Cleric / Ranger

Cleric / Ranger is a multi-classing option available in the entire Baldur's Gate series. It is the only multi-class option for the Ranger, and only half-elves may select it.
Humans can dual-class this combination as well with the sufficient stats.
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==Introduction==
The Cleric / Ranger is very similar in abilities to the Fighter / Cleric, and as such has many of the same strengths.
As a ranger, the character benefits from high Hit Dice, low THAC0, multiple attacks per round, and advanced weapon proficiencies. This enables the character to act as a frontline melee character, though it will never be as good as a pure ranger in that respect. They also gain the special abilities of the ranger, including bonus starting proficiency in Two-Weapon Style, the selection of a racial enemy, the ability to hide in shadows, and access to druid spells (although the exact selection varies by version of the game).
As a cleric, the character has access to Turn Undead and divine spells. The progression is slower than that of a single-class cleric of course, but not prohibitively so. This class inherits the weapon restrictions of the cleric. It also doesn't remove the body armor restriction of ranger kits, Archer, Stalker, Beast Master.
==Gameplay==
===Original Saga===
In the original games, the C/R gains cleric and druid spells for all spell levels. This makes them arguably the strongest divine casters in the game, even compared to single-class clerics and druids.
The addition of Iron Skins in particular makes them incredible tank characters, and the Insect Plague and Nature's Beauty spells are great disabling tools that the F/C has no substitutes for. This makes them a highly unique and powerful combination.
===Enhanced Editions===
In the Enhanced Editions, the C/R gains cleric spells for all levels, but druid spells up to level 3 only. As these levels are generally considered poor for the druid, this advantage is quite limited. Compared to the F/C, the C/R gains numerous very small advantages (racial enemy, stealth, bonus Two-Weapon Style specialization, etc.) but loses the potential racial bonuses of the dwarf, gnome, and half-orc and will progress more slowly. The druid spell level limitation can be turned back off by changing the option from to in Baldur.lua file (located in the 'Documents\Baldur's Gate - Enhanced Edition' directory).
===As a Dual-Class===
Humans can dual class if they meet the attribute requirements for doing so. As with other dual-class combinations, it is generally preferable to dual from ranger into cleric, as your HP is better and clerics will benefit much more from their uncapped progression than a ranger will. Note that a cleric must be good in order to dual-class to ranger.
Note: Divine spells are always cast at the cleric's level even if the ranger's level is higher. This diminishes the spellcasting ability of C>R dual-class.
Kit Comparisons for Dual-Classing:
*Archer: The THAC0 and damage bonuses apply to slings and throwing hammers, both of which deal additional damage with high strength. Since clerics can increase their strength with Draw Upon Holy Might or Righteous Magic, this can make a devastating ranged attack even without the benefit of higher weapon proficiency. The Called Shot ability reduces the enemies' saving throw vs spells, improving the chances of cleric spells to succeed. The armor restrictions can be compensated by the defensive spells Barkskin, Defensive Harmony or Iron Skins, though the latter requires a tweak in Enhanced Editions.
*Stalker: The backstab ability is compatible with clubs and quarterstaves, and two of the strongest weapons for backstabbing are quarterstaves (Staff of Striking and Staff of the Ram). It can also be done with weapons created by spells (Shillelagh, Flame Blade, and even Spiritual Hammer). Levelling up the stalker to 9 gets the maximum ranger Hit Dice and a backstab multiplier of 3. Righteous Magic adds strength and makes weapons deal maximum damage, increasing backstab damage. Sanctuary makes it easier to use Stealth again, or cast Pixie Dust to be invisible. Draw Upon Holy Might's dexterity bonuses improves the Stalker's stealth ability. If level 12 Stalker is reached, the additional mage spells are useful since these have no cleric counterparts. The armor restrictions can be compensated by clerics' defensive spells.
*Beast Master: For a protagonist, this kit gives additional hitpoints via Find Familiar. They can also cast Animal Summoning I, II, and III at three levels lower than their cleric counterparts. However, they can only wield clubs, quarterstaves and slings. The armor restrictions can be compensated by clerics' defensive spells.
*Cleric Kits: A Cleric who duals to a Ranger will no longer gain extra casts for its kits abilities, however, every single Cleric kit ability scales with with the average of both classes' (the inactive Cleric and the active Ranger class) levels rounded up. So, for example, a Priest of Lathander or Priest of Helm who duals to Ranger at level 2 will only have 1 cast of Boon of Lathander or Seeking Sword, respectively, and said abilities will only last for 2 rounds, but they'll eventually will grow up to a duration of 18 rounds at the Ranger level cap. Moreover, the character will also be able to cast level 1 Cleric spells (such as the powerful Command) and will receive bonus spell slots from Wisdom for every level, however the casting level will always be 2. While Priest of Talos is the only cleric kit with no good alignment options, this dual can still be made available via wearing the Helmet of Opposite Alignment.
Common Level Ranges for Dual-Classing:
*Level 2 R>C: This character will play like a single-class cleric, but gain a large number of starting proficiency points and HP. They will also be able to specialize in cleric weapons freely for the rest of the series. Delaying the dual-class to level 3 results in an extra proficiency slot and more HP.
*Level 7 R>C: At level 7, the ranger gains an extra +1/2 APR. However, they will be unable to reactivate their ranger levels in the Tales of the Sword Coast and Baldur's Gate: Enhanced Edition experience cap.
*Level 9 R>C: At level 9, the ranger gains its last d10 hit die, after which the difference in HP growth with cleric is much less pronounced. This is also when a stalker's backstab multiplier increases to 3.
*Level 12 R>C: The ranger gains a level 3 spell slot, granting access to all of the beast master or stalker spells that a cleric wouldn't normally have. This is also the highest ranger level that can gain the maximum cleric spell slots, in addition to those ranger slots.
*Level 13 R>C: At level 13, the ranger gains another +1/2 APR (allowing the dual-class to have the maximum possible APR). The final 7th level spell slot is traded for another at 1st. This is the latest that either starting class can dual and be reactivated within the Shadows of Amn experience cap.
*Level 22 is the latest that either starting class can dual and be reactivated within the Throne of Bhaal experience cap. The character will receive HLA's from both classes, but need an impractically long time to regain the skills of the first.
*Level 2 C>R: This character (who must be of Good alignment, though Helmet of Opposite Alignment exploits allow the dual with Clerics who start out as Evil) will play like a single-class Ranger, but with Cleric weapon restrictions, Cleric kit abilities (that benefit from the average level of both classes), access to Cleric gear (such as the Staff of Thunder and Lightning, the Sensate Amulet and Wands of Fear), bonus spell slots from high Wisdom and access to level 1 Cleric spells.
*Level 6 C>R: As above, but with access to Cleric spells of level 3 and two casts for one of the Cleric kit's abilities (the one that gains extra casts every 5 levels after level 1, like the Priest of Talos' Lightning Bolt). Moreover, this dual-class can still be finished within the Tales/BG:EE experience cap.
*Level 10 C>R: The highest cleric level attainable in Siege of Dragonspear. Since a Priest of Talos needs the Helmet of Opposite Alignment to make this dual possible, it's the maximum level for that kit to do so.
*Level 11 C>R: This level grants cleric spells of level 6 and two casts for both of the Cleric kit's abilities. The dualing process can be started very early in BG2EE (675k XP to reach Cleric level 11) if one starts the game at the SoD experience cap (500k XP). If a Priest of Lathander (for the stackable Boon of Lathander) is chosen as the Cleric kit, this character will be able to reach 5 attacks per round without any sort of haste or even offhand weapons, once the Gauntlets of Extraordinary Specialization are acquired. If a Priest of Helm is chosen instead, then the Seeking Sword ability will allow the character to reach that threshold simply by using of any offhand weapon along with the sword.
*Level 14 C>R: As above, but with one casting of a Cleric spell of level 7. Late game, this character could borrow a holy symbol from a level 25 cleric companion with matching alignment to acquire a second level 7 slot, and, as a character imported from Baldur's Gate I, reach 25 Wisdom for a third slot.
Note: In the original (non-enhanced) games, weapon proficiency points must be spent before being allowed to leave the level-up screen. Because dual-classed characters typically receive more proficiency points than single-class characters, and because the Archer and Beast Master kits have unusually restrictive proficiencies, R>C dual-class characters may be unable to level-up in some situations, which will result in the game being stuck on the level-up screen with no way to exit.  Unkitted rangers and Stalkers will not encounter this issue, regardless of the level of the dual-class.  The following table lists the extra points that will be granted if the dual class starts at the listed levels as an Archer or Beast Master.
Dual-Class Start	Archer	Beast Master
Level 2 	3 	1
Levels 3 - 5 	4 	2
Levels 6 - 8 	5 	3
Levels 9 - 11 	6 	4
Levels 12 - 14 	7 	5
Levels 15 - 16 	8 	6
Level 17 	7 	5
Levels 18 - 19 	8 	6
Level 20 	7 	5
Levels 21 - 22 	8 	6
These points must be wasted if the character is to reach their normal level cap.  Points can be wasted in one of two ways:
*While leveling as a ranger, the character may place points into weapons that their final R>C dual-class are unable to use. For example, if an Archer places two points into short bows and one point into long swords before dual-classing, they would have wasted three proficiency points.
*Points may be doubled-up after the character starts the dual-class, but before they reactivate their ranger levels. For example, if a Beast Master places two points into quarterstaves, dual-classes, and then places one point into quarterstaves, that point would be wasted when the ranger levels are reactivated.
In the Enhanced Editions, you will still be forced to spend weapon proficiency points when they are open, but if it is impossible to spend then you will still be able to complete the level-up, bypassing this issue.
==Companions==
There are no companions in the series with this class combination.
==Ability Scores Table==
Ability Score	Half-Elf
Strength^ 	13
Dexterity 	13
Constitution 	14
Wisdom 	14
Intelligence 	4
Charisma 	3
^ - Rangers have access to percentile strength.
==Special Abilities of the Cleric / Ranger==
===Advanced Weapon Specialization===
This class may Specialize in any weapon, allowing them to invest up to two points into a specific Weapon Proficiency (Cleric weapon restrictions still apply, and any proficiency points not put in staffs, maces, clubs, morningstars/flails, hammers, slings or fighting styles are wasted for Rangers dual-classing to Cleric). As a result, rangers may do more damage and hit more often with weapons from the specific proficiency. The C/R may still invest three points into Two-Weapon Style.
Note that the C/R gains a one-time bonus of two points in Two-Weapon Style at character creation. This is granted in addition to their normal points.
Level of proficiency	Unskilled	Proficient	Specialized
Points spent 	0 	1 	2
Change in THAC0 	+2 	0 	-1
Bonus to damage 	0 	0 	+2
Bonus to APR 	0 	0 	+1/2
===Racial Enemy===
On character creation, rangers select a racial enemy. When fighting creatures of that species, they gain a -4 THAC0 and +4 damage bonus. The exact list of creatures varies according to game. When importing a ranger to Shadows of Amn, they may reselect a new racial enemy.
===Charm Animal===
Rangers have the special ability to charm animals. They get one use per rest at level 1 and gain additional uses every 2 levels afterwards.
===Hide in Shadows===
Like the thief, the ranger can hide in shadows as long as they are not wearing heavy armor. Rangers start with 25% Move Silently and 20% Hide in Shadows; this is affected by their racial bonus and their Dexterity. They add between 5% and 8% to each skill at each level-up, capping at 109% MS and 104% HiS at level 13.
The chance to hide successfully depends on environmental factors such as time of day and presence of shadows.  While the ranger cannot backstab (unless they have the Stalker kit), they still have a -4 THAC0 bonus when attacking from stealth with melee weapons.
===Turn Undead===
Clerics have the ability to turn undead creatures. When this mode is activated and the undead creatures are in range of the character, there is a chance they will stop attacking their targets and run away from the character until the effect is worn off. As the character's level increases, this becomes increasingly powerful. At very high level differences, Alignment factors into this effect; good and neutral clerics can outright destroy undead, and evil clerics can permanently charm them.
===Holy Symbol===
When clerics reach level 25 (7,650,000 XP for the multi-class), they obtain a Holy Symbol in form of a ring, based on their patron deity or their alignment if not having chosen one. All Holy Symbols give the wearer +1 strength, +5% magic resistance and one extra 6th and 7th level spell slot (only if unlocked); these effects are cumulative with other sources. See the Cleric page for details on the different symbols available.
==High-Level Class Abilities==
High level class abilities are added in the expansion Baldur's Gate II: Throne of Bhaal and are in Baldur's Gate II: Enhanced Edition. These abilities are available at level 14/13, reached at 3,000,000 XP.
This class gains all HLA's from the standard ranger and cleric pools.  Note that any HLA may be selected regardless of the class which is leveling up.
* Power Attack
* Critical Strike (Requires Power Attack)
* Smite1 (Requires Power Attack and Critical Strike)
* Deathblow
* Greater Deathblow (Requires Deathblow)
* Whirlwind
* Greater Whirlwind (Requires Whirlwind)
* War Cry
* Hardiness
* Resist Magic
* Tracking1
* Aura of Flaming Death1
* Energy Blades1
* Globe of Blades1
* Implosion1
* Mass Raise Dead1
* Storm of Vengeance1
* Elemental Summoning1
* Summon Fallen Deva1 (Requires Neutral/Evil Alignment)
** Choosing this will prevent Summon Deva from being chosen.
* Summon Deva1 (Requires Good/Neutral Alignment)
** Choosing this will prevent Summon Fallen Deva from being chosen.
1 - May only be selected once
==Spell Slots Progression==
The C/R gains spell slots identical to those of the unkitted cleric; however, because of their slightly slower progression, they will have less spell slots during the course of normal play. They don't gain any additional spell slots from their ranger progression, but they do gain slots based on their Wisdom.
Spell lvl /
Cleric lvl	Spell lvl /
Cleric lvl	1	2	3	4	5	6^	7^^	Total # of
spell slots
1 		1	 	 	 	 	 	 	1
2 		2	 	 	 	 	 	 	2
3 		2	1	 	 	 	 	 	3
4 		3	2	 	 	 	 	 	5
5 		3	3	1	 	 	 	 	7
6 		3	3	2	 	 	 	 	8
7 		3	3	2	1	 	 	 	9
8 		3	3	3	2	 	 	 	11
9 		4	4	3	2	1	 	 	14
10 		4	4	3	3	2	 	 	16
11 		5	4	4	3	2	1 	 	19
12 		6	5	5	3	2	2 	 	23
13 		6	6	6	4	2	2 	 	26
14 		6	6	6	5	3	2 	1 	29
15 		6	6	6	6	4	2 	1 	31
16 		7	7	7	6	4	3 	1 	35
17 		7	7	7	7	5	3 	2 	38
18 		8	8	8	8	6	4 	2 	44
19 		9	9	8	8	6	4 	2 	46
20 		9	9	9	8	7	5 	2 	49
21 		9	9	9	9	8	6 	2 	52
22 		9	9	9	9	8	6 	3 	53
23-25	
 	9	9	9	9	9	7 	3 	55
^ - Usable by priests whose WIS is 17 or higher (original Baldur's Gate and Shadows of Amn only; Throne of Bhaal removed this requirement.
^^ - Usable by priests whose WIS is 18 or higher (original Baldur's Gate and Shadows of Amn only; Throne of Bhaal removed this requirement.
==Table for experience, weapon proficiencies and hit points==
Level(C/R)	LevelCap	XPRequired	Hit Dice 	APR	WeaponProf.	THAC0	Saving throwsD/W/P/B/S	StealthScoresMS / HiS	No. ofHLA
1/1 	 	0 	½×(1d10 + 1d8) 	1 	6 	20 	10/14/13/16/15 	25 / 20 	
2/1 	 	3,000 	½×(1d10 + 2d8) 	1 	 	20 	10/14/13/16/15 	25 / 20 	
2/2 	 	4,500 	½×(2d10 + 2d8) 	1 	 	19 	10/14/13/16/15 	31 / 26 	
3/2 	 	6,000 	½×(2d10 + 3d8) 	1 	 	19 	10/14/13/16/15 	31 / 26 	
3/3 	 	9,000 	½×(3d10 + 3d8) 	1 	+1 	18 	10/14/13/16/15 	37 / 32 	
4/3 	 	12,000 	½×(3d10 + 4d8) 	1 	 	18 	9/13/12/15/14 	37 / 32 	
4/4 	 	18,000 	½×(4d10 + 4d8) 	1 	 	17 	9/13/12/15/14 	43 / 38 	
5/4 	 	26,000 	½×(4d10 + 5d8) 	1 	 	17 	9/13/12/15/14 	43 / 38 	
5/5 	 	36,000 	½×(5d10 + 5d8) 	1 	 	16 	9/13/12/13/14 	50 / 45 	
6/5 	 	55,000 	½×(5d10 + 6d8) 	1 	 	16 	9/13/12/13/14 	50 / 45 	
6/6 	 	72,000 	½×(6d10 + 6d8) 	1 	+1 	15 	9/13/12/13/14 	57 / 52 	
7/6 	 	110,000 	½×(6d10 + 7d8) 	1 	 	15 	7/11/10/13/12 	57 / 52 	
7/7 	 	150,000 	½×(7d10 + 7d8) 	1½ 	 	14 	7/11/10/12/12 	65 / 60 	
8/7 	 	220,000 	½×(7d10 + 8d8) 	1½ 	 	14 	7/11/10/12/12 	65 / 60 	
8/8 	 	300,000 	½×(8d10 + 8d8) 	1½ 	 	13 	7/11/10/12/12 	72 / 67 	
9/8 	 	450,000 	½×(8d10 + 9d8) 	1½ 	+1 	13 	7/11/10/12/12 	72 / 67 	
9/9 	 	600,000 	½×(9d10 + 9d8) 	1½ 	 	12 	7/10/9/9/11 	80 / 75 	
10/9 	 	900,000 	½×(9d10 + 9d8) + 1 	1½ 	 	12 	6/10/9/9/11 	80 / 75 	
10/10 	 	1,200,000 	½×(9d10 + 9d8) + 2 	1½ 	 	11 	6/10/9/9/11 	88 / 83 	
11/10 	 	1,350,000 	½×(9d10 + 9d8) + 3 	1½ 	 	11 	6/10/9/9/11 	88 / 83 	
12/11 	 	1,800,000 	½×(9d10 + 9d8) + 5 	1½ 	 	10 	6/9/8/8/10 	96 / 91 	
13/11 	 	2,250,000 	½×(9d10 + 9d8) + 6 	1½ 	 	10 	5/9/8/8/10 	96 / 91 	
13/12 	 	2,400,000 	½×(9d10 + 9d8) + 7 	1½ 	+1 	9 	5/9/8/8/10 	104 / 99 	
14/12 	 	2,700,000 	½×(9d10 + 9d8) + 8 	1½ 	 	9 	5/9/8/8/10 	104 / 99 	
14/13 	 	3,000,000 	½×(9d10 + 9d8) + 9 	2 	 	8 	5/7/6/5/8 	109 / 104 	1
15/13 	 	3,150,000 	½×(9d10 + 9d8) + 10	2 	 	8 	5/7/6/5/8 	109 / 104 	2
16/14 	 	3,600,000 	½×(9d10 + 9d8) + 12	2 	 	7 	4/7/6/5/8 	109 / 104 	4
17/14 	 	4,050,000 	½×(9d10 + 9d8) + 13	2 	 	7 	4/7/6/5/8 	109 / 104 	5
17/15 	 	4,200,000 	½×(9d10 + 9d8) + 14	2 	+1 	6 	4/6/5/4/7 	109 / 104 	6
18/15 	 	4,500,000 	½×(9d10 + 9d8) + 15	2 	 	6 	4/6/5/4/7 	109 / 104 	7
18/16 	 	4,800,000 	½×(9d10 + 9d8) + 16	2 	 	5 	4/6/5/4/7 	109 / 104 	8
19/16 	 	4,950,000 	½×(9d10 + 9d8) + 17	2 	 	5 	2/6/5/4/7 	109 / 104 	9
20/17 	 	5,400,000 	½×(9d10 + 9d8) + 19	2 	 	4 	2/5/4/4/6 	109 / 104 	11
21/17 	 	5,850,000 	½×(9d10 + 9d8) + 20	2 	 	4 	2/5/4/4/6 	109 / 104 	12
21/18 	 	6,000,000 	½×(9d10 + 9d8) + 21	2 	+1 	3 	2/5/4/4/6 	109 / 104 	13
22/18 	 	6,300,000 	½×(9d10 + 9d8) + 22	2 	 	3 	2/5/4/4/6 	109 / 104 	14
22/19 	 	6,600,000 	½×(9d10 + 9d8) + 23	2 	 	2 	2/5/4/4/6 	109 / 104 	15
23/19 	 	6,750,000 	½×(9d10 + 9d8) + 24	2 	 	2 	2/5/4/4/6 	109 / 104 	16
24/20 	 	7,200,000 	½×(9d10 + 9d8) + 26	2 	 	1 	2/5/4/4/6 	109 / 104 	18
25/20 	 	7,650,000 	½×(9d10 + 9d8) + 27	2 	 	1 	2/5/4/4/6 	109 / 104 	19
25/21 	 	7,800,000 	½×(9d10 + 9d8) + 28	2 	+1 	0 	2/5/4/4/6 	109 / 104 	20
Total 	 	 	 	 	13 	 	 	 	20
==Stronghold==
In the Shadows of Amn campaign, C/R protagonists may choose between one of two strongholds. Upon accepting one, they will be unable to accept another.
*Clerics are able to join one of Athkatla's temples after completing the "Investigate and Destroy the Cult of the Eyeless" sidequest.
*Rangers are able to become a local ranger after completing the "Investigate the Deaths in the Umar Hills" sidequest.
Category:Multi-classes
Category:Lists