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Cleric/Thief combo can't find/disarm traps *sniff*

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djarvinen

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Jan 11, 2001, 11:33:57 AM1/11/01
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I've been trying to find a character that can provide both healing and
thieving skills but apparently it is not possible. Perhaps because of
AD&D rules?

First I tried a Gnome Thief/Cleric. It turns out that his 'thieving'
skill is replaced by the 'Turn Undead' so you aren't able to Find Traps
(unless you use the Cleric spell) or Disarm Traps under any conditions.
I assume Pick Pocket is also unavaible to Cleric types.

Then I tried a Human Thief which I dualed to a Cleric. Same problem. I
haven't tried a Human Cleric dualed to a Thief but I expect the same
result.

There is also no such thing as a Mage/Thief/Cleric class. So as far as
I can tell, there is no way to get a 'pure' (100% capabilities) Thief
combined with a character that has healing capability.

Why should I care, you may ask? Well, I'll tell you why: I like to run
specialty groups (such as all Mages, etc) and they really need a
'guide'---someone to take the damage, heal the damage, scout out
unknown areas and in particular, find and disarm traps.

I also want the healing bit because it annoys me to no end to rest and
find out I've been asleep for 17 days!

So if I have a baseline party with no Thieving skills and no Healing
skill, I end up having to take two extra NPCs to fulfill those roles.
And if I want a baseline of five mages (which is really kind of fun), I
have to choose between a Thief-type or a Cleric-type; can't get both.

Please don't treat this is a rant; I fully understand the
rationalization for limiting what Cleric/Thief combos can do because of
the special Cleric guidelines. I'm just wondering if there is any kind
of solution to this problem. Anyone? Anyone?

Thanks.

--
"Those are my principles. And if you don't like those, I have others."
---Grouch Marx


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Duncan Young

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Jan 11, 2001, 12:04:15 PM1/11/01
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does seem wierd - does turn undead go into the special abilities button?
just a thought...


"djarvinen" <djar...@my-deja.com> wrote in message
news:93kn9l$9ul$1...@nnrp1.deja.com...

ha...@camdesign.co.uk

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Jan 11, 2001, 11:49:33 AM1/11/01
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> Please don't treat this is a rant; I fully understand the
> rationalization for limiting what Cleric/Thief combos can do because
of
> the special Cleric guidelines. I'm just wondering if there is any
kind
> of solution to this problem. Anyone? Anyone?

I believe you'll find the 'Disarm traps' icon by pressing the 'special
ability' button on the bottom of the screen when you have the
Cleric/Thief selected. the 'detect traps' function should be available
next to the 'turn undead' button - it's the four little arrowheads
thingy.

Or, you could use Aerie for Cleric/mage and Jan Jansen for thief/mage
and fill the fucntions that way.

I have a half-orc Cleric/Thief and he's fun - not powerful really,
but fun - tho' I'd be still happier if i could:

a) Play a cleric assasin like in pnp d+d
b) find a backstabbing weapon for him - I believe he may be able to
'backstab' with a club but I haven't tried yet as his hide in shadows
isn't up to it - has anyone tried this? And what magical clubs are there
in the game?

Hope that helps,

H.

James Prieels

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Jan 11, 2001, 2:07:31 PM1/11/01
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In article <93kp1b$945$1...@pegasus.csx.cam.ac.uk>,

"Duncan Young" <ds...@cam.ac.uk> wrote:
> does seem wierd - does turn undead go into the special abilities
button?

Actually, it's not that weird, once you realise that Turn Undead is
a 'modal' button - it must always be visible, so you can check whether
it's 'on' or 'off'. Same for Detect Traps.

Other thievery actions (Disarming, Pickpocketing...) are not modal -
you use them and that's the end of it.

There's only so much room in the toolbar, and for a Cleric/Thief only
the modal buttons fit in it. The others are available via the Special
Ability button, which acts as an extension to the toolbar.

IIRC, NWN was going to improve on the toolbar situation (smaller,
transparent buttons, customisable, dockable toolbars, who knows).

Cheers,
James

djarvinen

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Jan 11, 2001, 3:46:14 PM1/11/01
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ARRGGHHH!!!

So the remainder of the thieving abilities ARE under the 'Special
Abilities' icon.

Maybe I should RTFM???


But at least I can now have my cleric/thief!

FlareStorm

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Jan 11, 2001, 5:19:49 PM1/11/01
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> b) find a backstabbing weapon for him - I believe he may be able to
> 'backstab' with a club but I haven't tried yet as his hide in shadows
> isn't up to it - has anyone tried this? And what magical clubs are there
> in the game?

Club Spoilers....
...
...
...
...
...
...
...
...


Looking in my Bag 'o Holding from a completed game, I see:
Bone Club +2/+3 versus Undead
The Root of the Problem +1, +3 versus 'unnatural' creatures

Hell if I remember where you find them. Druid grove perhaps?


Mike

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Jan 11, 2001, 5:17:19 PM1/11/01
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Try an evil half-orc cleric/thief. They're cool.

"djarvinen" <djar...@my-deja.com> wrote in message
news:93kn9l$9ul$1...@nnrp1.deja.com...

Jesse Yeager

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Jan 11, 2001, 10:33:51 PM1/11/01
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> tho' I'd be still happier if i could:
> b) find a backstabbing weapon for him - I believe he may be able to
> 'backstab' with a club but I haven't tried yet as his hide in shadows
> isn't up to it - has anyone tried this? And what magical clubs are there
> in the game?
>

Try a quarterstaff.


Roger Burks

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Jan 11, 2001, 10:44:51 PM1/11/01
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Like they said, the thieving things are in the special abilities slot. You
can make things more convenient by assigning Thieving to a shortcut key
using the configuration utility.

Roger Burks

"djarvinen" <djar...@my-deja.com> wrote in message
news:93kn9l$9ul$1...@nnrp1.deja.com...

djarvinen

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Jan 12, 2001, 9:50:42 AM1/12/01
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In article <Phq76.29133$gg.31...@typhoon.southeast.rr.com>,

"Mike" <ho...@thisdomain.org> wrote:
> Try an evil half-orc cleric/thief. They're cool.
>

Now that does sound cool! Unfortunately I'm playing IWD right so I can
only choose a Gnome for a cleric/thief.

But an evil half-orc cleric/thief---wow! Just don't know how I'll deal
with a Charisma of -7... :)

ha...@camdesign.co.uk

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Jan 12, 2001, 11:43:21 AM1/12/01
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>
> Try a quarterstaff.
>

Have done - didn't work. I'll try a club next time I play....

djarvinen

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Jan 12, 2001, 12:37:36 PM1/12/01
to
In article <93ko6o$b0a$1...@nnrp1.deja.com>,

ha...@camdesign.co.uk wrote:
>
>
> > Please don't treat this is a rant; I fully understand the
> > rationalization for limiting what Cleric/Thief combos can do because
> of
> > the special Cleric guidelines. I'm just wondering if there is any
> kind
> > of solution to this problem. Anyone? Anyone?
>
> I believe you'll find the 'Disarm traps' icon by pressing the 'special
> ability' button on the bottom of the screen when you have the
> Cleric/Thief selected. the 'detect traps' function should be available
> next to the 'turn undead' button - it's the four little arrowheads
> thingy.
>

Thanks, stupid me missed that when playing. I so rarely play without a
thief, it didn't occur to me to even try the special icon.

> a) Play a cleric assasin like in pnp d+d
> b) find a backstabbing weapon for him - I believe he may be able to
> 'backstab' with a club but I haven't tried yet as his hide in shadows
> isn't up to it - has anyone tried this? And what magical clubs are
there
> in the game?

There are no magical clubs in the game except those that are randomly
found (could be wrong but don't think so).

One time I found two (2!) after one battle in the Vale of Shadows.
Needless to say, I had no one who could use clubs effiently. So I
started assigning clubs skills to my characters once in awhile in my new
games. Needless to say, I never found another magical club!


--
"Those are my principles. And if you don't like those, I have others."
---Grouch Marx

Graeme Dice

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Jan 13, 2001, 12:01:06 AM1/13/01
to
djarvinen wrote:
>
> In article <93ko6o$b0a$1...@nnrp1.deja.com>,
> ha...@camdesign.co.uk wrote:
> >
> >

<snip>

> > a) Play a cleric assasin like in pnp d+d
> > b) find a backstabbing weapon for him - I believe he may be able to
> > 'backstab' with a club but I haven't tried yet as his hide in shadows
> > isn't up to it - has anyone tried this? And what magical clubs are
> there
> > in the game?
>
> There are no magical clubs in the game except those that are randomly
> found (could be wrong but don't think so).
>
> One time I found two (2!) after one battle in the Vale of Shadows.
> Needless to say, I had no one who could use clubs effiently. So I
> started assigning clubs skills to my characters once in awhile in my new
> games. Needless to say, I never found another magical club!

There are plenty of magical clubs around, including some rather good
ones like the +3 Blackblood which does some acid damage as well. A full
list is available at:
http://www.gamebanshee.com/baldursgateii/equipment.php

Graeme Dice
--
Famous Last Words 119-"What do you mean the whole room
we're in detects as a trap?"

Nathan D. Brown

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Jan 13, 2001, 7:41:36 AM1/13/01
to
> Thanks, stupid me missed that when playing. I so rarely play without a
> thief, it didn't occur to me to even try the special icon.
>
>
>
> > a) Play a cleric assasin like in pnp d+d
> > b) find a backstabbing weapon for him - I believe he may be able to
> > 'backstab' with a club but I haven't tried yet as his hide in shadows
> > isn't up to it - has anyone tried this? And what magical clubs are
> there
> > in the game?
>
> There are no magical clubs in the game except those that are randomly
> found (could be wrong but don't think so).

I have a Bone Club +2/+3 vs Undead that I found in the room immediately
after correctly answering the four questions in the dinner table room of the
Asylum, which is created by putting a troll's head on an altar. I rather
doubt this is a random item, as it is described as being used by humanoids,
fitting considering how is it acquired.


djarvinen

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Jan 13, 2001, 10:55:06 AM1/13/01
to
In article <3a60...@news-out.newsnerds.com>,

I was talking about clubs in IWD, which are only random. That's what I
get for doing IWD posts in a BG newsgroup. :(

Sorry.

Nathan D. Brown

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Jan 14, 2001, 5:32:15 AM1/14/01
to
> > > > a) Play a cleric assasin like in pnp d+d
> > > > b) find a backstabbing weapon for him - I believe he may be able
> to
> > > > 'backstab' with a club but I haven't tried yet as his hide in
> shadows
> > > > isn't up to it - has anyone tried this? And what magical clubs are
> > > there
> > > > in the game?
> > >
> > > There are no magical clubs in the game except those that are
> randomly
> > > found (could be wrong but don't think so).
> >
> > I have a Bone Club +2/+3 vs Undead that I found in the room
> immediately
> > after correctly answering the four questions in the dinner table room
> of the
> > Asylum, which is created by putting a troll's head on an altar. I
> rather
> > doubt this is a random item, as it is described as being used by
> humanoids,
> > fitting considering how is it acquired.
> >
>
> I was talking about clubs in IWD, which are only random. That's what I
> get for doing IWD posts in a BG newsgroup. :(
>
> Sorry.

No problem. That's what *I* get for assuming.

Now, in case you have the same problem in BG2... :-)


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