Im a bit afraid of using the Slayer form for this as well, that automatically means using the protagonist, and if im not mistaken, the form deals damage over time, so i might not make it. I guess refreshing spell immunity before it wears off is the best idea. (In combination with some Minute Meteors, or hits by the immunity guy with Crom Faeyr or another +4 or higher weapon).
In any case, yesterday, incarnation XVIII has seen the light, i was doubting between 4 good ideas i have left. First a cleric/thief multiclass, its the safest there is and i have been planning this since i had to abandon durlags tower with 16 due to traps. Combining the trapfinding with the Sanctuary spell almost makes the character able to solo. Add in that the guy who goes game over anyway when in a status effect is also the dispeller is another advantage. Second idea was a Monk, i saw those +4 fist gloves for the first time in the Sahuagin city, and that made me really consider the monk. Add in all the immunities and resistances, including free movement as early as 5th level and its a very nice idea, the start will be slow though. Thirdly i read you could dual class rangers into clerics, and retain the druid spell list, for all 7 levels! Of course this is a bit of a bug, but i dont mind it, i think id like to see the power of a Cleric/Druid in a full plate and carrying a flail hes specialized in. Actually i read about it the Beastmaster route, which would have him gaining summon spells on l1-3 as well, but then i need to dual at 12, way too late for my tastes, as thats BG2 stuff, specializing in flails and slings, or maybe war hammers is quite enough.
Fourth finally is what i choose, a Bounty Hunter. It has the thief needs for Durlags Tower, so it qualifies for that part nicely. Moreover i read something interesting about it, apparently, unlisted, it is allowed to throw its traps, midcombat. I pretty much hate traps, i think they take way too much hassle to set up alone, trigger the bad guys, and trail them back to the trapped place, i also think they are very cheesy, especially when i stack many on top of each other. I only remember one proud use of traps, and that is when i wanted to kill a greater werewolf for honors sake in my solo run a great while back. Anyway, thrown should be great, that makes them fireballs, something id like very much. I also picked a small race for a change, instead of dual classing human thingies, apparently they get significant unlisted save bonuses, id like to see that.
Statrolling went abominable btw, i gave myself the standard five chances, because i didnt need any dual class requirement anyway. Something like 12/16/12/14/15/14 was the best in there. I believe i picked that over 11/15/14/14/10/17.
I started out doing the customary opening, unlike the last game, my little bounty hunter is fighting with darts, pretty much just for fun. There are some good darts in BG2 i believe, but in one ill prolly end up using my other prof, shortbow, more. I think ill add longsword next, in my view thats the most diverse weapon class. Thief points i spend in Find Traps, although this char will get enough Set Traps and prolly some others i want that up to about 70 quickly, and about 150 for the tower and the catacombs.
The Bowl quest went fine as Xzar for a change escaped from death on the crossroads, still going to 1 hp however. This is good as i have plans for him. I read with a tome of wis he becomes able to dual class into cleric, something id like to fiddle about with, mirror imaged clerics are nice. I did get two big random encounters i ran away from before i entered the FAI btw

Once there i completed the usual starting party of Imoen, Xzar, Montaron, Jaheira and Khalid. I sold the ring of wizardry to buy plate armors and some other assorted starting stuff, and did the Bowl thingie, meeting no Ankheg or Bandit on my way.
Decided to go for a full fighter party for as long as it lasts btw, all of them archers, should be interesting, and powerful. Ill allow one to be partly cleric, using Jaheira and Yeslick, after them the full ones, or bad part ones (Branwen, Faldorn, Viconia / Tiax, Quayle). I picked up Ajantis for Imoen, and went to Beregost.
In Beregost i wanted to pick up Kagain, but doubted about who to throw out. I know some ways of splitting the teams of Khalid/Jaheira and the like, like simply killing the other. You can as well petrify/imprison one to keep them in the game, or kill the one you want, kick out the other and then raise the one you want. All of that is out of the question for now, because of the no-raising ideas, and i dont think i can do the petrify thing already in 1. I started fiddling around with them walking towards you to initiate goodbye however, and it appears you can leave the area with your smaller party before Xzar starts talking. Even better, if you come back for some reason later he just stands there and you can speak to him to rejoin.
I split Xzar and Monty this way, and went for the High Hedge to pick up Kivan for Monty, too many thieves, and Monty needs a level to start tanking anyway, even though he has the best dex of the lot.
With that the party is complete for now, with Minsc and Shar Teel as welcome reserves, and once im in cloakwood Coran and Yeslick too. Everyone is carrying ranged, kagain crossbow, darts for me and sling for jaheira, the rest longbow, proficient or not. Killing goes with great speed, Kivan and Ajantis are second level of course, and Kivan, me and Jaheira sport the proficiencies. That, and everyone but me is wearing a plate bought from the lovely ring of wizardry. I raced towards Nashkel, sliding trough ogrillions and orcs right and left.
Right now ive just arrived, ready to outfit someone in Ankheg plate and see if Khalid kills everyone in the bar again.
Hendrika XVII, halfling l3 Bounty Hunter, dart&sbow proficiency.
Party: Khalid, Jaheira, Ajantis, Kagain, Kivan.
Started out enlisting (Imoen, Xzar, Monty) 1: Khalid, 2: Jaheira, 3: Ajantis, 4: Kagain, 5: Kivan
Dead: nobody.
Oh, and for a lovely table, here's all the former incarnations:
name____________class__________died to___________location________chapter
Hendrika I (bg2)___Talos Cleric(fll)___Umber Hulk Trap___ Spellhold l2_______2-4
Hendrika II (bg2)___Rogue8/Mage___Painting Trap______IreniDungeon l1____2-1
Hendrika III_______Fighter(lbow lsw)_Silke____________Beregost__________1-1
Hendrika IV________Fighter(lbow)____Gibberlings_______Crossroads_______1-1
Hendrika V________Fighter (lbow)___Kobold Commando__Nashkel Mines l3___1-2
Hendrika VI_______Archer(lbow)_____Bandits__________Road Bere-Nash 2__1-1
Hendrika VII_____Fighter/Mage/Cleric__Dead Dukes_____Duchal Palace BG___1-7
Hendrika VIII_______Skald______Cloudkill Rahvins Party__Undercity_________1-8
Hendrika IX_______Inquisitor_______Tarnesh__________FAI______________1-1
Hendrika X________Cavalier(lsw)____Nimbul__________Nashkel Revisited_____1-3
Hendrika XI_______Totemic Druid____Wolves__________Crossroads________1-1
Hendrika XII_______Totemic Druid__Sirens + Hobgoblins__Lighthouse_______1-1ish
Hendruka XIII______Barbarian(axe)__Mulahey__________Nashkel Mines l4____1-2
Hendrika XIV______Sorcerer___Dragon from Demon Pride__9 Hells___________2-7
(rule change, no more protection scrolls & bonus merchants)
Hendrika XV___Berserker4/Mage(qst)_Master of Thralls____Planar Prison______2-2
(rule change, no more raising dead characters)
Hendrika XVI___Wizard Slayer(cross)__Kangaxx__________Docks Ath________2-6
Hendrika XVII_____Bounty Hunter_____alive____________Nashkel__________1-1