Best crazy EEkeeper multiclass options
therdre
Member Posts: 79
I'm nearing the end of my custom party LoB/SCS run so now theres not much left to do that I haven't done. I might try out some mods but I was wondering some fun EEKeeper multiclass combos that I could try. I would modify existing npcs since its been somewhat boring having silent party members. Was wondering if any had good ideas, I was thinking fighter/shadowdancer half-orc for my pc but it might suck come ToB. Any ideas? I was thinking making jahera a fighter/avenger
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I was once tinkering a lot with EEKeeper, and came out with some illegitimate class combinations, but those were fun to play. Mostly I added kit abilities of other classes from the "innate" tab, because many combinations are not possible otherwise from the "characteristics" tab.
Some ideas:
- Fighter dual classed to Sorcerer
- Inquisitor/Mage multiclass (Make Fighter/Mage and add Inquisitor kit abilities from "innate tab". The problem is, you'll have to repeat this step for every level up.)
- Mage or Bard with the Dragon Disciple kit
- Ranger dualled to Mage (if you like free two weapon fighting, besides it's a nice idea: a wandering woodland wizard)
- Kensai/Thief multiclass (for high damage at high levels which is not possible with the dual class version)
- Shaman with Shapeshifter kit (perhaps this is a crazy idea)
- Cleric dualled to Monk (a few buffs can make the Monk more dangerous)
- Kensai dualled to Assasin (keep the "kit" in the "characteristics" tab as "Assassin" and add Kai from "innate" tab)
- Thief (9 or 10) dualled to Fighter/Mage/Cleric (if this works, you won't need anybody else)
- Monk with Inquisitor abilities (add the latter from "innate" tab)
- Monk with Shadowdancer kit (Death from nowhere. You might add "Stat: Backstab [263]" from the "effects" tab and set suitable parameters (that is, increased backstab multiplier) there for greater fun.)
These are some of the feasible class combinations that EEKeeper allows. Some might be overpowering, but that is the reason they were not allowed in the un-modded game. I had more ideas, but most probably they can't be implemented via EEKeeper, like a Dark Moon Monk/Sorcerer, Druid/Mage, and so on.Kensai/illu gnome
Ranger/cleric of lathender
Barb/Druid half orc
Half Orc- Kensai-Mage, Fighter/Shapeshifter , F-M-Swash,
Human - 13Fighter/Swashbuckler
Minsc - Berserker
Anomen - Fighter/Cleric of Helm
Nalia - Bard
Valygar - Archer (NI his equipment to allow archer)
Hexxat - Fighter/Assassin
Mazzy - Cavalier
Yoshimo - Kensai or Thief/Kensai ("KAAI...tourists love that stuff")
Jaheira - Fighter/Avenger (Avenging Khalid all day long)
PC - Half-Orc Fighter 7/Necromancer with 5 pips in slings and 19 STR (link). That was really fun casting all those Fingers with save throw penalties and slinging through enemies.
or Dwarven Paladin is my favorite.
Swashbuckler/Mage - By ToB cap: -6 AC, +5 to hit, +5 damage, gets full backstab (and yes, the +5 damage is multiplied on a backstab), but no Whirlwind Attack (gets Assassinate instead).
As it has a kit: +1 spell slot per level.
tl;dr: F/M/T with a little less fighter, and a little more M/T.
Fighter/Shadowdancer - Gets full thief skills and full backstab while still getting HiPS (but no shadowdancer HLAs, just regular thief ones. No idea how HLA traps works on a shadowdancer, might be like the bard and auto succeed).
tl;dr: Shadowdancer is boringly overpowered no matter what it's paired with.
Fighter/Wild Mage/Thief - The biggest downside of the F/M/T is slow spell progression. NRD spits on this limitation.
tl;dr: Nahal's everything.
Barbarian/Druid - Lose the D12 Hitdie (D10 instead), but a multiclass can't do more than specialise anyway, so the B/D gets 20% DR + 40% Hardiness + 25% Armor of Faith + Backstab immunity + movement speed + Rage for +4 Strength/Con that a Druid otherwise would have trouble getting, while still getting the three overpowered druid spells that justify the class.
tl;dr: A very angry, very tanky, treehugger.
This means:
No unusual weapon specialisations (no specialisation for multiclass swashbucklers, for example, they use the M/T progression table aka 1 proficiency pip only)
No kit specific HLAs (no shadowdancer HLAs, just basic mage/thief ones)
No backstab penalty (swashies/shadowdancers advance at the standard rate)
No thief skill penalty (everyone except swashbuckler still gets 25 skill points)
No hitdie changes (Barbarians)
So thief kits generally have no downsides and retain most of their upsides.
Also for mages anything with a kit on either part of the multiclass gets +1 spell slot/level and a -2 save malus to their "school". For non-mage kits, that's the NONE school of magic, such as, if I recall correctly, "Set Snare".
So yeah, multikit Thieves are pretty badass, and Swashbuckler/Mages are probably one of the few things even better than an illusionist/thief.
Shadowdancer:
Both EE Keepered, obviously. Note the version number and the fact that I'm using a half-elf, because I sacrifice for my mod reviews.
But yeah, seriously though, a Shadowdancer should have x2 at that level, Swash should always be x1, and while I'd far prefer if it gave specialisation and whirlwind attack instead of backstab and assassination, it's been an enduring engine issue since the original SoA.
While you might be able to manually add the proficiencies and replace the HLAs, unless you're using mod kits that are specifically designed to work around the issue you're going to have full backstab progression and full skill point progression.
It also applies if you start either and then turn them into a multiclass with level 0 mage. The moment you switch it to the M/T progression table it will operate as a kitless mage/THIEF, and a kitted MAGE/thief with a specialist school of NONE.
Of course it gets super-complicated when you factor in Mods, but with some willingness to use mods and EE Keeper it is possible to apply multiple kits to 1 multi/dual class character, but in almost all cases you will need to periodically update the bonuses with EE Keeper as only 1 will be able to be selected at a time and automatically improve as you level.
Few things i note will not work properly:
Multi-class Kits with special HLA selections will not work for those HLA's, they will instead draw from the standard HLA selection. Example Shadowdancer kit on a Multi-class character will not get the clones, just standard multi-class HLA choices.
Wild Mage as mentioned above only works if you create or import as a Wild Mage, you can create a Wild Mage, EE Keeper it into say a fighter, level it up, then later on dual class to a Mage, then Keeper Wild Mage back, that works, but if you didn't make it as a Wild Mage originally it will not get wild surges or level mods merely by adding the kit in EE Keeper at a later date. You will also need to keeper in +1 spell slot per caster level, that won't apply if you keeper Wild Mage onto a mage that has dual classed from something else, since that is not legal w/o mods/keeper. Note that picking gnome will apply, correctly, the slot mods as the game will automatically flag the gnome mage as an Illusionist.
The game engine is pre-set with a list of valid class combinations, you cannot break those combo's with EE Keeper. This means no Paladin/Sorc/Monk multi or dual class options. I mean yes you can add in Paladin abilities and spells to say a fighter, but it'll have the XP gain rate of a fighter and features like turn undead will not work, plus the class will be flagged as a fighter so you can't use paladin specific items.
Lastly it *should* be possible to write a mod to simulate "illegal" class combinations, but you would need to be extremely adept at coding and take some creative measures to get around game limits.
The 1 HP, level 0 trick is useful to save you having to go to the 2 other tabs in EE Keeper and adding in the kit abilities, it also gets around the fact that you cannot actually add in level 1 abilities for kits in EE Keeper, you actually need to add in a minimum of level 2 due to the way it's designed.
Also, the level 0 1 HP trick predates the "add kit" function of Keeper, it used to be the only way to get the level 1 abilities of a class back in the bygone days of yore.