Baldur's Gate Wiki

Greater Evasion is a High-level class ability available to the Thief and Bard classes.

The ability can be selected more than once by the eligible classes if desired.

Prerequisite: Evasion

High-level class abilities were added as a new feature to the BG game with the release of the Baldur's Gate II: Throne of Bhaal expansion and are also included in the Baldur's Gate II: Enhanced Edition as well.

Description[]

Greater Evasion
A more powerful version of Evasion, this ability improves Armor Class by 6 and Saving Throws by 3. In addition, Greater Evasion allows the rogue to move so quickly that his/her movement rate is increased by 2 (base is 10) and normal missiles have no chance of striking him/her. Greater Evasion lasts for 5 rounds.
Requires: Evasion

Gameplay[]

This ability is accessed from the character's "Special Abilities" button, select the button icon with the cursor (or F12 on a keyboard) to open the menu - use the cursor again and click on the desired ability icon or use one of the designated F-keys if playing with a keyboard interface.

Once the ability icon is selected the Greater Evasion power is bestowed and is immediately applied upon the character automatically - the character has a brief 3D effect render on their sprite, as well as a color glow, and a sound effect audibles. The character will show an icon (No. 158) titled "Greater Evasion" on their portrait for the ability's duration.

The ability has a duration of 5 rounds once applied to the character.

Once the ability is initiated, the character receives the following boons:

This spell can be removed by a Breach spell or effect, but it cannot be affected by any Dispel Magic source.

The spell isn't compatible with Evasion, only one evasion ability can be present upon the rogue at a time.

Trivia[]

The Advanced Dungeons and Dragons 2nd Edition ruleset doesn't provide any High-level class abilities as implemented by the BG video game - the HLA's seen in the game are a creation by the developers for the video game series only - however some inspiration was provided to the BG developers from the following sourcebook material:

In 1995 under the Advanced D&D 2.5 ruleset the Dungeon Master Option: High Level Campaigns sourcebook was released. In chapter 7, High-Level Characters and Skills for High-Level Characters is sectioned for Warriors, Wizards, Priests, and Rogues.

It is from these rules and optional suggestions that the developers crafted their own High-Level Skills - or "abilities" as they are called in the game.

In terms of Greater Evasion - the sourcebook has no such skill mentioned.


Mod content[]

This section is about unofficial content that is only available via fan-made mods.

Installation of the Rogue Rebalancing mod replaces Greater Evasion with Danger Sense - Bards no longer get thief HLAs, and have their own HLA group to choose from, separate from thieves.

Danger Sense (replaces Greater Evasion)

By studying his surroundings intently, an experienced Thief can predict the actions of his opponents through cunning insight and extraordinary perception. Any potentially hostile actions are perceived in advance, giving the Thief enough time to react appropriately. This uncanny sense for impending danger almost borders on precognition and grants the Thief a +5 bonus to his armor class and all saving throws for 5 rounds after this ability is activated. Furthermore, as the Thief cannot be surprised nor caught off guard while using this ability, he is not susceptible to backstab attacks until the duration expires.

The mod provides a Bard with a replacement HLA instead of Greater Evasion:

Sound Barrier (replaces Greater Evasion)

The most skilled of all Bards are able to fully control the intensity, speed, and direction of the very waves which compose sound, which allows them to shape and bend it as they see fit. By utilizing this ability, the Bard encases himself within a sphere of swirling sound waves thereby forming a barrier which protects him from all sound-based spells and attacks (Silence, Deafness, Command/Greater Command, Power Word (any), Holy/Unholy Word, Wail of the Banshee and Demilich Howl). Anyone who attempts to break through the barrier and strike the Bard in melee takes 2d8 points of sonic damage. Furthermore, the attacker may become deafened (75% chance) or stunned (25% chance) during the following round unless a save vs. breath is made. The sound barrier dissipates after 5 rounds.

Requires: Resonating Weapon