Can an Elf Kensai use longbows?
sanwablo
Member Posts: 18
Basically that. I'm building my character for BG2:EE and am between an elf and a gnome for a Kensai/Mage build.
The Illusionist tempts me, but I'd like to use Vampiric Touch in melee when in need, and being proficient with the longbow would make me go for the elven path.
The Illusionist tempts me, but I'd like to use Vampiric Touch in melee when in need, and being proficient with the longbow would make me go for the elven path.
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The only way for a kensai to ever use bows is if they have the "Use Any Item" high-level ability from the rogue list. A kensai-mage dual class won't have the option to take that ability.
While a kensai-thief dual class can use a bow after they get UAI, they still can't have any proficiency in it.
Also, non-humans can't dual-class.
Does that mean that with an elf I could only play a Fighter/Mage?
Incidentally, if you're building for BG2, don't go with longbows. There are three shortbows in the game (Tuigan, Tansheron's, Gesen) that are all significantly better than any longbow - the first one gets an extra attack each round, and the latter two deal more damage per hit.
Elves can be of nearly all single classes (except paladin, bard, monk,druid and sorcerer) and can be of fighter/mage, fighter/thief, mage/thief and fighter/mage/thief multiclass.
P.s: Any multiclass that has a fighter combination can use longbows . If you're going with a single class then the Fighter (except kensai kit) and Ranger can use Longbows.
Seeing some spells like "Blindness" were classed under Illusion back in the day, it's not so terrible to give up Necromancy.
Aside: I struggle with the idea of a gnome wielding a longsword with one hand Is that a core AD&D rule? In 3e, that wasn't possible, thus reducing the melee damage dealt by small characters.
Relevant racial bonuses:
Half-Elf: 30% resistance to charm and sleep effects.
Elf: 90% resistance to charm and sleep. +1 to hit with longbows, shortbows, long swords, and short swords. +1 Dex, -1 Con.
Gnome: +1 Int, -1 Wis. Saves vs. spell and vs. wand improved by 2 to 5, depending on Con.
The gnome's bonus to saves versus spell is far, far more valuable than anything else on that list.
On the value of being an illusionist - the main perk of being a specialist mage is the +1 spell slot per spell level. That's especially useful at low character level, or for spell levels you've just reached, but it's always a big deal. Illusionists don't gain much from the tougher saves in their school - there's Blindness and Spook at 1st level, Deafness at 2nd level, and nothing else. On the other hand, they also aren't giving up anything critical. While there are powerful mage necromancy spells, the only effect that's really exclusive to necromancy is the weak healing of the two drain spells. Everything else has substitutes.
True story this, especially those sweet, sweet HLAs that cast from 9th level spell slots. There are a lot of good 9th level spells. Specialist mage getting TWO 9th level slots right off the bat instead of the normal one is an enormous power bump.
There are a couple of nice spells that the illusionist does give up. Spell Trap, ADHW and animate dead are some of the “best” at what they do. there are slightly less good substitutes to all of them, but these are the ones I miss a bit
One last question: what are the main pros and cons for playing a gnome Fighter/Illusionist vs. human Kensai/Mage?
Thanks for your time!
A non-kensai fighter/mage of any class or race is extremely powerful as a tank... if you have a party then its no big deal to remove your armor and buff up, put it back on and go into fights. You may not be able to cast, but you're practically untouchable.
I've gone through IWD and BG with a gnome fight/illu as a tank and its... overpowered, seriously. Even if you get dispelled, you have your armor, your shield andddd.. your helmet.
Your saves are real good obviously, tho not as good as that of a dwarf or halfling, they occupy 1st place together until a dwarf gets another point in Constitution to make it a 20, making the dwarf superior in everything except reflexes. The gnome lacks in saves vs death, methinks, but beats any other race regardless...
human Kensai/Mage...
pros: can cast during combat, can wear mage robes, whereas a kensai shouldnt be able to wear anything normally. If you dual with thief you wont be wearing leathers. Low thac0, so you land a lot of hits.
cons: downtime when you dual class. No helmets, you're crittable. No shields, but there are weapons with defensive stats.
Personally speaking, i dont need my tank to hit anything, got others for that...
A human kensai/mage cannot mix-and-match abilities at either low or mid levels, advancing first as a single-class fighter and next as a single-class mage (who happens to have a lot of hit points). At mid-levels, when you eventually recover your fighter abilities, you play very similarly to a fighter/illusionist multi (minus shorty saves and the extra spell per level of course). At high levels, you gain 9th level spells much sooner than a FI but can't take GWW and other fighter HLAs because you chose to stop your fighter advancement.
Gnome FI and human KM are two of the strongest options in the game and you won't go wrong with either one. But my opinion is that the gnome is more fun to play because she doesn't go through a prolonged period of only being able to access one set of class features. For that reason I usually base my decision on whether the MC is going to be my primary mage or whether I'll have Imoen, Nalia, and/or Edwin in the party. If the former then you really need to go KM, but if not then FI will generally be the better option (though a half-elf fighter/mage/thief may be better still depending on your party composition).
What other spells do you use to buff up the Fighter/Illusionist in battle?
Obviously you can use specific protection spells against certain elements etc. as needed.