Fighters: All Saving Throws listed are for Human Warriors.
Level
EXP
Hitpoints
Base
THAC0
Proficiency
Stars
Saving Throws (Death,Wands,
Polymorph,Breath,Spells)
1
2
3
4
5
6
7
8
0
2,000
4,000
8,000
16,000
32,000
64,000
125,000
1D10
2D10
3D10
4D10
5D10
6D10
7D10
8D10
20
19
18
17
16
15
14
13
4

5


6


14 / 16 / 15 / 17 / 17

13 / 15 / 14 / 16 / 16

11 / 13 / 12 / 13 / 14

10 / 12 / 11 / 12 / 13

  • Berserker: The Berserker is an excellent kit for a Tank: It gives you a very nice Berserker Rage ability, and its only drawback is that you can only put a single proficiency star into any ranged weapon (Bow, Crossbow, Sling, Dart)�and as a Tank, you don't give a flying fart about ranged weapons anyway. Besides, you can still go up to Grandmastery in Throwing Axes and Throwing Daggers�for some reason, these ranged weapons are considered 'special.' This is true for the Kensai and Cavalier kits as well. Berserkers can invoke their Rage once per day for every 4 levels of experience. Their Rage lasts for 4 rounds and does the following: Grants 15 temporary hitpoints, gives -2 bonuses to THAC0 and AC, gives a +2 bonus to Damage, and confers immunity to Charm, Hold, Fear, Level Drain, Maze, Imprisonment, Sleep and Stun. (The immunity to Level Drain is a bug.) Note that Minsc can Berserk, even though he is not a Berserker, although you lose control of Minsc when he uses that ability: He actually undergoes a Morale Failure: Berserk and may even attack his fellow party members. True Berserkers keep their heads together and you still have complete control over them. Anyway, after the 4 rounds of Rage have expired, the Berserker loses those temporary hitpoints (If you have less than 15 hp, Oops! you're dead), and for the next 4 rounds becomes Fatigued, with a +2 penalty to THAC0 and AC, and a -2 penalty to Damage. A Berserker cannot use his Rage again until his period of Fatigue has passed. The Berserker's Rage is very similar to the Barbarian's Rage, but with some important differences. Don't confuse the one with the other.
  • Kensai: The Kensai is NOT an excellent kit for a Tank: You're not allowed to wear any type of armor, nor can you use shields, helmets, or any type of Gloves/Bracers/Gauntlets. Big-time ouch. Not only that, but they can't use any ranged weapons except Throwing Daggers and Throwing Axes. BUT! Kensai have the most powerful melee offense of any character you could make: For every 3 levels a Kensai earns, he gets a +1 bonus to his hit and damage rolls, plus a Special Ability called Kai (usable once per day for ever 4 levels) that makes all of the Kensai's successful attacks in the next 10 seconds do their maximum damage. Yowza. They get a -2 bonus to their Base AC, which helps to compensate their pathetic lack of armor. They're useful as backup fighters: Have your Tank run up and get the bad guy's attention, then have your Kensai run in (they get +1 to their walking speed for every 4 levels) and start hacking & slashing.
    Kensai cannot be of any Chaotic alignment.
  • Wizard Slayer: Another good Tanking character, for the simple fact that they can absolutely pulverize enemy Priests and Wizards. At each level, Wizard Slayers gain 2% Magic Resistance, and each melee hit against a spellcaster results in a cumulative 10% chance of casting failure. (This effect probably wears off after a while, but no spellcaster has lasted long enough against a Wizard Slayer to find out.) The Drawbacks: Wizard Slayers train themselves to abhor magic, and push it away from them at all times. They absolutely refuse to wear: Magical Rings, Amulets, Cloaks, and Girdles, nor will they carry any item except Healing Potions, Restoration scrolls, or Protection Scrolls in their Quick Item slots. Starting at Level 20, the rate at which Wizard Slayers gain Magic Resistance increases to roughly 3% per level. This continues until they hit their MR cap: 84%.

    Paladins:
    Level
    EXP
    Hitpoints
    Base
    THAC0
    Proficiency
    Stars
    Saving Throws (Death,Wands,
    Polymorph,Breath,Spells)
    1
    2
    3
    4
    5
    6
    7
    8
    0
    2,250
    4,500
    9,000
    18,000
    36,000
    75,000
    150,000
    1D10
    2D10
    3D10
    4D10
    5D10
    6D10
    7D10
    8D10
    20
    19
    18
    17
    16
    15
    14
    13
    4

    5


    6


    12 / 14 / 13 / 15 / 15

    11 / 13 / 12 / 14 / 14

    9 / 11 / 10 / 11 / 12

    8 / 10 / 9 / 10 / 11

    To see the Paladin's
    spellcasting
    table, go here.
    Paladins can cast Detect Evil 5x per day at Level 1, and gain 1 more per day for each level. They can cast Protection From Evil once per day per level.
  • Cavalier: All the Paladin kits make excellent Tanks, yet none are quite so popular as the Cavalier. Cavaliers cannot use any ranged weapons except for the Throwing Axe and Throwing Dagger (a restriction that's irrelevant to a Tank), and gain the following bonuses: They are immune to Fear and Poison, enjoy a base 20% Resistance to Acid and Fire, can cast Remove Fear along with their regular Paladin special abilities (Detect Evil, Protection from Evil), and when fighting any type of Demon or Dragon, Cavaliers get +3 bonuses to their hit and damage rolls.
  • Inquisitor: Also a very efficient Mage-killer, although in a very different manner from the Wizard Slayer. This is because enemy spellcasters love to shield themselves with Illusionary magics (to hide their true position) and combat protections (such as Stoneskin), and Inquisitors are trained to remove these quickly: Once per day for every 4 levels, Inquisitors can use their True Sight (which, because it's a Special Ability, takes effect much quicker than casting it as a spell) and Dispel Magic (which is almost guaranteed to bring down a high-level Mage's protections, because it works at twice the Inquisitor's actual level). Inquisitors are also immune to all types of Charm and Hold spells. Of course, these advantages bring penalties as well: Inquisitors cannot Turn Undead or use the Paladin ability of Lay On Hands, nor can they cast any spells from their Priest Scroll.
  • Undead Hunter: Just what it says. Undead Hunters get +3 bonuses to their attack and damage rolls when fighting any type of Undead creature, and are also immune to Hold and Level Drain. Oddly enough, Undead Hunters can only Turn Undead at the same level as a standard Paladin. Still, the kit has only one disadvantage, and a tiny one at that: They can't Lay On Hands. Oh, boo hoo.

    Rangers:
    Level
    EXP
    Hitpoints
    Base
    THAC0
    Proficiency
    Stars
    Saving Throws (Death,Wands,
    Polymorph,Breath,Spells)
    1
    2
    3
    4
    5
    6
    7
    8
    0
    2,250
    4,500
    9,000
    18,000
    36,000
    75,000
    150,000
    1D10
    2D10
    3D10
    4D10
    5D10
    6D10
    7D10
    8D10
    20
    19
    18
    17
    16
    15
    14
    13
    4

    5


    6


    14 / 16 / 15 / 17 / 17

    13 / 15 / 14 / 16 / 16

    11 / 13 / 12 / 13 / 14

    10 / 12 / 11 / 12 / 13

    To see the Ranger's
    spellcasting
    table, go here.
    Rangers can cast Charm Animal once per day for every 2 levels. Their Stealth ability starts at 25% (before Race and Dex. modifiers, see the
    Thieving Skills table), and increases by about 7% per level, until Level 20 or so.
  • Archer: An absolute God of the Battlefield when they've got a Bow in their hands. Even though the Archer is a kit of the Ranger, who cannot put more than 2 stars into a weapon, Archers can put up to 5 stars into Long Bow, Short Bow, or Crossbow. They can put 2 stars (the normal amount) into Sling or Darts, and have the penalty of being limited to a single weapon star in all types of melee weapons. In addition to Grandmastery will all types of Bow, Archers get +1 bonuses to their hit and damage rolls for every 3 experience levels (at Level 18, this slows down to +1 every 5 levels). Archers lose their Ranger Ability of Charm Animal, but instead have the Special Ability of Called Shot: All shots fired in the next 10 seconds (that hit their target) will do the following: At Level 4, the victim takes a +1 penalty to his THAC0. At Level 8, the target suffers a +1 penalty to his Save vs. Spells. At Level 12, the target gets a -1 penalty to his Strength, and at Level 16, each hit does 2 extra hp of damage. The old bonuses do not get erased when a new bonus comes into effect. In addition to sacrificing much of their skill with melee weapons, Archers also have the armor restriction of not being allowed to wear any metal armor at all. Also, be aware that Archers are the most likely of any class or kit to suffer the dreaded "Weapon Ineffective:" You're facing a Demon that can only be hit by weapons that are +3 or better. Your Bow is +4, but your Arrows are only +2. Uh-oh.
  • Beast Master: A very curious character with very awkward weapon restrictions, and kit bonuses that frankly, in my opinion, don't even begin to make up for the disadvantages. Beast Masters are friends and allies of animals of all kinds, and has sworn not to use the weapons that they have grown to fear. They refuse to use any type of metal weapon at all, which is even more constrictive than the weapon restrictions of Clerics or Druids: They're limited to the Club, Sling, and Staff. Maybe the Spear. Hell, even a Mage can use more weapons than that. The kit's advantages? Oh, they get a 15% bonus to their Stealth skill, and they get to cast Animal Summoning I, II, and III at earlier levels than they could have normally. Well, whoop-dee-flippin'-doo. This kit would be more balanced if it allowed the Beast Master to cast up to Level 7 Druid spells, instead of the first 3 levels that other Rangers are limited to.
  • Stalker: The only non-Thief who can Backstab, Stalkers can be quite efficient at their task: Even though their Backstab multipliers aren't as high as a Thief's (Stalkers get Backstab x2 at Level 9, and x3 at Level 17), their THAC0, weapon specialization, and possible high Strength will almost ensure that their hit will connect on the first try. If you're playing BG2:SoA, Stalkers can Backstab with any weapon, including Warhammers, Halberds (ouch), and the like. But with ToB installed, Stalkers can still use any weapon, but they can only Backstab with weapons a true-class Thief could use. Stalkers also share the armor restrictions of a true-class Thief: Only Leather, Studded Leather, Hide, and Elven Chain Mail. Stalkers get a bonus of 20% to their Stealth ability, and at Level 12, the Wizard spells of Haste, Protection from Normal Missiles, and Minor Spell Deflection are added to their Priest Scroll.

    Barbarian:
    Level
    EXP
    Hitpoints
    Base
    THAC0
    Proficiency
    Stars
    Saving Throws (Death,Wands,
    Polymorph,Breath,Spells)
    1
    2
    3
    4
    5
    6
    7
    8
    0
    2,000
    4,000
    8,000
    16,000
    32,000
    64,000
    125,000
    1D12
    2D12
    3D12
    4D12
    5D12
    6D12
    7D12
    8D12
    20
    19
    18
    17
    16
    15
    14
    13
    4

    5


    6


    14 / 16 / 15 / 17 / 17

    13 / 15 / 14 / 16 / 16

    11 / 13 / 12 / 13 / 14

    10 / 12 / 11 / 12 / 13

    As I said before, Barbarians get 2 more hitpoints per level than a Fighter, for Levels 1-9. They also walk 2 points faster than normal speed, and are naturally immune to Backstab. They have other natural strengths as well: At Level 11, they gain 10% resistance to all forms of physical damage (Slashing, Piercing, Blunt & Missile), with another 5% for every 4 levels thereafter, until maxing out at 20% at Level 19. A Barbarian's greatest skill, however, is his ability to Enrage himself once per day for every 4 levels of experience. The Rage lasts for 5 rounds and does the following: Grants +4 bonuses to STR and CON, inflicts a +2 penalty to AC, +2 bonus to Save vs. Spells, and grants immunity to Charm, Confusion, Hold, Fear, Level Drain, and Maze. Barbarians do not go Berserk when Enraged: you still have full control over them, just as normal. The Barbarian's Rage is very similar to the Berserker's Rage, but with some important differences. Don't get them mixed up. Barbarians cannot wear any armor heavier than Chain or Splint Mail, and cannot put more than 2 stars into a weapon.
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