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EE Keeper and multiclass kits.

PK2748PK2748 Member Posts: 381
I am sure this has been asked many times but trying to make a cleric/swashbuckler with EEKeeper. When I switch it around, restart at level 0, I get the swashbucjler AC bonus and all is good with that but I also keep the backstab multiplier. Is there a way to turn that off? Will I get the HLA for Swashbuckler at high levels or will that need to be manually adjusted like the weapon skills?

Comments

  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @PK2748,

    If you are actually using a multi-class combination of Cleric/Swashbuckler, then it is considered an illegal in-game combination. As far as I know, that combination will be treated as a generic Cleric/Thief. If you are using dual-class, then it should take care of itself.
  • FafnirFafnir Member Posts: 232
    Doing it in that order never works well. Even if you're EEkeepering, you should always start with the kit side and then add the normal class later.

    1) Make a swashbuckler, to make sure all the kit affects are properly initialized.
    2) Make it a multiclass cleric/thief on EEKeeper.
    3) If it's a dualclass Cleric->Swashie you want, set it as a dual class and select cleric as starting class.
    4) Give appropriate xp to the cleric side, and rearrange HPs/THAC0/saves accordingly (though they should fix themselves at levelup)
  • PK2748PK2748 Member Posts: 381
    Sadly, when I add the cleric side later with Keeper, it also reverts the swashbuckler to having a normal backstab multiplier as if it were a standard thief. I prefer the role play aspect of a more dashing warrior-rogue over a backstabbing type but I have essentially decided to play the fully legal version of the character since Keeper doesnt really override the standard rules and give me the disadvantages as well as the advantages of being a swashbuckler.
  • Yeah, adding kits to a multiclass character with 'Keeper is hit or miss. Adding the Kensai kit to a multiclass works alright because the disadvantage for that is coded onto the items themselves, but it will still let you put proficiency points into ranged weapons (even though it won't let you use any). So you can work around it for any kit that you can self-enforce the disadvantages on easily, such as proficiency restrictions, but you can't not spend those thief skill points or prevent your backstab multiplier from improving.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    A real Dual-class ultra cheese would be Priest of Helm until level 15-> Conjurer, then, you can burn on everyone with a innate ability True Sight.
  • PantalionPantalion Member Posts: 2,137
    I had exactly the same "problem" with my Swashbuckler/Mage. Can't specialise, get full backstabs, still get the Hit/Damage and AC bonuses. Your HLAs will be basic thief too, with Assassinate instead of Whirlwind.

    At least you can just avoid attacking from behind if you're feeling honest, and it's not like specialisation is a major bonus, but there's not much you can do about the assassination/whirlwind thing without editting, no.

    You'd also be getting full backstab and thief skills as any other kit too, so short of manual tweaks every level, you're out of luck alas.
  • PblackPblack Member Posts: 37
    edited March 2014
    There is a way of preventing the backstab from growing. Use Near Infinity to edit BACKSTAB.2da and set the thief backstab progression to the same as the swashbuckler (I'm multi-ing a shadowdancer and am having the same problem). Then put the edited BACKSTAB.2da on the override folder of BGEE. You only have to remind yourself to delete that edited file once you finish the playthrough or your thieves will always have that backstab progression.

    Now I only have to find out how to chance the amount of thieving points per level and the muilti-kitting should be perfect
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