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CHARNAME & Party members of both games
Party members: Baldur's Gate | Baldur's Gate II | Enhanced Editions | Siege of Dragonspear
NPCs: Friends and allies | Main villains | Other villains
Dark Alliance

Party members that can only be recruited in the Enhanced Editions of Baldur's Gate and Baldur's Gate II.

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    Dorn 

Dorn Il-Khan

https://static.tvtropes.org/pmwiki/pub/images/DornPortrait_9383.jpg
"Do not annoy me with such simplistic notions of morality."
Voiced by: Gord Marriott

Race: Half-orc
Class: Paladin (Blackguard)
Alignment: Neutral Evil
Place of origin: The Spine of the World

Born in the Spine of the World to a warrior of Clan Il-Khan, Dorn was treated as an outsider among his clan for his human heritage, eventually being spirited away by his mother to Luskan when ogres attacked his father's people. Finding his tusks and sloping forehead made him no more welcome among humans than orcs, Dorn made a name for himself with his ruthless strength, eventually becoming a front-line fighter for an adventuring party. After they slaughtered the village of Barrow, Dorn was betrayed and left behind to cover their tracks by taking all the blame. Convicted alone for the actions of the group and left to rot in a Luskan prison, his fury at them for abandoning and betraying him led Dorn to forge a dark bargain with an evil outsider, becoming a blackguard and breaking out of prison to chase them down and exact his revenge. In the course of this he meets Charname, and offers his strength and "talents" to their party in return for help in finding his former companions.

In Siege of Dragonspear, he is sent by his blackguard patron, a glabrezu demon called Ur-Gothoz, to assassinate a crusader priest, but is captured at Boareskyr Bridge. If you set him free, he promises to help you wreak bloody vengeance on Caelar and her army. In Baldur's Gate II, he is forced to come to terms with Ur-Gothoz being a demanding and somewhat ungrateful master, and the player can help to determine his course from then on.


  • Abusive Parents: His father was cruel and violent towards him in an effort to "toughen him up." No word on whether it actually worked.
  • Adventure Duo: He sees himself and Charname as this and attempts to cosy up to them while encouraging them not to care about the others.
  • Affably Evil: Charming and well-spoken, Dorn has the highest Charisma score of all evil characters with 16, making him an ideal party leader. Eldoth has as much as well, but he isn't nearly as useful as Dorn.
  • Arson, Murder, and Jaywalking: After assassinating a number of high-ranking paladins, trafficking with demons, breaking into a heavenly place to clear his name from a scroll of divine retribution and slaughtering many celestial creatures over the course of his personal quests, when he is finally dragged before the courts he is only convicted of a single village massacre, even though he tells the player he's done it several times.
  • Badass Boast: Who can forget his hammy introduction scene?
    Dorn: Senjak! Dorothea! I swore I would crush the lives out of you some day. Today is that day!
  • Badass in Distress: How you find him in Siege of Dragonspear.
  • Bad Boss: Ur-Gothoz' constant demands for minimal returns have begun to grate on Dorn's nerves by the time he meets the player again. You can embark on a quest to free him from servitude, and he's so grateful he sticks with you and gets a really awesome sword at the same time.
  • BFS: His stats favor big, two-handed weapons.
    • Depraved Bisexual: He implies that dark power intrigues and beguiles him, and Charname's status as a Bhaalspawn is part of his attraction to him/her. Conspicuously, Dorn is also the only Love Interest not turned off by his/her transformation into the Slayer.
  • Black Knight: The Blackguard is basically an evil paladin (in fact, it is implemented as a 'kit' of the paladin class).
    • Moreover, in his official art, he is even depicted with an all-black suit of armor (occasionally with a horned helmet).
  • Black Swords Are Better: His starting weapon is a black greatsword.
  • Blasphemous Boast: He has a few good ones.
    Dorn: Each day I live, is another day I stole from the gods!
  • Blood Knight: Though he usually has some end in mind when enacting them, Dorn enjoys violence and cruelty for their own sake.
  • Brought Down to Badass: If you kill both Ur-Gothoz and Azothet at the end of his Shadows of Amn questline, he will lose his special blackguard abilities. Not that it makes him any less fearsome in combat, though.
  • But for Me, It Was Tuesday: When you encounter the ghost of Bollard Firejaw (a priest Dorn murdered in the first part of his Shadows of Amn questline) in Lunia:
    Dorn: I've killed a lot of priests.
  • Card-Carrying Villain: To the extent that he mentions it whenever he displays standards. It's easy to get the feeling that he's trying to convince himself that he has to be evil.
  • The Comically Serious: Very much so. For example, here's his idle quote:
    Dorn: There are hundreds, thousands, HUNDREDS of THOUSANDS of people we could be slaying right now, AND WE DO NOTHING!
  • Cool Sword: His starting sword, Rancor, is a +1 two-handed sword that has a chance of giving Dorn a +1 increase to his to-hit rolls for 24 hours every time he kills someone with it.
  • The Corrupter: Likes to act the part, anyway. He approves of an evil Charname carrying out murder as part of their father's legacy and tries unsuccessfully to exhort Imoen to do the same. If romanced he will encourage the player to take Bhaal's power for their own and become a god or goddess. He also makes efforts to convince Neera she enjoys battle and killing as much as he does, encourages Cernd to embrace the more destructive aspects of druidism and makes half-hearted attempts to corrupt other paladins into blackguards serving his patron, even offering Rasaad power to pursue his Dark Moon enemies and avenge his brother. You get the feeling Ur-Gothoz has him on commission or something.
  • The Cynic: Dorn is convinced that everyone who joins your side is somehow sly-motive, and that the moment they have no further need of you they will turn against you. He is incorrect in this assessment, with one unfortunate exception *cough* Yoshimo but it's understandable considering his last adventuring party did just that to him.
    • Ironically, or maybe not, after you've finished helping Dorn the first time, even though he technically has no use for you he will stay if you want him. Your journal explains that he seems a little lost as to what to do now that he's completed his revenge-trip.
  • Deal with the Devil: Dorn kills goodly knights and clergymen in Ur-Gothoz's name in exchange for his blackguard powers. He begins to question the worth of this deal when his missions make a target out of him.
  • Downer Ending: Both of Dorn's endings end with his death. If he is in a romance with a non-ascended CHARNAME, after a long time of narrowly escaping the mercenaries hunting them down for their crimes, tension between the two rises until they snap and try to kill each other, with CHARNAME slaying Dorn before disappearing from history. Otherwise, Dorn will continue his path of violence alone until he is eventually killed by a mercenary for his crimes.
  • The Dragon: To his patron Ur-Gothoz. Will generally fulfill this role to Charname in an evil party as well.
  • Dynamic Entry: Starts off by killing off three bandits that were trying to ambush you and takes on another two while you can deal with the easy guys who have a load of arrows. Not a bad way to ingratiate yourself with the group, even if you are a vengeful killer.
  • Even Evil Has Standards: If you take Dorn with you in Throne of Bhaal, when you meet Gromnir, Dorn mentions they were in the same tribe of orcs in youth, but that Gromnir got himself exiled because even the orcs were disgusted by him — and so was Dorn.
    Dorn: While our human blood made both Gromnir and me outcasts in our own tribe, he was always different. He took to slaughter a little too eagerly. That I, of all people, say this should tell you something of Gromnir's depravity. He celebrated his victories in excessive and disgusting fashion — and bear in mind, I was told this by someone whose mouth was stuffed with raw pig fat at the time.
    • Dorn may be evil, but if there's one thing he clearly despises, it's treachery. He is disgusted with his former comrades as they blame each other for abandoning him, considering it cowardice that they refuse to take responsibility for their own actions. He's also concerned about traitors in the party — even if the rest of your party is Good-Aligned.
    • Eventually even Dorn gets sick of having to do evil things for meagre rewards. He'd much rather be killing people for things they've done to him than ganking strangers in the name of a demon.
  • Establishing Character Moment: Essentially introduces himself by slaughtering a bunch of people trying to steal your money in the name of revenge. Not a bad way to introduce yourself.
  • Evil Cannot Comprehend Good: One of Dorn's most significant character flaws is the fact that he doesn't seem to be able to grasp the value of virtues, and therefor wouldn't even change himself if he could. While he is capable of understanding why organized society frowns upon his actions, he doesn't seem to be able to tell the motivations therefor, i. e. basic humane emotions such as compassion or pity. Whether this is because he was born as The Sociopath or reduced to one by systematically rejecting said emotions, is not entirely clear.
  • Evil Counterpart: Gameplay-wise, he's an evil version of Keldorn, his Blackguard class being a Paladin kit and him being the only recruitable character who can use Ir'revrykal, which is in large part an evil version of Carsomyr.
  • Eviler than Thou: In the second game he makes declarations of superiority to Tazok, Irenicus and Amellysan before you fight them. In the first game he makes an especially badass one to Simmeon when you confront him, declaring that he's not better off just because he's now a blackguard too.
    Dorn: Knowing the source of my powers does you no good, brigand. Ur-Gothoz will feed upon your soul!
  • Evil Is Hammy: Dorn's battle quotes are loud and dramatic, much like Korgan. Some of his other quotes are prettey loud/dramatic too.
  • Evil Sounds Deep: In addition to making him sound more intimidating, it makes for a good contrast with the softly spoken Rasaad.
  • Evil Weapon: Rancor can only be used by those of an Evil alignment, same with the Abyssal Blade. Ir'revrykal takes this a step further — only blackguards can use it.
  • Fantastic Racism: He claims his mixed parentage has caused him to suffer abuse and prejudice at the hands of a bigoted world that despises him for his heritage; the humans hate him for his orcish blood, the orcs for his human blood. Although Dorn is evil, not to mention a blackguard, it seems he's telling the truth, as even good companions visibly address him by his race rather than his class kit. In Throne of Bhaal, an illusion of his former companion Kryll mentions that Kryll was the only one to see past his tusks before Dorn met Charname. Except she didn't; she was one of the people who betrayed him.
    • People call him 'stupid' because he is a half-orc, but his Wisdom stat is a reasonable 15, and his intelligence stat is 10 — higher than Minsc, who is functionally illiterate as far as the game's stat system is concerned.
    • People also call him ugly, but while he's certainly no looker, Dorn comes with a Charisma of 16, which isn't half bad for any character and is the best you'll find among Evil Non Player Characters.
  • Gay Option: Although he himself is bisexual, Dorn is the only male Love Interest who can be romanced by a male Charname.
  • Genius Bruiser: With 10 Intelligence and 15 Wisdom, Dorn has little book-learning but plenty of common sense and insight.
  • Glass Cannon: Particularly in the first game, where party members start with very little health at low level. While Dorn's Strength is on par with abyssal demons, his Dexterity is average and his Constitution is rather poor by warrior standards, so many fights he gets in tend to end very quickly, in favor of the one or the other side. He can offset these problems with his Absorb Health skill and the few divine magic spells he can cast as an evil paladin.
  • Good Parents: Compared to his father, Dorn's mother seems to have been much better, genuinely loving him despite the iffy matter of his conception and raising him despite the prejudice and discrimination. The fact that he apparently abandoned her cold just underlines how bad Dorn became when he grew up.
  • Half-Breed Discrimination: His father's people rejected him because Forgotten Realms orcs think orcish half-breeds are weak because of their mixed heritage. His mother's people rejected him, it seems, because of the negative connotations that generally surround half-orcs. Because of this, he considers himself close to neither.
  • Half-Human Hybrid: Son of an orc warrior and his human concubine.
  • Hates Everyone Equally: Dorn accuses and suspects everybody of treachery, but he doesn't seem to dislike anybody in particular. He has a particular thing about treachery, but that's not something widely accepted by anybody. Ironically for a guy who's so suspicious, he's romancable regardless of your alignment, race or gender, filling in any gaps the other new characters might leave out.
  • Hypocrite: In the first game he hunts down his former fellow adventurers who betrayed him and left him to die, which would be somewhat understandable even for a man of his calibre, if it weren't for the fact that he can do the exact same thing to his patron Ur-Gothoz in the second game.
  • If You're So Evil, Eat This Kitten!: Compared even to Korgan, Dorn's personal quests will test how low an evil Charname is willing to go before feeling bad. You start in the first game by hunting down bandits, a necromancer, and a guy who also sold his soul just to be sure Dorn can't kill him. This isn't all that troubling. Then he's forced to up the ante in the sequel, going from massacring an entire wedding congregation to cover up the murder of a priest to slaughtering an entire camp of Helmite knights and clerics on Ur-Gothoz' orders. And in Throne of Bhaal, when Dorn finds out his reputation has landed him on Tyr's Scroll of Retribution, he proposes that he and the player quite literally "go to war with Heaven."
    • However, indulging Dorn's bloodthirsty nature makes him evil: If you don't want the alignment shift, you can just watch him do his bloody work. In fact, despite the fact that's its literally the antithesis of both Charname and Dorn's reason for being, a paladin can romance him without falling. Quite easily, in fact.
  • Infinity +1 Sword: In Watcher's Keep the player will discover Ir'revrykal, the Unholy Reaver, an evil version of Carsomyr that can only be used by blackguards. As such, it tends to find its way into the hands of Dorn.
  • It's Personal: His old adventuring party left him for dead as a scapegoat for their joint misdeeds. Ever since, Dorn has been out for their blood.
  • Jack of All Stats: Dorn supplants Ajantis as the character with the highest combined stat score in BG1.
  • Knight of Cerebus: Inverted. Oh so inverted. Dorn may be a deeper shade of evil than other evil companions, but his presence and conversations bring out an unusual level of wittiness in Charname — often to his own exasperation. When you meet him in Shadows of Amn, he will even comment on this by admitting to be glad "you haven't been strangled with your own wit", and occasionally he will tell you to give it a rest.
    Dorn: Let your glib tongue rest a moment, Charname.
  • The Leader: With his Charisma being the highest available among evil companions, he is considered an ideal leader for an evil party by many.
  • Life Drain: One of his blackguard powers, Absorb Health, is this as an Evil Counterpart to Lay on Hands.
  • Mutually Exclusive Party Members: He and Anomen can't be in the pary together without coming to blows sooner or later. Keldorn is heavily turned off by him as well.
    • Ajantis and Yeslick in the first game will refuse to work together in a party with him, too.
  • My Rules Are Not Your Rules: He is a non-human Paladin (Blackguard is a Paladin kit), and only humans could become Paladins in 2E (and Baldur's Gate). He's also Neutral Evil, while Human Blackguards can only be Chaotic Evil. His "patron" makes an offer to extend the same exception to Mazzy, assuming she is willing to become a Blackguard herself. Mazzy tells him to go (back) to hell.
  • Neutral Evil: In-universe He is ruthlessly self-interested and enjoys cruelty, but has little attachment to the broader ethical extremes of freedom or order.
  • No-Sell: If romanced, Bodhi will try to kidnap him at one point, just like the original romanceable characters. Unlike the originals, Dorn either just shrugs off the attempt with his class immunities or his patron intervenes (depending on if Dorn's Shadows of Amn questline has been done, and the player's decision at the end of it).
  • Obviously Evil: Dorn may have many skills, but they sure don't include subtlety. His pitch-black armor and sword aside, he can fire off different sets of dark auras (and does so in his introductory scene), Mind Control enemy Undead with his Turn Undead ability, advocates slaughter wherever possible and evokes so many evil stereotypes that his being a Half-Orc is all but trivial. Even Minsc can immediately tell that he is evil.
  • Pay Evil unto Evil: In the first game. Dorn's former companions are all eviller than him.
  • Pet the Dog: Even though it's far from redeeming him, Dorn was mostly in the brigand business for the adventure - he never displays much interest in the money. Technically it was Simmeon's idea to slaughter a whole village as a show of power.
  • Poisoned Weapons: A Blackguard class ability.
  • Power at a Price: Dorn is rather open in his willingness to trade away anything for power and strength. His party banters usually involve exhorting others to do the same. Or, in Hexxat's case, to make him a vampire.
  • Rage Against the Heavens: Goes both ways. The good gods of Forgotten Realms are none too fond of Dorn, which draws him frequent attention from some of the most powerful paladins in Faerun, when he's not hunting them himself. When his name is added to the Scroll of Retribution, a divine hitlist, Dorn leads the player into Lunia, the heavenly location of the scroll, to erase his name from it, fighting crusaders, solars and even silver dragons along the way.
  • Roaring Rampage of Revenge: His reason for questing is to get revenge on four people who betrayed him. His first major scene is him killing two of them.
  • Silly Rabbit, Idealism Is for Kids!: Tells this to whoever is willing to listen. Since most party members (even evil ones) agree that the world is a good place to live in, rather than a bad one (even if your life sucks occasionally), the majority of them is not convinced.
  • The Social Darwinist: A rare disorganized example. Dorn genuinely believes that only the strong and ruthless survive, while the "weak and stupid" wither, and he does his best to reach the top of the food chain (given that the Forgotten Realms are a Death World, this philosophy is actually not that far-fetched, if a tad exaggerated). While he will preach his philosophy wherever he goes, he is reluctant to force it upon other people and content to let them "live and die in ignorance".
  • Start of Darkness: The slaughter of the village of Barrow is considered Dorn's first truly evil deed. However, his party would one-up him by leaving him to die/serve as a scapegoat for what was, in reality, a group effort. The betrayal would serve twofold as the cause of Dorn becoming a blackguard. Firstly, because he needed a way out of his prison cell; secondly, because he had a strong motivation to gain power in order to 1-up them all in return.
  • Stereotype Flip: Half-orcs are stereotyped as dumb, ugly rudeboys with no impulse control and little ability to plan. Dorn is intelligent, charismatic, articulate and pragmatic, as well as being good at planning. He also seems to get most of his looks from the Human side of the Half-Orc hybrid. He is everything the stereotype is not (apart from being evil).
  • Straight Man and Wise Guy: He is often dead serious in some of Charname's wittier moments, and occasionally gets tired of his/her antics, see above.
  • Super-Strength: Clocking in at 19 Strength, Dorn has the greatest raw strength and carrying capacity in the game. The result is that you can equip your other warriors with light, magic equipment while he is perfectly capable of being the last one wearing bog-standard Full Plate while carrying a backpack of looted swords back to the shop, with room to spare.
  • Sympathy for the Devil: Apart from his being the victim of anti-half-orc bigotry, Dorn was in a relationship with a woman called Kryll, one of his old mercenary companions, before he met the player. Her betrayal stung Dorn badly. And worse, the Master Wraith reopens this wound by summoning an illusion of Kryll to torment Dorn as part of the Break Them by Talking scene. All things considered, there's quite a few reasons to feel bad for him, although your pity would probably infuriate him.
  • Then Let Me Be Evil: In his backstory, it is heavily implied that Dorn grew up as a normal child (for a given measure of normal) and came to the roots of his life philosophy when his father died and his life went downhill thereafter.
  • Token Evil Teammate: It's perfectly possible to use him in a Good team, as long as you maintain a Reputation below 18. The only restriction is that if you have the Paladin Ajantis, they'll almost certainly fight.
    • Slap the Helm of Opposite Alignment on him and he becomes Neutral Good (meaning you don't need to worry about reputation) - but still comes equipped with all the evil quests and powers.
  • Token Minority: Dorn is the only half-orc who can join the player's party; romancing him with a half-orc even allows the player to comment on their mixed heritage as a common trait. He is also the only openly bisexual character in the game. Haer'Dalis is supposed to be this as well, but he only has one chance to actually demonstrate it (on a male drow slave) and otherwise is only interested in women (Aerie, and originally a female Charname).
  • Took A Level In Personability: He starts out being polite to Charname if not provoked, but is hostile and suspicious towards everyone else he interacts with. In the sequel, he starts being more social and more open, forming evil friendships more easily and being more pleasant to Charname than he already was.
  • The Unfettered: Almost the peak of what is even possible. Even an evil Charname will have problems competing with him in this regard.
  • Unholy Matrimony: Dorn initially gets involved with Charname because he finds them attractive and powerful. He'll later admit - if a little begrudgingly - that he does genuinely love Charname.
  • Villainous Friendship: Dorn forms a close bond with Korgan Bloodaxe over their similar interests, has mutual respect for Sarevok, bonds with Viconia over their status as The Friend Nobody Likes and enjoys spending time with an evil Charname. He's too suspicious of others in the first game to bond much with anyone, but Kagain offers him a place in his mercenary company, saying they could use a man with his talents, which Dorn claims he'll "take under consideration".
  • Wedding Smashers: His first quest in Shadows of Amn is crashing a wedding in Atkathla to assassinate Bollard Firejaw, a high-ranking priest, in Ur-Gothoz' name. Once he's dealt with the mark he will advocate slaughtering the congregation to cover their tracks.
  • We Used to Be Friends: Dorn is bitter and angry when confronting his former companions in the first game. He is especially ticked off that they never apologise for what they've done to him and blame each other in an attempt to wriggle out of his wrath.
    • Et Tu, Brute?: But especially so when confronting Kryll, with whom he had a relationship before she betrayed him.
  • When All You Have Is a Hammer…: Deconstructed. It's implied in his biography that a big part of the reason he fights almost whoever he comes across is because he was fighting from an early age, the rest of it being that he's been fighting for so long, and has so little learning/adaptibility that he has few other skills or interests, and essentially has painted himself into a corner.

    Neera 

Neera

https://static.tvtropes.org/pmwiki/pub/images/NeeraPortrait_8068.jpg
"Casting wild magic is like playing a flute by ear. In magical terms, I can play a pretty mean tune, but when I miss a note the flute shoots fire at everyone."
Voiced by: Nicola Elbro

Race: Half-elf
Class: Mage (Wild Mage)
Alignment: Chaotic Neutral
Place of origin: High Forest

After a dangerous wild surge maims her fellow students, the half-elf wild mage Neera is forced to flee her home village and wander the High Forest. Even there, her capricious spells threatened the highly flammable woods, forcing the mighty treant Turlang to banish Neera from his domain. Eventually the Red Wizards caught up to her and attempted to kill her for the purposes of research. After being on the run from the Red Wizards for several weeks, she meets Charname in Beregost and asks for his protection. She is on a quest to meet Adoy, a fellow wild mage, to teach her how to control her wild magic.

In Siege of Dragonspear, you find her at Bridgefort claiming Adoy is speaking to her in her mind, much to her annoyance. She'll join you if you promise to gather ingredients for a potion to cease the voice in her head. In Baldur's Gate II, she's set up a hidden refuge for wild mages where they work together to survive and try to evade a sect of the Red Wizards called the Order of the Eight Staves.


  • Action Girl: By virtue of being a wild mage, she's had to be this.
  • Action Survivor: She's been hunted by Red Wizards who want to experiment on her and people who want to kill her for being a wild mage pretty much ever since she was driven from her home.
  • Anguished Declaration of Love: Just before the final choice of Throne of Bhaal if romanced.
  • Anti-Magic: Vicross, leader of the Order of the Eight Staves, can totally shut down Neera's wild spell casting.
  • Birds of a Feather: She strikes up a fast friendship with Imoen, as they are both quirky, Genki Girl mages with a history of being hunted by evil wizards. The two discuss forming some sort of group and then spend (based on the reactions of the rest of the party) way, way too long trying to come up with a good name for it.
  • Break His Heart to Save Him: She leaves Avrum (a scribe she was involved with in between Baldur's Gate I and II) because she doesn't want her wild magic to cause him harm. She tries to pull this on Charname in a romanced epilogue, but he's a little more persistent.
  • Cannot Spit It Out: Refuses to tell a Charname that's romancing her that she loves him until the PC chooses to accept or refuse godhood.
  • Chaotic Neutral: in-universe She isn't a bad person, necessarily, but she isn't terribly altruistic either, and for all her protests she rather enjoys the random nature of her powers. She's also fundamentally a creature of impulse, tending to immediately leap with the first idea that seems good as well as being driven by her emotions. This makes her highly unpredictable and unreliable. On the other hand she is fiercely loyal to her friends.
  • Commonality Connection: In BG II, there's an option to bond with her over how weird both she and Gorian's Ward find large cities and other aspects of their childhoods that turn out to have more in common than they thought.
  • Critical Hit: As a Wild Mage, her spells have a chance to have a "Wild Surge," occasionally causing a magical equivalent of this. However, it also occasionally causes...
    • Critical Failure: Her spells might be dramatically reduced in power or cause an effect that's actively detrimental to the partynote . Casting Chaos Shield and its derivatives can mitigate the possibility of failure, but not eliminate it completely.
    • She even comes with a staff (made by Neera herself) that replicates the effect — Neera wanted it to cause fire damage to whomever it strikes. There's a 10% chance that it does... and a 10% chance that it causes fire damage to the wielder.
  • Cursed with Awesome: Seems to enjoy her Wild Magic for the most part, but it causes her a lot of trouble, starting with her getting kicked out of her hometown.
  • The Exile: Exiled herself into the Wild Forest after setting a fellow mage on fire accidentally. Eventually she was also tossed out of the forest by Turlang the Treant.
  • Half-Human Hybrid: Half-elf, and to her chagrin no one seems to remember it.
  • Hearing Voices: Her questline in Siege of Dragonspear involves blocking Adoy out. It turns out that he was tortured to death by The Order of Eight Staves and was trying to warn Neera about their coming.
  • He Is Not My Boyfriend: If romanced, she insists that she and Charname are not actually together. When Bodhi tries to kidnap her as a way to demoralize you, she exclaims, "We're not a couple! It's complicated."
  • Inept Mage: Nine times out of ten she's fine, but every once in a while one of her spells will make most of your gold disappear, or accidentally kill the entire party.
  • Insistent Terminology: Whenever someone calls her an elf, she immediately corrects them.
  • It's All My Fault: She blames herself for the incident that got her exiled from home, believing that she should have had a way to control her magic so something like that wouldn't happen.
  • Ludicrous Gibs: Occasionally what happens to you, your enemy, or the party. An in-story example is when she blows up the guard in front of the Red Wizard Enclave, even if you've solved the issue non-violently.
  • Magic Misfire: Part of being a Wild Mage means accepting that these will happen... a lot.
  • Magic Staff: Her staff also enchanted with a special trigger that will also deal extra fire damage to Neera's opponent or herself.
  • Mutually Exclusive Party Members: With Edwin, because he's a Red Wizard and she's a Wild Mage.
  • Mythology Gag:
    • Neera's description of being a Wild Mage sounds more like a sorcerer rather than a wizard. Wild Magic was actually made into a subclass for sorcerers in the 4th and 5th editions of Dungeons & Dragons, and were mainly a Wizard subclass in 2nd edition only because the idea of alternative arcane spellcasting classes didn't exist until 3rd edition.
    • The hostility that Neera faces from other spellcasters due to using Wild Magic, and the Red Wizards wanting her as a guinea pig, is actually taken from the tabletop game's lore for the Forgotten Realms setting. Wild Magic is not only (justifiably) seen as dangerous, it's also a new phenomena in the world, having been created by the killing of the Goddess of Magic during the Time of Troubles. So, there are some wizards who want to exploit or better understand this mysterious new form of magic, and many more who loathe it as being inherently blasphemous.
  • No-Sell: If romanced, Bodhi will try to kidnap her at one point, just like the original romanceable characters. Unlike the originals, Neera manages to temporarily Wild Surge herself off the scene, thwarting the ambush.
  • Not Staying for Breakfast: If romanced, tells you she has a habit of this. She pulls it on Charname in the epilogue, who just decides to follow her since he knows where she'll be going.
  • Old Master: Seeks one out to help tame her wild magic, on the basis that anyone who lives to old age with wild magic is both badass and wise. Turns out he's neither, just somewhat lucky.
  • Open Mouth, Insert Foot: While discussing her Wild Magic with Aerie and why she uses it, Neera accidentally makes a metaphor about being a bird without wings. When it reduces Aerie to tears, Neera begins apologising profusely, groaning that her foot is so far inside her mouth, she's chewing on her ankle.
  • Pet the Dog: Her introduction scene in Shadows of Amn involves her rescuing a little girl who is also a wild mage from her Red Wizard kidnappers.
  • Plucky Girl: A nuanced case, she prefers to remain upbeat and go wherever the wind takes her; she has some moments of sadness, but in general she can get over them with the player's help.
  • Random Effect Spell: Her whole shtick as a wild mage is that ANY spell she casts can become this, but the wild mage-only spell Nahal's Reckless Dweomer takes this to its logical conclusion by forcing a wild surge.
  • Rebellious Spirit: Actively enjoys the chaos her wild magic brings, as well as adventuring in general.
  • Roaring Rampage of Revenge: When the Order of the Eight Staves raid the Wild Forest and kill several of the mages within.
  • Running Gag: Red Wizards confusing her for an elf and her immediate and angry correction.
  • Sad Clown: Jokes a lot, but her exile, wild magic, and the Wild Forest getting raided clearly get to her. Actually says in-game that this is the case.
  • Savvy Guy, Energetic Girl: Unless Charname is as whimsical as she is, they will generally end up this way in a romance. She can also become this in banter with Rasaad, Dorn or other serious male party members.
  • Shorttank
  • So Proud of You: In the second game, if you meet her approval.
  • Suddenly Shouting: Often inverted as she second-guesses herself. Having the ghost of Adoy rattling around in her head and offering a continuous running commentary doesn't help, either.
    Neera: EAT FLAMING — or, uh, possibly frosty — DEATH!
  • The Battle Didn't Count: Twice during her personal quest in Throne of Bhaal, both times (in the same fight, even!) with Szass Tam.
  • Took a Level in Kindness: In the first game she's largely a case of nice-but-not-very-heroic, and her intentions are mostly to find a solution to her Wild Magic problems and to keep the Red Wizards off her back. In the second game she's only a few steps behind Chaotic Good, working with other Wild Mages to build a refuge for others of her kind, and genuinely cares about other characters in the party.
  • Troll: She trolls Anomen pretty hard during their banter, whether it's by tricking him into baking her sweets or playing along with his flirtations specifically to make him uncomfortable.
  • Unequal Rites: Being a Wild Mage means that people hate her—especially other spellcasters. The Red Wizards of Thay want to vivisect her to better understand how Wild Magic works. She also references hostile encounters with other spellcasters who either looked down on her at best or who wanted to force her to stop using Wild Magic, even if that meant killing or lobotomizing her, at worst.
  • Upbringing Makes the Hero: She and Vicross both recognise that although their actions are very different, either could have ended up exactly like the other if their places of birth (the High Forest and Thay) had been swapped.
  • White-Haired Pretty Girl: It's actually pink, according to her in-game dialogue, but as seen in her portrait it looks white. Apparently a wild surge turned changed the colour.
  • Wild Magic: As a Wild Mage, she uses this. Oddly, it's treated as something she didn't have a choice with but instead was born practicing and that she couldn't not use Wild Magic even if she wanted, which makes her seem more like a sorcerernote  than a wizardnote .

    Rasaad 

Rasaad yn Bashir

https://static.tvtropes.org/pmwiki/pub/images/RasaadPortrait_7566.jpg
"In the face of lies, we offer truth. In the face of hatred, we offer compassion."
Voiced by: Mark Meer

Race: Human
Class: Monk
Alignment: Lawful Good
Place of origin: Calimshan

Rasaad yn Bashir is a human Calishite Monk who worships Selûne, goddess of the moon. At a young age he and his brother, Gamaz, managed to scrape by on the streets by begging and stealing, until they tried to steal from a monk of the Order of the Sun Soul. After that, they were taken into a monastery where they were given physical, mental, and spiritual training. They traveled to the Sword Coast to investigate the disappearance of several Order of the Sun Soul monks, but Gamaz was killed by Shadow Thieves. Rasaad traveled to Nashkel to reaffirm his faith and spread the word of Selûne when he meets Charname.

Later, it turns out that his brother Gamaz had not actually died fighting the Shadow Thieves, but was saved by a Dark Moon monk named Alorgoth. Gamaz then became a servant of Shar and leads the order in Baldur's Gate. Rasaad is then forced to kill his brother.

In Siege of Dragonspear, he is found aiding refugees at the Iron Throne, which has been converted into a shelter since Sarevok's defeat. He initially refuses to join the player in the fight against the crusaders, but circumstances eventually convince him otherwise. By the time of Baldur's Gate II Rasaad seeks vengeance on Alorgoth, who has gone into hiding. A new cult called the Twofold Trust, which preaches that the Sun Soul goddess Selune, goddess of the moon, and the Dark Moon goddess Shar, goddess of the night, are facets of the same deity, the Twofold Goddess, has emerged. Rasaad's interest has been piqued by this cult because he suspects their leader, Collus Darathon, is actually Alorgoth in disguise. His undercover investigations have earned him the suspicion of his fellow Sun Soul and cost him many friendships, so he requests the player's aid in uncovering the truth.


  • Acquitted Too Late:
    • In his backstory. He was arrested for fighting off Shadow Thieves in the street. Because he was arrested, he couldn't tend to his brother's wounds. Rasaad was released the next day but by then his brother had died. Oh, if only...
    • Shows up in one of his endings as well — In 2, Rasaad is believed to be a traitor by his Sun Soul chapter. If kept on the pure path of a Sun Soul monk and not romanced, Rasaad will return to Calimshan to proclaim his innocence, and after this being rejected and refusing to leave, fight off what the stories say was over a hundred Sun Soul monks, with the leader of the chapter herself striking the final blow. The attackers realize something was wrong when they, after his death, note that not a single one of his attackers were killed — and indeed one of the monks responsible for determining his guilt turns out to be a Dark Moon monk.
  • All Monks Know Kung-Fu: Like all D&D monks, he has a strong martial arts background that is reflected in his skill with unarmed attacks, agility and steadily increasing base armour class, all of which increase over time as he accumulates levels.
  • Always Second Best: His brother Gamaz was the best Calishite Monk in combat. Rasaad was the only one who could get close to beating him, but always lost to "some spectacular strike." Later, Rasaad admits that he was actually the stronger of the two, but held back because his brother felt that winning was important.
  • Babies Ever After: A sad example. In Rasaad's romance epilogue, he and Charname retire to Cloud Peak to build a home for themselves, where she bears him seven children. Rasaad teaches his kids the skills and philosophy of the Sun Soul and has a modicum of happiness earned... right before Alorgoth sends assassins to kill him and Charname. The success of the killings is then offset by the seven children, who are trained Sun Soul monks and the grandchildren of Bhaal, Lord of Murder, launching a campaign of revenge that rocks the Dark Moon to the core.
  • Arrow Catch: He has a monk class feature that gives him a bonus to his armour class vs. ranged weapons, which increases with level.
  • Bare-Fisted Monk: A key element of his class is that his fists have proper damage dice, can attack at a slight distance and count as crushing damage rather than non-lethal. Not the best choice for him out of the gate, but once his fists turn into 1d20 weapons at four attacks per round (which can be bumped up to five with a certain weapon) and count as +4 magic weapons, he'll be a perfect
  • Bash Brothers: With a monk Charname. If the player chooses to be a Sun Soul monk, Rasaad will pick up on this and even has a unique dialogue from it.
  • Big Brother Worship: His hero worship of his elder brother Gamaz and desire not to hurt his feelings is what drives his personal quest and character arc.
  • Bittersweet Ending: His questline will either end with the problem solved, but at great personal cost, or with the problem abandoned at a lesser personal cost. His character ending in Baldur's Gate 2 concludes with either his innocence only being proven at the cost of his own life, with he and his wife (the player) dead, and their children forced into a life of vengeance... or with Rasaad abandoning the idea of returning to the Sun Soul monks and settling down as a new leader of the Twofold Trust, attracting monks tired of the more dogmatic Selûnite and Sharran orders. And in all endings, on the bitter side... no matter what, Alorgoth lives on to do harm to others.
  • Cain and Abel: A reasonably complex and nuanced version, but he's clearly the Abel, even if he ends up living.
  • Cannot Tell a Joke: At first, he has No Sense of Humor; the dude is completely blind to humour and teasing. However, by BG2 he's picked up on being able to tell when someone is joking and sometimes attempts to do the same, with varying levels of success.
  • Combat Medic: Emphasis on Combat. Being a monk, Rasaad's weapon selection and moveset are focused on direct combat prowess, to the point that he gets warrior high-level abilities in Throne of Bhaal. But he is still considered a priest, so he can use Wands of the Heavens and priest scrolls purchased at temples to cast Flame Strike on enemies and healing and buffing spells on allies.
  • The Comically Serious: Thanks to his obliviousness to humour, he often ends up playing this part to the snarkier companions, Charname included.
  • Crisis of Faith: Goes through a pretty serious one during Baldur's Gate II. The player can push him to turn away from the Sun Soul Order completely or stick with it.
  • Deal with the Devil: During the events of Baldur's Gate II, Dorn brings Rasaad an offer of power from his patron. When Rasaad refuses, Dorn tells him he will live to regret it. Considering that two of Rasaad's endings conclude with his death, this is rather prescient, though Rasaad claims that he would rather do the right thing than the expedient thing.
  • Death Seeker: Starts to have shades of this during Throne of Bhaal. Having lost everything from his brother to his place in the Sun Soul order to (potentially) his relationship with Charname, he sees nothing else for him than killing Algoroth and cares not if he has to lose his own life doing so.
  • Deceptively Simple Demonstration: His introduction scene in the first game, which can be best described as an Infomercial for Monks. An unfriendly civilian dares Rasaad, while the latter shows off his fighting skills in public, to hit him to prove that he isn't a fraud and Charname has the option to join said civilian in the bet with the right dialogue choices. What follows suit is... Rasaad HITTING said civilian (...with 10 AC, no counterattacks and all of 7 HP).
  • Even Evil Has Loved Ones: Is the loved one for his brother Gamaz, who can't bring himself to kill Rasaad and still tries to get him to join the Dark Moon monks.
  • Evil Counterpart: The Dark Moon cult compared to his Sun Soul sect, and going along with that the Dark Moon kit is the opposite of his Sun Soul kit. Gamaz becomes one of these to Rasaad, in a more specific sense.
  • Evil Former Friend: Over the course of Shadows of Amn he meets two old friends — the Sun Soul master of combat and a monk called Hammerhelm — who were Sun Soul monks like him until they joined the Twofold Trust. Unless the player reins him in Rasaad will react pretty badly to these discoveries.
    Rasaad: Better I should be struck blind than see Hammerhelm's fall.
  • Gameplay and Story Segregation: Despite being a Sun Soul monk in-game, he has the generic monk kit instead of the Sun Soul kit. There's a mod to fix this.
    • An official Patch later changed this as well.
  • Hero with Bad Publicity: By Shadows of Amn, Rasaad's investigations into the Twofold Trust have brought the emnity of the Sun Soul upon him, and it's heavily implied Alorgoth is ramping this emnity up to hamper his progress.
  • It's Not You, It's My Enemies: He breaks things off with female Charname near the end of Shadows of Amn, fearing that as long as she's with him she'll be dragged into his revenge plot and all the danger and chaos coming with it. As with Viconia, it can be rekindled in Throne of Bhaal. It turns out he was right to worry—she gets killed alongside him in his romanced epilogue, though they did get to be happy together for a while first.
  • I've Come Too Far: Why he keeps going after Alorgoth no matter how often the villain gets away, no matter how many people he alienates while doing so or how many times he's advised to just stop doing it.
  • Kamehame Hadoken: His Sun Soul kit grants him the Sun Soulray, a ranged fire attack that deals extra damage to The Undead.
  • Karma Houdini: Rasaad's multiple attempts to find Alorgoth and kill him invariably end in failure. In fact, unless Rasaad becomes the leader of the new Twofold Trust, Alorgoth will have the interfering monk killed, either by framing him using a spy or sending assassins to kill him and Charname, depending on whether or not his romance path was taken.
  • Katanas Are Just Better: Starts with a point in the Katana and weapon proficiency. They make great initial weapons for him (1d10 damage dice, allow him to attack from behind the tank, don't break), especially if magical to attack enemies who are immune to normal weapons, before he gets a few levels under his belt and his bare hands start outstripping any weapon.
  • Lawful Good: In-universe He's a kind and decent man concerned with justice and proper conduct. The Sun Soul kit has this as a strict requirement for players as well.
  • Light 'em Up: The Sun Soul monk kit has various sun-based powers that cross over with Playing with Fire.
  • Magikarp Power: Rasaad starts off as pretty terrible, just like all second edition monks. As he levels up, he becomes much better, getting multiple attacks per round, immunity to disease and slow, and getting the Stunning Blows ability. Rasaad isn't very good at least until level six, and he still might be behind a few of the stronger party members. Come BG 2 Enhanced Edition, he takes this trope to its full effect, again just like all second edition monks.
  • Mistaken for an Imposter: Rasaad is convinced that the leader of the Twofold monks, Collus, is Alorgoth, who corrupted Rasaad's brother Gamaz, leading to his death. He believes this despite everyone (possibly including the player character and definitely including multiple characters that have met both) telling him it isn't possible. It turns out that Rasaad is right.
  • Mutually Exclusive Party Members: Eventually with Viconia. They go through the first game and initially the second just philosophically sniping at one another. The problem comes when Rasaad's questline in Shadows of Amn starts — if you follow up on it, Viconia leaves as it involves fighting against servants of Shar, her patron deity. Presumably, the ones in the first game got a pass under 'were idiotic enough to attack Charname' and Sharran social-darwinistic tendencies. If you don't, Rasaad leaves to do it himself.
  • Nice Guy: Rasaad is arguably the most unambiguously good and charitable character the player can recruit. He even manages to get on Edwin's good side. Even when his desire for revenge starts to consume him, he remains nothing less than cordial and kind to the rest of the party.
  • No-Sell: If romanced, Bodhi will try to kidnap him at one point, just like the original romanceable characters. Unlike the originals, Rasaad remembers to use his undead-fighting powers, forcing Bodhi to back off.
  • The Power of the Sun: The Sun Soul monk kit can use Flaming Fists and other fire-based attacks, at the expense of not being able to use Stunning Blows or Quivering Palm. This supposedly stems from harnessing the power of the sun (as befits their name).
  • Pretty Boy: According to Korgan, who derogatorily refers to him as such.
  • Religious Bruiser: Rasaad is a deeply spiritual man as well as a kung fu master.
  • Roaring Rampage of Revenge: Deconstructed. Rasaad's revenge plans have caused him no end of strife and uncertainty, his friends and colleagues begin to grow disillusioned with him as he refuses chances of reconciliation to keep up a chase he can't possibly win and he never gets to kill Alorgoth, no matter how much he deserves to. And in the end, he'll either get killed by his friends or Alorgoth will have him assassinated. Or maybe he'll just retire.
  • Savvy Guy, Energetic Girl: The humorous path through his romance casts him and Charname in these roles. He can also be this in banter with Neera or Imoen.
  • Single Woman Seeks Good Man: His romance is this writ large with a little humour thrown in to keep it interesting.
  • Solar and Lunar: Rasaad's branch of the Order of the Sun Soul monks worship the moon goddess Selûne (though it's not a perfect example of this trope, since the emphasis is on similarities rather than differences between the Sun and the Moon).
  • Warrior Monk: A very East Asian flavour for a Middle Eastern character, but it's not unheard of in the Forgotten Realms.
  • We Can Rule Together: His brother invokes this when you challenge him at the Dark Moon temple. Doesn't stick.
  • You Can't Go Home Again: He gets the offer to return to Calimport and the Sun Soul, but he rejects it. In this case, it's more that he doesn't want to go home. Not until Alorgoth is dead.
  • Your Approval Fills Me with Shame: His reaction to compliments from Dorn and his patron Ur-Gothoz.
    Dorn: For most of your life, you have walked in Selune's light. Now, you have embarked down a path of darkness. He sees great potential in you.
    Rasaad: I wish I could say I found that flattering.
    • It happens again when he meets the Sun Soul Master of Combat. He explains how he watched Rasaad deliberately holding back while fighting Gamaz to spare his brother's feelings, and thus became interested in the concept of deception being used for a good cause. Rasaad groans at the idea that his friend's defection is his own doing.

    Hexxat 

Hexxat

https://static.tvtropes.org/pmwiki/pub/images/hexxat_zpsf86f0bd2_5447.png
Click here to see her actual appearance. 
"If we are going to work together, there's something you need to know about me: there is nothing I won't do to stay alive. Nothing. Do you understand?"
Voiced by: Sereana Malani

Race: Vampire (formerly human)
Class: Thief
Alignment: Neutral Evil
Place of origin: Unknown

A thief who needs the Bhaalspawn's aid in entering the Tomb of Dragomir, a vampiric warlord. Dizzy and out of sorts, the woman makes frequent references to "The Sleeper" and how she "must awaken". When you get to the end of the tomb, the real Hexxat reveals herself and consumes the blood of the woman known formerly as Hexxat (whose real name was Clara), killing her. From there, Hexxat offers to join your group — after you meet her in the Copper Coronet in 2 hours.


  • Aborted Arc: Hexxat's romance was eventually going to resolve the issue of her outliving the player by ending with Charname asking Hexxat to make her into a vampire as well so they could be together forever.
  • Actually a Doombot: The Hexxat players meet initially is just a proxy called Clara, hypnotized by the real Hexxat into seeking out Dragomir's tomb for questionable reasons.
  • Affably Evil: Hexxat is not a good person, by any stretch of the imagination. In fact, being a vampire who only targets and consumes attractive young ladies, she could even be described as a serial killer. Yet, when talking with other party members, she is never less than courteous and polite, even when others are being very confrontational with her, and she manages to avoid provoking fights with good-aligned party members most of the time.
  • Darkest Africa: Hexxat comes from Chult, the analogue to Sub-Saharan Africa in Forgotten Realms. Specifically she comes from the capital city, Mezro.
  • Death is Cheap: Once the real Hexxat joins the team, "dying" will only reduce her to her vapor-form for eight hours, after which she will come back. Unfortunately, she doesn't bring her equipment with her, and having to carry it for her can be a pain. That said, a long map transition or quick rest will do the trick.
  • Death Seeker: What she wants most is to be human again, even though she knows becoming mortal will immediately kill her since she's over two hundred years old.
  • Dying as Yourself: As said above, she desires to die as a human, not a vampire.
  • Emotionless Girl: She doesn't have a very broad range of emotions.
  • Friendly Neighbourhood Vampires: Defied. Hexxat still drinks the blood of the living to sustain herself, and the living in question do die. Nor does she restrain herself to attacking only "bad" people: Jan Jansen's niece is among her many victims.
  • Gay Option: For ladies.
  • Humans Are White: There are some party members with non-white skin, like Yoshimo, but Hexxat is one of only two black humans you can recruit.
  • I Did What I Had to Do: She sees her indulging her vampiristic hunger for blood as this, but several characters hate her for it.
  • Incompatible Orientation: Her pursuit of Viconia is halted by the latter's heterosexuality (and Viconia hints that, even if this were not the case, Hexxat's undeath would be another discouraging factor).
  • Jack of All Stats: Hexxat supplants Sarevok for having the highest combinated ability score in the sequel's Enhanced Edition, at a whopping 98. For reference, Secret Character Sarevok has 95, while Dorn has the next highest at 90.
  • Lesbian Vampire: Since she is a Gay Option for female PCs.
  • Lipstick Lesbian: Hexxat is only romanceable by women, and has many flirtatious interactions with her contact Cabrina. She'll also very directly express an interest in Viconia if both are in the same group.
  • Magikarp Power: Initially, Hexxat is fairly weak in terms of both stats and abilities. Her replacement is an incredibly powerful Jack of All Stats, with literally superhuman scores in her physical stats and good scores everywhere else. Once you finish her quest and remove her Weaksauce Weakness...
  • Mutually Exclusive Party Members: Has more party conflicts than anybody else in the game, which is appropriate considering what she is. Not only will Keldorn, Anomen and Valygar react pretty messily if you keep her around, but even the otherwise pretty tolerant Mazzy and Aerie will likely fight her to the death.
    • This takes on a particularly tragic turn when Jan reveals his niece Yanna was one of Hexxat's victims.
  • Mysterious Employer: Has one, known only as "L." He turns out to be Larloch, one of the most powerful liches and necromancers in the setting, and able to offer her the return to humanity that she craves.
  • Neutral Evil: in-universe She's mostly concerned with watching her own back, and she'll watch the back of anyone else in the party as well. That said, she will do absolutely anything to stay alive, up to and including draining young women of blood to sustain herself after dominating and luring them to Dragomir's Tomb.
  • No-Sell: If romanced, Bodhi will try to kidnap her at one point, just like the original romanceable characters. Unlike the originals, the kidnappers gives up the attempt as soon as they get a closer look, as Hexxat is already a vampire.
  • Parental Abandonment: Her father is never mentioned, but her mother actively neglected her by becoming married to her job as a cleric of Ubtao, the island god of Chult.
  • Pet the Dog: For all her sinister nature, Hexxat can be surprisingly kind when she feels like it. It doesn't mean she isn't still evil and ruthlessly self-interested.
  • Polite Villains, Rude Heroes: Many if not most of the good guys despise Hexxat largely for being a vampire, but also for being evil and use extremely pointed words to show their hatred. Hexxat, to her credit, never responds in kind.
  • Silly Rabbit, Idealism Is for Kids!: Her attitude to Nalia's high-minded ideals. Voicing this attitude earns her an angry retort from the offended party.
  • Twofer Token Minority: She's the Forgotten Realms equivalent of a Sub-Saharan African woman, a lesbian and a vampire. Quite a mash-up of exclusive subcategories.
  • Unintentionally Unwinnable: Despite the fact that there are unambiguous dialogue options for it, apparently the dev team didn't actually plan for players to go through the quest to release Hexxat and then immediately kill her for killing Clara RIGHT IN FRONT OF YOU, somebody you've been traveling with for some time at that point. If you take the dialogue option to turn Hexxat hostile and kill her after immediately after releasing her from the tomb... nothing happens. You get no experience, Hexxat stays dead and cannot be recruited, and the quest simply never closes.
  • Unreliable Narrator: The player's primary source of information about Hexxat is Hexxat, and Hexxat is, at the very least, demonstrated to have a selfish streak, a victim complex, and a very Self-Serving Memory. At least she admits that her aunts tried to raise her right and neither they nor her absentee mother are responsible for the woman she is now, and admits (to a party member rather than the player, albeit) she's not comfortable with what being a vampire demands of her.
  • Walking Spoiler: Sorry about all the spoiler marks, but Hexxat has a big secret that completely changes her nature. That picture up there? That isn't Hexxat. She's Clara, and her quest leads to her death and the recruitment of the actual Hexxat, a black vampire thief.
  • Weaksauce Weakness: Sunlight will vaporize her if she doesn't wear a special cloak that weakens her abilities.
  • Who Wants to Live Forever?: Subverted. Hexxat doesn't really like being a vampire and can tell, on some level, that the price she paid for her undead existence just wasn't worth it. But she also doesn't have the courage or moral fiber to Face Death with Dignity. So, she just goes on, miserably unhappy with her lot but unwilling to actually try to change it. Played dead straight at the end of her Throne of Bhaal questline, where she reveals that she does want to die — the issue was that she wants to be a human when she does it.
  • You Keep Telling Yourself That: For all that she's a good at presenting herself as the victim in any given situation, Hexxat is, at end of the day, a murderess who find it easier to make up elaborate excuses to justify her behavior than actually admit what she is or try to change. Take it away, Nalia!
    Nalia: You're an evil woman. You know, you talk as though the world has done you some great wrong, and the women you killed somehow deserved what they got. Do you know what I think? I think you're lying to yourself. Because it's easier than facing up to the truth of your own existence. I think you're pathetic. And this conversation is over.
  • You Monster!: People react to her like this even more than Dorn. And they're not exactly fond of him.

Secret Party Members

    Enhanced Edition SPOILERS 

Baeloth Barrityll

https://static.tvtropes.org/pmwiki/pub/images/baeloth_5738.JPG
"Wait, this isn't right! You fool, I am not fully revived! I am diminished, damaged, and DANGEROUSLY DETERIORATED! Why, I've even lost some of my perspicacity!"
Voiced by: Mark Meer

Race: Elf (Drow)
Class: Sorcerer
Alignment: Chaotic Evil
Place of origin: The Underdark

A Chaotic Evil drow sorcerer, the self-styled Baeloth the Entertainer is your abductor, color commentator, and chief antagonist for the duration of The Black Pits, and was later added to Baldur's Gate: Enhanced Edition as a companion, recruitable once the main character reaches fifth level. He reappears as a party member in Siege of Dragonspear, trying to revive his enterprise by pitting small animals against each other, and has another cameo in The Black Pits II: Gladiators of Thay.


  • Added Alliterative Appeal: His thing. He drops Alliterative Lists on a dime, with every other sentence or so riddled with internally rhymed flourishes. Neera loves it (if not necessarily Baeloth himself) if she's present when you recruit him.
  • Alliterative List: The above quote, which is certainly not the first or last of its kind.
  • The Bad Guy Wins: But not in The Black Pits. This is the implied ending of The Black Pits II, however.
  • Be Careful What You Wish For: A classic example: he wished to be protected from death, so Najim resurrected him on the surface... but with his powers extremely diminished along the way. The Entertainer was not amused.
  • Beware the Silly Ones: Comic Relief or not, he's a powerful Evil Sorcerer who spent years running the Black Pits, kidnapping folk from the surface and forcing them to fight to the death.
  • Blood Sport: What the Entertainer finds most entertaining: surfacers forced to fight for their lives in the eponymous Black Pits.
  • Brought Down to Badass: He wished to be protected from death, but that djinn jerk Najim only brought him back to life with a fraction of his original powers.
  • Chaotic Evil: In-universe. Thoroughly enjoys the bloodshed that happens in his fighting pits, and is often prone to psychotic outbursts, especially if someone doesn't behave according to his whims.
  • Defeat Means Friendship: Even if you haven't played The Black Pits, he'll still refer to his current circumstances as the result of being defeated by a bunch of "cheaters" and ask for your protection.
    • Of course, it was not your defeat of him that led to your alliance, and indeed he still is sore about it in The Black Pits II, where he spends most of his time disguised as a historian, the bard Stannel Eibor, where he rewrites the deeds of the "cheaters" (that's you) to make them look bad. In the ending, he reveals himself as Baeloth, laughing madly as he teleports you 'home'.
  • Dirty Coward: If you kick him out of the party:
    Baeloth: ...No! NO! NO, NO, NO! Don't LEAVE me here, you moronic miscreant! Don't let me die at the hands of pale-skinned barbarians!
  • Evil Counterpart Race: A drow, or dark elf. More unambiguously evil than Viconia, but Played for Laughs.
  • Evil Is Hammy: Unabashedly so. He doesn't call himself "The Entertainer" for nothing.
  • Evil Sorcerer: A powerful mage who abducts people and makes them fight and kill for sport, and, as his character sheet says, a Chaotic Evil drow sorcerer.
  • Faux Affably Evil: Baeloth affects the appearance of an animated sports commentator, both in The Black Pits and in Baldur's Gate: Enhanced Edition, but rest assured that underneath he's a textbook evil bastard with no redeeming qualities (apart from being entertaining) and without a drop of compassion. But of course that's part of the joke — it's not like he even bothers to hide it.
  • Large-Ham Announcer: Baeloth the Entertainer. It's in the job description. Half the fun of The Black Pits is his over-the-top running commentary.
  • Laughably Evil: And he knows it. He's Baeloth the ENTERTAINER!
  • The Magnificent: The Entertainer. Self-applied, presumably.
  • My Rules Are Not Your Rules: His 50% Magic Resistance just for being a Drow aside, the guy has not only 19 Intelligence (a feat normally reserved for Gnomes), but also a much bigger spell selection available than Sorcerers are supposed to have (which is usually their weak point). May be justified due to having a geased genie as a slave — access to enough of the genie's Wishes could, by D&D rules, give him those bonuses, which are implied to have been even higher before his death and resurrection.
  • Never My Fault: He's convinced he was only killed because of his opponents "cheating" and refuses to acknowledge that maybe he just lost because he wasn't good enough.
  • Paparazzi: In The Black Pits II, Baeloth goes undercover, disguising himself as the bard Stannel to ruin the player party's reputation as part of his scheme to reclaim what he lost following his defeat in the first Black Pits.
  • Pungeon Master: When not adding alliterative appeal, he's cracking Puns.
  • Small Name, Big Ego: An even more outsize ego than Edwin's, albeit with considerably greater justification, at least until he's put in his place by the player.
  • Smug Snake: If you recruit him into the party. Hammier than most, but still.
  • Sore Loser: He's in a hateful huff after his infuriating failure in the first game, and throws an unholy fit whenever things don't go his way.
  • Squishy Wizard: Part of why he's happy to join the party: protection. Protection for YOU, that is.
  • Vain Sorcerer: Probably the most arrogant character in the entire game, and that's saying something — this is a game with both Edwin and Tiax, bear in mind.
  • Verbal Tic: Alliterating roughly every second sentence or so.
  • Villain Decay: Entirely deliberately done. In Siege of Dragonspear, you find him running another fighting pit... or rather, a cockfighting ring but with squirrels (and M'Khiin).
  • Villainous Breakdown: In the final moments of The Black Pits, you put him through a spectacular one.

    Enhanced Edition II SPOILERS 

Wilson the Bear

https://static.tvtropes.org/pmwiki/pub/images/screenshot2013-11-19at020631_zps8da2cd9a_1422.png
"Growl. Growl growl."

Race: Grizzly Bear
Class: Grizzly Bear
Alignment: True Neutral
Place of origin: Amn

A grizzly bear of refined taste and delicate sensibilities, Wilson spent his first five years living an idyllic life in the wild. This was shattered when he was captured by a man named Jolstead, a cruel trapper who sold his animal victims to the highest bidder. Though imprisoned and forced to live in deplorable conditions, Wilson nevertheless retained his innate optimism for the future and a remarkably gentle nature for a bloody great bear.

Wilson willingly joins your party if you free him from his handler during Rasaad's questline after having talked to Zaviak, an anachronistic hippie wild mage from Neera's safe zone.


  • Armor-Piercing Attack: It may seem like it, but no, his attacks do not pierce armor. It is just that they are so strong and come out so fast that armor may as well not matter.
  • Bear Hug: Used in combat; he has a chance to hug his enemy, thus dealing additional damage to them.
  • Bears Are Bad News: Wilson is one tough bear on the battlefield.
  • Beary Friendly: He's nice to those who are nice to him in return.
  • Beary Funny: Has some moments of this.
  • Because You Were Nice to Me: Essentially, he joins you because he wants to repay you for setting him free.
  • Fluffy the Terrible: Even putting aside the fact he's a bear with a human name, it's one of the most normal names given to a character in the series, and one of a small handful of names that also exist in real life. Even Charname can't believe his name is Wilson, which prompts the bear to growl that Wilson is a perfectly normal name for a bear.
  • Glass Cannon: Wilson is actually more than a little fragile, because unlike the humanoid warriors he can't wear any armor or other items decreasing his armor class (and his low dexterity isn't exactly helping things). As a result, he will get hit a lot in fights, and even his excellent health can only carry him so far. Better hope that he can beat his enemies to death before it happens the other way around. Word of God actually stated that the purpose of Wilson's inclusion in the Enhanced Edition was to mimic a Kensai.
  • Guide Dang It!: The path to getting him is more than a little obscure.
  • Heroic Bear: And not just because he spends time with you either. In the epilogue, Wilson returns to the natural world intent on righting wrongs and bringing peace. The rest of his life is spent pulling off various acts of goodwill and badassery, including kicking the entire species of lions off their pedestal, convincing his fellow bears to stop eating fish (being made a saint by the salmon as a result) and bringing an end to the age-old conflict between cats and dogs; eventually he dies peacefully in hibernation at the age of 37.
  • I Am X, Son of Y: Dialogue implies that he is Wilson, son of Wilson. This makes Wilson the bear actually Wilson Jr. the bear. Or, possibly, Wilson Wilsonson the bear.
  • Lethal Joke Character: He has poor stats in everything except Strength and Constitution (both 18), can't wear anything, and can't equip any weapons. However, he gains proficiency points in his claws as he levels up and they eventually become +5 weapons, his strength stat increases naturally at some levels until he has 23 Strength, his health regenerates and his regeneration rate gets better as he levels up, and he eventually gets 5 attacks a round. All this makes him a perfectly viable if very different party member.
  • Lightning Bruiser: He excels in all the areas you need to fill with him — strength, accuracy and durability. He is also surprisingly fast.
  • Names to Run Away from Really Fast: His Throne of Baal description is Wilson, the Bear Paragon. Heck, just being known as Wilson the Bear is pretty terrifying, in a very literal way.
  • Noble Savage: Implied to be perfectly honourable, polite, and respectful, despite being a bear.
  • Odd Friendship: The game doesn't seem willing to explain just how a bear like Wilson became friends with a New-Age Retro Hippie like Zaviak. And no one notes how odd it is that he spends time hanging out with a bunch of non-animal adventurers.
  • The Pollyanna: See his character description above.
  • Secret Character: Obviously.
  • Super-Strength: Starts at 18 (although by the time you recruit him, it'll probably be 19), but his strength grows as he levels up all the way up to an astounding 23. This is in a world where 25 is the best stat you can have and 18 is peak human strength. Good thing Wilson isn't human.
  • Team Pet: He may be a party member, but he qualifies well enough.
  • True Neutral: In-universe. This alignment is standard among animals, who lack interest in either good or evil and are usually driven by instinct.
  • The Unintelligible: And, true to the trope, Charname has no trouble understanding him.
  • Unusually Uninteresting Sight: Few people deign to comment on, or even notice, your giant bear companion.

Alternative Title(s): Baldurs Gate Enhanced Editions Characters

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