![]() Your buffs will have enough duration to justify polymorph/shapeshift trickery, while Boon of Lathander buff empowers your new form beyond normal buffs. If you're a real daredevil soloer, try dualing from Cleric of Lathander to Mage at level 14 or 15: This nets you all the Cleric spells while leaving enough room for Mage to develop in to a strong caster. On a plus side you get to pick Cleric Kit over the vanilla-Cleric class: Evil Clerics get Lightning Bolt and Storm Shield (protects vs Lightning/Fire/Cold and Normal missiles), Lawful Clerics gain extra True Sights and dinky special ability (Seeking Sword) while Good Clerics gain Hold Undead (same as 3rd level Mage spell) and a rather good special ability (Boon of Lathander, +1 to THAC0 & damage & All Saves, extra Attack Per Round and immunity to Level Drain). Another downside is that your Clerical damage spells (in this case Holy Smite and Flame Strike) loses their oomph quickly. Since your combat buffs won't last long you can forget the polymorph/shapeshift shenanigans with this approach, but with a party that's really not mandatory. 11th level nets you one 6th level spell slot and extra use of Cleric Kit abilities (see below). From Evil 10' and True Seeing), while Jaheira can fill the gaps if needed, but she can also focus more on Druid-only goodies while you handle the buffs + heals. If you want to try non-solo C/M dual, I'd suggest dualing at Cleric level 10 or 11 and bringing Jaheira for the ride: This way you'll get the really important 4th-5th level utility spells ( Free Action, Chaotic Commands, Death Ward, Lesser Restoration, Prot. Then again, if you dual C/M at 7th level, all you really get is a Mage with few Doom, Remove Fear, Chant/Hold Person and Death Ward freebies. Most players (author included) don't mind dualing at 9th level, but if you're dualing from level 12 or higher you're in for a long haul (unless you don't mind "going solo & scribe hundreds of scrolls" XP exploiting). Dual class builds have "downtime" after dualing, the higher you dual from the longer the downtime. Do you want a primary Arcane caster with side dish of Clerical protective spells, or do you want a primary Cleric with some of Mage's firepower? *** Dual class variant certainly gains gains Mage levels quicker, thus opening Arcane spellslots and Seq./Triggers/Contingencies much quicker, but keep in mind your Cleric spells stops scaling the moment you dual-class. Thanks to super friendly and helpful Reddit user, we have a differring views on whether or not C/M works better as dual or multi: While dual-class builds certainly are possible, I'm really not an expert on the subjet. Multiclassed Cleric is enough to cover all the priest spellcasting necessities, but for Arcane bombardment you'll want at least one full-time Mage for the heavy-lifting.ģ. However, you'll have access to 6th level Mage & Priest spells before halfway SoA.Ĭleric/Mage, especially the Multiclass variant, is a teamplayer and SHOULDN'T be relied as your only Arcane spellcaster! Neat!īiggest downside, however, is the slow level progression speed: By the end of Shadows of Amn, you'll be lucky to reach 8th level Mage spells and you won't gain 9th level Mage spells anytime soon either (about halfway ToB). You can wear Robe of Vecna & Amulet of Power to speed your Cleric spell casting times as well. Gains quite respectable HP compared to Mages + gains slightly better Saving Throws vs Death. Obtains decent Lore skill due to high INT and WIS scores. This includes things like Animate Dead, Skull Trap Holy Smite, True Sight True Seeing (different spelling, same effect), Flame Arrow Flame Strike and many many more. Instead of using up Mage spell slots, you can use Cleric-equivalents instead and memorize other Mage spells instead. No other character can even come close to your # of spellslots. Cast an absurd amount of spells per day, even moreso if you pump all the Wisdom Tomes on PC. Some of these combinations are real blast. Place Cleric spells in Sequencers, Spell Triggers and Contingencies. Gain decent THAC0 ratings thanks to Cleric side. ![]() Wear shields and helmets WITHOUT affecting Arcane spellcasting! Slices, dices, it even does the laundry!"Ĭompared to pure Mages or Sorcerers, Cleric/Mage can do following: on top of that, you're also getting all the Mage goodies!īest way to sum up Cleric/Mage would be "Better spellcaster Clerics than just pure Clerics" or "Crazy versatile casters. You've got all the important clerical buffs, decent summons and handful of surprisingly useful damage/CC spells. ![]() Cleric/Mage character offers a rather unique gameplay experience: Ability to mix and match Arcane and Divine spells for various effects. ![]()
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