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  #1 (permalink)  
Old 05-24-2002, 05:53 AM
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Thumbs up Kayless’ Guide to Multi-Classing

Okay folks, for those of you who are unfamiliar with 3E rules (or just looking for some cool ideas) this should help you in customizing characters that are both effective as well as true to your indivisual character-concept. So here it goes.

Rule # 1: The classes should always complement each other. A single level of Ranger is excellent for a Rogue since it allows them get free Ambidexterity, Two-Weapon Fighting, Tracking, and a favorite enemy. Since TWF is only really effective in 3E when it’s combined with Sneak Attack, I highly advise giving your Rouge a pair of short swords, since you don’t need to double up on weapon feats (i.e. you only need to take Weapon Finesse, Weapon Focus, etc. once instead of twice like a longsword/dagger or other combination would require). The Barbarian is also a great class to only take a single level in since it gives Fast Movement and Rage. The Fighter is another great class to take a couple of levels in since it grants bonus feats (and access to Weapon Specialization at fourth level). A no-no is combining magic using classes. A single-classed level 8 Wizard will beat a Wizard 4/ Cleric 4 multi class any day.

Rule #2: Beware experience penalties. When a character switches classes he takes a 20% exp. hit if the classes are more than one level apart, unless it’s his favored class (fighter for dwarves, barbarian for half-orcs, and so on). So logically speaking you’ll want to design characters whose multi-classing will reflect their favored class. Humans are most flexible since their favorite class is whatever their highest class is. This allows them much more versatility then the other classes.

Rule #3: Pace yourself. Think about how you’re going to survive from encounter to encounter, not how badass your character will be once he/she reaches that magic level when all that multi-classing pays off. Certain multi-classing options take a while to be effective (Fighter/Wizard types come to mind) so it’s important to have thought your level progression through. There are some powerful combos, but it can be profoundly frustrating getting your character to the point where all the planning comes to fruition. So be prepared and have at least a few characters in your party who are good at lower levels to pick up the slack.

Tips: Here are a few effective combos. Take three levels of Rogue before multi-classing to a Fighter (Note, if you have a multi-class combo that includes the Rogue always be sure to take the Rogue class first, since he has the most skill points at the beginning). The three Rogue levels will give you 2D6 Sneak Attack, Evasion and Uncanny Dodge and you’ll only be down one BAB point from a single classed Fighter. You’ll be missing a couple of feats, but at higher levels the difference is marginal, so overall you’ll be better in the long run. A Druid can take a single level of Barbarian and gain Rage which, when combined with Wild Shape, is truly scary (A raging bear kicks ass!). http://www.soccerforums.com/images/s.../ferocious.gif The Barbarian's Uncanny Dodge stacks with the Rogue's so these classes mesh well too (especially since the Barbarian's Fast Movement skill only works in medium or lighter armor, and Rogues tend to go with lighter armors).

I'm sure I'll think of more stuff to add in later. Feel free to share your cool multi-classing tips with everyone.
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Last edited by Kayless; 05-24-2002 at 05:59 AM.
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Old 05-24-2002, 03:10 PM
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In addition to Rule #2 Half-elf's favourite class is also whatever their higher class is.
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Old 05-25-2002, 01:58 AM
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Oops, thanks Demis. I totally spaced the Half-Elf (and probably a bunch of other stuff too). http://www.highwaygames.com/forum/im...es/redface.gif http://www.highwaygames.com/forum/im...smilies/el.gif
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But only so an hour.
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Old 05-27-2002, 01:13 AM
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Another multi-class for those that love spellcasting.
Cleric-sorcerer, since they both need high charisma.
Clerics for turn undead, Sorcerers for spells.
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Old 05-27-2002, 02:16 AM
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You ain't seen nothing yet until you've seen a barb/bard (preferably half-orc ("You no like my play? I SMASH YOU! )

But seriously: rogue/sorceror is the way to go. Since you don't become visible when casting sells while invisible in 3e, you can throw jiucy spells from a distance, and you can also snek attack when necessary.
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Old 05-28-2002, 01:28 PM
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Quote:
Originally posted by Onyx
Another multi-class for those that love spellcasting.
Cleric-sorcerer, since they both need high charisma.
Clerics for turn undead, Sorcerers for spells.
I’m usually a bit leery of multi-classing that combines two magic using classes, because the spells don’t stack (a clr4/sor4 can only cast 2nd level spells, whereas an 8th level cleric or sorcerer can cast 4 level). I think it’s better to take a straight class cleric or sorcerer rather than multi-classing the two. Clerics need high Wis to do their spells while sorcerers use Cha (though clerics will benefit from a high Cha, paladin's are really more Cha dependent). Getting the two stats at a reasonably high level level leaves precious few points to devote to stats like Con (for HP) and Int (for skills). Just because two classes rely on similar attributes doesn't mean they mesh well (your mileage may vary though). http://boards.wizards.com/rpg/wink.gif

If you really want a character that can turn, cast spells, and relies on high Cha, then a pal/sor is what I'd recommend (I believe paladins of Mystra can multi-class to spell casting classes).
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Nature’s first green is gold,
Her hardest hue to hold.
Her early leaf’s a flower;
But only so an hour.
Then leaf subsides to leaf.
So Eden sank to grief,
So dawn goes down to day.
Nothing gold can stay.

Last edited by Kayless; 05-28-2002 at 05:16 PM.
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Old 05-28-2002, 02:52 PM
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Quote:
Originally posted by Kayless

I’m usually a bit leery of multi-classing that combines two magic using classes, because the spells don’t stack (a clr4/sor4 can only cast 2nd level spells, whereas an 8th level cleric or sorcerer can cast 4 level). I think it’s better to take a straight class cleric or sorcerer rather than multi-classing the two. Clerics need high Wis to do their spells while sorcerers use Cha (though clerics will benefit from a high Cha, paladin's are really more Cha dependent). Getting two stats at a reasonably high level levels precious few points to devote to stats like Con (for HP) and Int (for skills). Just because two classes rely on similar attributes doesn't mean they mesh well (your mileage may vary though). http://boards.wizards.com/rpg/wink.gif

If you really want a character that can turn, cast spells, and relies on high Cha, then a pal/sor is what I'd recommend (I believe paladins of Mystra can multi-class to spell casting classes).
http://boards.wizards.com/rpg/smile.gif
Indeed so, Paladins of Mystra (also called Knights of the Mystic Fire) are supposed to be guardians of the weave and go with clerics of the faith to discover ancient hoards of magic. I believe they can take levels in Wizard as well.
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Old 05-29-2002, 01:39 AM
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well, the idea was that if your are cleric, and have a good charisma too, then why not also take some level in sorcerer, maybe 2,3 even 4, not more, 'cause there are some low level spells a cleric can find usefull, like armor or shield type spells. Also identify, burning hands and so on. A cleric at low levels does not have many offensive spells. So imagine later on when you cleric is level 7 or 8, and you wish you had shield, or mage armor or whatever. Just 2 or 3 levels in sorcery could help. That's all.
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Old 05-29-2002, 10:08 AM
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Right.
I also wouldn't worry too much about slow progression in spell levels in the computer rpg.
On PnP it can be frustrating to have a cleric/mage who takes endless hours of game play to get new spells, while single class characters are increasing their skills, feats and spells rapidly.

I can't think of a Black Isle game where the multi class characters didn't reach maximum level for the game before it ended.
That should be the same for IWD Jr. (Barring your taking a new class at every level that is)

Just remember: the computer DM gives out 50,000 xp to every character for things like finding a child's lost dog. PnP DMs, on the other hand, might consider giving you the xp for killing the dog if it put up a good fight.

So, multi class away. Think of how useful Arie was in BGII with fire of vengence (Cleric spell) and horrid wilting (mage) in her arsenal.

Multi class away!
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Last edited by baileyatbrats; 05-29-2002 at 10:12 AM.
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Old 05-29-2002, 11:13 AM
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Quote:
Originally posted by Onyx
A cleric at low levels does not have many offensive spells. So imagine later on when you cleric is level 7 or 8, and you wish you had shield, or mage armor or whatever. Just 2 or 3 levels in sorcery could help. That's all.
Yeah, a few levels generally doesn’t hurt in the long run. But clerics are the most powerful class in 3E, and do quite well on their own. A fighter level in the beginning might be beneficial since clerics tend to be more melee oriented prior to receiving their better offensive spells.

Quote:
Originally posted by baileyatbrats
I also wouldn't worry too much about slow progression in spell levels in the computer rpg.

I can't think of a Black Isle game where the multi class characters didn't reach maximum level for the game before it ended.
That should be the same for IWD Jr. (Barring your taking a new class at every level that is)
Except that Black Isles has never done a 3E game before. The mechanics are different from the AD&D rules. Designers on BIS board have said that multi-classing takes a while to be effective in IWDII, so I’m going to take their word for it and plan carefully. http://boards.wizards.com/rpg/wink.gif
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But only so an hour.
Then leaf subsides to leaf.
So Eden sank to grief,
So dawn goes down to day.
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Old 05-29-2002, 11:21 AM
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Okay then.

If my plan doesn't work, I'll just play it again.
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Old 05-29-2002, 11:25 AM
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That’s the spirit. http://www.linda-goodman.com/ubb/winkgrin.gif
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Nature’s first green is gold,
Her hardest hue to hold.
Her early leaf’s a flower;
But only so an hour.
Then leaf subsides to leaf.
So Eden sank to grief,
So dawn goes down to day.
Nothing gold can stay.
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Old 05-29-2002, 03:38 PM
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I'm gonna guess that some people are going to basically burn this game onto the hard disk permanatley!
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Old 05-30-2002, 01:29 AM
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Isn't that with ever Black Isle game?
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Old 05-30-2002, 02:10 AM
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Quote:
Originally posted by Nippy
I'm gonna guess that some people are going to basically burn this game onto the hard disk permanatley!
Yep, with all the other games, BG, BGII, TOB, IWD, HOW, TOTL ...
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