Baldur's Gate

Warriors

Warrior classes are melee centric battlers and bruisers, who deal damage with all weapon types, from razor sharp axes, to giant hammers, to powerful longbows. They have the highest hit points, exceptional damage over time, and are the most durable characters in the game.

Fighter

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

Requirements:
9 Strength
Hit Points:
1-10 per Level
216 Max HP
135 Min HP

THAC0:
1 per Level
Allowed Races:
All
Stronghold:
d'Armise Keep
Summary: Walking Arsenal.

Armors Allowed: All armor types
Weapons Allowed: All weapon types
Max Weapon Skill: *****
Style Specialization: All Styles

Description: Fighters are the most durable melee battlers in the game. They are the only class capable of weapon mastery, and as such, no other warrior can stand against them in terms of melee damage over time. Fighters have the best hit probabilities in the game, and a high number of attacks, making them reliable sustained damage output, and very difficult to kill off with their heavy armor and massive hit point pool.

Powers:
• Can Become Weapons Masters.
• Can fully Style Specialize.
• Automatically proficient with all weapons.

Restricted Magic Items: Fighters can use almost any standard magic weapon and armor, as well as most miscellaneous items, potions, and most defensive scrolls. They cannot use Wizard or Priest specific staves, wands, rods, or robes.

Notes: Almost nothing can stand toe to toe with a fighter and expect to survive in a bashing match. They are designed to absorb, soak, and mitigate damage, and deal back solid DPS in return. Fighters should be killed at range using magic when possible. Crowd control magic is dangerous to fighters at low level, but as their saving throws and equipment improves, they tend to become nigh invulnerable to most status magic. Any rogue thinking he can DPS spike a fighter down is in for a quick trip to the re-load screen.


Kit: Berserker:

The Berserker can enter an enraged state where he is nearly immune to crowd control, and gains a significant boost to damage and defense. He becomes winded afterwards, and suffers combat penalties for a time.

Advantages:
• Enrage once per day per 4 levels: +2 to hit, +2 damage, -2 AC, +15 HP, immune to charm, hold, fear, maze, imprisonment, stun and sleep.
Disadvantages
• Winded after using Enrage: -2 to hit, -2 to damage and a +2 to AC.
• Cannot specialize in ranged weapons.

Kit: Kensai:

The "Sword Saint" gives up heavy armor for damage per second that greatly exceeds a traditional warrior, and even some rogue builds. A true glass cannon.

Advantages:
• +1 to hit and +1 damage every three levels.
• -2 bonus to AC.
• -1 bonus to weapon speed for every 4 levels.
• Kai shout one time per day per four levels: Lasts 10 seconds, all the attacks do max damage for the duration.
Disadvantages
• May not use missile weapons.
• Cannot wear armor.
• May not wear gauntlets or bracers.

Kit: Wizardslayer:

This Kit surrenders magical items for high degrees of magical resistance and the ability to make spellcasters fumble their magic spells.

Advantages:
• For each melee hit the target gets a 10% cumulative spell failure penalty.
• 1% magic resistance per level.
Disadvantages
• Barred the use of magic items except for weapons and armor.

Recommended Weapons:

Weapons Halberd: The Wave +4
Weapons Halberd: Dragon's Breath +4
Weapons Spear: Ixil's Spike +6
Weapons Wakizashi: Usuno's blade +4
Weapons Longsword: Blackrazor +3
Weapons Longsword: The Answerer +4
Weapons Longsword: Angurvadal +5
Weapons Katana: Celestial Fury +3
Weapons Katana: Hindo's Doom +4
Weapons Bastard Sword: Foebane +5
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 Warhammer: Crom Faeyr +5
Weapons Warhammer: Runehammer +5
Weapons Mace: Storm Star +5
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 Longbow: Taralash +5
Weapons Short Bow: Short Bow of Gesen +3
Weapons Short Bow: Tuigan Bow +1
Weapons Sling: Sling of Seeking +2
Weapons Throwing Axe: K'logarath +4
Weapons Warhammer: Dwarven Thrower +3

Paladin

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

Requirements:
12 Strength
9 Constitution
13 Wisdom
17 Charisma
Lawful Good
Hit Points:
1-10 per Level
216 Max HP
135 Min HP

THAC0:
1 per Level
Allowed Races:
Human
Stronghold:
A Bedroom
Summary: Divine Tank.

Armors Allowed: All armor types
Weapons Allowed: All weapon types
Max Weapon Skill: **
Style Specialization: All Styles

Description: Paladins are special holy warriors. While they lack the raw combat prowess of a fighter, a paladin is granted many clerical abilities that more than make up for the loss. A paladin can heal a person by laying his hands upon him, remedy diseases, cure poisons, and turn demons and undead as a cleric. At higher levels, a paladin can actually cast clerical magic. He is constantly protected by a magical aura that defends him from poisons, disease, and many other maladies. Like a fighter constitution and strength are very important, however, in order to maintain his clerical prowess, a paladin must also have a decent wisdom score.

Powers:
• +2 bonus to saves v.s. poison and spells.
• Innate Protection from Evil.
• Can Detect Evil at will.
• Lay on Hands: Heals 2HP per level.
• Turn undead as a cleric two levels lower.
• Cast Clerical Magic at 9th level.
• Wield Holy Avenger Swords.
Restricted Magic Items: Paladin's can use all magical weapons, armor, clerical scrolls, potions, and most miscellaneous magical items. They cannot use most wizard robes, scrolls, staffs, and wands.
Notes: Paladin's are capable of functioning as a back-up cleric at medium levels, but a for end-game play, their spells are best used for buffing. With their self heals and the defensive power granted by the game's two Holy Avenger Swords, paladins are the game's best pure tanks.

Kit - Cavalier:

The Cavalier is the standard fantasy Knight. They surrender many of the Paladin's normal powers for a skills more focused on slaying powerful demons and dragons - which rank amongst the strongest enemies in Baldur's Gate. Advantages:
• +3 to hit and damage against demons and dragons.
• May cast Remove Fear once per day per level.
• Immune to fear and morale failure.
• Immune to poison.
• 20% resistance to fire.
• 20% resistance to acid.
Disadvantages
• May not use missile weapons.

Kit - Inquisitor:

This Kit is an investigator that polices the Holy Order for demonic or evil infiltration. Their powers are used to ferret out and disable magic users, demons, and heretics. And Inquisitor is very powerful when properly used against spellcasters.

Advantages:
• May cast True Sight once per day per 4 levels.
• Immune to Hold and Charm spells.
• Dispel Magic once per day per 4 levels. (2x Caster Level)
Disadvantages
• May not use Lay on Hands ability.
• May not cast priest spells.
• May not turn undead.
• May not use Cure Disease ability.

Kit - Undead Slayer:

An Undead Slayer focuses his divine power on destroying undead in all their forms. He is granted special resistance to their nastier abilities, and his own skills are bent towards their annihilation.

Advantages:
• +3 to hit and +3 damage undead.
• Immune to hold or stunning attacks.
• Immune to level drains.
Disadvantages
• Cannot use his Lay on Hands power.

Recommended Weapons:

Weapons Longsword: Daystar +4
Weapons Bastard Sword: Purifier +4
Weapons Two-Handed Sword: Silver Sword +3
Weapons Two-Handed Sword: Psion's Blade +5
Weapons Two-Handed Sword: Carsomyr +6
Weapons Mace: Mace of Disruption +2
Weapons Short Bow: Tuigan Bow +1
Weapons Light Crossbow: Crossbow of Speed +2

Ranger

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

Requirements:
13 Strength
13 Dexterity
14 Constitution
14 Wisdom
Hit Points:
1-10 per Level
216 Max HP
135 Min HP

THAC0:
1 per Level
Allowed Races:
Human
Elf
Half-Elf
Stronghold:
Ranger Cabin
Summary: Ranged Ambusher.

Armors Allowed: All armor types
Weapons Allowed: All weapon types
Max Weapon Skill: **
Style Specialization: All Styles

Description: Rangers are masters of wilderness survival, and game's best archers. While not a pure melee powerhouse, (though still respectable), they have a number of special powers that make them very formidable. A Ranger can hide in shadows like a Thief, allowing them to stage nasty ambushes. Woodland creatures are the allies of the Ranger, and he may call on their aid in battle - in fact, no naturally occurring animal will attack him unless provoked. At higher levels, an Ranger learns clerical spells - such as Insect Swarm and Entangle - which can all but lock down casters.

Powers:
• +4 to Hit V.S. their racial enemy.
• 2 Weapon Style Specialization free.
• Can charm animals.
• Can Move Silently in studded leather.
• Can Hide in Shadows in studded leather.
• Gains clerical spells from 8th level on.
Restricted Magic Items: Wizard Robes, spell scrolls, and wands.
Notes: Rangers are very strong in missile combat, with the capacity to sic pets, cast disruptive spells, and volley lethal arrows towards a target. Their ability to move unseen allows them to position themselves behind enemy lines and harass/kill enemy spell casters quite effectively.

Kit - Archer:

The Archer is the best missile weapon user in the game. Their ability to fully master ranged weapons, combined with bonuses from called shots and level gains make them absolutely devastating combatants with projectiles.

Advantages:
• +1 to hit and damage with any missile weapon per 3 levels.
• Can make called shots for extra damage and debuffs.
• Can fully specialize in ranged weapons.
Disadvantages
• An archer can not specially in melee weapons.
• An archer cannot wear metal armor.

Kit - Beastmaster:

The Beastmaster is more of a pet class, although they are still no slouch with a bow. What they loose in melee and ranged power, they make up for with waves of pet lions, bears, eagles, wolves, and the occasional moose. "When Animals Attack" indeed.

Advantages:
• +15% to Hide in Shadows.
• +15% to Move Silently.
• Gains Animal Summoning I, II, III as they level.
Disadvantages
• Cannot use metal weapons.

Kit - Stalker:

Stalkers are a hybrid between a Ranger and a Thief. They loose the ability to wear the heavier armors in exchange for backstab, improved stealth, and some unique magical spells.

Advantages:
• +20% to Hide in Shadows.
• +20% to Move Silently.
• Can Backstab like a Thief.
• Casts Haste at level 12.
• Casts Protection from N. Missiles at level 12.
• Casts Minor Spell Deflection at level 12.
Disadvantages
• Restricted to Studded Leather Armor.

Recommended Weapons:

Weapons Longsword: Ras +2
Weapons Scimitar: Belm +2
Weapons Scimitar: Spectral Brand +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 Composite Longbow: Ripper +2
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

Blackguard

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

Requirements:
12 Strength
9 Constitution
13 Wisdom
17 Charisma
Any Evil
Hit Points:
1-10 per Level
216 Max HP
135 Min HP

THAC0:
1 per Level
Allowed Races:
Human
Half-Orc
Stronghold:
Unknown
Summary: Life-stealing Tank

Armors Allowed: All armor types
Weapons Allowed: All weapon types
Max Weapon Skill: **
Style Specialization: All Styles

Description: Essentially, the Blackguard is an Anti-Paladin. Everything that a Paladin stands for, this class opposes. They can only be of evil alignment, and instead of healing powers and defensive auras, a Blackguard's skills are bent towards stealing life from others and reducing their combat effectiveness. Where a Paladin can turn or destroy undead, a Blackguard can command them, making them his willing servants.

Powers:
• Immune to level drain and fear.
• Controls Undead as a cleric 2 levels lower.
• May use Absorb 2 HP per level from a target once per day.
• May Poison Weapon once per day per 5 levels.
• Can cast Aura of Despair ability once per day.
• +2 bonus to saves v.s. poison and spells.
• Casts Clerical Magic at 9th level.
• Can wield evil sentient weapons like Blackrazor.
Restricted Magic Items: Wizard robes, wands, scrolls, staves, and magical items specifically made for good creatures.

Notes: The Blackguard is for the person interested in becoming a true servant of evil. They are every bit a match for a Paladin, and they inhabit a similar group role - with their debuff auras and life stealing attacks, a Blackguard is a punishing tank, only... evil-er...

Recommended Weapons:

Weapons Longsword: Blackrazor +3
Weapons Longsword: Angurvadal +5
Weapons Bastard Sword: Foebane +5
Weapons Two-Handed Sword: Silver Sword +3
Weapons Two-Handed Sword: Soul Reaver +4
Weapons Two-Handed Sword: Gram the Sword of Grief +5
Weapons Battle Axe: Axe of the Unyielding +5
Weapons Short Bow: Tuigan Bow +1
Weapons Light Crossbow: Crossbow of Speed +2

Barbarian

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

Requirements:
9 Strength
Hit Points:
1-12 per Level
234 Max HP
135 Min HP

THAC0:
1 per Level
Allowed Races:
All
Stronghold:
d'Armise Keep
Summary: Reckless Wrecker

Armors Allowed: All non-plate armors
Weapons Allowed: All weapon types
Max Weapon Skill: **
Style Specialization: All Styles

Description: Barbarians are brash, powerful, and undisciplined brawlers. They lack the refined finesse of a fighter, but make up for it in raw might and cunning. Their animalistic instincts render them immune to Backstabs, and their time spent surviving the harshest of conditions makes them resistant to all physical damage. Barbarians have never mastered the "finer points" of civil-combat, and thus are unable to done plate armors, or fully master weapons - a fact they compensate for this by giving into Berserker rages in battle.

Powers:
• Moves 2 units faster than other classes.
• Immune to Backstab.
• Can Battle Rage once per day per 4 levels.
• At 11th level gains resistance to physical damage.
• Rolls 1d12 for HP.
• Cannot use Plate Armors.
• Cannot Master Weapons.
Restricted Magic Items: Barbarians cannot use Wizard robes, wands, staves, and scrolls.

Notes: The Enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to AC and a +2 bonus to saving throws vs spells. The Barbarian is also immune to Charm, Hold, Fear, Maze, Stun, Sleep, Confusion and Level Drain spells for the duration.

Recommended Weapons:

Weapons Scimitar: Spectral Brand +5
Weapons Longsword: The Answerer +4
Weapons Longsword: Angurvadal +5
Weapons Katana: Celestial Fury +3
Weapons Katana: Hindo's Doom +4
Weapons Bastard Sword: Foebane +5
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 Club: Club of Detonation +3
Weapons Mace: Storm Star +5
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 Short Bow: Tuigan Bow +1
Weapons Light Crossbow: Crossbow of Speed +2
Weapons Sling: Sling of Seeking +2
Weapons Throwing Axe: Rifthome Axe +3
Weapons Throwing Axe: Azuredge +4
Weapons Throwing Axe: K'logarath +4
Weapons Throwing Dagger: Fire Tooth +3