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Cleric / Thief

Yo, i sat down and thought to myself... What have i not tried yet?
It ended on the answere Cleric / Thief...
Once i started to think about it sounded just more and more pleasant in my head.

I always play solo. And this build is extreamly high fun factor!

Creating char:
1. Half or or Gnome. Gnoma has like 50 more starting points in thievery than half orc, and better saves. But -1 wisdom as well... Meanwhile half orc has that 1 extra strenght and conc which are epic. As a solo character i landed half orc easy, since i think END game TOB from the start.
2. The build has far between and few profiency points, and my version(mods) has the capability of 3 points to 2 wepon style. This led me to not put any points in sling. 1 staff, 1 2handed wep, then flail, then mace, then dual wield, then war hammers, then remaining to dual wield.
3. Points needed is 86, for 19str/18dex/19conc/9int/18wiz/3 charisma. However 10 intelligence = less lore penalthy, and better vs mindflayer after manual of intellect. And a little charisma increase help some. So higher stats are more fun :P
4. Open Locks maxed at creation to open a certain container in candlekeep for a good economcal start.

Right from the gate the build is strong!
- With patiency you can stealth and backstab.
- Command is a win condition early, and i have found it quite effective in bg2ee as well...
- Sanctuary is clutch the entire serie. Scout, disarm traps, buff/heal, reset the fight, cast "magic resists" on enemy safe within it.
- Armor of faith is weak early, but scales and become clutch with levels.
- A staff for backstab, meanwhile dual wielding some flails when enemies are asleep or stunned.
- A few easy steps and you have wand of heavens and wand of sleeping early! :D A studdeth leather, helm is ofc bought in candlekeep. As well as a sling, +1 version is like 250gp in bergeost.
- Remove fear is also usable the entire game.

Level 3 is quite early, and you now gets hold person, silence and DUHM. All nice tools! Can even even mentioning protection from fire/cold.

Level 5 and ur with animate dead skeletons. This will be main spell here and is usable the entire game.

So the combination of:
Backstabs, setting traps, heal, buff, sanctuary, summons, thievery is very neat early package.
Later with UIA you can start abuse mage scrolls, Wand of Lighning etc as well.
The lack of strong damage spells level 3-6 spell levels are handeled by wands of the heavens.
Level 7 you get relevant spells and can start deal a lot of damage with firestorm as well as deva and such in the end. Spike traps, time stop traps. You get the whole package.

Loads of good gear, spellcasting time can be fixed with robe of vecna after UAI, and amulet of power.
Flail of the ages
Defender of easthaven
Loads of epic quarterstaffs for backstab
Mace of disruption
The war hammer with 2d4+4/+5 with undead effects.
You will be no short of weponry. You will be able to wield the daystar for wol casting sunrays.
You clone can cast and preserve improved haste scrolls.

Harm + stealth is a fun factor, with enought buff to actually hit. Sanctuary as a reset after. But your though enought to stand fight.

Its a fun utility character for both solo and in party. In party gnome can be considered.
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