Stalker -> Cleric Strategizing
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Your other pips don't really matter since between clubs and QS all your bases are covered, could throw some extra points into flails for FoA once your BS modifier becomes useless.
*Improved Haste....easily one of the strongest spells in the game for a melee character to have. I mean literally..they could strip the BS and stealth bonus and the class would still be worth taking just for that.
7, 9 and 13 are the usual breakpoints for dualing fighter-type characters (Rangers are fighter-type, as are Paladins and Barbarians). Which one you choose depends on several factors, and comes with several up- and downsides.
Your plan as a whole seems sound, though. Ranger->Cleric is a great divine caster, and being able to backstab adds some melee oomph as well. Both in BG1 and BG2 the single best backstabbing weapons are in fact Quarterstaves (Staff of Striking in BG1, Staff of the Ram in BG2), so you're good there. There is also a truly amazing Club in BG2 (Club of Detonation) which ranks quite highly on the overall 1h weapon damage list (3rd by most accounts).
Stealth shouldn't be a problem in BG2. You can find boots that enhance it very early in the game, and there is also an abundance of Potions of Invisibility that you can use in a pinch (or for mid-combat backstabs). I think Stalker->Cleric is a very fun, flexible, and reasonably powerful combination. It should work great!
So really you'd probably do it at level 13 at highest. And if you're doing it lower than 13 I think you're not really getting much value from being a stalker/fighter, and could have just gone Thief and dualed over at 5 or 9.
I'd go * in Quarterstaves, ** in Warhammers (you can get a +2 and +1 earlyish), and *** in dual wield. Then put the extra four points you get before level 13 in * Staves, * two handed weapon style, and ** Flails. Then throw your cleric points in slings and then clubs.