Class
By far the most important choice to make when creating a character is which class he will be. A character's class determines his strengths and weaknesses, abilities and restrictions, and so on. You can choose one class for a character or, if non-human, you can multiclass, sharing experience points equally between classes and gaining both the abilities and restrictions of each class. Humans may dual-class, choosing one class and later adding a second class. Multiclassing is straightforward: Simply choose Multiclass, then select the desired class combination.
Dual-classing is more complicated. Once a human character reaches level 2 in his given class, he may at any time choose to add a second class by selecting Dual-Class on the character information screen. After doing so, the character loses the abilities of the first class until he has surpassed the first class's level in his second class. For example, if Zaxxon, a level 3 wizard, dual-classes to become a wizard/cleric, he loses the ability to cast mage spells until he is a level 4 cleric. After dual-classing, a character can never advance further in his or her first class.
Baldur's Gate II introduces "kits," which are essentially classes-within-a-class. They offer further specialization within each class, with their own pros and cons. For example, the ranger beast master kit bestows extra stealth on the character, along with the ability to cast more animal summoning spells, but beast masters cannot use metal weapons.
Warriors
Warriors are the bread and butter of the AD&D world. Nary a party will survive the dangers of Faerûn without at least two warriors in its ranks.
Barbarian
Imagine a slightly weaker, slightly faster fighter, and you've got a barbarian. They move faster than other characters and are immune to extra backstabbing damage. The rage special ability bestows +4 bonuses to constitution and strength, +2 to saving throws vs. magic, a two-point armor class penalty for five rounds, and can be used once per day for every level 4 character. Rage also makes the barbarian immune to charm, fear, hold, and level drain. Beginning with level 11, the barbarian will gain a 10 percent resistance to crushing, missile, piercing, and slashing damage. This will increase by 5 percent at levels 15 and 19. Barbarians also gain a higher average number of hit points when they level up. They cannot wear plate mail and may only put two proficiency points in any given slot. All races can choose to be barbarians. The maximum level attainable in Baldur's Gate II is 19.
Fighter
The fighter is your standard-fare butt kicker. He's generally used to soak up damage while dealing out large amounts of pain at the same time. Fighters can gain up to five proficiency points in any given weapon type, making them quite deadly (at the fifth proficiency level, a fighter will get a +2 bonus to hit, a +3 bonus to damage, and an extra attack every other round). Fighters need a high strength rating, and high dexterity and constitution values are musts as well. These fine warriors may use any weapon in the game. Fighters may reach level 19 in Baldur's Gate II.
Fighter Kits
Fighter
Standard fighters can use any type of weapon or armor and may gain five weapon specialization points in any area. They cannot use spells.
Kensai
Kensai fighters gain a bonus to hit and to damage every third level, gain a +2 bonus to speed factors every fourth level, and have use of the kai ability, making all attacks do their maximum damage for 10 seconds once a day for every level 4 fighter. On the downside, they cannot wear armor, gauntlets, or bracers, and they can't use missile weapons.
Berserker
The main difference between a berserker and a regular fighter is the berserker's ability to become enraged. While enraged (he can use enrage once a day for every four character levels), the berserker gains a +2 bonus to hit, to damage, and to armor class; a 15-point hit-point bonus; and immunity to charm, fear, hold, imprisonment, maze, sleep, and stun. However, after the enragement wears off, he incurs a two-point penalty to hit, damage, and armor class as well as losing the hit-point bonus.
Wizard slayer
Wizard slayers are specifically bred to take spellcasters down. With every successful hit, the target receives a 10 percent chance of failing in his spellcasting. Also, for every character level, slayers gains a 1 percent magic resistance. They cannot use anything of a magical nature except weapons and armor.
Monk
The closest thing to a martial artist in Baldur's Gate II, the monk can deal out amazing amounts of damage with nothing but his bare hands. He cannot cast spells, nor can he wear armor. (He does, however, begin with a very good armor class, so the lack of armor isn't as bad as you may think.) Monks can use the same weapons as thieves, with the exception of two-handed weapons. Also, monks are exceptionally quick and get quicker as they advance, eventually attacking many times per round. But his special abilities really take the cake. Stunning blow (available once per day for every level 4 character) causes the target to have to save with every attack or be stunned. Every third level, the monk gains a one-point bonus to his armor class vs. missiles. At level 5, the monk becomes immune to disease. A level 7, he gains the lay on hands ability, which heals two hit points per level. At level 9, he gains a +1 bonus to saving throws and immunity to charm. At level 10, his fists become a +1 weapon. Level 11 bestows poison immunity. At level 12, his fists become +2 weapons. At level 13, the quivering palms skill becomes available; if the monk hits an opponent with this skill, he must save or be instantly killed. At level 14, monks gain a 42 percent magic resistance that increases 3 percent every level. At level 15, his fists become +3 weapons. Finally, at level 20, only magical attacks can harm him. All in all, if you can get past the inability to wear armor, the monk is a very cool character. Only lawful humans can become monks. Be sure that your monk has excellent constitution, strength, and dexterity. Monks in Baldur's Gate II can reach level 21.
Ranger Rangers are fighters who just happen to be woodsmen as well. At high levels (8 and above), they gain the ability to cast spells. Rangers can only train to the second proficiency level in weaponry, but can dual-wield weapons, move silently, charm people or mammals, and choose a racial enemy, toward whom they gain immense (+4) combat bonuses. Only humans, elves, and half-elves of good alignment may be rangers, and all rangers need high strength, dexterity, constitution, and wisdom ratings.
Ranger Kits
Ranger
The standard ranger is detailed in the previous section.
Archer
Our favorite ranger kit, the archer gains immense (and we do mean immense) bonuses to missile weaponry. Every third level bestows a +1 to hit / to damage bonus. Every level 4 archer gains a called shot, bestowing even more bonuses upon his shots for the next ten seconds as follows. Level 4 gives a one-point penalty to the target's THAC0, level 8 causes a one-point penalty to the target's saving throw vs. magic, level 12 lowers the target's strength by one, and level 16 gives a two-point bonus to missile damage. Archers cannot wear metal armor and can only put one proficiency point in melee weapons, but can put more than the ranger's normal maximum of two points in missile weaponry. Rangers can only reach level 17 in this game.
Stalker
Stalkers are very stealthy rangers. Their stealth ability is augmented by 20 percent, they receive the ability to backstab (though not as well as thieves), and gain the mage spells haste, protection from normal missiles, and minor spell deflection level 12. Stalkers cannot wear armor better than studded leather.
Beast Master
These animal aficionados receive a 15 percent stealth bonus as well as the ability to cast animal summoning 1 at level 8, 2 at level 10, and 3 at level 12. They cannot use metal weapons.