cleric/thieves, alignment, and a stronghold
Kneller
Member Posts: 438
So, I'm playing this cleric/thief who (RP-wise) reveres Tymora. With that in mind, I'm leaning towards the thief stronghold. It probably wouldn't make sense to do the cleric stronghold line and come out of it with a symbol of a god my character doesn't worship. Whereas the thieves' guild is slightly more plot integral (though unfortunately more high maintenance).
Alignment-wise, I'm on the cusp of CG and CN, but I'm really not sure where I fall. I figure I have these going for/against each:
CG: It's basically a "good" run and I am kinda becoming the hero of the region. I virtually always take the "good" options in dialogues and quests. I save and protect others. I put myself at risk for the party's sake when I could send someone else in to take the risk for me.
CN: I walk into people's houses I don't really know and chat them up (Town Councilman in Beregost, Joseph's Wife in Nashkel, Firebead in Beregost, etc.) I "explore" their houses as well, and if they have something that may be useful for my "noble" journey, I commandeer it for the cause. Sanctuary has become Rob-People-And-Get-Away-With-It. The thieves guild is basically the fantasy equivalent of the mob.
So, the specifics seem CN to me, but the overarching theme seems CG.
Alignment-wise, I'm on the cusp of CG and CN, but I'm really not sure where I fall. I figure I have these going for/against each:
CG: It's basically a "good" run and I am kinda becoming the hero of the region. I virtually always take the "good" options in dialogues and quests. I save and protect others. I put myself at risk for the party's sake when I could send someone else in to take the risk for me.
CN: I walk into people's houses I don't really know and chat them up (Town Councilman in Beregost, Joseph's Wife in Nashkel, Firebead in Beregost, etc.) I "explore" their houses as well, and if they have something that may be useful for my "noble" journey, I commandeer it for the cause. Sanctuary has become Rob-People-And-Get-Away-With-It. The thieves guild is basically the fantasy equivalent of the mob.
So, the specifics seem CN to me, but the overarching theme seems CG.
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Comments
I think if you're good aligned you get a symbol of Lathander IIRC, and if you're neutral it'll be one of Helm. It doesn't matter though because they do much the same thing. If you like you can imagine it's one of Tymora
PS the holy symbols are nice, but not essential - there are magic rings out there that are probably just as useful.
In Deities of Faerun, every deity has its own holy symbol which grants Bless (while equipped), +1 spell slot/level, +1 to Turn Undead, -1 to Spellcasting time. Quite useful, but not overpowered IMHO.
Also, some kits may pick more strongholds. Torm may get the paladin's one, Tempus may get the fighter's one, Mask may get the thief's one, Mystra may get the wizard's one and so it goes. Some kits can't get the cleric stronghold at all, they get the Unseeing Eye quest as any other class but are not eligible for the stronghold. The restriction of one stronghold only is sustained.
Thanks for the reminder, @ThacoBell I know you're not a big fan of DoF, but it is good to know that it is a personal taste and you would recommend it.
@Kneller Just read the first post. DoF already has Tymora implemented and the goddess allows multiclass Cleric/Thief.
Edit: Wrong tagging.
In terms of RP, I'm not even sure if I can take the Thieves' stronghold as a CG character. I mean, it's basically running a mob. I could see it as TN, NE, CN, and CE, maaaaaaaaybe LE, but CG would be a hell of a stretch.
The problem is installing mods in an ongoing game, that's not recommended indeed.