Priest of Helm

Priest of Helm is one of the five class kits available to Cleric. Characters choosing this kit option devote themselves to worshipping Helm, the Watcher and have alignment restrictions that differ based on game version.
;Alignment
Originalgame	EnhancedEditions
 	
As a general rule, cleric kits gain two bonus special abilities each without any added penalties compared to the base class, so it is generally advisable to always choose a kit that suits your alignment preferences over the "vanilla" cleric class.
The Priest of Helm is able to heal others and one of the four classes which can cast priest spells. They can wear all kinds of armor, just like warriors, except mages robes, but their ethos prohibits them from using weapons and missiles with sharp points & edges and start with two weapon skill points fewer.
==Ability Scores==
Ability Score	Min. requirement.	Max. requirement
Strength 	3 	18
Dexterity 	3 	18
Constitution 	3 	18
Wisdom 	9 	18
Intelligence 	3 	18
Charisma 	3 	18
Note: For the information of this table the human race was used, because they have no character bonuses/penalties related to race and therefore act like a 'neutral'. For other races this may be slightly different. See Ability Scores for more information.
==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. As good-aligned priests, Priests of Helm may use this mode to destroy the undead instantly.
==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
*Invisibility Purge
*Miscast Magic
*Protection From Fire
*Remove Curse
*Remove Paralysis
*Rigid Thinking
*Strength of One
*Zone of Sweet Air
===Level 4===
*Animal Summoning I
*Cause Serious Wounds
*Cloak of Fear
*Cure Serious Wounds
*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 alignment TOB)
*Sunray
*Symbol, Stun
*Symbol, Death
*Symbol, Fear
==Class abilities==
Priests of Helm have two innate abilities:
*Seeking Sword: Gains one use at level 1 and an additional use every 10 levels thereafter. This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a -4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.
*True Sight (innate): Gains one use at level 1 and an additional use every 5 levels thereafter. The spell casting speed is much quicker than the Arcane or Priest spell versions. Otherwise, it isn't much different than the True Sight spell. It remains a powerful illusion revealing and destroying tool.
==Holy Symbol==
Upon reaching level 24, Priests of Helm receive his holy symbol which grants bonus lvl 6 and lvl 7 spell slots - one per each level - among other things.
==Spell progression==
Spell lvl/
Cleric/Druid lvl	1	2	3	4	5	6+	7++	Total # of spellslots
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
;Notes:
:Priest gain additional spell slots for their wisdom.
:+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.
==Table for experience, hit points and weapon proficiency==
Level	Experience required	Hit dice (d8)	Weapon proficiency
1 	0 	1 	2
2 	1,500 	2 	
3 	3,000 	3 	
4 	6,000 	4 	1
5 	13,000 	5 	
6 	27,500 	6 	
7 	55,000 	7 	
8 	110,000 	8 	1
9 	225,000 	9 	
10 	450,000 	9 + 2 	
11 	675,000 	9 + 4 	
12 	900,000 	9 + 6 	1
13 	1,125,000 	9 + 8 	
14 	1,350,000 	9 + 10 	
15 	1,575,000 	9 + 12 	
16 	1,800,000 	9 + 14 	1
17 	2,025,000 	9 + 16 	
18 	2,250,000 	9 + 18 	
19 	2,475,000 	9 + 20 	
20 	2,700,000 	9 + 22 	1
21 	2,925,000 	9 + 24 	
22 	3,150,000 	9 + 26 	
23 	3,375,000 	9 + 28 	
24 	3,600,000 	9 + 30 	1
25 	3,825,000 	9 + 32 	
26 	4,050,000 	9 + 34 	
27 	4,275,000 	9 + 36 	
28 	4,500,000 	9 + 38 	1
29 	4,725,000 	9 + 40 	
30 	4,950,000 	9 + 42 	
31 	5,175,000 	9 + 44 	
32 	5,400,000 	9 + 46 	1
33 	5,625,000 	9 + 48 	
34 	5,850,000 	9 + 50 	
35 	6,075,000 	9 + 52 	
36 	6,300,000 	9 + 54 	1
37 	6,525,000 	9 + 56 	
38 	6,750,000 	9 + 58 	
39 	6,975,000 	9 + 60 	
40 	8,000,000 	9 + 62 	1
Total	 	 	12
==External Links==