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I would like to have Elminster or Drizzt's in my party!!

Discussion in 'BG2: Shadows of Amn (Classic)' started by Orgrim Doomhammer, Dec 7, 2000.

  1. Orgrim Doomhammer Gems: 4/31
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    Most NPC's that joins your party are really crap untill they get to a high level(14+) and you beef them up with loads of magical weapons. When Drizzt's joins the fight with you against Bohdi, I switched the AI off and drink a potion of invisability. I then walked in the room full of vampires including Bohdi herself. Drizzt's followed me in the room. Bohdi and all the other Vampires attacked Drizzt's, Drizzt's was surrounded. I sat back and watched Drizzt's clean house.

    Most of the Good NPC's that join your party are not has good as the Evil NPC's that join your party.

    I tested all the NPC's to see who can clean house like Drizzt's did.

    Aerie is at level 15/14 Mage/Cleric when hit only 2 times. But managed to cast sunray and killed 2 vampires. All her other spells didn't do much.

    Korgan is the best Fighter NPC in the game and at level 19 he managed to kill about 4 vampires.

    Valygar at level 18 dies without killing a single vampire combat.

    Anomen at level 7/17 dies without killing a single vampire but manages to injure most of them with a single sunray spell.

    Cernd at level 18 dies without doing any damage. Totally useless.

    Jan at level 16/17 dies when he walks in the room.

    Nalia at level 17 dies when walking in the room.

    Mazzy at level 17 dies when she walked in the room.

    Haer'Dalis at level 17 dies when he walked in the room.

    Imoen at level 8/17 died when she walked in the room.

    Minsc at level 17 managed to kill 2 vampires.

    Edwin at level 18 managed to clean house using staff of magi to make himself invisable and then casting 5 level 8 spells (ABI-DALZIM'S) using 2 level 9 (CHAIN CONTINGENCY)

    Viconia at level 17 alomst managed to clean house by using 2 level 7 sunray spells. She died when casting the third sunray spell using the helm of Brilliance.

    I was a level 19 Undead Hunter and cleaned house just like Drizzt's.

    I think that Elminster would clean house just by moving his little finger...........
     
  2. IronEagle Gems: 13/31
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    now i dont think you can have drizzt, but with shadowkeeper you might be able to ask someone what all of drizzts things are, and you could make an exact replica. as for drizzt him self, yea i did about the same thing once and he could take so many level drains and still hit them for 50+ damage a round. so i was trying to figure out what level he was. So does anyone know Drizzts info here in bg2?
     
  3. Orgrim Doomhammer Gems: 4/31
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    Drizzt's is a level 15 Drow Ranger. I think he must be immune to level drain. He moves like if he was constantly hasted and does 4 attacks per round. Or may be 8 attacks per round? He has a high armour class of about -6 or -10. I don't now how he manages to to 50 damange per round using those weapons he has. I manage to do only 34 damange per round using Crom or the Holy Avenger Sword. I did about 50 Damange only with a critical hit.
     
  4. IronEagle Gems: 13/31
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    he cant be level 15, hes gotta be like 19. To be fair once, i went 1 on 1 againt him when hes alone with you in bohdi's place, i had a -12 ac, and was using the crom (and a sheild in the other hand). his thaco must be awsome because he hit me practically every time. but still i went through 4 potions against him before i was finally able to kill him. i was level 18 i think. anyway theres no way a level 15 ranger could do that. a level 20 mage cant even cause the damage to me, that he did.
     
  5. Orgrim Doomhammer Gems: 4/31
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    Well in the BG2 Manual page 30. It tells you that Drizzt's is a 15th Level Ranger.
     
  6. desperado Gems: 3/31
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    I think that every classes, npc, race could be strong against these vampire if your are using the good items and strategy. But what is the fun of using Drizzt or Elminster? Another Power Gamer?
     
  7. IronEagle Gems: 13/31
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    Who cares why?
    the games fun dies after beating it a few times.
    ABout the only thing that would save it for me is to play as a hero character.
     
  8. Septic Yogurt Gems: 9/31
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    he can still be dissasembled with ease with my friends char (lvl 34 monk), when i saw him, he told me that he killed drizzt quickly.
     
  9. IronEagle Gems: 13/31
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    yea, i bet he did... now could he do it with a level 15 monk?
     
  10. Crazy J Gems: 6/31
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    To be fair, could you beat Drizzt with a level 15 anything legit(not hacked)? He seems to have a lot of special advantages a mere player character will never have. He's almost like a hacked character himself, even though his physical stats don't show it.
     
  11. IronEagle Gems: 13/31
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    i agree... his thac0 is almost extreme, hes drow so his magic resistance is awsome, which just adds to his list of abilities

    [This message has been edited by IronEagle (edited December 08, 2000).]
     
  12. Sylvus Moonbow Gems: 21/31
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    Here are Drizzt Do'Urden's Official Stats via 3rd Edition Rules

    Male Drow (Dark Elf), 16th-Level Ranger
    Strength ........ 13 (+1)
    Dexterity ....... 21 (+5)
    Constitution ... 15 (+2)
    Intelligence .... 17 (+3)
    Wisdom ........ 17 (+3)
    Charisma ...... 14 (+2)
    Fortitude Save +12
    Reflex Save +12
    Will Save +8
    Alignment Chaotic good
    Speed 30 ft.
    Size M
    Initiative +9 (Improved Initiative)
    Armor Class 24 (+5 Dex, +9 armor)
    Hit Points 92
    Attack Bonus +16/+11/+6/+1 (primary weapon), +17/+12 (secondary weapon).

    Skills: Animal Empathy +6, Bluff +3, Climb +5, Handle Animal +5, Heal +4, Hide +12, Intuit Direction +9, Jump +5, Listen +6, Move Silently +12, Ride +8, Rope Use +4, Search +8, Spot +9, Track +12, Wilderness Lore +10

    Feats: Ambidexterity (ranger bonus feat), Blind-Fight, Dodge, Expertise, Improved Initiative, Improved Two-Weapon Fighting, Lightning Reflexes, Two-Weapon Fighting (ranger bonus feat)

    Ranger Spells (3/3/2/1): Drizzt is a follower of Mielikki, the goddess of the forest. Ranger spells he typically has prepared include: 1st--animal friendship, entangle, pass without trace; 2nd--detect evil, hold animal, protection from elements; 3rd --control plants, neutralize poison; 4th--nondetection.

    Special: As a ranger, Drizzt gains a bonus to Bluff, Listen, Spot, and Track, as well as damage rolls against the following types of creatures: goblinoids (+4), magical beasts (+3), evil outsiders (+2), and vermin (+1). As a drow, he can use the following spell-like abilities, each once per day, as a sorcerer of his level: dancing lights, faerie fire, and darkness. He has darkvision and +2 to saving throws against spells and spell-like effects; he’s lost his normal spell resistance, as he’s been on the surface too long.

    Languages: Drizzt speaks Common, Elven, Dwarven, and Undercommon (the language of the Underdark).

    Possessions: mithral chain mail +4, a frostbrand +3 scimitar (named Icingdeath), a defender +5 scimitar (named Twinkle), and a figurine of wondrous power, an onyx panther named Guenhwyvar (see the end of this entry for more information). Drizzt carries a mix of adventuring gear, including some drow and dwarven equipment.

    Appearance: Somewhat larger than a typical dark elf, Drizzt stands 5’4" and weighs about 130 lbs. His handsome features are sharp and well proportioned; his white hair is long, flowing, and smooth. His violet eyes are windows to his passionate soul. He normally wears a fur-collared forest-green cloak and high black boots. It has been more than 70 years since he first ventured into the surface world and at present he is in the neighborhood of 140 years old—still a young adult by elven standards.

    Background: It would be impossible to recount all of Drizzt's legendary adventures (described in a series of novels by R. A. Salvatore, see Sources). The major events of his life are described here.

    Drizzt was born into the ninth house of Menzoberranzan, called Daermon N’a’shezbaernon, more commonly known as Do’Urden, on the night when that house wiped out one of its rivals. As a male in the matriarchal society of the drow, Drizzt was trained by his father, Zaknafein, to be a warrior.

    Drizzt was first dienchanted and then disgusted by the corrupt, vicious nature of drow culture. He sought some means of escape. In the meantime, his family came to realize his abhorrent (to them) principles, and his father, the house’s Weapons Master, gave his life to save his son when the family’s matriarch wanted Drizzt executed as a traitor.

    The path of Drizzt’s life took an irrevocable turn away from the evil ways of his kind when he killed Masoj Hun’ett, a drow who had been using a figurine of wondrous power for tawdry assassinations and other detestable work. In the magical panther named Guenhwyvar, Drizzt sensed a kindred spirit -- a fierce but brave and loyal warrior trapped in the drow’s dark world of deceit. Drizzt liberated Guen from Hun’ett, and later fled Menzoberranzan entirely.

    He and Guen wandered the Underdark for a decade, always moving, until they found a grotto tended by the fungus people known as the myconids. While there was life here, Drizzt was still profoundly lonely. His only companion was Guen, and the magic that brought her to this world also sent the cat away all too often.

    Not long thereafter, he discovered a city of svirfneblin, gnomes that live in the Underdark. This was what he had been seeking: a civilization that valued the same concepts of honor, loyalty, and goodness that he did. Careful not to reveal himself to the gnomes right away, Drizzt stealthily made his way into, around, and then back out of the city he learned was called Blingdenstone.

    Later, convinced that this was the life he was destined to have, Drizzt reentered the city -- only to be taken prisoner by the wary gnomes. Fortunately, he came into contact with a deep gnome he had met once before. Before Drizzt fled from drow society, he had been assigned to go on a patrol. This patrol encountered a group of deep gnomes and killed them all -- except for one warrior named Belwar Dissengulp. Drizzt, hoping to save at least one life from being massacred, pleaded with the other elves to spare this one’s life -- arguing that it would be better to allow him to return to his people and tell of drow ferocity than just leave another corpse. Drizzt’s brother Dinin did agree to let the gnome live, but chopped off both of Belwar’s hands first.

    When Drizzt again met Belwar, the gnome had two great metal hammers attached to his wrists in place of his hands. Belwar, remembering that Drizzt had saved his life, convinced the other gnomes to give him a chance. Drizzt proved himself soon thereafter when he, Belwar, and a pech named Clacker who had been polymorphed into a hook horror by a mad wizard worked together to defeat the wizard and the mind flayers that were in the area. During this time Drizzt also found himself facing his deceased father in combat. Zaknafen had been brought back as one of the undead by an unholy drow ritua. But, knowing that the creature was not truly his father, Drizzt spared no effort in destroying it.

    Feeling he needed to put yet more distance between himself and his drow past, Drizzt fled to the surfilce world, where he witnessed a sunrise for the first time in his life.

    He eventually met the blind ranger Montolio "Mooshie" DeBrouchee, who taught Drizzt the ways of the surface world and the concepts of being a ranger, and introduced him to the existence of the goddess Mielikki, the Lady of the Forest. With Mooshie’s help, Drizzt began his career as a ranger, defeated a large band of orcs, and vanquished a pair of barghests.

    After Mooshie passed away, Drizzt again took to wandering, this time on the surfac world. After a time he came to Icewind Dale and the region known as Ten Towns. Under the terms of a deal he made with Cassius, the region’s leader, Drizzt took up residence in the area in exchange for his regular patrolling of the region to watch out for incursions of barbarians.

    Before long, Drizzt met the dwarf who was to become one of his dearest friends: Bruenor Battlehammer, who busy battling a remorhaz at the time. By the time Drizzt arrived to help, the beast was dead. Drizzt also came to know the dwarf’s adopted human daughter Catti-brie and the halfling Regis.

    When Bruenor spared the life of one of the barbarians who later attacked Ten Towns, Drizzt became acquainted with Wulfgar. Over time, the young man matured, due in no little measure to Drizzt’s training him to use his brain as well as his brawn in battle.

    This training was put to good use when a power-mad mage attacked Ten Towns with a horde of humanoids. The townsfolk, barbarians, and heroes defeated the humanoids, and Drizzt overcame the tanar’ri Errtu.

    Drizzt and the other members of the band later accompanied Bruenor on his quest to retake his ancestral homeland, Mirthal Hall. It was here that Drizzt met for the first time the man who would become his nemesis. The human assassin Artemis Entreri was originally after Regis the halfling, but found his mirror image, and his real foe, in Drizzt. After a battle with Drizzt that proved inconclusive, Artemis kidnapped Regis, and the heroes followed him all the way to the distant southern city of Calimport to rescue their friend. Drizzt and Artemis met once more, but again there was no clear winner.

    After releasing Regis, the heroes returned north and did reconquer Mithral Hall. All seemed peaceful for a time, but then drow spies found a way into Mirthral Hall from below, and Artemis returned, magically disguised as Regis.

    Drizzt eventually found where Artemis was holding the real Regis, and the ranger and the assassin again did battle. They were both attacked by drow before any conclusion could be reached, however. They fought again later, and Artemis fell over a cliff. Wulfgar met his end at this time when, caught in the grasp of a handmaiden of Lolth, he used his magical hammer to collapse the ceiling onto them both.

    Drizzt soon decided that he had to return to Menzoberranzan to put an end to the drow meddling in his life, and Catti-brie followed him. The pair eventually discovered that Artemis was still alive and working for the drow -- though he suspected he was being used and would be killed as soon as he had done what the drow wanted of him. When the time came to flee back to the surface, the three of them worked together to defeat the drow. Artemis and Drizzt seemed to have come to an accord and parted without further violence.

    The same could not be said for Drizzt's other enemies. The drow, the fiend Errtu, and others all conspired in an attempt to bring down Drizzt and Mithral Hall. An army of drow and humanoid slaves invaded, and it took the combined forces of the dwarves, the deep gnomes, and the humans to defeat them.

    Deciding again it was time to move on, Drizzt and his dear friend Catti-brie rode away from Mithral Hall. At present that is where Drizzt's tale ends -- but what is yet to be told is likely to be as thrilling as what has come before.

    Sources: Homeland, Exile, Sojourn, The Crystal Shard, Streams of Silver, The Halfling’s Gem, The Legacy, Starless Night, Siege of Darkness, Passage to Dawn, The Silent Blade, Spine of the World, Servant of the Shard (October 2000)

    Guenhwyvar: Medium magical beast; HD 6d8+18; hp 45; Init +7 (Improved Initiative); Spd 30'; AC 16; Atk +11/+11/+6 melee (1d4 [x2] claws, 1d12 bite, 2d4 [x2] rake if both claws hit); SA spring; SD scent; AL N; SV Fort +8, Ref +8, Will +3; Str 22, Dex 16, Con 16, Int 9, Wis 12, Cha 10.

    Skills and Feats: Hide +8, Listen +6, Move Silently +10, Spot +8, Improved Initiative

    Special Attacks: Spring: If Guenhwyvar leaps on a foe during the first round of combat, she can make an all-out attack even if she has taken a move action, she can also make a grapple attack as a free action.

    Special Defenses: Scent: Guenhwyvar can detect other creatures within 30' by scent and gains +8 to tracking rolls.

    Drizzt’s closest companion is the animal that emerges from his figurine of wondrous power, the onyx panther called Guenhwyvar. The panther can be summoned forth from the figurine up to three times per week, for a total of 24 hours altogether during that time. If she is slain while activated, she reverts to the figurine form, and can be called forth again later.

    While Guen cannot speak, it is clear the panther dearly loves her master and his comrades. On occasions too many to number, Guen’s fighting prowess and sharp claws have been the difference between victory and defeat for Drizzt.

    * The official version of this character in future printed products may vary from what is presented here.
     
  13. Orgrim Doomhammer Gems: 4/31
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    [​IMG] You can beat Drizzt's legit by using a 14/15 level Fighter/Thief. Turn off your AI Script and then drink potion of invisability. Back stab Drizzts and then drink another potion of invisability. Keep on doing this till he dies. I mananged to kill him and his entire party solo with my drawf.

    My Drawf Stats are:

    Str 19
    Dex 18
    Con 21
    Int 18
    Wis 8
    Chr 8

    Using:

    Shadow Armour
    Helm of Balduran
    Celestrial Fury
    Shield of Harmony
    Clock of Non-Detection
    Boots of speed
    Belt of Inertial Barrier
    Gauntlets of Weapon Expertise
    Amulet of Magic Resistance
    Ring of Gaxx
    Ring of Fire Control

    When Fighting Powerful Mages or Liches I just run out of sight of the enemy and then hide in shadows. I will then wait till the duration of then protection magic wear off the enemy then back stab them X5 for 100 Hit points of damange.

    This tactic don't work on Dragons.
     
  14. Sylvus Moonbow Gems: 21/31
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    Not sure, that still sounds cheap to me.

    Drinking a potion of invis once sounds reasonable, but potion after potion isn't very honorable. Go at him 1 on 1.

    Syl...
     
  15. Orgrim Doomhammer Gems: 4/31
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    When fighting Drizzt's party, his halfling friend drinks potion of invisability more than once and tries to back stab me. But I always kill drizzt's first then kill his friends later. But thiefs are not honourable fighters like paladins.

    Therefore it is honourable for thiefs to back stab, run out of the sight of the enemy and then hide in shadows and then come back at the enemy for another back stab. Because I beaten him with the skill of the character and using the tactics of the thief.
     
  16. Kyrn Gems: 2/31
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    Cheap? I remember the Rune Assassins did it to me. Invis Backstab, invis Backstab... until I managed to kill them. I remember I also endured a whopping 110 backstab damage from one of them.
    If you are a Lawful Good Paladin, yeah it is cheap, if you are a Cahotic Evil Assassin then I think it is normal, fair and square.
    Plus True Sight and Dispel invisibility are there for that.
     
  17. Orgrim Doomhammer Gems: 4/31
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    [​IMG] True Sight does not work because if you wear the clock of Non-Detection. Also you can't dispell a invisable thief when he is hiding in shadows. Being a fighter/Thief I always back stab which kills most mages with one hit before they cast a single spell. I did a critical back stab X5 on that wench Bohdi once and did 160 hit points of damange. The wench didn't even see the Shadow of Death coming.... Muhahahahahahhahahaha
     
  18. Sylvus Moonbow Gems: 21/31
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    I guess that's one reason I could never play a thief character. My own morals would get to me everytime I tucked my tail and ran to hide.

    Syl...
     
  19. Kyrn Gems: 2/31
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    [​IMG] The same morals that made you shamelessly abandon your young and only sister in the darkness of Spellhold? or you are refereing to the very same bravado of having 4 big tanks (Grub, Keldorn, Minsc and Valygar) beat a poor defenseless vampire to a pulp :)


    Ah!Ah! Too Fast!

    [This message has been edited by Kyrn (edited December 08, 2000).]
     
  20. This coming from the man who left Imoen in the asylum........ ;)

    Damn - yet another simultaneous post with the same message :)

    [This message has been edited by The Amazing Ooopah (edited December 08, 2000).]
     
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