Mage before fighter.
Lateralus
Member Posts: 903
Usually, when deciding on a dual-class build it is more beneficial to start with the class that has higher HP. Also, if you're going to use that character in BG2, spell casting should become your main focus of expertise because it scales way better than hacking and slashing.
But, if you want to be a fighter for the long haul, here's a nice way to provide some spice to your build!
Start as a specialist mage, I prefer being an illusionist but there are a few other good options besides that. Advance to level 3, then quickly dual over to fighter!
Here are the pros:
3 first level spells a day (6 with RoW)
2 second level spells a day (3 with amulet)
Get a mage weapon proficiency for free, I like daggers!
Good starting saves, a couple of which the fighter class can not top until they reach the sequel!
Wand and scroll use
Familiar, +12 hp.
No fighter kit restrictions (berserker fatigue, limited equipment, etc.)
Cons:
27 less hp (but only 15 less if you use a familiar!)
No fighter kit perks (rage, ki, etc.)
Some first and second level spells are very useful throughout both games, like: identify, friends, invisibility, knock, prot. petrification, and mirror image. You can take your armor off and get buffed before a tough encounter, or 2 or 3 knock spells a day pretty much covers everything you wont be able to bash open with your 19+ str later in the game. A ring of wizardry only makes things better, you can get as many as 6/1st and 3/2nd with the ring and amulet!
Give all the parties extra arcane scrolls to this character, and they wont go to waste!
Wands can make BG1 too easy, especially if you like to sail the sea of cheese. As much as I love berserking, I would trade that and 27 hp for wand use alone.
You're still going to get your 6 weapon pips and get to master weapons in BG2. I'd look like this:
Two-handed sword ****
Two-handed fighting style **
Dagger *
The free dagger proficiency covers your missile weapon, and can satisfy your itch to assassinate with invisibility + dagger of venom. Get those mages tweaking and then break out the two-handed sword. Let's see them mirror image their way out of that...
Bottom line, this is a mostly GOOD DEAL and a FUN build. Hardly revolutionary, but still thread worthy IMHO. Enjoy it!
But, if you want to be a fighter for the long haul, here's a nice way to provide some spice to your build!
Start as a specialist mage, I prefer being an illusionist but there are a few other good options besides that. Advance to level 3, then quickly dual over to fighter!
Here are the pros:
3 first level spells a day (6 with RoW)
2 second level spells a day (3 with amulet)
Get a mage weapon proficiency for free, I like daggers!
Good starting saves, a couple of which the fighter class can not top until they reach the sequel!
Wand and scroll use
Familiar, +12 hp.
No fighter kit restrictions (berserker fatigue, limited equipment, etc.)
Cons:
27 less hp (but only 15 less if you use a familiar!)
No fighter kit perks (rage, ki, etc.)
Some first and second level spells are very useful throughout both games, like: identify, friends, invisibility, knock, prot. petrification, and mirror image. You can take your armor off and get buffed before a tough encounter, or 2 or 3 knock spells a day pretty much covers everything you wont be able to bash open with your 19+ str later in the game. A ring of wizardry only makes things better, you can get as many as 6/1st and 3/2nd with the ring and amulet!
Give all the parties extra arcane scrolls to this character, and they wont go to waste!
Wands can make BG1 too easy, especially if you like to sail the sea of cheese. As much as I love berserking, I would trade that and 27 hp for wand use alone.
You're still going to get your 6 weapon pips and get to master weapons in BG2. I'd look like this:
Two-handed sword ****
Two-handed fighting style **
Dagger *
The free dagger proficiency covers your missile weapon, and can satisfy your itch to assassinate with invisibility + dagger of venom. Get those mages tweaking and then break out the two-handed sword. Let's see them mirror image their way out of that...
Bottom line, this is a mostly GOOD DEAL and a FUN build. Hardly revolutionary, but still thread worthy IMHO. Enjoy it!
10
Comments
Blur is btw another nice spell to use.
I had pretty much the same idea as you, except that in my case I've rolled her as a Conjurer (rather than Illusionist) for those first 3 levels before she'll dual to Fighter, and I'm thinking more of a dual-wielding build than a two-handing build.
As you say, it looks like an interesting way to make a Fighter who can self-buff (Blur, Mirror Image, etc.) at the cost of some XP. I reckon it ought to be a fairly interesting trade-off to play.
For this example, I'll assume Charname has 19 Con thanks to the Tome
Two levels of Fighter give you 30 HP while two levels of Mage give you 12 HP at max. Throw in 6 HP in bg1 with the familiar, 12 more HP in bg2 with another familiar and a mage 2 dualled into Fighter is effectively an improved vanilla Fighter ! You can even get some more HP with the ToB familiar later on.
I really like this idea overall, and I'm definitely using it for a latter playthrough.
Whether the extra protection is worth the sacrifice of some HP ... well, I'm not certain, I haven't yet taken this character out for a run and tested her. My suspicion, however, is that the self-buffing ability will often save more HP than it costs. In due course, I'll try it and see.
@decado , they are not useless. Blur lasts for 10 rounds. Strength is 30 minutes. Mirror Image is 6 rounds. So if you used all 3 before a fight you would have enough time to make a dent before your defenses dropped and you have to rely on your awesome armor class rating. ;P A lot of good spells have a set duration and don't rely on the caster level at all. Web or Stinking Cloud run for 1 turn whether you're level 3 or level 30. Protection from Petrification lasts for an hour. Friends is 6 rounds. Luck is 3 rounds, invisibility is 24 hours, etc..
Considering this build from a strictly game beating perspective, you have to ask yourself if this build is more useful than the fighter kits. For me it comes down to wand use. An 18th level kensai is way more deadly than a vanilla fighter, but for all his martial prowess he still can't wear armor or paralyze a more powerful foe with a flick of a wand. Berserkers Rage is in my humble opinion the best kit ability of any class in the game, from start to finish. But they still can't soften up a demon with a nice 8d6 frost attack from long range, or summon a horde of gnolls to tank it for several rounds before moving in. With the aid of wands, the vanilla fighter would beat the kensai or berserker every time.
In a party, I suspect dualing at 2nd might be good enough, unless you skimped on thieves (ie leave imoen a thief to max disarm traps, then dual without replacing her). Loss of kit sucks, but wands, scrolls, Staff of the Magi (is the best artifact in the game still buggy?) Etc are all powerful boosts.
19str
19dex
19con
16int
12wis
18chr
I went the cheesy basilisk route to level up fast and I liked the way my paper doll shaved his mage beard off after hitting level 4, and ripped the sleeves and lower portion of his robes off. Basically, going hulk. Once you hit level 6 as a fighter the ill effects of having low HP are a none issue, becasue 60 HP at level 6 (18con) isn't super, but it certainly isn't terrible either. So far I like it, the versitiliy keeps it interesting and it feels like I'm playing an Eldritch Knight, hacking away with weapons and slinging spells.
Katana ***
Two-Weapon Fighting ***
Dagger *
The dagger of venom is a very useful tool, just sucks when they keep saving!
Tehe Celestial Blade is my favorite weapon in the game, and I'll keep backing that up with some of those crazy daggers in BG2.
Scroll hunting is great fun for this build, especially when you do a solo run. Working with what's at your disposal as opposed to what you are prepared to use, brings about a fresh dynamic.
You can't add new spells to your book?? Thats bug territory methinks.
And if you go to fifth level, you can throw in Vamp touch (you also get it as an ability if your rep is low) into the mix. Just sayin. Death Knight ain't got nothin on ya.
Better practice menacing laughter first, you're going to need it.