Fighter/Mage/Cleric
Pluc082
Member Posts: 80
Did someone ever use this class? It's playable in BG1? And what's the fighter add to a mage/cleric? Thanks in advance!
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The problem is, that also the con bonus is "shared" for all classes, which are present in ones multiclass-setup. In the triple-case I'd go definitely for 18..anything else is just wrong, even if it nets you only a mere +1HP (compared to 17 con!) if all 3 classes get their level up. So a fighter gets the +4 bonus but divided /3; cleric +2 (limitation) (d8+2)/3..and so on.
In that case even if you use the constitution book, you won't get any benefit from having 19 con, as the only sub-class 'd be the fighter but: (10+4)/3)=5HP .. (10+5)/3=5HP .. see the difference ^^ ? [d10 fighter + 4 con boni for having 18...and so on; always rounded down]
Just to clarify the con problem though ^^ I don't really mind the triple-whatever-combinations players are using
Eventually in BG2, it's bogged down a lot compared to a multi-class mage/cleric. It's not a big deal for BG1, but it really does suck for BG2. Eventually a mage/cleric can pretend he's a fighter (actually, he'd be more powerful than a fighter) of equivalent level anyway, so I think it's pointless.
Then again wouldn't be a wisely chosen 2-mclass be better? It's not just my cup of tea...as they reach higher level so the thac0 is negated...
/irony off
(and yes..those classes might be awesome in BG2..but not in BG1)
Holy Power gives you pretty nice bonus HP, all the strength you'd ever want, and the thac0 of an equivalent level fighter.
Then when you hit level 5 divine spells in BG2, you can throw Righteous Magic into the mix and again, hit like a mac truck. Once you get level 6 arcane spells, you can throw Tenser's Transformation out there and become a god among men.
I greatly prefer just a mage/cleric over a fighter/mage/cleric.
Why should a Fighter/thief/cleric suddenly get a con-boni by havin 17 of 3 for _all_ classes instead of 2 for only T/C as per 2nd edition? And the Con-boni is applied before doing the roll...then again; I never played such stupid class-combinations in BG1/2.
Or do you use rule-changing mods, where your non-fighter classes suddenly get a con bonus of 17+ valid to their level up? don't think so.
@sandmanCCL: as already mentioned; I prefer a mere dual-class if am not playing IWD2! :P
Edit: This is based off some tests I just did in BG:EE. I suppose it's possible it works differently in vanilla, but I'm pretty sure I remember it working the same.
You'd only be down a 1/2 attack per round from weapon specialization over f/m/c
Edit: Yeah as far as I can tell the extra attacks are just something added by Spell Revisions.
My bad.
Still. Extra attacks are a giant "don't care" in my view. Wait til the attack hits, then use the rest of the round to cast a spell.
edit/edit: 18 or 19 con does not play a role at all..it's only the rounding system in BG favoured towards the player, which is not favored towards per dnd towards the player as it is always rounded down.
((d10+4)/3)+((d8+2)/3)+((d4+2)/3) is still 10 HP for me...or maybe you show us your magic pnp-math, where you mystically get hidden dices out of nowhere?
This is only based on my pnp experience though...don't bother myself playing a triple-mclass in bg1^^
It's a fun combo, but more as a "challenge" than as a strong character.
with duhm mirror images and other stuff
i played ilusionist/cleric solo and i think it is not the best combo for bg1 you can have only 1,5 apr with haste and that is really slow
The base FMC gets pretty powerful by the 8mil exp cap, but for the majority of the game you'll be at least a spell level or two behind any other caster you have in your party.
I did however play a FMC with a fix pack and with no exp limit and if you do this, eventually you'll hit level 40 with all three classes and arguably be the strongest character class you can create. Though it will take at least several whole games to hit level 40 with all 3.
But for the higher levels you need a fixed amount for each additional level. So the FMC starts levelling at 1/3rd of the single class speed. What this means is that by the time the single class mage reaches level 18 (and some really powerful spells), the FMC is still stuck around level 12ish. By the time the FMC gets those top level spells everyone else has finished the game and gone home for supper.
If you want to play solo, or with a very small party then the FMC is a lot more useful (even moreso if you remove the xp cap). But in a full party they are just too slow to level up.
Which makes me think... FMC levelling must be unbearably slow, and I don't know why anyone would choose to do that, except I guess for roleplay purposes, or for a specific mod. It's all very nice having a super flexible character, but he/she can only do one thing at a time, so you might as well make him/her proficient at it. One character cannot be hacking at somebody with a sword, and casting both Arcane and Priest spells at the same time.