Soundtracks for BG:EE, SoD, BG2:EE, IWD:EE, PST:EE are
now available in the Beamdog store.
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.
0 ·
Comments
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.
I did my last one at 45, lol, i still ended up capping Mage at 50 before the end of TOB
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.
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.