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Swashbuckler dual classing

What levels do they actually get their bumps?

I’m thinking about a swashbuckler > wizard dual class solo character and trying to figure out when good cut off points to dual class are.

Comments

  • KhyronKhyron Member Posts: 364
    Well.. if you're doing it for the AC, it'll be lvl 1,6,11,16,21 etc..

    Max HP rolls stop at lvl 9, so to avoid mage hp that's a decent place to stop.. but you'll have gained just 2AC.

    If you are doing it for damage and/or hit bonus, then just don't bother. The extra attacks from a Fighter kit, fighter thac0 progression and grand mastery in weapon of choice will far outweigh any To-hit and Damage bonus a Swashie will ever get.

    So the question is really wether you want to be inferior in every conceivable way by choosing Swashie over Berserker - which would make you immune to damn near any monster/lich ability you can think of due to Berserk state.

    You could do it to open locks, but you'll have plenty of lvl 2 spells for that.. you could do it for traps, but you've got Delayed Fireball and Skull Trap for that.. although, regular traps are quite powerful and can hurt anything.


    So ya there you have it. Go Swashie for a few points of AC (entirely pointless due to mage protection spells) and the ability to set standard traps.

  • BorekBorek Member Posts: 387
    Klorox said:

    What levels do they actually get their bumps?

    I’m thinking about a swashbuckler > wizard dual class solo character and trying to figure out when good cut off points to dual class are.

    For solo then you will probably want to go DEEEEEPPPPP into Swash before changing, get some Spike traps, UAI and Whirlwind's banked, perhaps change at 30 or 35. You'll earn so much XP solo that the Mage will have to wait a while to get back the Swash abilities, but with saved up scrolls and a plethora of powerful items it'll be not too bad, anything particularly nasty you can use WW's/Spike Traps since they are available before you level past the swash point.

    I did my last one at 45, lol, i still ended up capping Mage at 50 before the end of TOB :)

  • riomar2000riomar2000 Member Posts: 4
    I love that combination. I go with a small party, 4 usually, and i add another for quest purposes than change. It levels up quite fast. I often pick Jan and specialize him in traps.

    I usually duaI at 11 and go with 3 points in two weapons style and 2(only in ee) in katanas. Dak'kon's Zerth Blade(+2) in off-hand gives you 4 spells slot (lvl 1 to 4) and you can swith from main hand to Celestial's Fury(+3, blindness, lightning strike, Booming Thunder if fail saves vs. spell, 5% of eletrical damage) or Hindos's doom (+3, lesser restoration, which is really helpful against vampires). Maybe it's not a +4, but you do get a powerful -figther/+mage/+thief, able to survive in melee, even with poor preparations. While in transition I choose dagger/staff. I put my points in disable traps, open locks and steal, then the rest goes to hide in sahdows.

  • NoloirNoloir Member, Mobile Tester Posts: 221
    Khyron said:

    Well.. if you're doing it for the AC, it'll be lvl 1,6,11,16,21 etc..

    Max HP rolls stop at lvl 9, so to avoid mage hp that's a decent place to stop.. but you'll have gained just 2AC.

    If you are doing it for damage and/or hit bonus, then just don't bother. The extra attacks from a Fighter kit, fighter thac0 progression and grand mastery in weapon of choice will far outweigh any To-hit and Damage bonus a Swashie will ever get.

    So the question is really wether you want to be inferior in every conceivable way by choosing Swashie over Berserker - which would make you immune to damn near any monster/lich ability you can think of due to Berserk state.

    You could do it to open locks, but you'll have plenty of lvl 2 spells for that.. you could do it for traps, but you've got Delayed Fireball and Skull Trap for that.. although, regular traps are quite powerful and can hurt anything.


    So ya there you have it. Go Swashie for a few points of AC (entirely pointless due to mage protection spells) and the ability to set standard traps.

    In other words OP. Swashbuckler was made specifically to Dual class into Cleric.

  • CurmudgeonCurmudgeon Member Posts: 57
    Corrections:
    1. The bumps take place at Levels 5, 10, 15, ...
    2. Max HP rolls stop at Level 10 for thieves.

    A Level 10 Swashbuckler should have +3 to AC (Lvls 1&5&10), +2 to Hit and Damage (Lvls 5&10), and 80 HP maximum.

    At Level 10 a Swashbuckler can have 100 points in three skills, Open Locks - Find Traps - Detect Illusion, for example.

    I have found Swashbuckler 10 => Mage 11+ to be a very powerful and versatile character.

    Kloroxtbone1Grond0smyth25
  • KloroxKlorox Member Posts: 709
    edited May 17

    In other words OP. Swashbuckler was made specifically to Dual class into Cleric.
    Please explain

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