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How to Multi-Class with SK?

Posted: Sun Aug 20, 2006 1:39 pm
by simenfs
Hiya. Just returned to this great game some days ago, because of the lack of any other great games.

What I want to do is try thet Kensai/Mage multi-class type that has been discussed here alot, but I want to also try other "illegal" types of multi-classes.

But how do I actually create a correct and working multi-class with ShadowKeeper?

So far I have done this:
- First I created a normal Kensai player (used SK to get my desired roll of total 89)
- Then I use SK and goes to Class and adds Fighter Mage, and Kit as Kensai.
- Then I change the Mage level to 7 (same as the kensai) and adds Mem.slots of L1: 4, L2: 2 and L3: 2.
- Then I add spells at L1: 7, L2: 6 and L3: 5.

Is this correct, and will I recieve new mem.spell slots as I level up? And is 4,2 ,2 the correct start available slots for a level 7 mage? Any changes I need to do to the other modifiers as of adding Mage?

Thanks.

Ps: I did use the search, but didn't find how to actually do it correct.

Posted: Sun Aug 20, 2006 3:09 pm
by Silvanerian
SK Multiclassing

The easiest way to ensure you get what you need is to do as you described, and then:
1: Change the levels for both warrior and mage to 1.
2: Then give yourself the correct amount of XP (89,000 or 161,000 or something else if you wish).
3: Set your HP to a level 1/1 fighter(kensai)/mage: 7 with constitution 14 or below, 8 with constitution of 15, 9 with constitution of 16-17, 10 with constitution of 18.

Then when loading your edited savegame your character will level up to his appropriate level and gain the appropriate spellslots/abilities.

A thing to note about a fighter/mage multiclass:
HP are rounded down when you level up.
Normally that means that F/M characters have quite low HP as the game tends to "screw you over" when constitution bonusses are concerned.
(i.e. with con 15 and "best possible throw" you get 11/2 rounded down + 5/2 rounded down = 7 when you level up once as a fighter and then as a mage.
When playing on core rules, you don't get the "best possible HP throw", so expect your HP's to be "low". With no con bonus, you'd on average get 5.5 with your fighter and 2.5 with your mage. Then divide that by 2 and you would end up with 4 HP*9+2.5+1 = ~40 HP without constitution bonus as level 10/10.
With con 16 you should have ~58 HP at level 10/10
With con 18 you should have ~67 HP at level 10/10

Posted: Sun Aug 20, 2006 3:30 pm
by simenfs
Thanks mate. Explained alot more, and even made sense :)

Will try it out asap.

Posted: Sun Aug 20, 2006 3:47 pm
by Silvanerian
Sure thing.

Small mistake I made though:

When setting your HP for the level 1/1 fighter/mage, remember to set it to 7 only, no matter your constitution, as SK only displays *base* HP - the con bonus will be added afterwards.