Baldur's Gate

Priests

Priests are the strong-arm of the various deities in the Baldur's Gate universe. They are granted spellcasting powers by their gods, can wear most heavy armors, and use a good selection of bludgeoning weapons. While capable in melee, and possessing respectable nukes, a Priest is at it's most useful when playing a support role - healing, buffing, and removing status afflictions. In fact, the game is nearly impossible without some form of priest to cast clerical magic. (Monks... are a different beast entirely... and we do MEAN beast).

Cleric

Attributes:
• Primary: Wis
• Secondary: Con
• Tertiary: Str

Requirements:
9 Wisdom
Hit Points:
1-8 per Level
132 Max HP
69 Min HP

THAC0:
1 per 3 Levels
Allowed Races:
All
Stronghold:
Temple
Summary: Primary Group Support

Armors Allowed: All armor types
Weapons Allowed: All Bludgeoning Weapons
Max Weapon Skill: *
Style Specialization: All but 2 Weapon Style

Description: The Cleric is a tremendous asset to any group, with the ability to heal wounds, cure diseases, neutralize poisons, dispel curses, and even bring the dead back to life. As if that in itself was not enough, a cleric can also cast powerful buffing spells, blast many kinds of undead completely out of existence, summon allies, and kick out some painful nukes! While wearing the heaviest of armors. Clerics are, in a word, amazing.

Powers:
• Access to all cleric magic except Animal, Plant and Weather spheres.
• Can Turn, Destroy, or Control undead creatures.
• Can wear Plate Armors and use All Shields.
Restricted Magic Items: No bladed or thrusting weapons. Cannot use Wizard robes, scrolls, staves, or wands.

Notes: A good Cleric is absolutely essential to playing Baldur's Gate. Battling the game's stronger monsters and then getting out of their dungeon alive becomes nearly impossible without a Priest supporting your group. The class is overpowered by any measurable standard, but the entire game is balanced around their presence, and forgoing a Cleric's boons is an exercise in masochism. Ever try and heal a 100 hit Point Fighter by resting? Got 90 days to burn?

Kit - Priest of Talos:

The Cleric of Talos gains the ability to hurl divine lighting, and protect himself from natural elements. The downside? Absolutely nothing, other than you need to be an Evil Alignment.

Advantages:
• Cast lighting Bolt once per day per 5 levels.
• Cast Storm Shield once per day per 10 levels. The skill blocks missiles, fire, lighting, and cold.
Disadvantages
• None

Kit - Priest of Helm:

Clerics devoted to Helm focus on upholding duty and law. The only restriction the Kit faces is that the player must be Neutral in alignment.

Advantages:
• Cast True Sight once per day per 5 levels.
• Cast Seeking Sword once per day per 10 levels. This spell creates a +4 in the player's hand that deals 2-8 damage to any target it hits, three times per round.
Disadvantages
• None

Kit - Priest of Lathander:

The Lathander disciple gains powerful skills for battling undead and their minions, so long as the Cleric is of good alignment.

Advantages:
• Cast Hold Undead once per day per 5 levels.
• Cast Boon of Lathander once per day per 10 levels. It grants +1 to hit, +1 to damage, +1 to all saving throws and gives the caster 1 extra attack per round. It additionally protects from level drains.
Disadvantages
• None

Recommended Weapons

Weapons Warhammer: Crom Faeyr +5
Weapons Warhammer: Runehammer +5
Weapons Club: Club of Detonation +3
Weapons Club: Blackblood +3
Weapons Mace: Storm Star +5
Weapons Mace: Mace of Disruption +2
Weapons Mace: The Sleeper +2
Weapons Flail: Flail of Ages +5
Weapons Morning Star: Ice Star +4
Weapons Quarterstaff: Staff of the Ram +6
Weapons Quarterstaff: Staff of Striking +2
Weapons Quarterstaff: Staff of Curing +1
Weapons Quarterstaff: Staff of Thunder and Lightning +3
Weapons Quarterstaff: Staff of Air +2
Weapons Quarterstaff: Staff of Earth +2
Weapons Quarterstaff: Staff of Fire +2
Weapons Sling: Sling of Arvoreen +4
Weapons Sling: Erinne Sling +4
Weapons Warhammer: Dwarven Thrower +3

Druid

Attributes:
• Primary: Wis
• Secondary: Con
• Tertiary: Str

Requirements:
12 Wisdom
15 Charisma
Hit Points:
1-8 per Level
132 Max HP
69 Min HP

THAC0:
1 per 3 Levels
Allowed Races:
Human
Half-Elf
Stronghold:
An Empty Cave
Summary: Eco-Marxist From Hell

Armors Allowed: Hide Based Armors & Wooden Shields
Weapons Allowed: Bludgeons, Scimitars, Daggers, Darts, & Spears
Max Weapon Skill: *
Style Specialization: All but 2 Weapon Style

Description: Druids are priests who surrender heavy armor and many of their healing abilities for more elemental damage, summoning magics, better weapon selection, and the power to shape-shift into various animals. They are the defenders of Balance and the natural world - don't litter in front of them unless you like electricity. A shocking amount really.

Powers:
• Change into an animal 3 times per day at 7th level.
• Access to spells from the All, Animal, Elemental, Healing, Plant, Divination, & Weather Spheres.
Restricted Magic Items: Druids cannot use most bladed weapons, metal armors, Wizard wands, robes, and spell scrolls.

Notes: Druids are highly versatile, and while weaker than a Cleric in terms of healing, they have access to a greater variety of destructive magic and summons - including powerful elementals and dryads, which when combined with their superior weapons, shape-shifting, and damaging skills, makes them a useful contributor.

Kit - Shapeshifter:

A Shapeshifter focuses on turning into one very powerful animal, such as a Werewolf, and as such, they surrender their armor in preference for their animal form.

Advantages:
• Turn into a werewolf once per day for every 2 levels.
• At 13th level, turns into a greater werewolf once per day.
Disadvantages
• No other shapeshifting abilities.
• Cannot wear any armor.

Kit - Avenger:

These Druids have gained a list of Wizard spells they may cast in addition to their normal magic. They are very dangerous ranged nukers, with access to powerful spells like Chain Lightning and Chaos.

Advantages:
• 1st Level - Chromatic Orb.
• 2nd Level - Web.
• 3rd Level - Lightning Bolt.
• 4th Level - Improved Invisibility.
• 5th Level - Chaos.
• 6th Level - Chain Lightning .
Disadvantages
• Restricted to Leather Armor.
• -2 to Strength.
• -2 to Constitution.

Kit - Totemic Druid:

These Druids focus on summoning a powerful animal, which fights for them. These potent summons can be buffed and healed, making them especially effective.

Advantages:
• Can summon a their spirit animal once per day per 5 levels.
Disadvantages
• Cannot shapeshift.

Recommended Weapons

Weapons Spear: Ixil's Spike +6
Weapons Spear: Spear of Withering +4
Weapons Dagger: Dagger of the Star +5
Weapons Dagger: Pixie Prick +3
Weapons Dagger: Dagger of Lifestealing +3
Weapons Wakizashi: Usuno's blade +4
Weapons Wakizashi: Yamato +4
Weapons Ninja-to: Scarlet Ninja-To +3
Weapons Scimitar: Belm +2
Weapons Scimitar: Spectral Brand +5
Weapons Warhammer: Crom Faeyr +5
Weapons Warhammer: Runehammer +5
Weapons Club: Club of Detonation +3
Weapons Club: Blackblood +3
Weapons Mace: Storm Star +5
Weapons Mace: Mace of Disruption +2
Weapons Mace: The Sleeper +2
Weapons Flail: Flail of Ages +5
Weapons Morning Star: Ice Star +4
Weapons Quarterstaff: Staff of the Ram +6
Weapons Quarterstaff: Staff of Striking +2
Weapons Quarterstaff: Staff of Curing +1
Weapons Quarterstaff: Staff of Thunder and Lightning +3
Weapons Quarterstaff: Staff of Air +2
Weapons Quarterstaff: Staff of Earth +2
Weapons Quarterstaff: Staff of Fire +2
Weapons Quarterstaff: Staff of the Woodlands +4
Weapons Quarterstaff: Staff of Power +4
Weapons Quarterstaff: Staff of the Magi +5
Weapons Quarterstaff: Staff of Arundel +3
Weapons Sling: Sling of Seeking +2
Weapons Sling: Sling of Arvoreen +4
Weapons Sling: Erinne Sling +4
Weapons Throwing Dagger: Fire Tooth +3
Weapons Dart: Crimson Dart +3
Weapons Dart: Asp's Nest +1

Monk

Attributes:
• Primary: Str
• Secondary: Con
• Tertiary: Dex

Requirements:
9 Wisdom
Hit Points:
1-8 per Level
132 Max HP
69 Min HP

THAC0:
1 per 3 Levels
Allowed Races:
Human
Stronghold:
d'Arnise Keep
Summary: Bruce Lee

Armors Allowed: No Armor
Weapons Allowed: You're Stupid if not using their fists & feet.
Max Weapon Skill: *
Style Specialization: All Styles

Description: Monks surrender heavy armor and priestly spellcasting to become beastly unarmed melee combatants. At the start of the game, the monk is probably the weakest character. But by the close, they are one of the strongest in every possible way. Hitting them is nearly impossible, they deal death with bare hands, and magic rolls off them like water. Status magic? Hah!

Powers:
• Gains one additional melee attack per round every 3 levels.
• As the Monk levels, his fists become increasingly lethal:
   - Level 1-2: 1d6 Damage.
   - Level 3-5: 1d8 Damage.
   - Level 6-8: 1d10 Damage.
   - Level 9-14: 1d12 Damage.
   - Level 15+: 1d20 Damage.

• A monk's natural AC decreases by 1 for every 2 levels.
• Can use Stunning Blow once per day per 4 levels.
• Gains -1 to their AC vs missiles every 3 levels.
• +2 to save vs. spells.
• +2 movement rate, gains +1 every 5 levels.
• At 5th level gains immunity to all diseases.
• At 5th level he cannot be Slowed or Hasted.
• At 7th level gains Lay on Hands.
• At 8th level gains: -1 to speed factor.
• At 9th level gains +1 to all saves.
• At 9th level becomes immune to charm.
• At 9th level the monk's fist is considered a +1 weapon.
• At 10th level becomes immune to poison.
• At 12th level gains: -1 to speed factor.
• At 12th level the monk's fist is considered a +2 weapon.
• At 13th level learns Quivering Palm once per day.
• At 14th gains 3% magic resistance per level.
• At 15th level the monk's fist is considered a +3 weapon.
• At 20th level becomes immune to non-magical weapons.
Restricted Magic Items: All armor, Wizard Robes, Staves, Wands, and spell scrolls.

Notes: Monks start off near worthless, and finish the game as physical gods. A high level monk is simply near invulnerable. Especially if a player focuses on resistance and elemental absorption equipment. A Monk is essentially a perma-buffed dervish at high levels who walks into a small army and beats them to death with their own limbs.

Recommended Weapons

Let's be blunt here - we can't come up with a compelling reason why you should be arming a monk with anything but his fists after 7th level or so. We've seen Quivering Palm one shot Adamentite Golems. The Holy Avenger +6 ain't got shit on a Monk's BARE HANDS.