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Cleric rule change?

Discussion in 'Icewind Dale 2' started by Mathius, Jan 9, 2004.

  1. Mathius Gems: 1/31
    Latest gem: Turquoise


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    [​IMG] Hi there everyone, first time posting here.

    After playing Baldur's Gate, Sword Coast, SoA, and ToB, I decided to try out Ice Wind Dale II. I've noticed a lot of new rule changes but I have one question regarding Clerics in particular; in all those other games, Clerics could not use blade weapons, instead were limited to blunt weapons like club and quarterstaffs.

    Are they still limited to blunts in ID2? I can't find a reference to this anywhere in the rule book or Prima strategy guide.

    Also: I read that Charisma is important for Clerics "turning undead" ability. This is new too?

    I'd be grateful if anyone could shed a little light on this subject. Thanks!
     
  2. Hellheart Gems: 3/31
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    First of all , this is 3ED -> totally different then 2ED.

    About the weapon proficiency : every class get's some proficiency (1 point of the 3 available) in one of the 3 classes , namely simple , martial & exotic.
    Clerics start with all simple ones (plus maybe some martial , but that's from race not class).
    It includes :

    simple weapon mace
    simple weapon small blade
    simple weapon quarterstaff
    simple weapon missile weapon
    simple weapon crossbow

    So if you multiclass to fighter you will also get all the martial ones (altough if you stay pure you can always spend some points in it).

    Every charisma modifier gives you an extra 'turn undead'. The better your charisma the easier you can turn them. If you play evil you don't turn them but you control them!
     
  3. Mathius Gems: 1/31
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    [​IMG] Great! Thanks for the info-- though after all the hours I've played the BG games it'll take a little bit to get used to my cleric armed with a sword and crossbow!
     
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