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Old 10-11-2001, 07:33 PM   #1
StarVid
Elminster
 

Join Date: September 23, 2001
Location: Istanbul (not Constantinople)
Age: 45
Posts: 486
I was checking up on the (2nd ed.) rules, and I realized that this Ranger/Cleric thing is a little messed up. Technically, the R/C aren't supposed to be able to cast druid spells of any level. Considering it's not totally legit (in the ethical sense), I don't think I want to play a R/C anymore, maybe a F/C instead. What I want to know though is what spells would I be missing. As in which spells can only be cast by Druids that I won't be able to cast if I choose an F/C over a R/C? Thanks.
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Old 10-11-2001, 07:42 PM   #2
Fuzzy Animal
Zhentarim Guard
 

Join Date: October 2, 2001
Location: Canton, OH USA!!
Posts: 397
Druid spells:

1st level:
Entangle

Second level:
Charm person/mammal
Call Lightning
Hold Animal
Goodberry (no loss)

Third Level:
Summon Insects

Fourth Level:
Call Woodland Beings

Fifth Level:
Insect Plague (great spell)
Iron skins (great spell)
Pixie dust

Sixth level:
Conjure fire elemental (great spell)
Delorus decay (great spell)
Fire seeds

Seventh level:
Creeping Doom (Awesome spell)
Nature's beauty
Conjure Earth Elemental (Great spell)

I think that a ranger can only get up to 3rd
level spells so there really point playing
a ranger for their spell ability
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Old 10-11-2001, 08:27 PM   #3
StarVid
Elminster
 

Join Date: September 23, 2001
Location: Istanbul (not Constantinople)
Age: 45
Posts: 486
Is that all of them? I could have sworn that Jah had spike growth. Unless I'm confusing this with IWD. That was a nice spell, I don't know why they didn't include it in BG2 (if it isn't in BG2), but I digress.

It seems like I'd be better off with the Human Fighter/Cleric. With regards to experience, it works out a lot better (if I dual at level 9). And considering I plan to have Jah in my party, I really don't need two people with druid spells.
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Old 10-11-2001, 08:37 PM   #4
Tim Tam
Dungeon Master
 

Join Date: March 29, 2001
Location: Australia
Posts: 60
Thats not the only rules set thats dodgy with clerics. According to 2nd Ed rules clerics arent supposed to be able to cast level 6 and 7 spells without wisdom of 17 and 18 respectively. How does Anomen cast these spells?

btw I also used to like Ranger dualed to Cleric, but it is a bit silly. I dont like the way you lose a level 7 spell off the page, one of the Symbols, after you max out Quest spells in ToB. Fighter to Cleric is much more palatable to my sense of fair play, and Mastery of weapons is nice also. Besides I cant really think of a way to role play a Ranger turned Cleric.
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Old 10-11-2001, 08:37 PM   #5
Fuzzy Animal
Zhentarim Guard
 

Join Date: October 2, 2001
Location: Canton, OH USA!!
Posts: 397
Just one Druid (with the higher level
spells) is all you need. A cleric is
necessary if you hate undead like me.
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Old 10-11-2001, 08:42 PM   #6
StarVid
Elminster
 

Join Date: September 23, 2001
Location: Istanbul (not Constantinople)
Age: 45
Posts: 486
Should I even bother with grandmastery? I figure at level 9, I have a total of 7 *'s to split into weapons. I was reading a post that the grandmastery has been toned down a bit in BG2 so I figured my best bet would be to put 3 *'s in dual wield, and then two *'s each in hammers and flails (I'll have Minsc so he'll get maces). Then when I switch over to a cleric, I'll start with a sling and who know's what, maybe a staff.
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Old 10-12-2001, 02:25 AM   #7
Kezardin
Elminster
 

Join Date: June 20, 2001
Location: Sydney
Age: 67
Posts: 486
Starvid,

dual class fighter/clerics have been my favourite combo since the original BG. Recently I tried a beserker/cleric and think it's an even better combination, as the immunities the character gains when enraged make him/her almost unstoppable in melee for loss of some missile weapon ability..... so a perfect candidate for the sling of seeking

Usually I distribute the starting proficiencies as *** in flail, ** in single weapon style and * in sling.

Enrage and single weapon style give equivalent(or better) bonuses compared to most of the lower end shields, so I only give him specialist shields (like shield of balduran) later in the game.

After dual classing to a cleric I put proficiencies into mace, staff and other proficiencies to be fleshed out after the berserker side reactivates.

As crom faeyr doesn't become available until late in the game I usually don't put any *'s in hammer until spellhold or the underdark.

Good luck and have fun with whatever class you venture forth with.

Kez

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