Nippy - melee sorcerer {5} (update 2)
Nippy returned to the Copper Coronet and cleared the tunnels to the slaver ship. He took a risk there by going over the acid trap rather than take the long way round, but his mirrors protected him (I think I've tried using spell immunity before without success).
Captain Haegan tried running back into the tunnels, but found it hard to see where he was going. Nippy currently has no way to kill the trolls in melee, so left them alone, but the slaver wizards didn't last long in webs.
Emerging from the ship Nippy once more absent-mindedly cast a spell ready to fight the guard there. With the door back inside locked he was seen by the arriving Cowled Wizards, but not long enough for them to get a fix on him and he just went invisible and rested to get rid of them.
He then killed the guard with BG1 tactics of using movement and superior weapon speed to limit the number of retaliatory attacks.
With funds building up again he was on the way to the Promenade to get the Staff of Rhynn when he was ambushed. However, he had been travelling invisibly as usual and a couple of webs let him kill the mage and one of the others
before working his way through the remainder (stoneskins making that routine, where it would have been very dangerous for many characters against the thieves). The final bandit thought his potion of freedom had made him safe, but a couple of remove magics set up a web and hold monster finish.
Moving on to the Graveyard Nippy smacked down various undead using his new staff - the shadow fiends were blinded and then dealt with using hit and run. He failed to save Nevin from Uncle Lester, but otherwise everything went according to plan. Going back to the Promenade to sell things after clearing the tombs he ran into another ambush. This time there were 2 mages and at least 4 thieves among others. That took longer to sort out with only one of the mages killed during an opening web. However, the other mage carelessly stayed in his own stinking cloud after his MGoI ran out and that gave an opening for Nippy to safely hold him.
Back at the Graveyard Nippy descended into the depths to confront Pai'Na. Surprisingly a wand of fear charge sent the druid running as well as most of the spiders,
but that made it nearly impossible to melee her and Nippy just reduced the spider population until Pai'Na recovered. A summon insects spell was blocked by spell immunity
and Nippy was then able to finish off the spiders before chill touch wore Pai'Na down.
He gratefully equipped the green ioun stone to give him a few extra HPs and, importantly, improve his THAC0 slightly.
To finish off his business in the Graveyard he cleared the Southern tombs - the ghasts and vampyre being blinded to allow easy attacking.
He did have to retreat to rest though after infected by mummy disease through his stoneskins.
Going back to the Promenade he sold the loot gathered and thought it would make sense to recharge the wand of fear since he had surplus money. To get a decent price for that he cast friends - and of course more cowled wizards appeared.
This time he was still close enough for their buffs to fire, but none of the contingencies appeared to be directed at him and he was able to go invisible and leave.
Arriving at the Bridge District he was about to fight some muggers when Parisa turned up. Rather than try and drag enemies into a building he just used a potion of invisibility for the first time. After resting Parisa had disappeared, but killing the muggers was enough to get Nippy to level 13. He looted the house with the berserk warrior (using spell immunity against the maze trap), but just sold the horn. After solving the skinner murders he used his new Tenser's Transformation for the first time to beat up the Rune Assassins and the bone golem - his THAC0 now getting down to a workable 5 and 9 while dual wielding daggers.
His death saving throw is still poor due to wearing the Claw, so the ghasts were blinded and slowed (helped along by a first use of his new Greater Malison) before being finished off. Tenser's was then used again to punish the kidnappers.
Nippy picked up the ransom and recovered his reputation by talking to Lt Aegisfield and the guard outside the circus.
At the Government District Nippy still refused to pay any of his hard-earned money over to the Cowled Wizards, but did learn how to complete the Sir Sarles quest - unfortunately for Neb.
Once more mirrors protected him there from an acid blob trap. Illithium was no good to Nippy so Sir Sarles got the real stuff this time.
After recovering a relic for the Lathander temple Nippy decided to finish off his work in the Bridge District with the Fallen Paladins. A single set of buffs topped off with Tenser's allowed him to work through all the paladins except Anarg. Rather than go inside to buff up again Nippy just ran Anarg around in order to reverse his standard APR deficit.
Back at the Docks it was time to take on Rayic. Chaos had proved effective on his mephit guards,
but he saved against 5 attempts at that from out of sight. He also saved against 3 slows and numerous web rolls before a malison finally got him stuck - he failed to get loose against a chill touch, 4 APR assault.
Nippy couldn't resist one more game of russian acid roulette before leaving.
Exposing Mae'Var got Nippy to level 14 and he celebrated by invading the guild. There were surprisingly few thieves on the upper floors and his casting of Tenser's felt a bit wasted. Downstairs webs + malison did the initial work. Mae'Var broke free long enough to cast PfMW, but was then immediately held to ensure he was unable to do anything else.
The final action of the session was in the Temple sewers where Nippy wanted to check out tactics for beholders. I thought perhaps chaos would work well and managed to kill one of the gauths using that, but the beholder saved against several attempts. When it had seemingly wandered away the other gauth was about to get finished off when the beholder turned up again and let loose with an anti-magic ray followed up immediately by a death ray.
Unluckily Nippy had just cast MSD against the gauth and therefore couldn't take any protective action against the death ray. Luckily though he didn't have to - I think as a result of the MSD surviving the anti-magic ray. It was consumed in the process though, leaving Nippy open to further attacks. He tried running, but was hampered there by the arrival of the sea troll (which he still has no way to kill) and then stupidly tried casting a spell to go invisible while still under the effects of anti-magic. He only just survived long enough to take an invisibility potion, with lots of kobolds trying to take advantage of his weakened condition.
After resting he tried again. Chaos was effective against the other gauth, though it was immune to hold monster and web. He didn't have much luck against the beholder, but eventually about the 5th attempt using malison stuck and it was confused. I wasn't totally confident that it still wouldn't use a gaze attack so Nippy put up MSD to give a moment's respite to take an invisibility potion if necessary. However, the beholder played fair this time and died fairly quickly.
Stats (cont. from BG1)
Sorcerer L14, 59 HPs (incl. 12 from familiar, 5 from ioun stone, -10 from Claw), 600 kills
Level 6 spells
Improved haste
Helps boost APR when transformed or dual-wielding
Tenser's transformation
Useful to get workable THAC0 if dual-wielding and against opponents resistant to magic.
Contingency
Provides an extra spell capability, including while Tensered.
Protection from magic weapons
This is a spell I have virtually never used, but should be useful to allow Nippy to stay in combat longer.
True sight / mislead
Spell depends on what turns up in the Book of Infinite Spells. Mislead would potentially provide the opportunity for some cheesy attacks by leaving clone out of sight of opponents without true sight or equivalent, although I wouldn't normally stoop to that.