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-   -   Multiclassing my characters? (http://www.ironworksforum.com/forum/showthread.php?t=25634)

Shotgun 03-09-2004 09:34 AM

After reading the replies to my first post, this is the party I created:

Drawven fighter (shield)
Half-orc barbarian (never tried before, and don't mind him)
Paladin (Order or Mystra)
Cleric
Wizard
Rogue

I like the rogue's abilities, simply because they're helpful. Now here's my new question: I'm slowly learning about the new multiclass rules and want to know the best multiclass options for these characters. I'm thinking of giving my Paladin some wizard skills, as I believe she can do that because of her order and still be able to level in the Paladin class. The Rogue I want to multiclass, but am not sure to what--bard? druid? What about the wizard and cleric? Or should I just keep them as-is? Any suggestions?

Thanks!

[ 03-09-2004, 09:34 AM: Message edited by: Shotgun ]

Nightowl2 03-09-2004 10:57 AM

When considering multiclassing, keep this in mind: the game is set up so that a full party of 6 will be around level 16 by the end of the game. That's 16 total levels, so, for instance, if you multiclass to two professions and keep them even, the character would be 8/8 at the finale.

For that reason, I wouldn't multi a wizard or sorcerer, although some people have done that with monks (monk/sorc). I have given my fighters a bit of Rogue for the evasion skill (quite handy at times), but they were, of course, human or half-elf to avoid penalties. Other professions remained pure.

<center>Nightowl2</center>

Bozos of Bones 03-09-2004 01:19 PM

Multi the rogue to a ranger and keep the levels in balance. A paladin multi to wizard is cool, because the Paladins are great low-level mixes. Take a mix which enables you high levels for the caster(13 for wizard). As the races determine penalties for multiclassing, what are they? Everything else I'd keep as-is.

Nightowl2 03-09-2004 03:50 PM

Keep in mind there are severe penalties for casting mage spells while wearing armor (the heavier the armor, the worse the penalty). Also, I think you lose the ability to advance as paladin if you multi to wizard or sorcerer; if I recall correctly, a paladin can only multi to a cleric class without stopping advancement.

<center>Nightowl2</center>

Bozos of Bones 03-09-2004 04:09 PM

Not a Pally of Mystra. The same goes for a Paladin of Helm who can be a Fighter if '0m not mistaken etc...

Magness 03-10-2004 09:18 AM

Shotgun, certain classes are perfect candidates for MC combos. Those classes are ones where the primary stats for each of the 2 classes are the same.

For example, the rogue and ranger classes mesh well because they share a number of common skills and they are both classes where DEX is important, due to those skills.

Another example is the Fighter/Pally of Helm MC combo. Aside from the fact that Pally's of Helm allow free MC'ing with fighter, the two classes mesh since both are "warrior" classes.

I also believe that the Fighter/Rogue is a solid MC combination. While a ftr/rogue combo will not maintain its skills as well as a ranger/rogue combo, the fighter levels will add more feats. I won't say that fighter/rogue is better or worse than the ranger/rogue combo. Both have their strong upsides. It's a matter of style and preference. The fighter/rogue will probably be a slightly warrior while the ranger/rogue will be a better in the skills.


Be careful about your multiclassing that you do not create MC combos that cause your character to get the XP penalty.

ZFR 03-10-2004 09:31 AM

Another good combination is a fighter 4/druid X

It gives all armor/weapon proficiencies and some druid spells are the best in the game.

[ 03-10-2004, 09:32 AM: Message edited by: ZFR ]

Shotgun 03-10-2004 10:52 AM

After reading a number of posts, and trying to play with my original party, I made some changes. Here's my new party:

Paladin, Order or Helm (multiclass to fighter, if necessary since I got rid of my dwarven fighter)
Barbarian, half-orc
Ranger
Sorcerer
Cleric
Rogue (multiclass to druid, true neutral, both wisdom and dexterity points)

Does that sound as if it could work? I'm beginning to wonder if I should change the rogue so she can multiclass to a ranger and choose something else to replace my ranger. I'm not that far into the game (still on first map), so it wouldn't be a problem. If I got rid of the ranger, should I create a druid instead or bring back the dwarven fighter?

Bozos of Bones 03-10-2004 12:54 PM

Having two healers in a party can get powerfull at some levels. I think this could be a great party.

ZFR 03-10-2004 02:28 PM

Quote:

Originally posted by Shotgun:


Does that sound as if it could work? I'm beginning to wonder if I should change the rogue so she can multiclass to a ranger and choose something else to replace my ranger. I'm not that far into the game (still on first map), so it wouldn't be a problem. If I got rid of the ranger, should I create a druid instead or bring back the dwarven fighter?

The best way to figure how good a party is is to play it yourself. Yours looks quite good. You can have a rogue multiclass to ranger and have a dwarven fighter/druid.
Bear in mind though that with sorcerer as your only arcane spellcasters you will have a limited spell selection, so make sure you pick good ones. Though at the same time a sorcerer can cast any spell from a scroll.

Shotgun 03-10-2004 02:58 PM

Yeah, I'm not sure I'm loving the pure ranger right now. The last time I played one, I had him dual class to a cleric in IWD. Maybe I'll change the one I have for a rogue and multiclass her to a ranger later, and create a dwarven fighter/druid, as you suggest.

As for sorcerers, this is my first time playing one, so I can use any advice you can give. I picked Command (the sleep spell) and magic missile as my first spells because I ALWAYS use magic missile when I play a wizard. Any other suggestions?

ZFR 03-10-2004 04:14 PM

The "command" is a cleric spell which affects 1 creature only. So you must mean the "sleep" spell which is an excellent choice as you will be using lots of it. Magic missile is good as well. Pick chromatic orb as at higher levels that will stun enemies which can be very useful. Don'd get identify, rather useless in IWD2. Web is another very good spell to have as well as melf's acid arrow or angazar's scorcher versus trolls and protection from fear (paladins aura is not too reliable). For level 3 pick dispel magic (although later you will find an item which allows you to cast dispel magic an infinite number of times, that will be way towards the end of the game and before that time you will need to cast dispel magic lots of times.)also I like fireball and flame arrow, or you might want vampiric touch. Melf minute meteors is another good spell and haste is an excellent buff though personally i dont use it so much.. You might want to pick some summon spells as well but dont do so for low level spells. Also I wouldnt get buffs which affect caster only.

[ 03-10-2004, 04:18 PM: Message edited by: ZFR ]

Magness 03-10-2004 04:48 PM

Shotgun, rangers can be good characters *IF* used properly. IMHO, rangers as presented in IWD2 are best used as hi DEX, stealthy archer-scouts/backup dual-wielding tanks, not front-line tanks.


Spell choices for a sorc?

These are my favorite two spells per level. Other have different favorites. Generally speaking, I prefer spells that affect an area, not an individual target. I leave individuals for the tanks.

1: Chromatic Orb, Magic Missile
2: Mirror Image, Web
3: Fireball, Skull Trap
4: Stoneskin, Otiluke's Resilient Sphere
5: Animate Dead, Cloudkill
6: Chain Lightning, Mass Haste
7: Mordenkainen's Sword, Delayed Blast Fireball
8: Horrid Wilting, Symbol of Hopelessness
9: Mass Dominate, Gate

I like creating "kill zones" where my spellcasters first cast immobilizing or stunning spells in front of the enemy and then cast either instantaneous bombarding spells like fireball or enduring damage spells like cloudkill on top of that area, creating a "kill zone". At the same time, my non-spellcasters are using ranged weapons to pepper the enemies stuck in the "kill zone".

Bozos of Bones 03-10-2004 05:55 PM

The problem here is the sorcerer is the prime and only spellcaster so that needs versatility which the sorecerer lacks. So you need to emulate it. You will be needing lots of direct damage spells(Fireball, Skull Trap, Mordenkainen's Force Missles...)and plenty of buffs. Don't concern yourself with protection spells accept for the sorc, meaning take some low-level protectionspells but pass on the higher level ones like the ultra-costly impervius Sanctity of Mind. Stop somewhere at Trollish Fortitude. But the final choice of role for the sorc is your call. You have two(one and a half) healers and clerics can dish out some mean spells(Harm, Glyph of Warding, Holy Word) as can druids.

Shotgun 03-10-2004 06:37 PM

I agree that I should stick to spells that deal damage to a large area (fireball, cloudkill), so will be choosing those along the way. I always use stoneskin on a mage and mordenkainen's sword, so will probably pick up those, too. As for summoning spells, my cleric is of the Tempus order (I think that's the name), so he'll be able to animate the dead and summon some creatures when he hits higher levels.

ZFR, you're correct; I picked "sleep," not "command."

I think I am going to change my ranger and rogue so they become the following:

rogue, multi to ranger (originally planned to multi to druid)
fighter, multi to druid (don't have one now)

Magness 03-10-2004 08:11 PM

Shotgun, I wouldn't vote against some summoning spells for the sorc, just not my first or second choices for spells at any level.

As far as protection spells for a sorc, I find that mirror image provides for a massive amount of damage protection. Yes, I do also use stoneskin, but not nearly as often as MI.

Celdemar Gold 03-14-2004 12:31 PM

half orc barbarian... give 4 levels of fighter.... specialise in weapon, have mega strength... and your away....


sorcerer
off memory...try these spells
1. chrom orb and enfeeblement
4... improved invisibility... game quirk makes you undetectable..even when hacking them to pieces.. kind of spoils the game... in pnp atleast they have a chance to hit you..

for a blast have a str18, dex 16, con 18, int 3, wis 5, chr 20 assimar
1st level paladin......
second level and above ... sorcerer....
all weapons at disposal.... and if you choose tensers trans (6), trollish fort (6) and shield (1)... perhaps with lich touch (6), you've got one hell of a fighter for a battle....

and never mind low wis... the paladins chr bonus more than offsets it

Q'alooaith 03-14-2004 03:06 PM

I'd recomend taking at least one fighter..

Beyond that it's up to you, though one good strong fighter with skill in bows and a good melee weapon, greatswords is good, though I'm partial to axes and grabbing a great axe early on..

for most fun, I'd say take a rouge, cleric or druid and then specalist mage, conjurer, though can't take invocation it's great fun, though no magic missile it breed's better tactic's not to be able to use the common damage spells.

RedballUK 03-22-2004 03:59 PM

I think that there are some very good multi class mixes and also some very good specialists. Depends what you're after/enjoy playing.


My current party has the following (Just finished chapter 1):


Human Bard(3)/Rogue(4) - This is proving a good mix. Levels fairly even at the moment. She's a good party talker, trader and sneaker/sniper. Rogues are good for the chatting skills - only class to have all three as class skills.

Ghostwise Halfling Barbarian(2)/Ranger(5) - Better than expectations. Fast on his feet. Has accounted for 43% of party kills so far armed only with small blades. Took ORC as hated enemy - uselful towards end of chapter 1 with all those Orc shamans about.

Human Monk(1)/Cleric(6) - Currently happy with taking the Monk level to begin with. As WIS increases, both AC and spellcasting will go up. Concentrating on getting good selection of spells before taking more Monk levels.

Human PAlly of Helm(7) - Chose Helm so I could take soem fighter levels at some point but she seems to be doing fine specialising as a Pally. No immediate plan to take those fighter levels.

Dwarven Fighter (7) - Very good exmaple of a specialist. You just cant get Greater Cleave quick enough with a Axe weapon specialist with improved initiative. 'ard little bugger.

Elven Wizard - The architypal specialist. Dont distract from massing those spell levels as quick as possible. She also does all ID skills and some Search Dis Traps assist as well.

ZFR 03-22-2004 04:19 PM

Quote:

Originally posted by RedballUK:


Human Monk(1)/Cleric(6) - Currently happy with taking the Monk level to begin with. As WIS increases, both AC and spellcasting will go up.

I hope you realize you will get no AC bonus from wisdom if you wear armor.

RedballUK 03-23-2004 04:52 AM

Quote:

Originally posted by ZFR:
</font><blockquote>quote:</font><hr />Originally posted by RedballUK:


Human Monk(1)/Cleric(6) - Currently happy with taking the Monk level to begin with. As WIS increases, both AC and spellcasting will go up.



I hope you realize you will get no AC bonus from wisdom if you wear armor. </font>[/QUOTE]Yes I know. There doesn't seem to be all that much heavy armour laying around anyway. He's getting the bracers and rings of prot as they come along, plus he can also stealth it if needed.

Zellis 03-24-2004 01:39 PM

For the rouge I would multiclass to a Ranger. If you wear light enough armor you get al the evasion feats for the rouge and the two weapon style for the ranger. You also get some evasion for the ranger. All in all he's a pretty well balenced fighter.
For the paladin I would give him some wizard skills just for fun. I would leave one of the fighters alone but multiclass the other to fighter/barbarian. he'll be proficient in all melle weapons and if you wear lighter armor you get all the feats for the barbarian. and the barbarian get more life so if your dwaf is a little low on life that would be a bonus.
For the cleric the only way to go is wizard or a monk. though alot of peopl like fighter/cleric.
I would leave the wizard alon just because I like wizards. But i did once multiclass a wizard to a barbarian, sounds weird but he was really good. the bonus of life helped out alot and the rage ability helped me get out of those tight spots.
Enjoy the game
Zellis Silver Blade

Bozos of Bones 03-24-2004 05:28 PM

I also tried that mix(barb/wiz), and the rage is handy, but the spelllessness is a too big downfall for me to, plus the fatigue is bad too.

Krowlars 03-24-2004 07:36 PM

I think that only in the third time I played the game I could achieve the most satisfactory kind of party:
- Female Half-orc, Barbarian/Cleric of Tempus
- Female Wild-elf, Monk/Druid
- Female Human, Monk/Thief
- Male Human, Ranger
- Female Moon-Elf, Sorcerer
- Male Drow, Fighter

isis1995 04-18-2004 07:56 PM

I took a paladin (order Mystera) and multiclassed him with a wizard - he's one of my favourite characters. I have also multiclassed my rogue with a bard (she's 5/5 now) and I have found that I no longer really need a lot of the rogue skills (but I am only in Fell Wood). I like having the bard though. I have a wizard, druid, fighter and ranger also in my party and it is turning out OK.

Raistlin Majere 04-26-2004 09:59 AM

btw, some races(classes?) get a multiclassing penalty. My thiefling ranger/wizard has a 20% penalty...how does it effect? Do I like get 20% less expirience?

Luvian 04-26-2004 05:04 PM

Quote:

Originally posted by Raistlin Majere:
btw, some races(classes?) get a multiclassing penalty. My thiefling ranger/wizard has a 20% penalty...how does it effect? Do I like get 20% less expirience?
That's because you must keep your classes levels between one level of each others.

Bozos of Bones 04-26-2004 07:20 PM

The favoured class comes into play here. If you're a thiefling rogue 5 wizard 10 you get no penalty because thieflings like rogues etc.


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