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Ok so I'm using tutu anyway i want to play a Melee fighter class that uses spells to buff himself up but can still hold his own without the buffs the buffs just make him stronger....

Anyway i have right now a level 5 kensai and i was thinking about dual classing at level 9 to mage but then i heard that kensai/mages are not to be played as melee fighters but mages that shoot off spells far away with more HP.

And as i said i'm looking for a good melee fighter that can buff himself.

PS: this is my first time playing the game i'm on the first game but i want to import my guy as i play BG2 and TOB.
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ryan7251: i'm looking for a good melee fighter that can buff himself.
BG1? Cleric, or if you must dual, Fighter/Cleric. Cleric gets one of the best weapons in the game (without cheats or OP TuTu inclusions) early on, in a +2 war hammer.
Kensai/Mage works well for what you want, maybe you misheard or listened to the wrong people. ;-)

The problem is that the earlier you dualclass the less attack power you get and if you dualclass late most of the games will be over when you're finished.

Level 7(extra half attack),9 and 13(additional extra half attack) are most popular, it depends on when you want how much power.
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kmonster: Kensai/Mage works well for what you want, maybe you misheard or listened to the wrong people. ;-)

The problem is that the earlier you dualclass the less attack power you get and if you dualclass late most of the games will be over when you're finished.

Level 7(extra half attack),9 and 13(additional extra half attack) are most popular, it depends on when you want how much power.
All i really want is a fighter that i can use that can hit end game (As in TOB enemies) and can cast spells truth be told i would love to get the level 9 spell time stop for my kensaj but then I'm scared he won't hit anything do to to many levels in mage.

Also i just need to make sure but as long as my kensai's mage level is as high as my kensai level i can then use swords and stuff right or will i be limited to mage weapons do to my mage level being higher?

Sorry new to the game i knwo that may sound like a stupid question.
You won't have access to fighter weapons or any benefits from the kensai side before you have 1 mage level more than kensai levels, so for completing kensai9/mage10 dualclass you need 250,000 + 250,000 = 500,000 XP.

Kensai 9 hits as well as fighter 12, 2 attacks per round with the hit chance of a level 12 fighter won't be very impressing in ToB when pure warriors have addtional +9 to hit and get an extra half attack per round.
If you focus on doing physical damage fast in ToB you'd better wait until kensai 13 for extra +5 to hit, +1 to damage and an extra half attack per round.
1,250,000 XP for Kensai 13 and 1,500,000 XP for mage 14 means that you'll have to play the first half of SoA as Kensai and most of the second half as mage, in the end of SoA and in ToB you'll have a powerful kensai/mage who can keep up with pure warriors in attack power easily, if you dualwield with Kundane or Belm in the off-hand and cast improved haste you'll have 7+2 attacks per round for a long time, no need for whirlwind HLAs.

Kensai is not a good choice for a low level campaign like BG1, you get the kit penalty immediately but the bonuses only step by step, if you can't bear the weakness now restart with a fighter/illusionist multiclass, this way you'll have attack power and spell protections all the time.
If you keep the kensai you can replace self-protection spellcasting by using a shield amulet or potion to get the AC down.
I didnt see any sign that you want to play solo so my recommendation would be to stick with Kensai and use your party member for buffing. I personally hate dual-classing. Multi-classing works much better and if you go that way you can be half orc Fighter/cleric.
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Engerek01: I didnt see any sign that you want to play solo so my recommendation would be to stick with Kensai and use your party member for buffing. I personally hate dual-classing. Multi-classing works much better and if you go that way you can be half orc Fighter/cleric.
I would love to dual class but i want to be human if you ask me it's stupid you can't be a human and multi-class i mean it makes no sense.
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Engerek01: I didnt see any sign that you want to play solo so my recommendation would be to stick with Kensai and use your party member for buffing. I personally hate dual-classing. Multi-classing works much better and if you go that way you can be half orc Fighter/cleric.
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ryan7251: I would love to dual class but i want to be human if you ask me it's stupid you can't be a human and multi-class i mean it makes no sense.
Haha yea. D&D 2.0 rules are a little bit racist. Thats why I love 3.0 rules more.

EDIT: I think you can be half elf if you want to hold on to your humanity. If I remember correctly, there is basically no difference between half-elves and humans. Except humans dual class while half-elves multi class. Can someone else confirm this please?
Post edited April 26, 2016 by Engerek01
Use the XP cap remover from this link:
https://forums.beamdog.com/discussion/10212/a-simple-xp-cap-remover-now-compatible-with-siege-of-dragonspear

All you need to do is copy the files in the mod to the "override" folder that is located in the same location as the "Balder.exe" file for both BG1 and BG2. If there is no "override" folder, then create one. Play as a Half-Elf Fighter/Mage (or if you really want to cheese it a Half-Elf Fighter/Mage/Thief) with the Kensai kit. Keep in mind that the High Level Abilities are not coded into BG1 so don't try to level above 19th level as a Kesai Fighter or above 17th level as a Mage (or a Thief above level 23) or else the game will get stuck on the level up screen. Once you have transitioned to BG2 you can level until you hit the level cap (it's in the 40s depending on which specific class).

If you make a mistake you can use EE Keeper to readjust your character:
https://forums.beamdog.com/discussion/16497/ee-keeper-updated-to-v1-0-3
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Engerek01: I didnt see any sign that you want to play solo so my recommendation would be to stick with Kensai and use your party member for buffing. I personally hate dual-classing. Multi-classing works much better and if you go that way you can be half orc Fighter/cleric.
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ryan7251: I would love to dual class but i want to be human if you ask me it's stupid you can't be a human and multi-class i mean it makes no sense.
Early (1e/2e) AD&D rules don't always make sense.

Did you know that, in 1st edition, the only playable non-human clerics were half-elves and limited to level *5*? In other words, being a multi-class cleric was not viable *at all*, unless the campaign limited cleric levels as much as the original Pool of Radiance. (2nd edition raised these caps to something a bit more reasonable, and the Infinity Engine games (including the Baldur's Gate series) opted not to implement the rule.)

Also, why doesn't 15 strength provide any combat benefit over 8 strength? I can nearly *double* a stat and not get any combat benefits. Similarly, 14 Dexterity is no better than 7, and the same is true with Constitution. (And, of course, there's the ugly cludge that is exceptional Strength, which leads to the effect of 19 Strength being *far* better than 18, and therefore Half-Orc clerics being much more effective in combat (without Draw Upon Holy Might) than those of other races.)

Also, why do only some characters get benefits for having more than 16 Constitution?

Of course, 1e also has the sexist caps on female strength (without anything to compensate), which are fortunately absent in 2e and later.

If I were looking for an elegant game system, I would not look at classic AD&D; it is a mess.

(Of note, you *could* create your character as a half-elf and then use ShadowKeeper or another save editor to change her race to human, while preserving the multi-class.)
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ryan7251: I would love to dual class but i want to be human if you ask me it's stupid you can't be a human and multi-class i mean it makes no sense.
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Engerek01: Haha yea. D&D 2.0 rules are a little bit racist. Thats why I love 3.0 rules more.

EDIT: I think you can be half elf if you want to hold on to your humanity. If I remember correctly, there is basically no difference between half-elves and humans. Except humans dual class while half-elves multi class. Can someone else confirm this please?
Half-elves:

Can't be paladins.
Have minimum stats, I believe.

In the tabletop game (and some earlier AD&D CRPS), they also:
Have level caps, unlike humans
Have some resistance to certain effects (charm I believe)

Also, while AD&D 2e rules are a bit racist, at least they aren't sexist like 1e rules were.
Post edited April 26, 2016 by dtgreene
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dtgreene: Half-elves:
Can't be paladins.
Have minimum stats, I believe.
Yes but once I choose half-elf and then Fighter/Cleric, there is no difference in the Baldur's Gate from now on. Right?
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dtgreene: Half-elves:
Can't be paladins.
Have minimum stats, I believe.
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Engerek01: Yes but once I choose half-elf and then Fighter/Cleric, there is no difference in the Baldur's Gate from now on. Right?
I believe so (in the IE games, anyway), though I think the Enhanced Editions *might* have implemented the charm resistance (but not the level caps, fortunately).
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ryan7251: I would love to dual class but i want to be human if you ask me it's stupid you can't be a human and multi-class i mean it makes no sense.
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dtgreene: Early (1e/2e) AD&D rules don't always make sense.

Did you know that, in 1st edition, the only playable non-human clerics were half-elves and limited to level *5*? In other words, being a multi-class cleric was not viable *at all*, unless the campaign limited cleric levels as much as the original Pool of Radiance. (2nd edition raised these caps to something a bit more reasonable, and the Infinity Engine games (including the Baldur's Gate series) opted not to implement the rule.)

Also, why doesn't 15 strength provide any combat benefit over 8 strength? I can nearly *double* a stat and not get any combat benefits. Similarly, 14 Dexterity is no better than 7, and the same is true with Constitution. (And, of course, there's the ugly cludge that is exceptional Strength, which leads to the effect of 19 Strength being *far* better than 18, and therefore Half-Orc clerics being much more effective in combat (without Draw Upon Holy Might) than those of other races.)

Also, why do only some characters get benefits for having more than 16 Constitution?

Of course, 1e also has the sexist caps on female strength (without anything to compensate), which are fortunately absent in 2e and later.

If I were looking for an elegant game system, I would not look at classic AD&D; it is a mess.

(Of note, you *could* create your character as a half-elf and then use ShadowKeeper or another save editor to change her race to human, while preserving the multi-class.)
avatar
Engerek01: Haha yea. D&D 2.0 rules are a little bit racist. Thats why I love 3.0 rules more.

EDIT: I think you can be half elf if you want to hold on to your humanity. If I remember correctly, there is basically no difference between half-elves and humans. Except humans dual class while half-elves multi class. Can someone else confirm this please?
avatar
dtgreene: Half-elves:

Can't be paladins.
Have minimum stats, I believe.

In the tabletop game (and some earlier AD&D CRPS), they also:
Have level caps, unlike humans
Have some resistance to certain effects (charm I believe)

Also, while AD&D 2e rules are a bit racist, at least they aren't sexist like 1e rules were.
Ok i may do that shadow keep idea i just hope people don't still call me a half elf for some reason.