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Has anyone ever tried a swashbuckler\mage dual?


  • RVNSRVNS Member Posts: 279
    I have and it is pretty strong, especially if you use the rogue rebalancing mod.

  • ChroniclerChronicler Member Posts: 1,100
    It's basically a thief -> Mage with a touch of fighter. Nothing wrong with that.

  • sarevok57sarevok57 Member Posts: 4,977
    i've done it before, and it's pretty good, i would make the swashbuckler hit level 11 just so i can have 3 traps per day ( and hitting level 12 in mage class doesnt take too long ) so with just a hair under 1 million XP you have a mage that can do all thief things with no sweat, its kind of like having imoen except better in every way possible

    especially if you have 19 STR and you use the boomerang/firetooth dagger, solid :)

  • jsavingjsaving Member Posts: 684
    Swashbuckler/mage is one of the better duals you can select. The swashbuckler AC bonus will be helpful the entire game and the other combat bonuses are good enough to make you a viable melee contributor for a significant chunk of SoA if you so choose. Just keep in mind that you won't get an extra 1/2 attack per round for putting two stars in a weapon, nor does your APR naturally increase at levels 7 and 13 as a fighter's would.

  • smyth25smyth25 Member Posts: 185
    The swashy/mage is by far my favourite class to play. It is like a blade except you sacrifice some of the fighting abilities in exchange for a bigger range of mage spells and rogue abilities. I like it's sheer versatility, as you can be both a powerful backline caster/ranged weapon user and a tanky high DPS melee combatant in the same package. You also have someone to do the essential thieving jobs of trap finding and pick locking, which frees up space in your party if you don't want a pure thief (or makes you a solid choice for a solo game).

    The sacrifice you make isn't actually even that high, since improved haste combined with your innate damage bonus AND your extra proficiency replicate the effects of the blade's offensive spin. The only thing you don't get is max damage on each hit, but you can just cast tenser's transformation if you really want to be overkill. I have soloed many SCS dragons and other baddies using a swashy/mage that is buffed by stoneskin/mirror image/blur/improved haste/immunity: abjuration/tenser's/protection from energy.

    Put how I build the swashy/mage in the tab below.
    My personal build for a swashy/mage is to dual at level 10, for thief hit dice/swashy bonuses/thief skill points. After getting 100 in detect traps/open locks, I put remaining points in either pick pockets or detect illusion (usually the former). I recommend specialising in short swords, since there are a wider variety of short swords throughout both BG games. Scimitars are another valid option. In BG2 depending on which weapon you choose, kundane or belm are essential in your offhand for that extra APR.

    In terms of ranged weaponry, either tuigan bow or firetooth throwing dagger are your best options. Tuigan bow has extra APR to abuse your innate on hit bonus (also arrows with on hit effects), whilst throwing daggers apply your strength and proficiency bonus. For other equipment, i recommend either a caster orientated build with robe of vecna and amulet of power, or a fighter build with aslyferund elven chain +5 and amulet of the master harper (it's all up to personal taste though).

  • UnderstandMouseMagicUnderstandMouseMagic Member Posts: 2,142

    Do you know, I've never even considered this build but often play as S/B.

    Partly because I never remember to put enough points in Int so always thought it was forbidden.

    Hate the current game I'm playing as mage so going to restart and try it. :)

  • Son_of_ImoenSon_of_Imoen Member Posts: 1,763
    edited August 2018
    Pre-EE I used a mod to give Imoen a Swashbuckler kit (as stabbing people in the back is un-Immy like behaviour anyway), then dualed her to Mage. But the mod I used to do so (EasyTutuNPC-kits) was - like it's name implies - only for Tutu and hasn't been made compatible for the Enhanced Editions.

  • DrakeICNDrakeICN Member Posts: 623
    Usually, the best level for cut off is 12 or 13 almost regardless of class due to relatively low XP need versus decent ability gains (for instance figher 1 extra APR, mage lvl 6 spell slots, thief backstab, stalker haste spell etc).

    Now, swashy's dont have backstab, so 13 won't be necessary. But at 12 for swashy; 2 pips at start + 3 pips for lvl 12 = 3 pips in two weapons, 2 pips in a weapon of choice. So the lvl 12 or 13 rule applies also on this kit.

    If you are playing TOB (only, otherwise you would lose out on your thief stuff for all of SOA) you could even go to lvl 15 for another AC and +1 to hit and dmg, the difference would only be max 28 mage levels instead of max 30.

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