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*Baldur’s Gate: Faces Of Good And Evil Cracked
*Baldur’s Gate Faces Of Good And Evil
Baldurs Gate: EE - Faces of Good and Evil v20170813 ENGLISH Fixed Files:: PLAZA: File Archive 310 KB Baldurs Gate: EE - Siege of Dragonspear v2.3. ©2004 - present, The Gibberlings Three. Baldur’s Gate I (1998), Tales of the Sword Coast (1999), Baldur’s Gate II (2000), and Throne of Bhaal (2001) are ©BioWare. Dungeons & Dragons material is. Baldur’s Gate: Enhanced Edition. Baldur’s Gate II: Enhanced Edition. Icewind Dale: Enhanced Edition. = ’There is naught but good and evil. I suspect you are of the latter.’ Your face will crack!’ Xan = ’It must be hard work to be NEGATIVE all the time!’ Source of various things Baldur’s Gate and beyond. Notes: L1 L2 L4 L6; PC Level: 1: 2: 3 - 4: 5 + Experience: 115: 2019: 8232: 33839: Proficiencies: Axes. This component will change Viconia from a trueclass cleric to a Nightcloak of Shar. This component will affect Viconia in either the Baldur’s Gate or Baldur’s Gate II part of the game, but only if you have not met Viconia yet. Once the backbone of The Divine Remix, the divine sphere system is now entirely optional.
A little over a year ago a group of aspiring initiates from various holy orders was sent on a pilgrimage from the glistening jewel of Waterdeep.
The journey took them to the danger-filled backwater that is the bustling city of Baldurs Gate!
A number of the initiates were not strangers to Baldurs Gate having grown up here or spent some time in the city. After several days of tending to poor and needy an excellent opportunity presented itself.
A kindly old lady was opening an orphanage in the Lower City with a view to trying to help house some of the many abandoned young ones that were left to fend for themselves or die trying in the Outer City.
The young initiates leapt at the chance to get involved and worked tirelessly to assist with the final touches to the orphanage and began to then spread the good word and shepherd young children to the safe haven.
After a few days, the word was out and the orphanage was filled to bursting, celebrating a job well done the initiates bid the old lady and the children goodbye before moving onto the new opportunity that presented itself.
Weeks go by and it’s nearly time to complete the long journey to return to Waterdeep with tales of the good deeds done and plans to take the final holy oaths to begin the life of a Paladin, on a whim a visit was paid to the orphanage to say some farewells to the children and old lady.
Something was wrong
Although the old Lady was there and happy as ever to see the group the young ones were to a child, unfamiliar. The initiates were confused and asked about the various children that were especially memorable and others by their distinguishing traits.
Rehomed, said the old lady with a beaming smile. All of ’em, she said. As unlikely as it sounded the old lady said she had found all of the little ones new homes with loving parents and the two dozen children that stood before them now were all new to the orphanage having also nowhere to go and seeking shelter like the group prior to them.
The initiates bid her farewell and spent the rest of the day discussing this peculiar event, it seemed highly unlikely that Baldurs Gate contained so many kind-hearted folks to adopt so many children over a short space of time.
That night despite their reservations the group snuck into the orphanage under the cover of darkness only to find the place seemingly abandoned? A thorough search took place and in the cupboard, under the stairs, a secret staircase was found that descended under the building…
White knuckled and short of breath the party went down, down and down until reaching a large wooden door. Listening to the door they could hear the sounds of children sobbing and crying, with no thought for their own safety the aspiring paladins charged into the room weapons at the ready.
A chilling sight greeted them, rows and rows of metal cages containing fearful looking children. The center of the room contained a huge bubbling cauldron and the edges of the chamber were littered with pile after pile of bones, small bones, children’s bones.
Realizing the unwitting part they had played in this heinous crime the group was wracked with guilt, through tear-filled eyes they started to break open the cages and try to calm the terrified children…until the door behind them slammed shut.
Sunless skies ios. Sunless Skies OST by Maribeth Solomon Brent Barkman for Mickymar Productions, released 31 January 2019 1. The High Wilderness 2. Star-Maddened Skies 3. Dead Tick Tock Time 4. Allbeyond Skai 5. Of the Captain’s Making 6. Venture Past the Boneyard 7. Outer Regions Ever in Fog 8. Covert Victorian Underwater Piano 9. Gravely Obscura 11.
Whirling around to see the source of this the group was confronted with the smiling face of the old lady stood before them with handfuls of root vegetables and a sly grin.
“Come for dinner have you” she cackled whilst dropping the food to the floor and drawing a wicked looking curved dagger and muttering an arcane incantation.
A harrowing battle took place next as the group of initiates fought what they soon come to learn was an evil hag of fey ancestry, they used every ounce of courage and determination they could muster emboldened by the outrage and guilt they felt at having led so many children to their deaths at the wizened hands of the hag.
When the battle was over and the hag was slain the children led to the surface, as they arrived it became apparent that some of the children had slipped out during the fight as the group came face to face with a contingent of the FlamingFist mercenary force.
The leader in charge of this group of the Flaming Fist was Captain Darmin Zodge, despite your pleading of innocence and explaining of the situation Captain Zodge was not convinced that you were not, in fact, working for the hag and were responsible for the death of dozens of innocent young children!
Faced with the choice of being executed for a crime they did not commit the group resorted to bribing the Captain, safe in the knowledge that the Flaming Fist had no interest in truth or justice being done and their only real desire was an easy life and acquiring coin.
Having to hand over every piece of gold, silver, copper, jewelry and anything else of value the party left the city immediately in great shame for the harm they had unknowingly caused and that their fate now rested in the hands of an obviously corrupt captain of the Flaming Fist, a captain who would no doubt pass this whole incident off as the Flaming Fist slaying an evil hag and rescuing the children!
After a number of weeks of hard travel on foot, the group eventually returned to Waterdeep having sworn each other to secrecy to never reveal the shameful events that took place.
Weeks turned into months and although the traumatic events of Baldurs Gate were never far from thought the characters all completed their training and were initiated into the ranks of their various holy orders as Paladins.
In a cruel twist of the fate, the very same characters are now to be bound for Baldurs Gate once more having been hand-selected to take part in a new venture launched by the combined holy forces of Waterdeep to set up a “Religious Adventuring Company For the Improvement and Betterment of Others”
This franchise is to work out of Baldurs Gate to spread the good word and carry out good deeds…all the whilst hoping their hidden shame does not come to light
For Baldur’s Gate 3 players, this is a super detailed NPC guide that contains attitude, equipement advice, skills, combat and more, let’s check it out.
I take a different approach to my NPC guides than most guides. I look at how best to use certain NPC’s, typically in combat. While I will speak about their weaknesses, I don’t give them ratings or tell you which ones suck or which ones you shouldn’t play. For me its always been about you getting the most out of the character that you can and enjoying the experience.
I’m also looking to be spoiler light with this guide. If you are looking to see how NPC’s react to specific encounters in the game, it’s probably better to check the Baldur’s Gate 3 wiki.
Also for the time being, I’m not going to spoil the location of the best magic items that NPC’s can use. I may relax this overtime. I will at least discuss some of the better common types of equipment you should be on the lookout for. A general tip though is that if you are looking for a basic +1 weapon or magic armor, Dammon or Arron in the Tiefling camp (the Hollow) may have what you are looking for.AstarionGender: Male
Race: High Elf
Class: Rogue
STR: 12
DEX: 17
CON: 13
INT: 9
WIS: 14
CHA: 10
Skill Proficiencies: Acrobatics, Deception, History, Perception, Persuasion, Sleight of Hand, and Stealth.
Saving Throw Proficiencies: Dexterity and Intelligence.
Meeting Location: Southwest of crashed ship near the water.
Being flirtatious, backing him and his ideas up, and having his back, are the best ways to get his approval. He’s not very big on helping others. But he’s also not as dead set against helping others as someone like Lae’zel or Shadowheart.Equipment Advice
Switch out his armour as fast as you can. He starts with padded armour that gives him disadvantage on stealth checks. This is definitely a big nope for any rogue.
Since he’s a high elf, he also can use a longbow instead of a shortbow. So switch to that when you can.
Astarion is really good for any kind of dexterity skill checks that need to be done. Especially if you give him a boost to 18 dexterity at level 4. He’s also excellent with perception. So he’s a good choice for scouting things out and for detecting things you’ll really otherwise want to notice.
As an elf he gets proficiency in perception, and coupled with the four skills he gets as a rogue, as well as the two provided by his background, he ends up having by far the most proficiencies of any of the current companions. It’s just a shame that his intelligence and charisma are low enough that you probably have a better option for skills like Deception, History, and Persuasion.Combat
Rogues in 5th edition are pretty much best used as damage dealers. They hit creatures hard with a sneak attack and then often can move back out of harm’s way. They can also hit hard from range as well with their sneak attack.
Especially for tough fights, being hidden with him and surprising an enemy is not a bad idea. He’s going to have a pretty good chance of being the first on the initiative roll and (at least for the moment) you can often get a sneak attack on an enemy that starts any combat. So he can deal quite a bit of damage.
While normally I would say Rogues want to avoid staying in the melee range of an enemy at the end of their turn, so far the game seems to be pretty well balanced towards expecting these party members (and their limitations) to get used. Even with just 14 AC at the start, I found that Astarion works pretty well up close and can manage to survive a long period of time.
Fortunately, he doesn’t have to be up close. He also gets a pretty solid range option in the form of his ranged sneak attack. But, especially if you go with the Thief subclass, you are probably going to be better off attacking in melee when you can. With the Thief subclass he can have a main attack as well as two bonus action attacks.
Next to a fighter, rogues are probably the easiest class to play. Just use him to move around the battlefield by dashing and disengaging (jumping) as needed. Then work with the rest of your group to hit the biggest threat on the battlefield hard. This especially works well if someone else in your party can get the enemy he’s attacking prone, as that will give Astarion advantage on his attacks against them. Alternatively, Astarion can attack a creature from behind and gain advantage on his attacks that way as well.
You can also use his numerous attacks to try to take out weaker enemies quickly so that the group can focus on one big enemy. 5th edition’s action economy really favours numbers over pure power a lot of the time. So the less enemies you are facing the better off you’ll often be. Especially when you’ve got control spells available.
(Spoiler) As his story progresses he even gains a vampire bite that he can use as a bonus action attack. You can also bite a creature and not break stealth. The use of this ability is limited to once per short rest, though.
Level 2
No choices to be made at this level.
Level 3
Honestly, because of his poor intelligence, I can’t really recommend you take Arcane Trickster as his subclass. Thief is going to be a much better option, and it also comes with the really sweet benefit of being able to use two bonus actions. This could mean two bonus action attacks, having one be a jump, or even just using your bonus action for using a healing potion.
Level 4
Putting +1 to dexterity and +1 to constitution at level 4 is not a bad idea. This will give him more health, better dexterity and constitution saving throws, a bonus to his dexterity attacks, more damage, and a bonus to his dexterity skills.
Alternatively, taking the Mobile feat is an option. This can be good if you want him to be able to move around the battlefield. But honestly, he already has the ability to disengage as a bonus action by jumping. So opportunity attacks shouldn’t be a big threat.
If you want him to get a bit of spellcasting then the Magic Initiative: Cleric is an option. He’s not going to be a good spellcaster, but with 14 wisdom he’ll have a passable bonus. Healing Word or Shield of Faith are good 1st level options here because they only use up a bonus action and don’t heavily rely on your wisdom score.
An alternative to this is Magic Initiative: Warlock. This one is a bit out of left field, but getting the ability to cast Hex once per day could be really useful. In Baldur’s Gate 3, the spell seems to last either for an entire day or until you lose concentration. With it active it’ll let you deal out a ton more damage if you can avoid getting hit. Your charisma sucks though, so the cantrips you take for it are likely to not be very effective.
Also, while you might be tempted to take the Dual Wielder feat, don’t. It is a terrible feat whose benefits are less than just increasing your dexterity (increasing your dexterity would improve your AC and increase your chance to hit, damage, and skill bonuses). This was an issue in pen and paper as well. Just never take it.GaleGender: Male
Race: Human
Class: Wizard
STR: 9
DEX: 14
CON: 15
INT: 16
WIS: 11
CHA: 13
Skill Proficiencies: Arcana, History, Insight, and Investigation.
Saving Throw Proficiencies: Intelligence and Wisdom.
Meeting Location: North of crashed ship near the Roadside Cliffs waypoint.
Gale seems pretty happy with stereotypically good-aligned behaviour. If you are helping people out and not doing anything to help out the goblins, it seems like he’ll approve of you. There might be an exception to this that I don’t know. But along with Wyll, he’s probably the easiest NPC to predict in terms of how he will react to what you say and do.Equipment Advice
There aren’t a lot of mundane items that can really help him. There are a few magic robes in the game that can help a bit. He typically doesn’t have a lot he can do with his bonus action so giving him a bunch of potions of healing isn’t a bad idea either.
He’s good at really most of the intelligence checks as well as Insight. Sadly, in my experience, Arcana checks tend to come out of the blue just when you are walking around. So until they implement the ability to switch between party members, you may not find his ability here that useful. I’m not sure I’ve seen any history or insight checks, and if there have been any, there have been very few (or passive checks). Investigation has come up for me a few times. He’s good to have as a character that can do all this stuff but just don’t expect anything other than Arcana to come up with regularity.Combat
Honestly, enemies are pretty smart. If they see him and can attack him, he’s probably going to take a bit of a beating. The best advice I can give there is to consider using mage armor, have healing word at the ready for when he does go down, and most importantly of all not let that happen in the first place. It can be tough, though especially when enemies can jump or teleport next to him.
Spell advice in 5E is very much a tough thing to do. Control spells are often king and Sleep in particular is such a useful spell at low levels. Being able to put one or two enemies to sleep, without needing concentration, can make a huge difference in a fight. Sadly, by the time you are level 3 or 4 enemies probably have too much HP to be initially affected by Sleep.
Sadly, control spells are also often “save or suck” spells. In other words, if the enemy successfully saves against them, they do nothing. Enemies often also get the chance to make another save during their turn against these spells. They are still the best way to go in my book just because of how valuable taking an enemy out of the fight for a round or more is.
That said, Magic Missile and Scorching Ray are two solid low-level spells you can look at taking. Magic Missile uses force damage, which is a type that is almost never resisted. Scorching Ray, on the other hand, can deal a lot of damage to a target if all of its attacks hit.Advancing Levels
Level 2
At the moment he can only choose between Abjuration or Evocation. It’s a tough call to make. I chose Evocation, and it sounds like, just because of the way the Adjuration’s Arcane Ward ability works at the moment, Evocation is probably the way to go. As I understand it, the Abjuration ability is in conflict with any temporary hitpoints you may acquire from elsewhere. It’s also only 3hp that it protects against. This is a change from pen and paper where the amount absorbed is double your wizard level + your intelligence modifier. Even then to get it you have to cast an abjuration spell, and there are only a few of these. Wizards are squishy though so you may find it useful.
I went evocation and to be honest because we can’t access Fireball yet I really haven’t found any use for its ability either. Burning Hands is the logical choice for this at low level. But it’s kind of a meh spell because of its short-range, how easy it is for enemies to save against it (as a dexterity save), and because of its low damage. So I never found much use for allowing allies to avoid the damage from his spells.
Level 3
Shatter is an option for a spell if you are looking for something that can hit a bunch of people. But to be honest, its damage isn’t great. Scorching Ray might be a better choice. Gale also benefits from having a good defensive spell available for him when it comes to tough fights. Mirror Image is great because it doesn’t require concentration. Blur is good as well,

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