Please note that new user registrations disabled at this time.

Proficiencies for a fighter/cleric

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
Post Reply
User avatar
Box Lump
Posts: 15
Joined: Thu Feb 26, 2009 10:16 pm
Contact:

Proficiencies for a fighter/cleric

Post by Box Lump »

I've had my clerics dual wield hammers and flails so many times that I'm a little sick of it. What else would work for a healer that uses two weapons?

I'm also wondering if I shouldn't make him a pure cleric. I already have a cleric/mage in the party and I thought two multiclassed healers would make up for not having a pure class, but I'm not completely sure.

BTW, does the Club of Detonation +5 cause damage to allies with its fireball? If not, I might go with club. It would be something new for me.
User avatar
kmonster
Posts: 1568
Joined: Fri Sep 16, 2005 9:42 am
Contact:

Post by kmonster »

The club +3 you can by in Trademeet which does extra poison damage is quite an effective weapon. As secondary weapon you could take the improved mace of disruption.
Even one multiclass cleric can be enough, 2 multiclasses don't offer more options than one, but a pure class has also advantages. You could create a neutral priest of helm and use the seeking sword special ability to fight with a sword.
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

You might also want to check out the Divine Remix mod. It's a rethinking of clerics with attention paid to deity and likely spells. Quoting from the description:
Clerics were the starting point of the mod, and as such are the most changed of the four classes. A full sphere system has been implemented for the three existing kits as well as the new kit priests. Trueclass clerics receive an additional spell per level to compensate for their smaller spell selections in spell levels four to seven, whereas kits gain innate abilities relevant to their deity. Kits also have unique holy symbols for their deities, for ToB players. Trueclass clerics have major access to the spheres of all, charm, combat, creation, divination, guardian, healing, necromantic, protection, and summoning and minor access to the spheres of elemental (earth) and elemental (water).
I've used it, and found it a nice change from the standard one-sized-cleric-fits-all approach.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Post Reply