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With the game being able to be played as Tav, the custom character or as the Dark Urge, it can also be played as one of the Origin companion characters instead.
Here is a list of changes incomparison
Character Creation
Changes that can be done in character creation from their base when found as a companion.
All characters can pick their starting ability scores and skill proficiencies that are based on the class or race.
They cannot change their appearance, race, class, sub-class or backgrounds.
Astarion
Gale
Karlach
Lae'zel
Her Fighter's Fighting style can be changed.
Shadowheart
Shadowheart
Shadowheart's racial spell can be changed to any of the half-High elf spells.
Her cantrips can be changed.
Wyll
Starting Equipment
Astarion
Gale
Karlach
Lae'zel
Lae'zel does not have a ranged weapon starting out.
Shadowheart
Wyll
Prologue: Nautiloid
Astarion
Gale
Karlach
Lae'zel
Lae'zel wakes up in the pod, after glancing about she starts moving out of the nursery.
When arriving to the outside of the ship, where Lae'zel is met with the other characters, Losiir is met instead. A fighter similar to Lae'zel but with the Defence fighting style instead of the Great Weapon Fighting and wielding a Scimitar.
Losiir takes part with most of the dialogue available to Lae'zel in other stories.
The cutscene when arriving at the base of the stairs towards the transponder past the mindflayer and lieutenant is extremely quick with no dialogue at all.
Shadowheart
- Your mind reels, stomach churns, legs struggle to find their footing. Fire and chaos assail every sense.
- You shut your eyes. In the dark , Lady Shar can guide you.
- The mission. The artefact. Many were sent to retrieve it, and now only you remain. You must survive, and bring it to Baldur's Gate. To the Mother Superior.
Shadowheart starts her journey in the nursery room with the strange artefact box, she wants it or not.
After the second room, travelling to the outside of the ship, Lae'zel jumps out, a strange connection initiating between them to break their aggressive stand off. Shadowheart cautious of the githyanki as she retreived the artifact from their kind to begin with.
After climbing up to the next level, an empty pod stands where Shadowheart usually is trapped in with other story sessions.
Wyll
Act 1
Shadowheart
- Your head spins as you gather yourself. Fresh air and firm ground feel almost alien to you.
- But not as alien as the creature hiding deep inside your head. You must get rid of it.
- The artefact. You need to make sure it's secure.
- It's safe with you - Lady Shar's mission can still be fulfilled.
- But only if you can find a cure first. The tadpole must be evicted - be it by blade, magic, or any other means you can find.
- Offer the Dark Lady silent thanks for your survival this far. Beg her for guidance.
- You feel nothing. But of course, Lady Shar is no crass teacher, bludgeoning you with her instructions.
- She wants you to solve this on your own - prove yourself to her. First the parasite, then the mission. You are on the right track already.
Shadowheart will only run into 2 Intellect Devourers instead of 3 as she has no companions available in the beginning.