Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Natural immunities vs charm and hold also comes into play semi-regularly against undead creatures and demons.
That said, I find all Paladin kits good for different reasons. Cavalier is good because of their bonuses (which helps against toughest melee critters in the game) and Undead Hunter & Blackguard is good because natural immunity to Level Drain is just awesome to have.
Early clerical spells are nice to have, but I don't think they're THAT impactful (especially since your caster level is much lower than actual Clerics).
Why?
Mages before chapter 4 usualy have only stoneskin to defend themselves, so any warrior with a weapon that deal elemental damage just interupt all of their spells until their stoneskin runs out and they die. In chapter 4 you get the Cloak of Mirroring, that just make one character immune to damage from spells, so he can just solo every mage in the game (including Irenicus in the battle in the tree of life). The only possible complication is if you solo, and then being dominated of mazed just end the game, but with a solo paladin you are in a high enough level that your animate dead yield skeleton warriors by chapter 4, and most mages (including Irenicus) can cast death spell on the first skeleton warrior but eventually die to the second one sent to fight them.
I usually put to good use many of the "Helms of Charm Protection" that are in the game (and there are many of them available). It is just about the default helmet for my warriors unless I have a reason to use another one. Against unber halks I usually just send skeleton warriors to tank their confusion and some of their damage and then send the warriors from the party as a second wave. Against a mage that cast Symbol Stun that stuns the warrior with the cloak of mirroring, I dont mind staying stunned while the enemy mage throw useless spells against that warrior. The main problem of rellaying on dispells for defence is that all buffs on that characters are dispelled too. Against most specific conditions there are also paladin spells that protect from it (fear, hold, stun, level drain, electricity, fire and others), so usually a Paladin is still better than an Inquisitor.
Draw upon holy might is awesome. Armor of Faith+Defender of Eastheaven+Hardiness give you 85% damage resistance. In my experience, these 2 spells make a huge difference in later game combat power. These 2 spells are also one of the main reasons a fighter/cleric counts as so powerfull.
One can find enough topics about class suggestions, where the Inquisitor is not mentioned at all or is called overrated. The Dispel Magic ability is nice and the first choice for people, who don't show interest in learning when to use all the counter-spells. The True Sight ability is fine, too, but else? Shrug.
https://steamcommunity.com/app/228280/discussions/0/371918937283825265/
https://lilura1.blogspot.com/2017/08/Best-Classes-Baldurs-Gate-and-Baldurs-Gate-2.html
https://gamefaqs.gamespot.com/boards/258273-baldurs-gate-ii-shadows-of-amn/61916008
I don't really consider them a paladin kit though because they lose the essential paladin abilities in return.
they can't cast level 1-4 priest spells, or the paladin abilities