2 man party covering f/c/m/t, 160 total attribute points
mjs
Member Posts: 742
Which combination would you make to take through from bg:ee to bg2:ee, the added challenge being you have 160 attribute points between the 2 characters (how would you distribute them?). No dual-classing, only multis, you can replace mage for illusionist, in the case you're picking a gnome. And you can only have 1 of each class to make up the multis combos, so f/m/t & f/c won't fly!
Elaborate with your builds and starts below
Elaborate with your builds and starts below
- 2 man party covering f/c/m/t, 160 total attribute points100 votes
- fighter/mage and cleric/thief20.00%
- fighter/thief and cleric/mage29.00%
- fighter/cleric and mage/thief48.00%
- fighter/mage/thief and cleric  0.00%
- fighter/cleric/mage and thief  3.00%
Post edited by mjs on
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Comments
Going F/M and C/T gives you one very strong character in the F/M, but I've never really understood C/Ts. They don't have the frontline staying power of a cleric and can't use bows/crossbows to provide more effective ranged support.
*Edit* I know you said no dual classing, but a dualled thief->mage isn't too bad in BG:EE and while you miss out on ridiculous HLAs you do get high level spells far faster. A level 6 dual is usually enough to max find traps and open locks.
I'd go
Dwarf f/c
18/17/19/9/18/3
Gnome t/i
18/18/16/18/3/3
In essence, you end up with two specialized characters, one melee and one caster, which given the circumstances I find more effective than two watered-down hybrids. You'll also level very fast, meaning that your spells will reach critical mass quickly (i.e. the point where nothing can kill you anymore).
Outside of the given options, but still within the "requirements" of the challenge would be F/M/T + F/C. You could potentially go with F/C/M instead of F/C, too, but that might stretch the available XP a bit too much and end up counter-productive. In an unmodded game XP distribution is likely more important than flexibility in terms of raw effective power.
Mage/Thief is the robber that can both cast spells and be a sharpshooter.
I never really liked Fighter/Mage since it takes away a good chunk of your tanking potential, but Kensai Dualed to Mage on the other hand? Priceless.
One character is really good at fighting and the other character is really good at magic. That way, we can have one character stay in the back in safety while the other one engages and is buffed by the mage/cleric
Look at it like this. You have 2 characters to choose from, Fighter/Mage wrecks the tanking until late into BG2.
Thief/Cleric misses out on most missile weapons and is also not a frontliner. On the other hand, you can remedy this by having the two classes swapped.
Fighter/Cleric - A tanking Caster that is packing Steel
Thief/Mage - A ranged caster that can hide before fights, and has the ability to use arrows, which have far more magical types than any other ammunition type.
@ghostowl
That is another good one since you could fire off Cleric spells instantly with a particular mage spell that many people use.
M/Ts are more active and synergise better than C/Ts and become very powerful in their own right while C/Ts are gimped clerics who can backstab.
C/I offers a boatload of spells, the ability to slot Cleric spells into sequencers, triggers, etc., and the ability to apply the Robe of Vecna's casting time reduction to Cleric spells.
As for the ability distribution:
Str 10
Dex 18
Con 18
Int 18
Wis 17
Cha 11
=92
Halfling Fighter/Thief:
Str 14
Dex 19
Con 18
Int 11
Wis 3
Cha 3
=68
Shorty power! I love me some great saving throws, especially in a two man party where losing control of one character to a failed save is a big disadvantage. Gnome leads for the familiar, takes the mental ability score tomes, and uses Algernon's Cloak and the Friends spell for the best discounts/reaction rolls. Halfling takes the physical tomes, though Strength doesn't make much of a difference, given that a two man party means he gets his pick of the strength boosting items.
This, incidentally, is one of the reasons why I like the F/T and C/M split: Fighter/Clerics and Fighter/Mages both have significant ability score requirements, while a F/T can safely dump everything except the physical stats (and enough INT to not be slaughtered by mind flayers). C/M also means I can concentrate Int and Wis on the same character to be able to abuse Wish without having to chug Potions of Insight.
R/C + M/T
if that's allowed.
I've done a F/C + M/T playthrough, it was an interesting challenge, but honestly not that entertaining. Yup, that's exactly why I did it. You smarty, you!
so what happened to ranger/cleric, that one has some benefits like druidic spells and **two-weapon-style with just some slower xp progress...? is it entirely illegal? it would make me change my vote.
Of the options presented above, I'm voting F/C and T/M, because of their synergies. The F/C is the tank, an the T/M can snipe with a bow when not spellchucking. Fighters and Clerics are supposed to wear heavy armor. No armor for Mages.
F/C
18str
14con
17dex
7 int
17wis
6cha
T/M
14str
9con
18dex
18int
7wis
15cha
I think that adds up. Close to it, anyway. I might consider taking one more point out of con for the. T/M and putting it in cha, but I guess there a ring for that, and cha is pretty easy to boost with spells and items.
19
18
16/19*
01
18
03
with Gnome F/I
18/00
18
18
19
02
03
*Leaving 7 points to distribute (16 CON) or 4 if you want to max the HOrc's CON. Regardless, I would place the remainder in the HOrc's INT.
That said, F/C & M/T are probably more synergistic companions; especially if you can go Ranger/Cleric!
BTW, multi classing any class with Fighter makes 'em better.
RAM