Baldur's Gate

Rogues

The Rogue class encompasses the guile characters of Baldur's Gate. They live or die based on their quick wits, glib tongues, and nimble fingers. They are care-free spirits, living off the work of others, who bring many useful skills and traits to any group. While not the most durable lot, rogues compensate with versatility, raw damage, and attitude.

Thief

Attributes:
• Primary: Dex
• Secondary: Str
• Tertiary: Con

Requirements:
9 Dexterity
Hit Points:
1-6 per Level
120 Max HP
70 Min HP

THAC0:
1 per 2 Levels
Allowed Races:
All
Stronghold:
Thieves Guild

Summary: A Blade in Your Back, a Coin in Your Purse.

Armors Allowed: Up to Chain Mail
Weapons Allowed: No Long Bows, Halberds, Bastard Swords, and Axes.
Max Weapon Skill: *
Style Specialization: *

Description: Thieves are the masters of the alpha-strike, dealing with nasty traps, and liberating greedy merchants of their inventory. (It looked heavy... you were probably doing the chump a favor by lightening his burden...) Thief backstabs are simply devastating, and one of the few damage sources in the game that are based on a multiplier. Combine all of the above with the ability to lay traps, and you have the makings of a powerful and nimble speedster.

Powers:
• Can Detect/Disarm traps.
• Can Hide in Shadows.
• Can Set Snares.
• Can Pickpocket NPC's and Villains alike.
• Can Backstab for x1-x5 damage.
• Can Detect illusions.

Restricted Magic Items: Wizard and Priest Scrolls, Robes, Staves, and Wands. A Thief can, at high levels, choose a feat allowing them to use any piece of magical gear.

Notes: Thieves are an essential class in Baldur's Gate. Their ability to ferret out traps and deal game-winning Backstabs from stealth make them unquestionably useful at all levels of game play. While a Thief cannot "face-tank" like a Warrior, they can casually stroll behind an enemy formation, (while invisible), and proceed to shred casters and group support.

Kit - Assassin:

Hired killers, Assassins are thieves who specialize in murdering opponents. This Kit does not screw around with pilfering, safe-cracking, and, disarming booby-traps - an Assassin is concerned with maximizing his killing potential. Advantages:
• +1 to hit and +1 damage.
• Gains x6 and x7 Backstab multipliers as he levels.
• Can poison his weapon once per day per 4 levels, dealing 6 initial damage and 6 damage per second for 30 seconds, unless the target saves v.s. poison.
Disadvantages
• Must be Evil.
• -15% per level to thieving skills.

Kit - Swashbuckler:

A dashing Rogue who gives up some of the class's more dastardly traits in exchange for some improved melee prowess.

Advantages:
• +1 to AC.
• +1 to AC for every 5 levels.
• +1 to hit and damage every 5 levels.
• May specialize in Thief weapons.
• Can Fully master 2 Weapon Fighting Style
Disadvantages
• Cannot Backstab.

Kit - Bounty Hunter:


Bounty Hunters are expert trappers and trackers. They can set numerous special snares and traps that help them capture and disable enemies - dead and alive.

Advantages:
• 1st Level - Traps Damage and Slow target.
• 11th Level - Traps cast Hold Person on target.
• 16th Level - Traps cast Otiluke's Resilient Sphere on target.
• 21st Level - The trap casts Maze on target.
Disadvantages
• -10% per level to thieving skills.

Recommended Weapons

Weapons Dagger: Dagger of the Star +5
Weapons Dagger: Pixie Prick +3
Weapons Dagger: Dagger of Lifestealing +3
Weapons Shortsword: Short Sword of the Mask +5
Weapons Shortsword: Sword of Arvoreen +2
Weapons Wakizashi: Usuno's blade +4
Weapons Wakizashi: Yamato +4
Weapons Ninja-to: Scarlet Ninja-To +3
Weapons Scimitar: Belm +2
Weapons Scimitar: Spectral Brand +5
Weapons Longsword: Blackrazor +3
Weapons Longsword: Daystar +2
Weapons Longsword: The Answerer +4
Weapons Longsword: Ras +2
Weapons Longsword: Angurvadal +5
Weapons Short Bow: Short Bow of Gesen +3
Weapons Short Bow: Tuigan Bow +1
Weapons Short Bow: Tansheron's Bow +3
Weapons Throwing Dagger: Fire Tooth +3
Weapons Dart: Crimson Dart +3
Weapons Dart: Asp's Nest +1

Bard

Attributes:
• Primary: Cha
• Secondary: Dex
• Tertiary: Int

Requirements:
15 Charisma
12 Dexterity
13 Intelligence
Hit Points:
1-6 per Level
120 Max HP
70 Min HP

THAC0:
1 per 2 Levels
Allowed Races:
Human
Half Elf
Stronghold:
Playhouse

Summary: Jack of All trades

Armors Allowed: Leather - Chain Mail
Weapons Allowed: All but 2H Weapons
• Can use Magical Musical Instruments.
• Can use Magic Wands.
Max Weapon Skill: *
Style Specialization: All but throwing Axes & Composite Long Bows

Description: Bards are for the player who can't make up their mind. They can cast wizard spells, pilfer like a thief, make use of healing scrolls and items, and with their exceptional weapon access and good armor, a Bard can battle on the front-lines in a pinch. The downside to this versatility, is that a bard never excels at anything. He is forever doomed to be half-assed in any task. Being marginal at everything is cool in a jam, but hard to justify when compared to a pure class in a group environment.

Powers:
• Able to identify most magical items.
• Can wear up to chain mail armor.
• Can use most weapons.
• Can cast wizard spells.
• Can Pick Pockets.
• Can sing giving allies +1 to hit, +1 to saves, +2 to moral.

Restricted Magic Items: Only a select few priestly magical items are barred, but at high levels, a bard can select a feat allowing the use any magical item.

Notes: Bards are a good choice for a solo play, or if you're lacking numerous key-classes - as stated before, a Bard is like a pocket multi-tool - capable of performing numerous jobs, but nowhere near as capable as something purpose built to the task. The Bard makes a good wingman end-game, since he can usually contribute in some fashion regardless of the situation or terrain.

Kit - Skald:

The Skald is a Norse Bard who comes from a culture of battle and warfare. Their songs glorify combat, and they are ferocious fighters with any weapon. Advantages:
• +1 to hit with all weapons.
• +1 to damage with all weapons.
• Skald Chant: Grants their group the following buffs:
- 1st Level: +2 to hit, +2 to damage and -2 to AC.
- 15th Level: +4 to hit, +4 to damage, -4 to AC, and immunity to fear.
- 20th Level: Gives allies +4 to hit, +4 to damage, -4 to AC, immunity to fear, stun and confusion.

Disadvantages
• -25% Pick Pockets.

Kit - Blade:

The Blade is an agile and lethal Bard trained in what could be best termed as "blade-dancing" making them graceful and deadly melee artists. Kill with a flourish. Advantages:
• Can fully Specialize in 2 Weapon Fighting Style.
• Defensive Spin: -1 AC per level to a maximum of -10.
• Offensive Spin: +2 to hit, +2 to damage, +1 attack per round.
Disadvantages
• -50% Lore.
• -50% Pick Pockets.
• Bard Song does not improve.

Kit - Jester:

This Bard is a master of manipulation and hurling taunts. His bizarre and confusing behavior has a chance to muddle any foe witnessing his little "performance."

Advantages:
• Bard Song replaced by taunting and jeering - enemies within 30 feet must save each round at +4 or become muddled as per the spell Confusion.
Disadvantages
• None.

Recommended Weapons

Weapons Halberd: The Wave +4
Weapons Halberd: Dragon's Breath +4
Weapons Spear: Ixil's Spike +6
Weapons Spear: Spear of Withering +4
Weapons Dagger: Dagger of the Star +5
Weapons Dagger: Pixie Prick +3
Weapons Dagger: Dagger of Lifestealing +3
Weapons Shortsword: Short Sword of the Mask +5
Weapons Shortsword: Sword of Arvoreen +2
Weapons Wakizashi: Usuno's blade +4
Weapons Wakizashi: Yamato +4
Weapons Ninja-to: Scarlet Ninja-To +3
Weapons Scimitar: Belm +2
Weapons Scimitar: Spectral Brand +5
Weapons Longsword: Blackrazor +3
Weapons Longsword: Daystar +2
Weapons Longsword: The Answerer +4
Weapons Longsword: Ras +2
Weapons Longsword: Angurvadal +5
Weapons Katana: Celestial Fury +3
Weapons Katana: Hindo's Doom +4
Weapons Katana: Dak'kon's Zerth Blade
Weapons Bastard Sword: Foebane +5
Weapons Bastard Sword: Purifier +4
Weapons Two-Handed Sword: Silver Sword +3
Weapons Two-Handed Sword: Soul Reaver +4
Weapons Two-Handed Sword: Warblade +4
Weapons Two-Handed Sword: Gram the Sword of Grief +5
Weapons Two-Handed Sword: Psion's Blade +5
Weapons Two-Handed Sword: Carsomyr +6
Weapons Warhammer: Crom Faeyr +5
Weapons Warhammer: Runehammer +5
Weapons Club: Club of Detonation +3
Weapons Club: Blackblood +3
Weapons Mace: Storm Star +5
Weapons Mace: Mace of Disruption +2
Weapons Mace: The Sleeper +2
Weapons Flail: Flail of Ages +5
Weapons Morning Star: Ice Star +4
Weapons Battle Axe: Axe of the Unyielding +5
Weapons Battle Axe: Frostreaver +3
Weapons Quarterstaff: Staff of the Ram +6
Weapons Quarterstaff: Staff of Striking +2
Weapons Quarterstaff: Staff of Air +2
Weapons Quarterstaff: Staff of Earth +2
Weapons Quarterstaff: Staff of Fire +2
Weapons Quarterstaff: Staff of Power +4
Weapons Quarterstaff: Staff of the Magi +5
Weapons Longbow: Taralash +5
Weapons Longbow: Mana Bow +4
Weapons Longbow: Heartseeker +3
Weapons Longbow: Taralash +5
Weapons Short Bow: Short Bow of Gesen +3
Weapons Short Bow: Tuigan Bow +1
Weapons Short Bow: Tansheron's Bow +3
Weapons Crossbow: Firetooth +5
Weapons Light Crossbow: Crossbow of Speed +2
Weapons Crossbow: Firetooth +5
Weapons Crossbow: Necaradan's Crossbow +3
Weapons Sling: Sling of Seeking +2
Weapons Sling: Sling of Arvoreen +4
Weapons Sling: Erinne Sling +4
Weapons Throwing Dagger: Fire Tooth +3
Weapons Dart: Crimson Dart +3
Weapons Dart: Asp's Nest +1