Fighter/Thief/Mage/Cleric Multiclass
Heinrich
Member Posts: 188
For the ultimate solo character.
Need I say more?
Need I say more?
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Comments
Besides, C/T is available to half-elves I believe, I didn't care for it as all the different abilites ended up being a mess on my GUI.
If the idea is really that outrageous and won't be implemented in the final product, then at least make it possible to make a mod out of it. I would just love to try this kind of character out.
THIS is the way it shall be done. :-) multiclass whit 4 classes? That is about the dumbest sugestion I have heard to day, IMO :-)
Ideally, you would like the 3rd Edition ruleset to get some benefits from many classes, but Overhaul said they're sticking with the 2nd Edition, because of copyright.
But like WolfHeart said, I also like play without a level cap when playing solo because it's just one of those multiclasses that would be fun to play with a maximum amount of mods. I'm not expecting this feature to be implemented just like that. I'm just hoping that they make this moddable since they are de-hardcoding many features and making modding easier. Baldur's Gate has become one of those games that I simply cannot play without mods.
Now, seriously. Correct me if I'm wrong, but isn't the whole point of playing solo is to make game more challenging? If so, why create perfect character, who can do everything by itself? There is no point at all.
That's the beauty of Baldur's Gate. You can play it however you want with all the customization and non-linear plots it offers.
It is on page 114 of The Ruins of Undermountain II: The Deep Levels.
Now, I have no idea what the game designers were thinking here, as the multi-class limit was one of the foundational rules of 2nd edition. No DM would ever let this happen. It is basically heresy. Yet, here it is in print. This is the only instance of this I've ever seen, my first thought is that it's a typo. Kind of like the +6 dagger in Menzoberranzan. Anyway... I've copied and pasted the entire NPC entry here as proof:
" Arlen of the Swiftstrike: CN em F9/W10/P9/T11:
AC -1; MV 12; hps 81; THAC0 12; #AT 3/2; Dmg
by spell or weapon type; 1-3 (quarrel from hand
crossbow), 1-8 + variable (long sword of dancing),
1-6+3 (flail +3); STR 18/20, INT 16, WIS 15, DEX
18, CON 16, CHR 14. Spells: see below."
"A relative newcomer to Undermountain, Arlen
moved in four years ago to avoid prosecution by the
Waterdeep authorities. He was spotted assassinating
a local baron and knew if he did not make good his
escape he would swiftly dangle from a rope. He
feared they could use spells to see through any of his
disguises. He has recently begun making occasional
trips to the cityfor profit and to keep his skills in
peak condition. He hopes enough time has gone by
that he is no longer being actively hunted and that
the wanted posters bearing his face are only a memory.
The vagabond elf, who considers himself a jack-ofall-
trades, thrives in the Deep Levels of Undermountain.
Living in Skullport, he spends hours upon hours
hatching elaborate scams to ply against the nobles,
merchants, and officials of Waterdeep. A consummate
con artist, Arlen enjoys the thrill of a successful
con more than the financial gain it nets him
although the gain is usually considerable. It matters
little to him whether the con is perpetrated against
those in Waterdeep or adventurers traveling in Halaster
s dungeon.
He has romanced wealthy women, passed himself
off as a traveling jeweler, convinced crowds that he
has a magical cure-all for sale, and has concocted a
variety of guises and stories that have bilked money
from unsuspecting Waterdhavians; Of course, Arlen
has been known to spend several weeks at a time
underground, especially when he fears conditions are
too hot above ground or if he spotted a familiar
Guardsmans face. During this time, the master of
disguise works at creating more disguises and magical
potions to aid in pulling off his assorted jobs.
Player characters are likely to encounter Arlen
anywhere in Undermountain. He will not fight
them, unless seriously threatened. Rather, he will try
to scam them, acting the part of an escaped slave or
lost adventurer. When he has convinced the PCs of
his role, he will pick a few choice pockets and
vanish into the shadows of Undermountainto create
a new disguise and attempt to scam them again
later.
Arlen has the nonweapon proficiencies Disguise
(19), Ventriloquism (18) Appraising (19), Tumbling
(19), and Jumping (20). Much of Arlens wealth is scattered in little niches
about Undermountain. However, he keeps 2,500 gp,
1,200 sp, 300 cp and 100 pp in a hidden niche near
Spikes home. Several packets of dust of disappearance
and dust of tracelessness also are stored there. His
room at Skullport is filled with an assortment of male
and female clothes, make-up, wigs, costume jewelry,
walking sticks, boots, and other objects to help him
pull of his disguise acts. Arlen always wears and carries
his: cloak of protection +3, worn leather armor +2,
boots of elvenkind, long sword of dancing, bag of holding
(30 cubic feet), and three packets of dust of disappearance.
Arlen has the following wizard spells: 4, 4, 3, 2, 2.
He usually memorizes change self, chill touch, grease,
spider climb, Melfs acid arrow, mirror image, Tashas
uncontrollable hideous laughter, web, suggestion, vampiric
touch, wind wall, phantasmal killer, polymorph self,
chaos, feeblemind.
He has the following priest spells: 6, 5, 3, 2, 1,
with major access to the spheres of All, Charm,
Combat, Divination, Protection, and minor access to
the spheres of Healing and Guardian. He usually carries:
cure light wounds ×3, detect magic, curse, hold person,
chant, spiritual hammer, silence 15 radius,
withdraw, prayer, speak with dead, dispel magic, detect
lie, spell immunity, flamestrike."
On a serious note, with FMT, if you need healing, you can use those potions you stole. If you need to Rez someone, you can use any item, i.e. the rod of resurrection, which you sold to the shop for a full recharge and stole back for free. Ok, not so serious ^^
Further, I can think of an even more OP multiclass: The Fighter/Thief/[insert random other class]/Mage/Cleric! Instead of starting with gold, it comes equipped with the epic wand of unlimited do and become anything you want, in addition to a ring of CLUAConsole, and the girdle of experience cap removal!
I get it, guys, it's a horrible, unbalanced munchkin idea. I just thought it would be something fun to have whether it be an official feature or through a modification.
So you'd start getting them as an 11 Fighter/13 Thief/12 Wizard/11 Cleric. But you wouldn't be able to choose special spells you don't have spell slots for.
I think Bioware wanted everyone to experience the feature and avoid anyone having to drop a multiclass character they'd played through BG1/BG2:SOA with just to get HLAs.