Fighter/Cleric Weapons
shinkicker
Member Posts: 6
Hello, I'm curious what would be better for a fighter/cleric build weapon/skill wise. I'm sure I read earlier today that staves are the best choice, because there are not enough maces or something? I'd have kinda liked to use mace/shield, unless there is a really cool stave somewhere?
*also, stat wise when rolling up can you get higher than 50 points to spend? I've never seen higher than that.
*also, stat wise when rolling up can you get higher than 50 points to spend? I've never seen higher than that.
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Points, I've personally rolled a combined total of 98 points. Not sure how you are calculating your 50 points though as a total of 75 is the minimum.
I meant 50 points to spend, not including the base stuff, sorry for the confusion there.
Set every stat to 10 and then see how many points you have left over. If you have a stat which has to be higher then 10 then make a note of it.
My record is being able to set every stat to 16 (98 points).
I managed to get, The Stupifier +1 from... somewhere... during my misadventures traveling down to Naskel.. or maybe even before I got to Beregost, I can't remember since I went a-wandering much to Jahira's whining. Not a bad little mace.
As for stats, the usual, max str (extra strength roll doesn't matter so much, as you'll be able to buff to 19 at level 3+, and ANY extra strength is a massive step over plain 18), dex, con, 11+ int, as much wisdom as you can spare (not hugely required the ridiculous natural spells per day clerics get, but it does help a little), whatever is left in charisma.
Yeah, turning only uses your level vs their level, and if you're two or more times their HD, they explode (or get controlled if you're evil)
My recommendation would be for ** warhammer, **slings, then the next two points you get ** two weapon style in preparation for the sequel, though by the time you hit level cap, you'll be quite beefy and could probably just go for dual-wielding as a primary weapon style at that point (the sling mostly helps out while the party is still squishy, or for enemies you'd rather not melee).
There is a very good warhammer available early on. There's a good but unexceptional flail for sale once you get to the city of Baldur's Gate. Maces are an interesting one - there's a +1 mace with a great on-hit ability available very early on and with no combat, and is being touted as the best weapon ingame by some. However, there isn't a +2 mace until very late in the game.
If you're planning on taking this character through to BG2 then flails are a good pick. There's good variety and effectiveness in using flails, maces and warhammers, and you'll likely have enough proficiency points to do all 3 (in BG2).
STR: 18/00
DEX: 18
CON: 18
INT: 10
WIS: 18
CHA: 9
The total of 91 isn't all that amazing by itself, but combining it with 100% exceptional strength was like winning the lotto. I was never quite certain how I should split the remaining points between INT and CHA. In hindsight I should have thought of the fact a Manual of Gainful Exercise would bump STR to 19 regardless of whether it started at 18/02 or 18/00.