Which BG2 class for a spellsword?
Moonheart
Member Posts: 520
The spellsword is a class from D&D 3.5 which is kind of character who use arcane magic to empower his martial abilities, he does stay at distance, throwing spells at the ennemies, but run into the melee with his weapon, casting spells only to make himself more deadly with it
I wish to reproduce this kind of character in BG 2 by only making him learn buff spells or spell with "range: touch", however from some other reasons, I cannit use the basic kensai/berzerker duale to a mage everyone would probably point me at:
- The character cannot be dual classed
- The character must have accès to the 9th level spells before the end of the game, with no xp cap remover
Which leave me only three possibilities:
- Figther/Mage: Best Taco, Best APR
- Mage/Cleric: Lots more buffs combos available, like BBOD + Righteous Magic
- Mage/Thief: Abuse Mislead and backstab everyone
Which one would think to be the best one of the tree for this need?
I wish to reproduce this kind of character in BG 2 by only making him learn buff spells or spell with "range: touch", however from some other reasons, I cannit use the basic kensai/berzerker duale to a mage everyone would probably point me at:
- The character cannot be dual classed
- The character must have accès to the 9th level spells before the end of the game, with no xp cap remover
Which leave me only three possibilities:
- Figther/Mage: Best Taco, Best APR
- Mage/Cleric: Lots more buffs combos available, like BBOD + Righteous Magic
- Mage/Thief: Abuse Mislead and backstab everyone
Which one would think to be the best one of the tree for this need?
Post edited by Moonheart on
1
Comments
But I think there is a mod that offers this kit.
Naturaly Fighter/Thief and Fighter/Cleric can't be spellswords, who are arcane magic users!
It's weird no one noticed when I talked about BBoD or Mislead ^^
I edited my first post to fix this
Are blades good at physical combat? At low-mid levels, offensive spin puts their damage output at fighter-like levels, and defensive spin is powerful for most of the saga, allowing them to reach truly ridiculous armor classes. They also end up having more health than fighter/mages, since they level much faster (a bard hits level 4 about the same time a fighter/mage hits level 2). They also have access to Improved Haste and all the important mage defensive spells (mirror image, stoneskin, protection from magic weapons, spell immunity). In general, they do suffer at low levels for their limited armor selection, but they're very strong as archers at a point in the game when archers are the best fighters around, and at high levels they out-tank a fighter/mage while dealing respectable damage.
As for spellcasting, as with hit points, their incredibly fast levelling means their spellcasting is far better than many people realize. They suffer a bit in terms of spell per day, but not much, and they tend to have access to similar spell levels as the fighter/mage at similar experience totals, at least until the point where they stop getting new spell levels. In addition, a bard's spells will generally last longer and deal more damage, generally by a factor of about 30-50% (sometimes more, sometimes less, because the levelling curve for mages is a bit weird) at similar experience totals. While a blade will never have access to some of the most devastating mage spells, don't underestimate the damage a blade can do with magic missile, spook, and skull trap. And while they don't get access to the powerful mage HLAs, they do get access to the powerful rogue HLAs, which... well, there's a reason some people regard simply using spike trap at all as cheese.
They are certainly terrible at thievery and bard song, but given their strong performances in magic and physical combat, I can't say that really bothers me.
So no, the fighter/mage doesn't do everything the blade does better. The blade has some marked advantages that can make it stronger depending on what you want the character to do.
A FMT is not a toned-down F/M - but a F/T improved by magic.
A FMC is a Fighter that uses cleric spells to buff ofensively and mage spells to buff defensively (including protecting those precious cleric buffs).
[1] Arguably perhaps even better due to higher dispelling power in certain circumstances. I'm also assuming solo, otherwise you just need basically a Berserker/Barbarian with IH cast on them.
- Create a F/M
- Save
- Load game into ShadowKeeper/EEKeeper
- Change kit to Kensai
- Add an "Innate" spell for the x'th level Kai.
- Copy a couple(?) of "Affects" from a pure Kensai character.
Enjoy!(Of course this character is even more overpowered than a F/M, so you may want to give yourself some intentional handicaps such as "only bladed weapons" or "only swords" or similar. I'm not sure you can get rid of the melee bonus damage, but if you could then that might be a way of restricting the character to be weaker than F/M in a meaningful way.)
steel to devastating effect. The most defining quality of a magus is their ability to cast complicated
arcane spells while wearing even the heaviest armors, an ability that has allowed to them to surprise
many a foe expecting a purely physical fight. Magi are perfectionists, and they welcome any opportunity
to hone their powerful abilities further.