Skip to content

Fighter/Mage Multiclass

DrachuDrachu Member Posts: 6
edited October 2013 in New Players (NO SPOILERS!)
Hi all :)

I've searched the forum but couldn't find satisfying answer. Saw also that the community in this forum is extremly helpful so i decided to post my question in seperate topic. I'm an old BG player (still got working copies of BG and BG with addons :) ) The release of Enhanced Edition in few minutes after launching made ma go through this adventure one more time. Decided to play as fighter/mage multiclass. Read bunch of articules about it but like i wrote earlier - didn't find all anserws.
In short - I want to play through BG1:EE and BG2:EE when it comes out with this char. Help me choose which race, proficiencies and mostly weapon style etc. to pick - if possible please write why that choice is best :)

Thx !

Comments

  • BasillicumBasillicum Member, Translator (NDA) Posts: 400
    There are different ways of doing this, and the best combination is up to whatever you'd prefer. I've heard that an Elven Fighter/Mage focusing on bows could work out quite well.

    Another combination that is hailed as one of the best character builds in the game is Kensai/Mage. You'll have to be human and start out as a Fighter with the Kensai kit, and then later on you dual class to Mage. Most people dual class at level 9 or 13, I think, which means you would be a single-class Kensai throughout all of BG1.
  • DrachuDrachu Member Posts: 6
    True. I was considering Kensai/Mage and i know it's one of two best choices. However i want to benefit from later game content (mostly which will be available in BG2:EE) like Greater Whirlwind and i read that Kensai/Mage won't be able to get it. That is why i focused on Multiclass rather than Dual-class.
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2013
    Depends. If you want to play as a melee fighter/mage you might want to consider the Gnome Fighter/Illusionist. Mostly because they have even higher saving throws vs. spells. You can't use necromancy spells but you can cast 1 more spell per spell level than a regular mage would (so 4 more spells in BGEE). You could also try a Kensai/mage as Basillicum suggests but that would mean you wouldn't fighter/mage for BGEE.

    If you want to be a ranged fighter/mage consider the Elf fighter/mage. Elves get (effectively accuracy) bonuses to using bows. They also have a high resistance to charm/sleep spells. You can also use them for melee as well of course (in the current version they get bonuses to using any sword).

    As for proficiencies Longbows are a good choice for ranged characters. Warhammers, Maces, Long Swords, Flails, Quarterstaves, Two-Handed Swords, Halberds and (in BG2) Katana's are good for melee fighting (you can pick anything really I'm just nitpicking).



    Since you haven't played in awhile and plan on exporting to BG2 I would recommend playing as a Gnome (fighter/illusionist) and going with ** in Flails and ** in Two-Weapon Style. Your first proficiency point you acquire (fighter level 3) should go towards increasing the Two-Weapon Style to ***. After that (level 6) put a proficiency point another single handed weapon you saw that you were interested in (Katanas would be a good long-term choice if you are looking at BG2).

    In terms of stats the closer you can get to rolling a 90 (or above) the better. Have 18/xx strength, 18 dexterity, 18 constitution, 19 intelligence, and then whatever left can go towards charisma and wisdom. You probably won't want to be party leader since your charisma is probably going to be fairly low (unless you get a spectacular roll or reduce your wisdom down to 2).
  • FrozenCellsFrozenCells Member Posts: 385
    Hard to advise because you can't really go wrong with a fighter/mage. Dual wielding vs 2handers is mostly personal preference because they both have good points. Same with elf and half-elf. I'd personally skip on the bow and just go for melee weapons since fighter/mages make good tanks with their defensive buffs.
  • DrachuDrachu Member Posts: 6
    I'll probably go dual-wield (aka Drizzt style ;) ) What to choose then - scimitars, flails, katanas ? I know it's personal choice and BG is not very complicated game, however i like to see things under different angels :)
  • BasillicumBasillicum Member, Translator (NDA) Posts: 400
    Drachu said:

    I'll probably go dual-wield (aka Drizzt style ;) ) What to choose then - scimitars, flails, katanas ? I know it's personal choice and BG is not very complicated game, however i like to see things under different angels :)

    Being a Fighter/Mage and only able to specialize in any one weapon you will be able to be at least proficient in several different weapons. I'd go with what @elminster said earlier and at least recommend Katana and Flail. After that I'd consider War Hammer and/or Scimitar or Long Sword.
  • FrozenCellsFrozenCells Member Posts: 385
    I recommend putting only two points in TWF for BG1 so that you can put two points in two different weapons. Apart from that all I would advise is don't put points into Katana in character creation. Start with something else, scimitars or longswords probably. Katana comes later.
  • Depends on whether you go Elf or Gnome for your race (elminster covers the pros and cons of each option pretty well). If you go Elf, you get a bonus with long/Short swords and long/short bows. Long swords are a pretty good choice throughout the series, and long bows are a strong pick in BG1 (they, along with ranged weapons in general, lose usefulness late in BG2, but you'll have proficiency points to spare by then). Putting your starting points in those two weapons and then adding points to Two Weapon Style as you level up would be my recommendation.

    Gnomes, on the other hand, do not have a reason to prefer one weapon over another, so a lot of people are recommending weapon types with BG2 in mind. Flails, because of the Flail of Ages, and katanas because of Dak'kon's Zerth Blade (not to mention Celestial Fury). In this light, war hammers are also a reasonable pick, as Ashideena is one of the better weapons in BG1 and acquirable early, and the Crom Faeyr is one of the best weapons in BG2. Consider also bastard swords: if you want the Elven Chain (not a requirement, but handy if you have another mage with the same alignment in your party), you'll need to do Dorn's quest, which will also get you the best bastard sword in BG1, and there are some very good ones in BG2 as well. Long swords are still a good option, but you're not wedded to them like the Elf is. Having a ranged weapon in BG1 is still desirable, but you can consider the Army Scythe crossbow in addition to the long bow options.
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2013
    Drachu said:

    I'll probably go dual-wield (aka Drizzt style ;) ) What to choose then - scimitars, flails, katanas ? I know it's personal choice and BG is not very complicated game, however i like to see things under different angels :)

    Don't go with Katana's as an initial proficiency. There are only a handful of even regular Katana's in BGEE.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    Just think, about your playing style, maybe you like buffing up before a battle and win it as a Fighter, or maybe you only take fighter class for the APR. I you like most buffing up and then eqquiping your armor and crushing everyone, I recomend a Swashbuckler/Mage (if you don't care about melee APR, its far better choice), Thieving abilities and better damage and THAC0 than any other thief classes (but you loose backstab!).
    Maybe a Elven T/M, they lack up in utility and they can't ve worst in battle, but, since there are no C/T/M, there is nothing more useful in the game. In BG2, you can always get Tenser's Transformation and Improved Haste.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    Can't really go wrong with longswords. They're THE most common weapon type in the saga, so there's a lot of variety, especially in BG2. THere's also a really nice one that can be acquired almost immediately after the beginning of BG1 down around Nashkel that will be basically all you need, except for 1 type of enemy.

    Hammers are also a good pick. As there's a warhammer even easier and quicker to get, that's basically the same, just a different elemental damage type.

    There's also a ridiculously overpowered Mace that can simply be picked up with no fight, that can make short of work of damn near anything. Though maces tend to be lack-luster in BG2. Not bad...just not a lot of variety or useful effects (aside from IMoD).



    Katana are pretty strong but EXTREMELY rare in BG1 and not that much more common in BG2.

    Clubs are generally pretty bland. Gnasher in BG2 is sweet, and Blackblood is ok...but that's about it. The Suicide-Stick (a.k.a Club of Detonation+3/5) doesn't rate very high on my list of nice weapons, even though it's the only club that can hit above +3 and can potentially do a lot of damage...though more often then not it just blows me and my party up and just isn't worth the trouble. And fire damage is THE most resisted type of elemental damage so it generally hurts the enemy less then you anyway.
  • CorvinoCorvino Member Posts: 2,269
    Any fighter/mage multi is going to do well. You'll always end up starting out as a bit of a gimped fighter with a tiny bit of spellcasting, but once you get mirror image and an archmage robe things become very interesting indeed.

    There is no right answer to race. Gnomes get great saves and bonus spells per level but no necromancy. Elves get higher Dex and Longbow and Sword THAC0 bonuses as stated. Go with what you prefer.

    Weapons again - just about anything is fine. Your biggest consideration is probably the party you'll be using and avoiding duplication. You get 6 proficiency points overall in BG:EE, enough for ++ in 2 weapons and a weapon style. Dual-wield is usually agreed to give the highest damage output, but 2-handers can be fun. Scimitars and Shortswords both offer +attacks per round weapons in BG2 and have easily available +2 swords in BG:EE.

    We don't know what weapons BG2:EE will add yet, but BG2 vanilla did not have many great Clubs or Bastard swords. Katanas are rare enough that choosing them in BG:EE doesn't make sense, though it can do in the sequel.
  • wampawampa Member Posts: 68
    edited October 2013
    Gnomes are the strongest of the F/M multiclasses for the saving throw bonuses alone, and I'd argue that on an F/M, losing Necromancy spells is definitely worth it for that extra spell per level.

    Elves do get +1 THAC0 with Longswords, (which is an excellent weapon choice), but their other bonuses aren't really worth writing home about. The extra Dex and Longbow bonus aren't important IMO - F/Ms are melee characters first and foremost in my mind, and that's really all the extra point gives you. Charm and Sleep resistances are nice too I guess.

    If you want the Viconia romance in BG2, you'll want to go Half-Elf, which is definitely the least powerful choice. (They may have changed this for BG2:EE, but I don't know)

    Katanas are definitely the power choice for Shadows of Amn - Celestial Fury is just a sickeningly good weapon. Pretty much every weapon type has at least one truly awesome option in Throne of Bhaal - though many of these weapons are upgradeable IN Throne of Bhaal, so how much use you get out of them will vary.

    I personally actually like Short Swords - two of them obtainable fairly early in SoA make excellent off-hand weapons (though they made have made item changes to at least one of them, which was nearly TOO good in combination with Web), and the Watchers Keep merchant sells a nice +4 one that you can get even while still in the SoA portion of the game (it's upgradeable in ToB to something even better, too!).
  • Time4TiddyTime4Tiddy Member Posts: 262
    wampa said:


    If you want the Viconia romance in BG2, you'll want to go Half-Elf, which is definitely the least powerful choice. (They may have changed this for BG2:EE, but I don't know)

    This is a fairly significant detail - if you are interested in the romances, you need to consider that from the start or you may find that all those hours leave you dissatisfied. A gnome F/M will only be able to romance Aerie (and, I guess Neera). An elven F/M will not be able to romance Viconia. Half-elf can romance anyone, but doesn't get any of the strengths that come along with either elf or gnome.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    They do have a 30% resistance to sleep/charm. Not as good as the elf's 90%, but still better then nothing.
  • SmaugSmaug Member Posts: 216
    For bringing your character into BG2:EE, are scimitars not recommended for F/M in order to use the scarlet ninja?
  • elminsterelminster Member, Developer Posts: 16,315
    Smaug said:

    For bringing your character into BG2:EE, are scimitars not recommended for F/M in order to use the scarlet ninja?

    Non-monks, with the exception of thieves with UAI, can't use the scarlet ninja.
  • SmaugSmaug Member Posts: 216
    Oh right, I always forget that thing is for monk's only. I always pick up UAI and just take it for granted.
  • toshirotoshiro Member Posts: 113
    To be honest F/M at least is BG is very weak, your THACO sucks even when DW, your spells are limited due your low lvl mage and lack of spells until you get to Baldur's Gate, BG2 they shine. And you can't choose a class for mage unless you cheat, you are stuck with plain mage, and choosing nonhuman race does help somewhat. Skald is a better choice than blade if you don't mind supporting the team.
  • elminsterelminster Member, Developer Posts: 16,315
    edited August 2014
    toshiro said:

    To be honest F/M at least is BG is very weak, your THACO sucks even when DW, your spells are limited due your low lvl mage and lack of spells until you get to Baldur's Gate, BG2 they shine. And you can't choose a class for mage unless you cheat, you are stuck with plain mage, and choosing nonhuman race does help somewhat. Skald is a better choice than blade if you don't mind supporting the team.

    Its definitely not a very weak character in BGEE. Taking a bow for instance as a proficiency, when combined with a strong control spell like Sleep, makes the game much easier from the getgo. Once you get the Shield spell your AC against ranged attacks is the equivalent of wearing splint mail +1. Also your Thac0 progression is likely only about 1 behind a ranger/paladin, but for that you gain access to a slew of spells and wands for it. You also get very good saving throws. Arguably the two most commonly encountered saving throws are save vs death (poisoning, certain stun attacks) and save vs spell. As a fighter/mage you end up with whatever the best saving throws you can get are depending on your levels (so you'll get your fighter levels save vs death and your mages save vs spells).
    Post edited by elminster on
  • AnduinAnduin Member Posts: 5,745
    Wow! You couldn't find no information on a fighter / mage?

    You do know about the Kensai / mage being one of the most powerful combos in the game right?

    *Anduin reads the op again*

    Aaah! You want to go multiclass... WHAT!

    Multiclass
    @toshiro said:

    To be honest F/M at least is BG is very weak, your THACO sucks even when DW, your spells are limited due your low lvl mage and lack of spells until you get to Baldur's Gate, BG2 they shine. And you can't choose a class for mage unless you cheat, you are stuck with plain mage, and choosing nonhuman race does help somewhat. Skald is a better choice than blade if you don't mind supporting the team.

    *Anduin shakes head sadly*

    I suggest my friend to go GNOME.

    First of all they get the Illusion specialism automatically when they multiclass. Meaning you get those extra spells. Secondly they get shortie bonuses to saves making them difficult to hit with spells and even dragons breath... Lastly they are cool.

    Illusionist / Thief and Fighter /Illusinionist's are both very powerful.

    I would place profiency pips two weapon fighting two and two in Scimitars for belm... If thief I would give definitely one pip in quaterstaff and one pip in two handed weapons as well for a wicked backstab or errr... backwhack...

    Now... Have you heard of EEKeeper?

    It is great for tweaking the characteristics of your character. Well, for more fun I would change you starting class to Kensai, you will still get the extra spells for your specialisation due to you Kensai specialisation (honest!)

    Hope this helps... And remember.

    May The Gnome be with you... Always...
  • elminsterelminster Member, Developer Posts: 16,315
    Anduin said:

    Secondly they get shortie bonuses to saves making them difficult to hit with spells and even dragons breath

    If you mean the HLA dragon's breath only hurts enemies. So its not really relevant.

    If you mean the various breath abilities used by dragons in BG2 then I'm afraid you are also out of luck. Those are a save vs breath.
  • shylamanshylaman Member Posts: 173
    My F/I dual wielding axes kicks major arse in BG1. Double the kills of the next highest character. All those great buffs. Throw in some wand usage . . . 7/8 in the final chapter. Can't wait to see what he does in BG2.
  • Demonoid_LimewireDemonoid_Limewire Member Posts: 424
    When you feel like fighter/maging, it HAS to be a dual. Kensai -> Mage is fake, man. Do the Berserker -> Mage, it is better by far. Remember those gloves of weapon expertise in 1, and those of extraordinary specialization in 2? Exactly. As well as all these immunities from the kit's ability. Especially IF you decide to solo, it is priceless. Dual at 13, so you can get the extra attack per round, and the kit's 3d x bonus. You can hit 28 mage afterwards, which is more than enough to get maximum spell slots, which might be one of the most important reasons to dual instead of multi, along with the grandmasteries, of course... A total of 90 points roll would be more than enough to make a fully functional, able player. 15 strength which is required for ability to dual to mage from fighter, 18 dex and no less no discussion, 18 constitution and no less no discussion, 18 intelligence and no less no discussion (use your potions well to scribe scrolls well enough), 18 wisdom (we can discuss this actually, but better not, because if you do this you get your wish spells to be cast at maximum potential) and 3 charisma (dump it like the garbage it REALLY is, besides there is always that ring which automatically raises it to 18 anyway...).

    If you are desperate to multi, though, it's your choice. The only real advantage is HLAs and racial bonuses; all the rest are drawbacks in comparison. Avoid gnomes, there are great necromancy spells. Skull traps when used effectively make fireballs pale in comparison, abi dalzim's is one of the most useful spells ever, and so on... Avoid half elves. You cannot roll half orcs. Or dwarves. Or halflings. So, elf will have to do just fine. Stats, you might ask? Your call, boss, sorry. I only do the dual thing.

    Your dual berserker mage can get a two handed weapon proficiency, and choose between one of them (or more if your points allow): 2H Sword, Halberd, Staff. They are all deadly with outstanding representatives. Dump your remaining points in the ranged weapons of your choice, much like a bow, crossbow, sling or dart. The multi can get many weapon proficiencies, but none of them higher than 2 points.
  • elminsterelminster Member, Developer Posts: 16,315
    edited August 2014

    When you feel like fighter/maging, it HAS to be a dual. Kensai -> Mage is fake, man. Do the Berserker -> Mage, it is better by far. Remember those gloves of weapon expertise in 1, and those of extraordinary specialization in 2? Exactly. As well as all these immunities from the kit's ability. Especially IF you decide to solo, it is priceless. Dual at 13, so you can get the extra attack per round, and the kit's 3d x bonus. You can hit 28 mage afterwards, which is more than enough to get maximum spell slots, which might be one of the most important reasons to dual instead of multi, along with the grandmasteries, of course... A total of 90 points roll would be more than enough to make a fully functional, able player. 15 strength which is required for ability to dual to mage from fighter, 18 dex and no less no discussion, 18 constitution and no less no discussion, 18 intelligence and no less no discussion (use your potions well to scribe scrolls well enough), 18 wisdom (we can discuss this actually, but better not, because if you do this you get your wish spells to be cast at maximum potential) and 3 charisma (dump it like the garbage it REALLY is, besides there is always that ring which automatically raises it to 18 anyway...).

    If you are desperate to multi, though, it's your choice. The only real advantage is HLAs and racial bonuses; all the rest are drawbacks in comparison. Avoid gnomes, there are great necromancy spells. Skull traps when used effectively make fireballs pale in comparison, abi dalzim's is one of the most useful spells ever, and so on... Avoid half elves. You cannot roll half orcs. Or dwarves. Or halflings. So, elf will have to do just fine. Stats, you might ask? Your call, boss, sorry. I only do the dual thing.

    Your dual berserker mage can get a two handed weapon proficiency, and choose between one of them (or more if your points allow): 2H Sword, Halberd, Staff. They are all deadly with outstanding representatives. Dump your remaining points in the ranged weapons of your choice, much like a bow, crossbow, sling or dart. The multi can get many weapon proficiencies, but none of them higher than 2 points.

    There is little benefit in any fighter dual classing so late, especially if they are dual classing into a mage. The extra experience it requires just isn't worth the 1/2 APR and with a spell like Time Stop active all your attacks auto-hit anyways (making the Thac0 boost not particularly significant). Its better to dual at level 9.

    Gnome fighter/mage is a consistent spellcaster throughout the series. Illusion spells complement the fighter half extremely well (mirror images, blur, improved invisibility/shadow door, Mislead, Simulacrum) and unlike a dual class (especially a dual class you dual so late with) you can cast spells throughout the series. In addition you end up being extremely well protected against spells that use save vs spells, to the point where with 18 constitution, Blur, and a ring of protection +2 you have a save vs spell saving throw of 2 by mage level 6.
Sign In or Register to comment.