Clerics: All Saving Throws listed are for Human Priests.
Level
EXP
Hitpoints
Base
THAC0
Proficiency
Stars
Saving Throws (Death,Wands,
Polymorph,Breath,Spells)
1
2
3
4
5
6
7
8
0
1,500
3,000
6,000
13,000
27,500
55,000
110,000
1D8
2D8
3D8
4D8
5D8
6D8
7D8
8D8
20
20
20
18
18
18
16
16
2


3



4
10 / 14 / 13 / 16 / 15


9 / 13 / 12 / 15 / 14


7 / 11 / 10 / 13 / 12

To see the Cleric's
spellcasting
table, go here.
All 3 of the Cleric kits share the happy circumstance of not having any disadvantages at all, so if you're looking for a powerful character, you'd be a fool to build a straight Cleric. Roleplayers, however, might turn down a Cleric kit if it doesn't suit their character. For example, Helm is a Lawful Neutral deity, the God of Guardians and Watchfulness. His nicknames include "The Vigilant One" and "The Unsleeping Eye." Not exactly the kind of god that would appeal to a Chaotic Neutral Cleric who was planning to Dual to a Thief. Only Good Clerics can take the Lathander kit, only Neutral characters can follow Helm, and the Talos kit is open to Evil Clerics only. Note that your kit bonuses are not awarded immediately: There is a special quest in the game that will only show up if your PC is a Cleric. Fulfil this quest correctly, and your kit bonuses will kick in. Note that when you're calculating how many times per day you will be able to use each of the 6 spells listed below, add 1 to the result, as each of the spells are supposed to start out at Level 1, with 1 casting per day.
  • Priest of Helm: The Cleric can cast cast True Sight once per day per 5 levels of experience, and the spell Seeking Sword once a day per 10 levels. This spell creates a sword in the Cleric's hand that cannot be unequipped. The sword strikes as a +4 weapon, and does 2D4 damage with each hit (it does not confer a +4 THAC0/Damage bonus). The weapon grants the Cleric 3 attacks per round, and lasts 1 round per level of the caster. During this time, the Cleric cannot cast any other spells.
  • Priest of Lathander: Followers of the God of youth, rebirth and creativity are staunch opponents of stagnation and decay. They can cast Hold Undead once a day per 5 levels of the caster, and Boon of Lathander once a day for every 10 levels. The Boon lasts for 1 round per level of the caster, grants immunity to Level Drain, and gives the Cleric +1 bonuses to his Attack and Damage rolls, Saving Throws, and Attacks per Round.
  • Priest of Talos: Talos is the Chaotic Evil god of storms and other unpredictable destructive events, such as riots. Clerics of Talos make a good living from the donations of people who wish to be protected from such occurrences. Priests of Talos can cast the Wizard spell Lightning Bolt once a day for every 5 levels, and Storm Shield once per day for every 10 levels. Storm Shield grants the Cleric 100% resistance to Fire, Cold, Lightning, and Normal Missiles, for 1 round per level of the caster.

    Druids:
    Level
    EXP
    Hitpoints
    Base
    THAC0
    Proficiency
    Stars
    Saving Throws (Death,Wands,
    Polymorph,Breath,Spells)
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    0
    2,000
    4,000
    7,500
    12,500
    20,000
    35,000
    60,000
    90,000
    125,000
    1D8
    2D8
    3D8
    4D8
    5D8
    6D8
    7D8
    8D8
    9D8
    9D8+2
    20
    20
    20
    18
    18
    18
    16
    16
    16
    14
    2


    3



    4


    10 / 14 / 13 / 16 / 15


    9 / 13 / 12 / 15 / 14


    7 / 11 / 10 / 13 / 12


    6 / 10 / 9 / 12 / 11
    To see the Druid's
    spellcasting
    table, go here.
  • Avenger: The Avenger is perhaps the Ultra-Druid: In addition to the regular Druid Shapeshifting forms of Black Bear, Brown Bear, and Wolf, he can also take the forms of a Baby Wyvern (melee hit forces enemies to Save vs. Death or be Poisoned), Sword Spider (can also Poison enemies, 4 attacks per round), or Fire Salamander (50% Fire Resistance, can breathe fire as per Potion of Firebreath 2x per day). Also, his Druid spells are supplemented by 6 Nature-oriented spells from the Wizard's arena: Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos, and Chain Lightning are all added to the Avenger's Priest Scroll, on the same Spell Level as they normally appear in the Mage Book. The drawbacks: Avengers lose their ability to wear any armor heavier than plain Leather, and also take a -2 penalty to their Strength and Constitution. If you made a Druid with 17 CON in BG1, that would get kicked down to 15 as soon as you chose the Avenger kit in BG2.
  • Shapeshifter: The Shapeshifter has gone the opposite direction, by focusing his shapechanging abilities into just one creature: The Werewolf. Due to their studies in intentional lycanthropy, Shapeshifters can take the form of a Werewolf once a day for every 2 levels (starting at level 1), and from Level 13 onward, they can become a Greater Werewolf once per day. As a Werewolf, the Shapeshifter has 19 STR and 20% Magic Resistance, and his Greater form has 40% MR, 50% resistance to all Elemental damage except Poison, 21 STR, and very fast Regeneration, due to his 25 CON. Due to this fluidity of form, however, they cannot wear any armor at all, which is why this kit sucks moldy fish poo. They would be better off if their Human form slowly gained natural AC, like the Monk, or at least had an AC bonus such as the Kensai has.
  • Totemic Druid: The Totemic Druid has also foregone the traditional Druidic Shapeshifting forms, preferring instead to summon other beings to do the fighting for him. Once a day for every 5 levels of experience (starts at Level 1 with 1 use), a Totemic Druid can summon a Spirit Animal, chosen randomly from the following 4 creatures:
    Spirit Bear (96 HP, AC of 2, THAC0 of 10, does 1d10 slashing damage. Creatures hit must Save vs. Death with +3 bonus, or Panic.)
    Spirit Lion (72 HP, AC of 1, THAC0 of 8, does 1d8+2 piercing damage.)
    Spirit Snake (45 HP, AC of -1, THAC0 of 9, does 1d10 piercing damage. Creatures hit must Save vs. Death or be Poisoned.)
    Spirit Wolf (56 HP, AC of 0, THAC0 9, does 1d4 piercing damage + 1d6 cold damage. Creatures hit must Save vs. spells with +2 bonus or be Drained of 1 Level per hit.)
    indentAll four Spirit Animals are immune to: Charm, Confusion, Fear, Hold, Level Drain, Petrification, Poison, Sleep, Stun, and all instant-kill spells. They all have 100% resistance to Cold, Magical Cold, and Electricity, and are immune to Normal Weapons. The Sprit Animals' own attacks strike as Normal Weapons, which means they're almost useless for offense in ToB, when practically everyone worth summoning allies for is already Immune to Normal Weapons. That's why Extremist made
    this patch, which makes the Sprit Animals' attacks strike as +5 weapons, except for the Sprit Lion, which is +6.
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