Trilogy dual class proficiency help please ... having issues deciding 1st class proficiencies
Loomis
Member Posts: 25
I want to make a full trilogy run with the following dual class ... yes I know there are way more optimized chars but this sounds fun to me ... instead of plain ole archer
So I want to make a Swashbuckler and dual him to fighter at level 11 for the extra trap poison damages ...
My dilemma is I want the end result once I gain my my thief levels back is a trap using short ow expert that dual wields behind tank when needed or just for change of pace from shortbow.
Main problem is I do not want to pick up two weapon fighting long swords or shortbow with my 4 proficiency slots I get while thief until 11 ... I want to go full bore on those when I start fighter levels
What would you use for proficiencies in bg1 and part of SOD for the swashbuckler to not be super gimped that will still be useful to this char build as mainly a fighter once I get thief skills back
I plan to use this char as only thief in a party of 6 through end of bg2 .. in bg1 it will be the assumed 6 char party ...
I was thinking for their skills ... pick locks - see traps - lay traps - see illusion ... not sure I'll have any left after that or am I thinking wrong here?
My roll is 94
I was thinking ... anywhere stats better served couldn't really think of any ?
Str - 18 ( 19 after tome )
Den - 18 ( 19 after tome )
Con - 18 ( 19 after tome )
Int - 15. ( 16 after tome )
Wis - 7 ( 10 after tomes )
Cha - 18 ( 19 after tomes )
Human
Male
Chaotic good
Swashy dual to fighter at 11
I play on iPad so do not have access to eekeeper or cheats if it matters
Took me days to get the 94 I wanted ... so do t want to waste the swashy proficiencies before clicking done
Thanks for any insights
REGARDS
So I want to make a Swashbuckler and dual him to fighter at level 11 for the extra trap poison damages ...
My dilemma is I want the end result once I gain my my thief levels back is a trap using short ow expert that dual wields behind tank when needed or just for change of pace from shortbow.
Main problem is I do not want to pick up two weapon fighting long swords or shortbow with my 4 proficiency slots I get while thief until 11 ... I want to go full bore on those when I start fighter levels
What would you use for proficiencies in bg1 and part of SOD for the swashbuckler to not be super gimped that will still be useful to this char build as mainly a fighter once I get thief skills back
I plan to use this char as only thief in a party of 6 through end of bg2 .. in bg1 it will be the assumed 6 char party ...
I was thinking for their skills ... pick locks - see traps - lay traps - see illusion ... not sure I'll have any left after that or am I thinking wrong here?
My roll is 94
I was thinking ... anywhere stats better served couldn't really think of any ?
Str - 18 ( 19 after tome )
Den - 18 ( 19 after tome )
Con - 18 ( 19 after tome )
Int - 15. ( 16 after tome )
Wis - 7 ( 10 after tomes )
Cha - 18 ( 19 after tomes )
Human
Male
Chaotic good
Swashy dual to fighter at 11
I play on iPad so do not have access to eekeeper or cheats if it matters
Took me days to get the 94 I wanted ... so do t want to waste the swashy proficiencies before clicking done
Thanks for any insights
REGARDS
Post edited by Loomis on
2
Comments
There's no reason to have CON that high, unless you care about getting slow regeneration after the Machine of Lum the Mad. Since your first 9+ levels aren't in a warrior class, there's no HP benefit to CON over 16.
Gus
Thanks for commenting ...
But would constitution not serve other purposes than early level hitpoints later in the game when I dual into fighter ?
Not that I know of. What purposes did you have in mind?
- Early-level hitpoints
- Regeneration for CON 20 and above
- Saving throws if you're a "shorty" race
- Intoxication per drink
- Base fatigue
You're playing a Human, so the only change between 16 and 18 (or 19) would be 1 point of base fatigue and slightly different intoxication rate. Except in a very unconventional run (Never rest! Drink every time you see a Gnome!) those are not going to make any difference to gameplay.
It's *possible* that there's a CON stat check in some dialogue somewhere, but I've never heard of one, and even if there were one, it'd be unlikely to have a threshold above 16.
Interesting and cool
Not even sure what to do with all these points I rolled now lol
wis is useful for clerics and mages (if you plan to use the wish spells)
int is useful for mages, more chance to learn a spell from a scroll.
con helps some npc with a low score of it.
dex make the ac of some low dex fighters better and possibly make some casters better ranged attackers.
i never understand why some players want to concentrate all the boosts from tomes and the lum the mad machine on charname only, is way more effective to have an overall better party then a super charname.
94 is a really high roll, i would be happy with 10 less on average and some of my charnames have less then that. i also never use the maxed hp gain on level up. i think that it makes the game way more interesting.
eventually i would lower the difficulty settings then buff hp and stats, but to each one his own style...
a pip in 2h weapons or in DW are good investments for the future, less pips that you will have to spend as fighter, letting you focus on getting GM in the chosen weapons earlier.
Anyways. Proficiencies. I'd put them in Quarterstaff, Shortsword, Dagger, and Crossbow. Quarterstaffs have the best speed factor and long range, so you can potentially hit and kite in melee, and Aule's Staff is always good for the early-mid game. Short sword's just kind of there to take up space, honestly. Dagger allows both throwing daggers and the Dagger of Venom for some mage takedowns, and Crossbow allows for the Crossbow of Speed as well as a good ranged option.
Trying to decide if I should just put 1 in daggers and 3 in two weapon fighting while a swashbuckler at first then as fighter focus on shortbow and longswords and a blunt with fighter until I get thief levels back then fill out dagger as well late
Main focus of my build will be ranged with a bow and longswords don't really like the vibe of crossbow so figure while getting thief levels back just use shortbow in back of my group try not to melee for a bit
Thought maybe that would waste as few of points as possible
Thoughts?