Sufficient Strength for wizards and clerics
Ian579
Member Posts: 241
Edit: The concern of this thread is about encumbrance issue.
My wizard and cleric won't be responsible for carrying items, and they will be using ranged weapons and staying away from melee combats.
Is 8 Strength sufficient for a wizard?
I suppose 8 is not enough for clerics because they usually wear plate armors.
My wizard and cleric won't be responsible for carrying items, and they will be using ranged weapons and staying away from melee combats.
Is 8 Strength sufficient for a wizard?
I suppose 8 is not enough for clerics because they usually wear plate armors.
Post edited by Ian579 on
0
Comments
Yeah Clerics need more for armors and shields, if I remember Heavy shield is 15 weight and fullplate is 50.
Thanks. Then I guess 10 Strength is fine for my cleric.
As for my wizard, I think the -1 penalty is not a problem because Strength is of no much use to him anyway.
Wizards can largely treat Strength as a dump stat, yeah, although personally I wouldn't go below 8 for much the same reasons as above. If Wizards must engage in physical combat at all, they'll probably be using a crossbow, which doesn't grant Strength bonuses in most cases. (Most of the time I pick up the Expertise and Improved Expertise feats on my Wizard and just switch them on at all times for a considerable AC boost. The AC bonus remains even while spellcasting, as long as you don't move or attack.)
Well... the duration of Divine Power is not as long as Bull's Strength so I think it cannot help counter the encumbrance issue.
Thanks for the interesting information of Expertise and Improved Expertise. I will try to find more reviews or guides about the two feats.
A Cleric in the original campaign with 14 strength can get the Gauntlets of Orge Power (+2) and the Belt of Fire Giant Strength (+5) than Boots of Speed combined with spells like Divine Power and Battletide for a short time you'll be dishing out some good hits, also don't forget the Extend Spell Metamagic.
Extend allows for certain spells to last x2 longer for the cost of a higher spell slot, Divine Power is 4th LVL (3rd if your Strength Domain) memorised at 5th will last more than long enough for a major battle or hit and run tactics.
( i believe you can get 3 in chapter 1 - 1 from the merchant in the docks district...? 1 from the cloak of stars merchant after completing her wizard mini quest, and another one in helm's hold from the little boy who buys and sells stuff )
plus buying greater magic bags can be good as well ( the ones that reduce weight by 80% )
Ahh, I was thinking more about how to boost the Cleric's Strength when needed in combat. For encumbrance, yeah, you can probably throw on a Gauntlets of Ogre Power and a Belt of Giant Strength for long-lasting Str gain, and buy up Bags of Holding/Magic Bags when you can.
You can get by with low strength but using bags and stat boosts will help a lot.
As you progress through the game you'll collect potions an healkits, they start weighing a lot.