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hoppentwinkle

Fighter/mage /Shadow Dancer. Stupidly OP for sure (and sounds very fun - much murder)


Grinkles_the_Gnome

No matter what you choose, if you're using EEKeeper, don't forget to use the Add Kit function in the Innate and Effects tabs when adding your kit. Sometimes kitting a multi doesn't apply all the innate properties of the class straightaway unless you do it manually.   Your top two picks, Kensai/Mage/Thief and Fighter/Mage/Assassin, are backstabbing powerhouses! Don't forget to test out various combinations of Polymorph Self (especially Ogre form), summoned weapons, and Cloak of the Sewers in tandem with backstab just for fun! Oh, and throw Enchanted Weapon into the mix so you'll be able to hit almost anything in the game in any of those forms!   My current game has a Wizard Slayer/Mage/Thief and even with the significant gear sacrifices, she's quite formidable. She keeps loads of protection removal spells on her (more than other Mage types would be able to justify), which helps her pin enemy casters with her innate Miscast Magic ASAP via ranged weapons without having to rely on others. I just got her the Wild Sling for added anti-magic goofiness. I'm eagerly biding my time until she can get UAI so she can try out some new setups. I'm wondering how the Dispel Magic on Carsomyr or the Staff of the Magi will interact with the WS Miscast Magic, if at all....   I think my next game might have a Fighter/Necromancer/Thief who specializes in Chill Touch, Ghoul Touch, and (with IWDification installed) Lich Touch, purely because I like the theme of those spells and enjoy giving things a try that others give short shrift to. I'm assuming the Necromancer's saving throw penalty applies to the on-hit effect of each of those spells, but I'll have to do some investigating.   Adding Shadowdancer into the mix could be a fun choice too that most probably wouldn't consider. You can hit the Stealth button mid-combat all the time to interrupt enemy Mages from finishing spellcasts targeting you, and you can make a lot more interesting use of the unique Shadowdancer HLAs, too.   In case you hadn't considered them, don't forget Barbarian and Wild Mage are also options. Since mutli-classing limits proficiency pips to 2 anyway, the Barbarian's specialization limit isn't so bad at all as part of a triple-class, and they get decent innate physical damage reduction that could pair very nicely with Defender of Easthaven (preferably in offhand) as well as the damage-reducing forms from Polymorph Self and Cloak of the Sewers. The four or so Wild Mage-themed equipment items in the game could make that one a very fun triple-class, and Nahal's Reckless Dweomer could provide all sorts of oddball benefits to complement the Fighter/Thief side of things.   If you really want to get goofy, Grizzly Bear is technically coded as a Fighter kit and could be added to a triple-class.... 😂 However, it requires substantial tinkering in NearInfinity in order to work properly with a multi or else your bear claw items won't strike properly and will get you stuck at the level-up screen as the game attempts to unequip them. Probably not worth it, but if you manage to crack it in NearInfinity, I wager it'd provide quite an unusual experience!   When combining three classes, the kitting options are vast! There are so many fun loadouts you could aim for.


Gwydion7

Fighter/Mage/Assassin is great choice and you can get a sense of progression for longer. Fighter/Wild Mage/Thief can also be fun...as most of your spells will be cast on yourself.


Red_Laughing_Man

Caution, may actually be *"fun"*


xler3

kensai is probably one of the best options. the mage kit will entirely cover the weaknesses of the kensai. if you must, you can wear vecna as soon as UAI becomes available... but you're really better off letting a pure mage wear vecna. berserker... also extremely good... potentially the best... much better than kensai in the first half game since you can wear armor and feasibly play ranged. up to you do determine whether you prefer a boost in the first half or the second half of the game. wizard slayer... i dont have any comments but ill just say im against it. assassin is no good, you already have to cut back on thief points and this kit makes it worse. backstabbing, while fun, isnt really that strong... especially in the latter half of the game. swashbuckler is pretty good, but eh kensai kinda does the same thing but better. shadow dancer... never played it so idk bounty hunter is pretty good as a single class but here... trap progression will be way too slow. not worth it mage kits... with full party/triple classed progression... its too slow to have an impact. you are (almost) never rest blocked in this game. you dont need the spell slots. wild mage could be fun though.


Grinkles_the_Gnome

In my experience, adding Assassin to a multi-class causes the game to "forget" to apply the Thief point penalty on level-up, so you get 25 points as if you were a plain F/M/T. If that felt too much like cheating (as if triple-classing with a kit weren't cheaty itself!), a person could edit the excess points out via EEKeeper every level or perhaps dump them into Pickpocket with the intention never to use that skill.


masteraleph

1) Note that you’ll get an extra spell per level no matter what, because the game is hard coded that mage + kit = extra spell, even if it’s not a mage kit. 2) FMBounty Hunter has some interesting potential and let’s you muck around more with traps. 3) Wild Mage is interesting and potentially lets you use a lot of spells much earlier than you could otherwise with Nahal’s, in BG1 but especially in BG2.


amateurviking

Right *and* if you pick a thief kit you'll get unkitted skill point and backstab multiplier progression to boot!


Radidaj

Berserker/Conjurer/Swashbuckler or bust! 🤣


LordMuffin1

I would swap conjurer for Sorcerer, but that might be hard to accomplish with eekeeper.


MidnightRider00

I once did a Kensai dual classed to mage at level 9. I was using a party of 6. There were many times I just sent CHARNAME to kill everything because it was just easier than micromanaging the party in some fights, even with SCS, like in the fights against vampires or mind flayers. Kensai to mage is just broken. And I imagine it will be even more hilariously OP when you make it a multiclass with uncapped XP, full pips, HLAs and backstabs along with it.


Party_Guest_7144

Hey, ​ I just wanted to say thanks for all the feedback. I learned a lot. Most you guys made very good points. ​ Also thanks a lot for the hardcoded stuff with multiclasses/kits I did not know until now.


mangoismycat

I just learned there’s a mod that adds druid kits to other kits by semiticgoddess, you could try their kit, it’s a fighter/mage/cleric/druid/thief


Manofthedecade

Berserker/Mage/Thief - Berserker rage immunity to every status is probably the best support ability in the game. The Kensai/Mage/Thief is cool - once you get UAI which is like late BG2 or TOB. Lacking armor, helmet, and bracers is tough for that long. Things like robes of vecna or vhalior's helm are going to make life as a FMT so much easier. Fighter/Mage/Assassin - it's a cool concept, but once things are backstab immune the Assassin part is useless.


ImNotHippo

Fighter/Conjurer/Thief. Your spell progression isn't great and there are alot of utility spells that make this game less painful.


Zippo-Cat

Swashbuckler, no question.


MartianTimeSlip

Yeah I'd second this for the extra AC bonud and THACO


vlad_tepes

One of the powers of the mage/thief (though I've never tried it myself), is to have a perma-Assassinate HLA active, as long as you've cast mislead (and non-detection/protection from divination) on yourself. With the fighter/mage/thief this would be even more potent (though it would take longer to get the necessary levels). By kitting a swashbuckler, you lose that. You don't really need the Thac0 that much, as the fighter class already boosts that, and you need the AC boost even less, with all the defensive spells the mage has access to. If you still want the Thac0 bonus, and some damage on top, kit a kensai. The negative would be the inability to equip a Robe of Vecna (not sure if UAI would help with that; depends on the mods, too).


Zippo-Cat

"Re-import the character after getting the Tome of Gainful Exercise five times to get 25 STR, this makes Crom Faeyr obsolete"


EpicWeasel

Yup, swashbuckler.


Adam-CdW

Fighter/mage/bountyHunter


NowTheMoonsRising

FMA sounds very fun.


agentOO0

Can you have multiple kits? Like Berserker/Necro/Swashbuckler? Or Barbarian/Wildmage/Shadowdancer? Would be interesting although probably too OP.


LordMuffin1

What about. Barbarian/Sorcerer/Shadow Dancer


Hejtan

Wild Mage. If that's out, Shadowdancer is fun. If that's also out, go Wizard Slayer as a joke (until you get UAI) Then Kensai I guess, and then Assassin


Nachovyx

Berserker/Mage/Thief - you don't lose the ability to equip items like the kensai. You give up -x2 backstab multiplier to gain increased attack, damage, and illogical immunities that make you untouchable against major creatures (Kangaxx, vampires, mind flyers, etc.), paired with bhaalspawn power Draw upon holy might + other buffs, early levels you'll be a killing machine.


scorpittarius01

Late response but you need to try it. Do a Fighter/Mage/Bounty Hunter. Set trap, set buff, go ahead and backstab. Lead back to op trap. Eviserate whatever is left.