Handy tables for Baldur’s Gate. Also useful for playing AD&D in general
I have a vast amount of work to do converting these old table based HTML from the 90’s into these WordPress posts, I’m going to use a few screen grabs to save a lot of time!
The note below are also a commentary and comparison between the Baldur’s Gate game and the AD&D 2nd edition tabletop rules system. What is allowed in one, isn’t always possible in the other, and visa-versa
Class prime requisites
Any character who has a score of 16+ in ALL their prime requisites gains a 10% bonus to experience point awards.
It also allows demi-humans class to rise to higher levels.
This allows you to take up a second (or more!) career. No further levels can then me gained in the old class and the skills learnt are not accessible until you reach a higher level in the new class. In table top RPG’s the Dungeon Master may allow old skills to be used early, but, generally, no exp. in added for the campaign!
Only Humans can dual class.
To dual class the character must have 15+ as the prime requisites on the 1st class and 17+ as the prime requisites of the second class
Baldur’s Gate players will experience an anomaly in this as the game engine only allows make allowances for multi-class demi-humans. Humans can dual-class, but only in the areas allowed to demi-humans.
What does this mean?
In effect, a Ranger can only dual class to a Cleric, even if his stats allow him to be a Mage
Bards and Paladins can’t dual class, period – though this is acceptable in “pen & paper” play
Pat on the back for any DM’s and GM’s who noticed this.
The large figure in brackets below, i.e. (750,000) is the exp/XP/experience points needed to get to a certain level as in supplied as a helpful guide to the work ahead and options when multi-classing, or not.
DWARF classes and levels
Dwarves need at least 8 strength and 11 for constitution.
They get a bonus of +1 to Constitution, but -1 for Charisma due to their gruff nature
Dwarves have Infravision to 60′ and some resistance to poisons and magics
CLERIC : 10 (450,000)
I personally consider Dwarf Clerics rare!
FIGHTER : 15 (1,750,000)
THIEF : 12 (440,000)
I consider Dwarf Thieves extremely rare, in character!
FIGHTER-THIEF : 15 / 12 (1,750,000 / 440,000)
FIGHTER-CLERIC : 15 / 10 (1,750,000 / 450,000)
ELF classes and levels
Elves require at least a dexterity of 6, constitution of 7 and intelligence and charisma of 8.
They get a bonus of +1 to Dexterity (Drow get +2), but -1 for constitution
Elves have Infravision to 60′, are highly resistant to sleep and charm spells and receive a +1 bonus when attacking with bows and long-swords
CLERIC 12 (900,000)
FIGHTER 12 (1,000,000)
THIEF 12 (440,000)
I consider Elven thieves very rare!
MAGE 15 (1,875,000)
RANGER 15 (2,100,000)
FIGHTER-MAGE 12 / 15 (1,000,000 / 1,870,000)
Good choice, especially if you ever get Elven chainmail
FIGHTER-MAGE-THIEF 12 / 15 / 12 (1,000,000 / 1,875,000 / 440,000)
Play a renegade Elf. Seek the Elven clothes…
FIGHTER-THIEF 12 / 12 (1,000,000 / 440,000)
MAGE-THIEF 15 / 12 (1,875,000 / 440,000)
DROW ELF (Can’t generate in BG)
Start with 50% Magic Resistance and other benefits such as ultravison in the dark, but effectively blind in bright light.
Gnomes require at least an intelligence of 4 and a dexterity and constitution of 6, so not hard to achieve.
They get a bonus of +1 to Intelligence, at the cost of -1 to wisdom. They have infravision to 60′ and some resistance to magics.
CLERIC 9 (225,000)
FIGHTER 11 (750,000)
ILLUSIONIST 15 (1,875,000)
THIEF 13 (660,000)
FIGHTER-ILLUSIONIST 11 / 15 (750,000 / 1,875,000)
FIGHTER-THIEF 11 / 13 (750,000 / 660,000)
THIEF-ILLUSIONIST 13 / 15 (660,000 / 1,875,000)
Half-elves need at least an intelligence of 4 and dexterity and constitution of 6 or better.
They also have infravision to 60′ and some resistance to sleep and charm spells, but no other changes to attributes.
BARD Unlimited (20+) (2,200,000+ exp)
CLERIC 14 (1,350,000)
DRUID 9 (90,000)
FIGHTER 14 (1,500,000)
MAGE 12 (750,000)
RANGER 16 (2,400,000)
THIEF 12 (440,000)
FIGHTER-CLERIC 14 / 14 (1,500,000 / 1,350,000)
FIGHTER-CLERIC-MAGE 14 / 14 / 12 (1,500,000 / 1,350,000 / 750,000)
FIGHTER-DRUID 14 / 9 (1,500,000 / 90,000)
FIGHTER-MAGE 14 / 12 (1,500,000 / 750,000)
FIGHTER-MAGE-THIEF 14 / 12 / 12 (1,500,000 / 750,000 / 440,000)
Good mix, slow raising levels though
FIGHTER-THIEF 14 / 12 (1,500,000 / 440,000)
CLERIC-RANGER 14 / 16 (1,350,000 / 2,400,000)
CLERIC-MAGE 14 / 12 (1,350,000 / 750,000)
One of my favourites!
MAGE-THIEF 12 / 12 (750,000 / 440,000)
My feeling it that Half-Elves should not be so common, invariably being the off-spring off “un-requested” love, or casual trysts from uncaring male Elves. Who wants to watch their children grow old and die?
As with other half-breeds, I tend to play these as bitter loners and/or driven by obsessions. Says a lot about myself, I guess!
HALF-OGRE and HALF-ORC
Half-Ogre (are not in Baldur’s Gate)
Half-Orc (are not in Baldur’s Gate)
Halflings requires at least 6 in intelligencem 7 in strength and dexterity and 10 in constitution.
They get a bonus of +1 to dexterity, but -1 to strength, Halfling have infravision to 60′, high resistance to poisons and receive +1 when using slings and thrown missiles. However, halfling fighters do not roll for exceptional strength.
CLERIC 8 (110,000)
FIGHTER 9 (250,000)
THIEF 15 (1,100,000)
FIGHTER-THIEF 9 / 15 (250,000 / 1,100,000)
Human get no bonus, but neither no they get penalties and are not capped for levels, essenntially unlimited multitaskers, given enough time in their short lives. Only humans can be paladins.
For demi-humans, high Prime Requisites allows higher level characters
14 / 15 allows up to +1 level possible
16 / 17 allows up to +2 levels
18 allows up to +3 levels
19+ allows up to +4 levels
DM’s may allow higher levels, but requiring more exp. to reach
A point of note, from playing around, Baldur’s Gate does not seem to impose any class limitations!