Choosing my character when using Kulyok's NPC mod. Help!
Sillyfish
Member Posts: 17
I'd like some help on what class to choose as my character while using this mod.
The selections I've gone with for the other NPC's are:
Undead Hunter
Multi Cleric/Ranger
Multi Fighter/Druid
Bard
Multi Fighter/Thief
I would like to go some sort of Arcane caster (I like being able to unleash destruction with them spell thingers lmao), but I'm not knowledgable on things like Dualclass or Multiclass etc and from what I've read it would be smart for me to be able to do some damage with a weapon.
What are your suggestions guys?
The selections I've gone with for the other NPC's are:
Undead Hunter
Multi Cleric/Ranger
Multi Fighter/Druid
Bard
Multi Fighter/Thief
I would like to go some sort of Arcane caster (I like being able to unleash destruction with them spell thingers lmao), but I'm not knowledgable on things like Dualclass or Multiclass etc and from what I've read it would be smart for me to be able to do some damage with a weapon.
What are your suggestions guys?
0
Comments
the only downside is that it will take a while to get your level 6 and 7 spells and even if you play through HoW you might not even hit level 8 or 9 level spells ( depending on difficulty and if you have the extra XP option on )
or you could do a dual class like
figther 7, then dual over to mage
this will give you some combat ability, some HP and much better mage progression in terms of spells as apposed to a multi class
the only disadvantage with the dual class is that, when you dual over into mage, you will not get your fighter abilities back until you mage level hits level 8, but with that being said, you will no doubt be in chapter 2 when you hit level 7 in fighter, and then if you dual over it is entirely possible to hit level 8 in your mage class the time you hit the end of chapter 2 or early chapter 3, so at least the down time isn't too bad
but even with that said, if this is all too much to think about, there is nothing wrong with just being a normal mage, you have plenty of melee characters already, so no need to put your mage in harm's way if it isn't necessary