Swashbuckler/Cleric
Soloing the game with this character is much tougher than with a
Fighter/Mage/Thief. This one requires the utmost luck, skill, and strategy
to survive. Do not hesitate to "run and fight another day,"
literally. Make use of every single available resource and ability. Above
all, of course, have fun, and try not to get too frustrated!
Starting Class: Neutral Good Human Swashbuckler, dual to Cleric on level 10
Starting stats were: 18 str, 18 dex, 16 con, 10 int, 18 wis, 13 cha: I got
a good roll on my 3rd try, otherwise, the charisma or intelligence could
be lowered to fit a lesser total score
Starting skills were: 2 slots in 2-weapon, 1 in sling, 1 in club (I
obviously wanted to choose weapons the cleric could use, so as to
not waste any slots)
As far as thieving skills go, I raised Open locks and Find/Disarm Traps to
100 each, and dumped the remaining points into Set Snares (brought it up
to 55, I think)
The Irenicus Dungeon was quite the challenge. I had to make use of
rest/set snares and vampiric touch (I was lucky and received one casting of
this, and one of Draw Upon Holy Might as special abilities) in order to
defeat some of the tougher critters (the lesser Clay Golems, the Cambion,
and the Otygue). Getting to level 10 to dual-class did not take very long
at all. I had the necessary experience to do so after destroying 2 of the
mephit portals in the second part of the dungeon, and I did so
immediately. From there on out, in order to break locks, I casted Draw
Upon Holy Might, and forced them, and just stepped through traps and took
the damage.
After escaping, I had to find a few quests that didn't require any
thieving abilities. First, I defeated the goons on the second floor of the
Den of Seven Vales by luring downstairs one by one into waiting summoned
skeletons, and then casting hold person on them. This netted me some good
xp, as well as full plate and warhammer +1. Following that, I did the
Circus Tent quest, the Copper Coronet quest, the Skinner Murder quest, and
the Mae'Var quest. The only difficulty I had in any of those was
assassinating the mage for Edwin. I casted sanctuary in order to bypass
the mephits and golems and get directly to the mage.
At this point, I was close to reaching level 11 and regaining my
Swashbuckler skills. I had received enough money from Renal (for killing
Mae'Var) to buy the Balduran Shield, figuring the Eyeless Cult quest would
be simple, offering loads of XP. However, I got the level after
dispatching the bandit party in the sewers.
This is where I am currently. From here on out, I'm sure things will be
much more manageable, yet still quite the challenge. I have an idea of how
I would be able to deal with every part of the game, but whether or not it
will work remains to be seen. If anyone has any specific questions, you
may email me at mercuryali@email.com. Otherwise, enjoy!
*I put the thieving skill points earned from making levels 9 & 10 into set
snares, raising it to 100 (with 5 leftover into pick pockets). The weapon
proficiencies I gained from cleric went into mace, warhammer, flail, and
sword+shield style.
More information added after initial posting:
- Backstabbing IS possible with the cleric/thief (or swashbuckler/cleric)
using the staff mace, which is quite possibly the most bizarre weapon in the
game (a one handed quarterstaff that can be used to backstab). The earliest
I found it was from Haz in Chaper 3 since Xzar does NOT drop one as listed
(he drops the Staff Spear +2). However, sanctuary can't be used to replace
hiding in shadows for backstab (even though invisibility can).
- Cleric/thieves have major problems with thac0 in the early/mid game, which
is compounded by their lack of weapon specialization. This makes them weak
in open combat, and their backstab doesn't connect nearly as consistently as
that of a fighter/thief. Strength enhancement spells help ameliorate this
problem somewhat until assembling Crom Faeyr after the return from the
Underdark and also by using items like the Helm of Balduran and Gauntlets of
Weapon Skill/Expertise. Hold person can also help a great deal against
humanoid opponents early on, but it's not reliable since enemies save
against it more and more frequently as the game progresses.
- Because cleric/thieves have problems with thac0 and open combat, they have
to use other combinations to dispatch enemies. Sanctuary/blade barrier,
protection from evil/gate, and firestorm/closed door will all work against
crowds depending on the circumstances, while traps basically finish all of
the major boss fights before they even happen.
- Multiclass cleric/thieves have problems with mages and liches that a
dual-class thief/cleric doesn't, because multiclass clerics can't reach
level 15 to use skeleton warriors as shock troops against mages without
running into the exp cap (and regular skeletons don't have nearly the same
hp/resistances). Many times it's possible to either trap beforehand or lure
the mage(s) into traps, but sometimes one just has to get creative. Doing
the Twisted Rune with my little gnome was... interesting.
- Being evil helps a ton, since it allows you to use Human Flesh +5 after
killing Adalon with traps. The bonus to saves and magic resistance is a real
boon late in the game, and that armor does not disable your thieving skills
when worn.
Playing this combination forces the player to find all sorts of indirect
solutions to problems and can sometimes be tedious, since it's impossible to
brute force things most of the time (such as by putting up protection
spells, charging into battle, and activating kai). I hope these tips are
useful.
Submitted by: Simonides and DaShiv
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