ones get to summon spirits animals once per day instead of shapeshifting.
Avengers get some additional shapeshift forms (Sword Spider and Baby Wyvern and lesser bassilisk), and some wizard spells as special abilities (don't remember), but they recieve a -2 penalty to both their Strength and Constitution.
Shapeshifters may shapeshift into Werewolf 5 times per day (plus one extra casting per lvl) and Greater Werewolf after a certain amount of lvls, but have no other shapeshift forms and can't wear body armor.
Clerics have decent kits, and are good as dual/multi-class (Gnome Multi-Class Cleric/Illusionist or Cleric/Thief can both be interesting) as well.
The Priest of Talos can only be of evil alignment, but can cast the special ability "Storm Shield" (forget what exactly it does) and can cast Lightening Bolt as a special ability a couple times per day.
The Priest of Helm has to be of Neutral Alignment (Lawful Neutral - Chaotic Neutral), but gets "Seeking Sword" (temporary magic sword once/day, acts as a +1 damage and +4 to hit weapon) and "True Sight" special abilities.
The Priest of Lathander, of course, must be of Good Alignment, but has the "Boon of Lathander (IIRC, plus to saving throws, health points, and armor class) and Hold Undead as special abilities once per day.
Barbarians, Monks, and Sorcerors are quite different.
Barbs have a rage ability different than that of the Berserker, but can only equip up to Splint Mail for armor.
Monks cannot equip armor, but get enhancements to their bare-handed attacks at certain levels, has certain abilities like a thief (Detect Traps and Open Locks come to mind). They also can only equip certain weapons, namely long swords, katanas and quarter-staves (though there are a few others).
Sorcerors are like Mages, except that they don't memorize spells from scrolls. You choose which spells they can cast at each level-up (though they get lest different types of spells), which they more charges of what spells you pick (i.e.: five castings of Magic Missile and Chromatic Orb rather than one or two). Otherwise (at least in this entire game) they're just like Mages.
Well, that's all I can say, hope this helps.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
I really enjoyed playing as a monk. It was rough in the beginning because he cant wear armor, but his AC gets better as he levels up. After level 10 he kicks major butt with his Quivering Palm attack paired with his Stunning Blow. I dont think many people try this class because of the no armor restriction, but he really doesnt need it. He also gets Magic Resistance and excellent Saving Throws which is really helpful at the end.
- Galuf the Dwarf
- Posts: 3160
- Joined: Wed May 07, 2003 11:00 am
- Location: Connecticut, a place of open land, hills, forests,
- Contact:
Originally posted by Venge
Wow, heaps of info to digest there!
Thanks guys
You're welcome, Venge.
Oh, and some notes I'd like to make:
- The Blade kit also gets about 1/2 the Lore points of a normal Bard.
- When I mention that "Gnomes can only become Illusionists and nothing else," I was meant that they couldn't become any other type of mage other than that (or a Wild Mage if you have the 'Throne of Bhaal' expansion installed). FYI, the only other classes they can be are Fighter, Cleric, and Thief (and the kits for those classes).
- You'll get a list of the additional effects that the Monk's barehanded attack, Archer's "Called Shot", Kensai's "Kai", and Bounty Hunter's "Set Special Traps" get with the character's kit description, though you might have to check the additions/changes made by the expansion in the booklet that comes with it.
Good luck.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Originally posted by Venge
Paladins look like fun to play too, the whole Undead Hunter kit looks powerful and fun to RP. Although I am not sure if fighter cleric would be better.
I played all the wat through Bladurs Gate I with a paladin just so I could import him into BG2 and make him an undead hunter. Now that I have I'm a little dissapointed. I like the Undead Hunter class but I think my character would have been much better as a Dwarf Fighter/Cleric ( with 20 constitution thanks to the tomes in BG1). But, like you, I am a chronic restarter and am always thinking about what my next character will be before I am close to finishing my current game.
Ya, I kind of suspected that, thanks for confirming it.
How many proficiencies does a Pally gain. If I remember correctly from my AD&D days, it is so many (or just one?) every four levels, is it not?
So how many can I plan on getting altogether after the inital 6? If I know this, I can decide whether it is worth attempting getting 2 proficiencies in two more weaps along with 2 proficiencies in duel weilding.
If I will not end up with 6 more proficiencies then maybe I will just pick a bludgeon weap for those nasty undead. I think I will be going with the Cavalier kit, so I won't be getting a missile weap.
Got to love this game!
Hmm, maybe I should put 2 proficiencies into Halberds, that way I still get to cash in on my 2 handed weap proficiency.
How many proficiencies does a Pally gain. If I remember correctly from my AD&D days, it is so many (or just one?) every four levels, is it not?
So how many can I plan on getting altogether after the inital 6? If I know this, I can decide whether it is worth attempting getting 2 proficiencies in two more weaps along with 2 proficiencies in duel weilding.
If I will not end up with 6 more proficiencies then maybe I will just pick a bludgeon weap for those nasty undead. I think I will be going with the Cavalier kit, so I won't be getting a missile weap.
Got to love this game!
Hmm, maybe I should put 2 proficiencies into Halberds, that way I still get to cash in on my 2 handed weap proficiency.
I am just a symptom of the moral decay gnawing at the heart of the country.
The path of least resistance leads to the garbage heap of despair.
The path of least resistance leads to the garbage heap of despair.
- Galuf the Dwarf
- Posts: 3160
- Joined: Wed May 07, 2003 11:00 am
- Location: Connecticut, a place of open land, hills, forests,
- Contact:
Errrr, actually *major spoiler*
Actually, I wouldn't bother with halberds with a Pally, because
S
P
O
I
L
E
R
They have a 2-handed sword that's practically one of the BEST WEAPONS EVER. It's a +5 (highest to hit and to damage bonus in SoA), and it has some affects that'll make your eyes pop out of their sockets!
Halberds are pretty good weapons to go with for a Fighter, Ranger, or Bard.
I would suggest that you go with Long Swords (two proficiency points) for early on, along with proficiency in 2-Handed Swords(also two), and later on to go with one point in bastard sword (as you level up), and at least one point in "Two-Handed Weapon Style" and "Sword and Shield Style".
Hope this clears things up.
Originally posted by Venge
Ya, I kind of suspected that, thanks for confirming it.
How many proficiencies does a Pally gain. If I remember correctly from my AD&D days, it is so many (or just one?) every four levels, is it not?
So how many can I plan on getting altogether after the inital 6? If I know this, I can decide whether it is worth attempting getting 2 proficiencies in two more weaps along with 2 proficiencies in duel weilding.
If I will not end up with 6 more proficiencies then maybe I will just pick a bludgeon weap for those nasty undead. I think I will be going with the Cavalier kit, so I won't be getting a missile weap.
Got to love this game!
Hmm, maybe I should put 2 proficiencies into Halberds, that way I still get to cash in on my 2 handed weap proficiency.
Actually, I wouldn't bother with halberds with a Pally, because
S
P
O
I
L
E
R
They have a 2-handed sword that's practically one of the BEST WEAPONS EVER. It's a +5 (highest to hit and to damage bonus in SoA), and it has some affects that'll make your eyes pop out of their sockets!
Halberds are pretty good weapons to go with for a Fighter, Ranger, or Bard.
I would suggest that you go with Long Swords (two proficiency points) for early on, along with proficiency in 2-Handed Swords(also two), and later on to go with one point in bastard sword (as you level up), and at least one point in "Two-Handed Weapon Style" and "Sword and Shield Style".
Hope this clears things up.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
- UserUnfriendly
- Posts: 4109
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Sluggy Zone
- Contact:
ok, i think that undead hunter is the best kit for pally...
the inquisitor has some excellent perks, but the other kits, and generic pally have one huge benefit...
draw on holy might,
righteous magic...
have about 17 str, cast both spells and depending on your level, you can raise str to 25, which makes you an absolute juggernaut...yes, i know you can get str belts, but you use both WITH str belts, to really max out your attack...
now the remove magic and true sights are tempting, but that is what your mage, with breach is for...and a pally gets true sight...
now why is undead hunter better than a chavalier...remove fear lasts a long time, whereas neg plane protection lasts a short time...sure, amulet of power can be had in the game, as well as mace of disruption, but with the innate negative plane protection of the undead hunter, you can have another party member use the amulet of power, and minsc or valygar or whoever use the mace of disruption... what i like the least about the chavalier kit is the ranged weapon restriction...i know that specialization in axes will give you several ranged axes for the chavalier, but I really like ranged weapons...its a personal preference, after all...
but basically, i find the inquisitor kit the worst of the pally kits...besides, you can always pick up keldorn, who comes with some rather good starting equipment...
btw...any pallys in the game should definately add bastard swords and axes max them out too, after two handed...dual wield should be maxed...
axe of unyeilding with crom on the off hand...regeneration, vorpal hits and monster strength....toss in righteous magic and you have for all intents and purposes a kensai...kai shot=righteous magic...
foe bane in main hand can make you almost unkillable...it acts like blackrazor, except it is a plus 5 weapon, it drains the enemy of health and gives it to you...put purifier on the off hand, and you upgrade your magic resistance, and you KEEP the bonus hitting against chaotic evil enemies...cheesy, no???
what do i play?
kensai sorceror cleric....hehehhehehehheh!!!!!!!!!!!
the inquisitor has some excellent perks, but the other kits, and generic pally have one huge benefit...
draw on holy might,
righteous magic...
have about 17 str, cast both spells and depending on your level, you can raise str to 25, which makes you an absolute juggernaut...yes, i know you can get str belts, but you use both WITH str belts, to really max out your attack...
now the remove magic and true sights are tempting, but that is what your mage, with breach is for...and a pally gets true sight...
now why is undead hunter better than a chavalier...remove fear lasts a long time, whereas neg plane protection lasts a short time...sure, amulet of power can be had in the game, as well as mace of disruption, but with the innate negative plane protection of the undead hunter, you can have another party member use the amulet of power, and minsc or valygar or whoever use the mace of disruption... what i like the least about the chavalier kit is the ranged weapon restriction...i know that specialization in axes will give you several ranged axes for the chavalier, but I really like ranged weapons...its a personal preference, after all...
but basically, i find the inquisitor kit the worst of the pally kits...besides, you can always pick up keldorn, who comes with some rather good starting equipment...
btw...any pallys in the game should definately add bastard swords and axes max them out too, after two handed...dual wield should be maxed...
axe of unyeilding with crom on the off hand...regeneration, vorpal hits and monster strength....toss in righteous magic and you have for all intents and purposes a kensai...kai shot=righteous magic...
foe bane in main hand can make you almost unkillable...it acts like blackrazor, except it is a plus 5 weapon, it drains the enemy of health and gives it to you...put purifier on the off hand, and you upgrade your magic resistance, and you KEEP the bonus hitting against chaotic evil enemies...cheesy, no???
what do i play?
kensai sorceror cleric....hehehhehehehheh!!!!!!!!!!!
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
- UserUnfriendly
- Posts: 4109
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Sluggy Zone
- Contact:
oh yeah...one should never be a mage, if you like powerplaying, unless you decide to become a sorceror...
due to the edwin advantage..his amulet gives him two extra spells per level, making him virtually a sorceror...and only a sorceror, or a high level cleric mage, can cast more spells...
but kensai dual to mage or the even more powerful berserker dual to mage, is awesome...
fighter mages, can attack very tough enemies solo, use improved haste to make dual wield very powerful, and breach enemies...fighter mages or fighter clerics, both dual and multi are very very very powerful, and fun...level up is slow for multiclasses, but worth it with a small party...
due to the edwin advantage..his amulet gives him two extra spells per level, making him virtually a sorceror...and only a sorceror, or a high level cleric mage, can cast more spells...
but kensai dual to mage or the even more powerful berserker dual to mage, is awesome...
fighter mages, can attack very tough enemies solo, use improved haste to make dual wield very powerful, and breach enemies...fighter mages or fighter clerics, both dual and multi are very very very powerful, and fun...level up is slow for multiclasses, but worth it with a small party...
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
- Galuf the Dwarf
- Posts: 3160
- Joined: Wed May 07, 2003 11:00 am
- Location: Connecticut, a place of open land, hills, forests,
- Contact:
Oh, forgot.
Oh, errrr, I forgot to mention that this should be the structure of your first profiencies:
Beginning of BG2: SoA-
Long Sword **
Two-Handed Sword **
Extra Weapon (could be bastard sword, flail, your choice as to what would work in the game) *
Sword and Shield Style *
Two-Handed Weapon Style **
My advice stat-wise would be to go with 18 Str (with the extra numbers being at least /91 or higher), Con, and Cha, try to go for 15 to 17 in Dex (for the Armor Class bonus), and Wis is okay at its minimum (which is 14, IIRC). Int should (at the least) be set at 10.
S
P
O
I
L
E
R
If you had taken him through Baldur's Gate 1, started with stats like I suggest, and had gotten all the stat enhancing tomes (1 for all stats except Wis, which has 3), you'd be able to import a pally that's in major arse-kicking shape. I'm not totally suggesting that you do this at this point, especially if you're not that concerned. I only thought I'd point out something that would give your character some edge.
Originally posted by Venge
Once again, thanks for the ideas
Oh, errrr, I forgot to mention that this should be the structure of your first profiencies:
Beginning of BG2: SoA-
Long Sword **
Two-Handed Sword **
Extra Weapon (could be bastard sword, flail, your choice as to what would work in the game) *
Sword and Shield Style *
Two-Handed Weapon Style **
My advice stat-wise would be to go with 18 Str (with the extra numbers being at least /91 or higher), Con, and Cha, try to go for 15 to 17 in Dex (for the Armor Class bonus), and Wis is okay at its minimum (which is 14, IIRC). Int should (at the least) be set at 10.
S
P
O
I
L
E
R
If you had taken him through Baldur's Gate 1, started with stats like I suggest, and had gotten all the stat enhancing tomes (1 for all stats except Wis, which has 3), you'd be able to import a pally that's in major arse-kicking shape. I'm not totally suggesting that you do this at this point, especially if you're not that concerned. I only thought I'd point out something that would give your character some edge.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!