Dual class Shapeshifter/Mage
satyrion
Member Posts: 104
Would this be good because Shapeshifters cant wear armor anyway.
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The only dual/multi class option for druids is fighter.
Thumbs up.
On topic~ Having like...Iron Skins, Stoneskin, Mirror Image, and a bunch of other abilities on yourself while shapeshifted into a Werewolf, surrounded by whatever you can muster up would be hilariously awesome, but other than that, not...sure.
I literally want a Mage/Druid multiclass, which is PnP legit.
ah, well i would support it then
even though lvl 14-15 on your druid side would be PAINFUL
Funny, I thought I knew everything about 2nd edition.
That shouldn't be too difficult to implement, I guess, and would be kinda like Wizard/Cleric.
Too bad, it's not possible to dual other specific classes.
Sorcerer should really work like Wizard for Multiclassing purpose. (IE .: An elven Sorcerer / Fighter should be possible, or a Human Fighter dualled to sorcerer)
Monk, Barbarian should work like Fighter for Multiclassing purpose.
But that would require to define the main stats for these classes...
I'd say something like
- CHA for Sorcerer
- STR, CON for Barbarian
- DEX, WIS for Monks
That would make sense, and I'm pretty sure could be fun
And I thought barbarian was only a kit in 2e, not a class. There may be supplements I'm not aware of. Sorry.
They are in 1st ed with my point being they didn't first appear in 3rd.
I would also point out the monk is closer to the 1st edition monk rather than the 3rd in the Baldurs Gate ruleset.
The berserker is also RIDICULOUSLY more powerful then it should be, and has literally none of it's downsides aside from the winded thing (there's A LOT more)
But yeah, anything part cleric could be part druid instead if the character is a half-elf, including Ranger/Druids, which are exclusive to half-elf multiclass (There's several rules involved to allow it (Must be neutral good, must follow a good nature deity with both rangers and druid followers (Mielikki in FR fits the bill), must be raised into the tradition from birth), but Forgotten Realms meets all the requirements so it would be allowed).
Theoretically, a human could start as a TN druid, become good (alignments in PnP can shift over time depending on how you play your character) and dual into a ranger, but it's not very efficient of a choice. (the reverse isn't possible since the instant you stop being good, your ranger class loses all abilities and becomes a fighter permanently). Druids aren't restricted like that and are simply required to continue to obey their ethos laws for equipment use (technically a fighter/Druid or ranger/druid is still restricted to weapons and armor usable by druids, or they lose all spell-casting and special abilities, until 24 hours after they've removed the offending equipment...BG doesn't implement that little detail. Also Mutli-class druid are never supposed to be able to go above level 13 in their druid levels, since they lack the dedication (by splitting their time between multiple classes) to be part of the Druid political hierarchy which is required for levels 14-16 (technically, they can't go above 9, but if you aren't using race caps, then 13 is the max level), dual-classed humans are excluded IF Druid is their currently active class (though if they dual-class away from Druid, they lose any of their High/Great/Grand Druid perks and station immediately and can never regain them...though if they've become Hierophant druids, they retain those abilities when they dual away).
As you can see Druids above 13 are confusing as hell in PnP. (there's only a limited number of druids allowed to reach levels 14 and 15, and only 1 druid at a time in the whole world can be 16...though once he gets tired of the job, he can give it up and become a Hierophant Druid and continue to advance, and gains a bunch of ridiculous at-will powers that put BG's druid HLA to shame.
Ex. Assassin doesn't have the backstabbing multiplier bonus or the +1 to hit/damage in the manual, but gets disguising and poison benefits as well as forced assassin's guild joining or be assaulted by every assassin in the area. A lot of these benefits don't work in Baldurs gate due to mechanics.
Then they got a kit book in 2nd Edition. Cleric and Fighter subclass, and -- *sigh* human only, no evil or Chaotic Neutral? Were they huffing compressed air at this point? Whatever, I'm not going to argue it.
Monks, also in AD&D 1E, ended up...wow, what splatbook was it that they showed up in? I know they got axed for 2nd Edition. Was it one of the Player's Option books?
Sorcerers, totally 3rd Edition, but legit because they gave instructions on making new classes in the Dungeon Master's Guide. Should totally be multi-classable, since somebody here said that they aren't really affected by any one ability score, so why not.
But yeah, they're definately deadly in PnP
They where a little different to BG Monks though. The difference I remember was they ony used d4 hit die, although they got 2 at first level.
Bards where very very very different!
I was asking about the 2nd Edition Monks. I know I saw them somewhere...
The BG version doesn't resemble it AT ALL (about as much as the 2nd edition Barbarian resembles the BG one...aka none), aside from using the priest xp table, no armor, and fighting primarily unarmed (no special bonuses at all, aside from being able to GM in martial arts). The BG version is based entirely on the 3rd edition version.
Mages and Shapeshifters. I could get behind that, especially with the ability to bleed contingencies and sequencers. A Mage...hulking out.