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Go Back   GameBanshee Forums > Forum Categories > Traditional RPGs > Baldur's Gate II: Shadows of Amn

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  #1 (permalink)  
Old 04-12-2005, 06:54 PM
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Swashbuckling Cleric

I am going to make a swashbuckling-cleric dual class to play through SoA and possibly ToB with a kensai/mage friend (No NPCs). I searched the posts and I didn't find any guides about this class. I have never tried this before, so any tips on when to dual class or what race/stats etc would be greatly appreciated.
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  #2 (permalink)  
Old 04-12-2005, 08:51 PM
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Well...

Race
Human (You can only use Swashy/Cleric as a Human, since they are the only ones who can dual-class)

Aligment... Dunno, choose what you like! (Evil Cleric will be able to charm undeads instead of destroying them... But you won't get Holy Words and anti-evil spells...)

Stats
Str : 18
Dex : 18
Con : 16 (Only fighters benefit from 17+ Con)
Int : 3
Wis : 18
Cha : What's left...

Dual-class it either at lvl 10 or 15 (Since Swashbucklers get bonuses each 5 levels). lvl10 would be good enough to have both detect traps and lockpicks to 100 (enough to beat the game), and to pick another skill (Could be Set Traps, Hide In Shadow/Stealth, or Pickpocket... but it won't be too high). Waiting until lvl15 will gives you 100 more thievery points... so you can master another skill! If you decide to go through ToB, dual-classing at lvl15 should be a good idea, since you'll get plenty of XP anyway... and will level fast as a thief and as a cleric... so you'll gain levels quickly.

You friend should dual-class either at lvl 7, 9, 12 or 13, but I would recommend 13 if you go through ToB... if you don't, dual-class at lvl9.
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Old 04-12-2005, 09:26 PM
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Thank you. That pretty much answered all of my questions.
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  #4 (permalink)  
Old 04-12-2005, 11:54 PM
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Maybe you could try

Str 12+ (enough items in the game)
Dex 18
Con 16 (only fighters can use 17 or 18)
Int 10+ (unless you want a moron for a PC)
Wis 18
Cha 8+ (and do the circus soon)

Keep in mind that priests have a detect traps spell, but you'll still need points to remove them. Use quarterstaff as primary weapon (allows backstab and there are many fine staffs).

With only two players you'll may even play the swashy until he gets HLAs (UAI).
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Old 04-13-2005, 02:05 AM
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Quote:
Originally Posted by Phantom Lord
Maybe you could try

Int 10+ (unless you want a moron for a PC)

Keep in mind that priests have a detect traps spell, but you'll still need points to remove them. Use quarterstaff as primary weapon (allows backstab and there are many fine staffs).

With only two players you'll may even play the swashy until he gets HLAs (UAI).
Definetly keep int at least 10 (or mindflayers will just need to hit you 1-2 to kill you).
Swash. can't backstab, so I would dual wield some good flail/mace/hammer (FoA/crom/DoE/MoD).
As for thieving skills, detect trap/lockpick are a must, or you'll have to devote most of your lev. 3 spell to detect trap (you want summon skeleton do you?).
You don't need stealth (use potions, ring and sanctuary), so go for pickpocket (you'll have some good occasion to use it).
Set trap will only net you a coupple of simple trap, leave trapping to high lev. thieves.
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  #6 (permalink)  
Old 04-13-2005, 12:01 PM
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Can someone show me a list of traps and what they do please (the ones I'd most likely get as a swashbuckler cleric)?
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  #7 (permalink)  
Old 04-13-2005, 12:20 PM
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Well, as swashbuckler, you only get 1 trap (A simple piece of fair damage i.e.) and as cleric... well, symbol; ( ) and Glyph of Warding are... mm, dunno, kind of traps.

Unless you go for thieves high level abilities (HLA) and take time trap (Casts timestop when enemy passes it, real handsome ) and other nifty ones (Can't remember names, tho')

Anyway, the cleric's "wannabe-traps";

Duration: "Thief trap like - forever, until discharged" (( Level = 3 ))
((A Glyph of Warding is a powerful magical inscription drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or trap a chest or box. Any creature violating the warded area is subject to the magic it stores. A successful saving throw vs. spells enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1-4 points of electical damage per level of the caster to the victim.))

Symbol; Stun: (( Level = 7 ))
((Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. spells at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.))

Symbol; Death: (( Level = 7 ))
Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. death or die. Creatures with more than 60 current hit points are immune to this effect.

The last, and in my opinion the weakest --

Symbol; Fear: (( Level = 7 ))
Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a save vs. spells at -4 or be effected by fear for 2 rounds + 2 rounds for every 3 levels of the caster.

Text in red = Planet Baldurs Gate's source

I just mark it in red, so it's easiere to seperate (There should actually be a rule about sources) oh well, that's all help I can offer.
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  #8 (permalink)  
Old 04-13-2005, 04:11 PM
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So why not go Cleric first to level 15 (skeleton knight summons, have level 6 spells), then finish out as swashbucker?
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Old 04-13-2005, 06:31 PM
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because you cannot duel to a kit...
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  #10 (permalink)  
Old 04-14-2005, 07:22 AM
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Does anyone have any adivce for my kensai/mage friend?
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  #11 (permalink)  
Old 04-14-2005, 07:44 AM
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Just look through the BGII section, or search the forum- this site is stuffed with Kensai/mage advice.
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Old 04-14-2005, 07:48 AM
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Basically the same stats except for Int <-> Wis and Con 18:

Str 12+
Dex 18
Con 18
Int 18+
Wis 8+
Cha 8+

Good dualing points are after receiving a weapon profession (every third level), improving Kensai feats (every fourth level) or gaining another 1/2 attack (every 7th level). I personally wouldn't dual before my base THACO is 0.

Not being a Kensai / Mage expert, I'm not quite sure when it comes to weapons. Since the Swash / Cleric will probably not use staves and the Kensai duals to mage, staves are tempting (Magi and Ram, Rhynn in the early part of the game), but I guess the basic question is one-handed dual wield) or two-handed.

There should be a bunch of posts on Kensai / Mage design in this forum btw, it's one of the most discussed combinations here.
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Old 04-14-2005, 12:34 PM
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In profencies, I'd say;

Katanas (5 x *)
And long sword ( as many as possible )

Why?

Because, when you get a über high level mage, you can do timestop, black blade of disaster (A really wast long sword), and that, right the right Thac0, you can do some serious killing in timestop. Else just go for the good old Mind Flayer + Timestop cheese
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  #14 (permalink)  
Old 04-15-2005, 05:23 PM
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Quote:
Originally Posted by Mazeh
In profencies, I'd say;

Katanas (5 x *)
And long sword ( as many as possible )

Why?

Because, when you get a über high level mage, you can do timestop, black blade of disaster (A really wast long sword), and that, right the right Thac0, you can do some serious killing in timestop. Else just go for the good old Mind Flayer + Timestop cheese
What do you mean by the "good old Mind Flayer + Timestop cheese"?
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  #15 (permalink)  
Old 04-15-2005, 06:32 PM
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Well, cast Shapechange and Timestop. Morph into a Flayer, and eat your enemy's brains!
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