Cleric / Thief

Cleric / Thief is a multi-class exclusive to gnomes. It is also a dual class combination for humans.

Like most multi-classes, the Cleric / Thief combines the advantages and disadvantages of the two base classes. Thus, Cleric / Thief has the ability to cast cleric spells, use thieving abilities, backstab and Turn Undead, and can wear any armor.

However, these characters are limited in the choice of weapons to war hammers, maces, clubs, flails, morningstars, quarterstaffs and slings and are capped at proficient level in these weapons (i.e. can only spend one proficient point per weapon type).

Due to the limited weapon selection, Cleric / Thieves can only backstab with clubs and staves and all summoned melee weapons (Shillelagh, Flame Blade, Black Blade of Disaster, etc.) The sling is the only ranged weapon they can use. Cleric / Thieves are also unable to use their thieving skills while wearing any armor made from metal, though they can use any helmet and/or shield without adverse effects.

As a dual-class combination, a player can combine all thief and cleric kits, though it's advisable to start off as a thief and then switch to a cleric than the other way around, as this way you will have more lvl 7 priest spell slots in the later stages of the game. Note that spending proficiency points for weapons Clerics can't use are wasted when dual-classing to Thief/Cleric.

Character abilities table
Note: For this table, the human race was used, as they don't have any penalties or bonuses to character abilities. This may slightly differ for half-elves

Rolling a Thief to later dual-classed to Cleric will only require 15 Dex and 17 Wis.

Abilities of the Cleric/Thief
A thief gains +25 thieving ability points upon level up. Starting stats in various thief skills are determined by race, with Halflings having the best overall thief skill bonuses.

Dexterity determines how many points are added to each skill during the game as well.

Find/Disarm traps
A thief can find traps if they activate their find traps mode. Any found traps can then be disarmed if the find/disarm trap percentage is high enough. Disarming a trap successfully grants the party experience in Baldur's Gate 2: Shadows of Amn and Baldur's Gate: Enhanced Edition. There is no benefit to increasing this score higher than 100.

Hide in Shadow/Move Silently
All thieves can use their special ability hide-in-shadows to stealth, so long as they wear studded leather armor or less. The chance to succesfully hide-in-shadows depends primarily on a thief's invested skill points into the skill (including thieving equipment that may provide bonuses such as Boots of Stealth), as well as time of day and whether the thief is standing in a shadow. Significant penalties occur when attempting to hide during daylight hours or while not in shadows. A stealthed thief- whether hiding-in-shadows or invisible due to a spell- can attempt a backstab when attacking from behind using a thief melee weapon (longsword, short sword, dagger, club, scimitar/wakizashi/ninja-to, katana or quarterstaff). Successful backstabs inflict multiplier damage, which increases as the thief gains levels.

Pick Locks
A thief can lockpick locks from doors and containers to open them. The chance to open a door/container depends on the difficulty of the lock and works on a threshold system - if you're within 5 points of the target lock's difficulty you have a 50% chance of bashing it successfully, while if you're equal to or greater than the lock's difficulty, it's guaranteed. Picking a lock successfully rewards the party with experience in Baldur's Gate 2: Shadows of Amn and Baldur's Gate: Enhanced Edition. Does not benefit from scores higher than 100.

Pick Pockets
A thief can steal items from characters. The chance to steal an item depends on the percentage and receives a penalty based on the weight/value of the item and the level of the target, so will often require a Pick Pockets skill in excess of 100 points to steal more valuable items.

Set Traps
Allows thief to lay a trap when outside an enemy's line of sight. Also required to use special traps gained by high level thief abilities. Failing to to lay a trap can cause the trap to be fired at the thief. Does not benefit from scores higher than 100.

Detect Illusion
Thieves may attempt to dispel non-friendly illusion spells within 30 ft whenever their Find Traps skill is active. Does not receive any modifier from a thief's dexterity score. Does not benefit from scores higher than 100.

Backstabbing
When thieves are invisible, a thief can try to execute a backstab upon an enemy with a thief melee weapon, which inflicts more damage than a normal hit, but makes the thief visible once again.

All melee attacks from concealment receive a +4 to-hit bonus. Attacks from behind using a thief melee weapon will also receive the thief's backstab modifier, providing the target is not immune to backstabs. Thieves may also backstab while under the effects of Invisibility, whether from a potion, an item or a spell, providing they attack from behind with a suitable weapon. Cleric/Thieves may not backstab while under the effects of the Sanctuary spell unless they also Hide in Shadows first.

A thief able to wear armor heavier than studded leather, either through multi-classing or the Use Any Item high level ability, may not attempt to Hide in Shadows, but may still backstab if under the effects of Invisibility and all other backstab conditions are met.

If the character receives a damage bonus due to having a high Strength, this bonus is applied AFTER the backstab multiplier.

Turn undead
Priest and paladins have the ability turn undead creatures. When this mode is activated and undead creatures are in range of the character, there is a possibility they will stop attacking their targets and run away from the character until the effect is worn off. Whenever the priest or paladins gains a level, this mode will become more powerful. Good-aligned priests and paladins may use this mode to destroy the undead instantly, evil-aligned can use it to control the undead of a limited amount of time. After this runs out, the undead will become hostile to the party.

Priest Spells
Clerics can use priest spells and only the following spells are available to clerics. Some spells are not available for priests, depending on the alignment the character started with, not the alignment the character currently has.

Level 1

 * Sanctuary
 * Doom
 * Cure Light Wounds
 * Remove Fear
 * Shillelagh
 * Bless
 * Command
 * Magical Stone
 * Protection from Evil

Level 2

 * Aid
 * Barkskin
 * Chant
 * Draw Upon Holy Might
 * Find Traps
 * Flame Blade
 * Hold Person
 * Know Alignment
 * Resist Fire/Cold
 * Silence, 15' Radius
 * Slow Poison
 * Spiritual Hammer

Level 3

 * Animate Dead
 * Cure Disease
 * Cure Medium Wounds
 * Dispel Magic
 * Glyph of Warding
 * Holy Smite, for good and neutral aligned priests.
 * Invisibility Purge
 * Miscast Magic
 * Protection from Fire
 * Remove Curse
 * Remove Paralysis
 * Rigid Thinking
 * Strength of One
 * Unholy Blight, for evil and neutral aligned priests.
 * Zone of Sweet Air

Level 4

 * Animal Summoning I
 * Cause Serious Wounds
 * Cloak of Fear
 * Death Ward
 * Defensive Harmony
 * Farsight
 * Free Action
 * Holy Power
 * Lesser Restoration
 * Mental Domination
 * Negative Plane Protection
 * Neutralize Poison
 * Poison
 * Protection from Evil, 10' Radius
 * Protection from Lightning

Level 5

 * Animal Summoning II
 * Cause Critical Wounds
 * Chaotic Commands
 * Cure Critical Wounds
 * Champion's Strength
 * Flame Strike
 * Greater Command
 * Magic Resistance
 * Mass Cure
 * Raise Dead
 * Repulse Undead
 * Righteous Magic
 * Slay Living
 * True Seeing

Level 6

 * Aerial Servant
 * Animal Summoning III
 * Blade Barrier
 * Bolt of Glory
 * Conjure Animals
 * False Dawn
 * Harm
 * Heal
 * Physical Mirror
 * Sol's Searing Orb
 * Wondrous Recall

Level 7

 * Aura of Flaming Death (TOB)
 * Confusion
 * Earthquake
 * Elemental Summoning (TOB)
 * Energy Blades (TOB)
 * Finger of Death
 * Fire Storm
 * Gate
 * Globe of Blades (TOB)
 * Greater Restoration
 * Holy Word
 * Implosion (TOB)
 * Mass Raise Dead (TOB)
 * Resurrection
 * Shield of the Archons
 * Storm of Vengeance (TOB)
 * Summon Deva (Good or neutral alignment TOB)
 * Summon Fallen Deva (Evil or neutral alignment TOB)
 * Sunray
 * Symbol, Stun
 * Symbol, Death
 * Symbol, Fear
 * Unholy Word

Spell progression
Notes: Priest gain additional spell slots for their wisdom, see Character Abilities. +Usable by priest whose wisdom is 17 or higher ++Usable by priest whose wisdom is 18 or higher.

Clerics whose wisdom is lower than 18, can use lvl 7 spells in Baldur's Gate II: Throne of Bhaal.