Dwarven Fighter/Thief Build Help
matiez
Member Posts: 2
After much deciding, I have chosen a Dwarven Fighter/Thief multi-class as my character for a co-op playthrough of BG:EE. My partner in crime is playing a Cleric/Mage. I'm looking to be a front-line fighter/scout and take care of traps and locked doors.
What would you suggest for weapon proficiency? First time through the game so I'm unsure of the available equipment.
Any other help/suggestions would be greatly appreciated.
What would you suggest for weapon proficiency? First time through the game so I'm unsure of the available equipment.
Any other help/suggestions would be greatly appreciated.
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2. Long sword as a melee weapon. Warscona +2 is pretty easy to get at the beginning (Nashkel mines).
3. Long bow as a ranged. Composite bow +1 (+3 damage) is available at Beregost, Feldpost Inn.
i like dwarf for more ST than orc
A single class thief is the only thing they do kind of well, since the difference between plain 18 (+1 hit, +2 damage) and 19 (+3 hit, +7 damage) is rather huge, and it's most of the game before you can get a boost to 19 via items or powers.
Even Barbarians are better done by other races, since the rage gives more bang for your buck if you have less then 19 str.
And Kensai, wizard slayers, and plain fighters benefit from the benefits shorty saves or elf benefits more then they do slightly easier to roll stats.
Anyway....
Dual-wielding is pretty good. Though need at least ** in two weapon style before you attempt it. Or you're going to miss A LOT.
Only weapons available to a single class thief can be used to backstab. Keep that in mind.
Though going for single weapon or two-handed style doubles your crit chance when using a single or two-handed weapon (melee only) and can make for some extreme backstabs.
You definitely want to prioritize locks first and foremost. There's lots of good gear that you simply can't get unless you have a good lockpick skill (70+ at first, then split between traps and Move Silently until about 70, then take traps to 100 (you definitely want 100 before attempt Durlag's tower..after that...do whatever, probably more move silently). Which you can sell to get the shadow armor to help making stealth easier. (the boots of stealth are free (just have to find them), and also a MASSIVE boost to your stealth skills).
Dwarven Fighter/Thief kicks Half-Orc's butt. 18/xx Strength isn't much less than 19 Strength depending on what you roll, and the Strength Tome will put you at 19 Strength eventually any way. 20 Strength on the other hand is basically useless, which is all you'll have to show for your Half-Orc in the end.
Then you also get Shorty Saving Throws, which kick Half-Orc's butt. At 18 or better Constitution, +5, AKA, 25% better chance to evade Poison/Paralyze/Death, Spells, and Wands.
Also you get bonuses to your Thieving abilities based on race, whereas Half-Orcs don't get any such racial bonuses. This more than makes up for the Dexterity penalty that is incurred for choosing Dwarf.
Dwarven Fighter/Thief > Half-Orc Fighter/Thief. If you want to role-play, then go ahead and pick the other, but if we are talking pure power, Dwarf wins. THE END.
1. And if anyone feels like gainsaying me, please take the time to first create your own half-orc thief with 13–15 DEX. Then feel foolish and hang your head in shame.
It's not wrong to say humans and half-orcs gain nothing compared to the other races. You could set halfling as your baseline and state the other races' skill mods as bonuses or penalties compared to that, and it would be equally valid. But it is wrong to say that humans and half-orcs gain no bonuses to their skills, because they patently do.
Humans ARE the baseline. Every thing is the game (and DnD as a whole) is built around it's relation to a human's base stats, because they have no innate bonuses or penalties.
Open your eyes. Each class gets a set base amount of skills, and your racial bonus is added at creation on top of it, then you can spend points, or in the case of rangers/bards your stealth/PP is spent automatically for you. Humans and half-orcs only get the base amount because they have no racial bonuses AT ALL. they get no other bonuses to any skill from race. (though as mentioned above, HO should technically get a +5 bonus to find trap over a human, but isn't implemented).
and then elf, half-elf, or shorties theif skill bonuses are applied (Elves have +15, Half-elves have +30, shorties have +40 spread to a variety of different stats). Then Dex is applied. It works EXACTLY the same in BG as in PnP (except for the thief kits...they're wrong because they use the vanilla's thief's base skills at creation, which are very different from kit to kit), except some of the bonuses are wrong (like Half-elves having a bonus to MS at all, or half-orcs missing their +5 find trap).
In the very short term, a single class thief half-orc has a slight backstabbing advantage, at the cost of haivng to sacrifice utility to focus on it, while that advantage is completely nullified in the long run due a lack of tangable benefits such as bonus points (takes until 16 thief before the starting points no longer matter), or save benefits or other resistances that can't be easily replaced.
As people have mentioned several times in the threads asking to nerf Dorn....what is the point of making a Half-orc except for having 19 str at creation? And is really only a bonus if you're a non-fighter.
They don't, because they only get the base line stats, hence there is no bonus, while non-human/Half-orc DO get bonuses over the baseline.
After DEX is taken into account dwarves have 10 points over half-orcs.