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I normally like to play D&D RPGs with pure class characters, but today I was thinking maybe I should get a little crazy sometime! I was thinking about replaying Neverwinter nights sometime and going with a multi-class character. Since this is pretty much a one character game might as well go crazy! Though I would like some advice as to how to go about it!

I'm not sure if I should go Wizard or Sorcerer. Wizard gets more spells and acess to higher levels quicker. But sorcerers get more spells per day and I would get to take advantage of a high charisma.

Normally I put my prime stat up to 18 then throw stats on everything else as I see fit. I intend to do a high dex build (weapon finesse, two weapon fighting) so would I have to do some serious min maxing to get both dex and int/cha to 18 without screwing my constitution as well? I like to hve my low stats to be 10.

Lastly how should I level it? I was thinking of leveling one every other level but that might make me way too weak... I might need to drop or only take one level of fighter. I want to make the most of my spell casting levels (that’s a must!) but I want rouge skills and decent fighting skills as well. I might switch between melee and ranged.
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Darktrooper1138: I normally like to play D&D RPGs with pure class characters, but today I was thinking maybe I should get a little crazy sometime! I was thinking about replaying Neverwinter nights sometime and going with a multi-class character. Since this is pretty much a one character game might as well go crazy! Though I would like some advice as to how to go about it!

I'm not sure if I should go Wizard or Sorcerer. Wizard gets more spells and acess to higher levels quicker. But sorcerers get more spells per day and I would get to take advantage of a high charisma.
If you're determined to go with this combination, then Wizard. High INT helps both the WIZ and the Rogue (more skill points). As well, you're going to be levelling the WIZ class a lot slower due to going back and forth between classes, so you want to be able to access new spells as fast as possible.
Normally I put my prime stat up to 18 then throw stats on everything else as I see fit. I intend to do a high dex build (weapon finesse, two weapon fighting) so would I have to do some serious min maxing to get both dex and int/cha to 18 without screwing my constitution as well? I like to hve my low stats to be 10.
Keep in mind NWN uses a point-buy system with all your stats starting at 8* and giving you 30 points to spend to raise them. The cost scales with higher stats costing more per point. This results in you not being able to start with a pair of 18s and the rest 10s, even if you choose a race with a bonus in one of your primary stats. Even if you want to start with 16s in your primaries, you're still going to have to min/max to a degree.

*Certain races get sertain bonuses and penalties to some stats.
Lastly how should I level it? I was thinking of leveling one every other level but that might make me way too weak... I might need to drop or only take one level of fighter. I want to make the most of my spell casting levels (that’s a must!) but I want rouge skills and decent fighting skills as well. I might switch between melee and ranged.

This combination is going to be very weak if you level it evenly. You'll only reach level 16 or 17 by the end of the campaign, which means you'll only have roughly 5 levels of each class. Going into the end game with only level 3 Wizard spells isn't going to be very effective.

What I'd suggest is something along the lines of concentrating on Wizard with 2 or 3 levels of Rogue and Fighter each at most. It will still be a rough road, but you'll find at least you'll have some spell power by the end of it.

Of course, be cautious of XP penalties if you go this route. You'll need to balance your Rogue and FTR levels and make sure you choose a race with WIZ as the favored class (Human, Elf, 1/2 Elf, or Gnome).

This can be a very fun combo to play, but it's really tough at low to mid levels.
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Darktrooper1138: I normally like to play D&D RPGs with pure class characters, but today I was thinking maybe I should get a little crazy sometime! I was thinking about replaying Neverwinter nights sometime and going with a multi-class character. Since this is pretty much a one character game might as well go crazy! Though I would like some advice as to how to go about it!
Pretty much what Coelocanth said. Fighter/Wizard/Rogue.

Although I'd go with Fighter as the main class and not worry too much about stats.
Just get a semi-decent main stats, you can raise them all a bit when leveling up and through magic items. 13-16 on str, dex and int should do well enough.

Just keep leveling up the two non-main classes evenly so you don't get XP penalties from there.
Roughly half of the levels on Fighter and the rest split up.

This would be a pretty interesting character to play actually. You don't get amazing destruction spell power, but if you focus on buffing spells you should do fine.

Bulls Strength + Stoneskin should be a working combination towards the end. And you'd have the benefit of doing pretty neat backstab damage as well, assuming you get a helper to distract the enemy.

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Edit. I think I'm thinking of Temple of Elemental Evil.
Can't remember how good mage friendly armors you find in NWN main campaign.
Post edited October 06, 2012 by Jarmo
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Jarmo: Edit. I think I'm thinking of Temple of Elemental Evil.
Can't remember how good mage friendly armors you find in NWN main campaign.
Between minimizing the arcane spell failure penalty between armor and shield a character would be looking at a difference in around 7-10 AC compared to the full plate + tower shield that a pure fighter would be sporting, which for much of the OC is a pretty big difference. Mage Armor can offset this a bit at the beginning, but it will quickly lose effectiveness due to only the dodge bonus stacking. Stoneskin + Improved Invisibility can help to a much greater degree, but both of those are level 4 spells, which requires 7 Wizard levels, and with focusing mostly on fighter levels with the other levels split between Wizard and Rogue you probably wouldn't even get there through the course of the OC. A high Dex finesse fighter might be a better way to go as that would be a better fit with the kind of armor an arcane spellcaster would be needing to use.

Overall, though, I wouldn't consider a straight Fighter/Rogue/Wizard combination particularly good, as the bonuses from each of the classes don't work all that well together. This doesn't mean that there's a problem with the general concept, just that those classes don't work particularly well for it. Personally I'd try going with a Ranger/Wizard/Shadowdancer finesse build. Split the first 7 levels between Ranger and Wizard and get all the prerequisites for Shadowdancer in place, then take the first Shadowdancer level at 8 and take a mix of Shadowdancer and Wizard levels from there out. Ranger will get you weapon and armor proficiencies, a good starting BAB, class skills that let you take Shadowdancer levels quickly, and dual-wielding capabilities right from the start. For Wizard spells go for buffs and debuffs and pass on the damage spells (your Wizard levels won't be high enough to make these particularly effective). Things like Stoneskin, Improved Invisibility, Darkness, True Strike, Bull's Strength, Flame Weapon, Death Armor, etc that will greatly enhance your fighting effectiveness. Shadowdancer will give you all the rogue skills, stealth, and greater defensive abilities; you won't have any sneak attack, but you'll still get the bonus of catching many enemies flat-footed (negating any Dex and Dodge bonuses to AC). For a race I'd recommend either Human or Elf, as both will remove any multi-classing penalty, and human will get you an extra feat at the start while Elf will get you a Dex bonus (you'll need to decide which one you value more).
Post edited October 06, 2012 by DarrkPhoenix
Thanks for the advice guys, I was maybe thinking about just dropping the fighter and going Rouge/Wizard. However I like the Ranger/Wizard/Shadowdancer idea! I'm mainly interested in the rouge levels for skills, lockpicking, traps etc. as well as some dex based fighting abilities. I wonder, is there a "safe" number of those skills to be able to get most of the chests and traps? I suppose I could just use knock but that would take up valuble spell slots... I'd probably go three levels in rouge then the rest in wizard OR do one fighter, two rouge then the rest in wizard, either that or the Ranger/Wizard/Shadowdancer idea.

Edit: Well just starting out I encounter a problem! Not being able to take weapon finesse at character generation is really putting a damper on my plans!
Post edited October 07, 2012 by Darktrooper1138
Don't confuse attack bonus with BAB; the former is the sum of BAB plus strength, item, spell, etc bonuses, while the latter is determined solely by your character level and what classes you've taken. If your first class is a class with a high BAB progression (fighter, barbarian, ranger, etc) then you should start with a BAB of 1 and be able to take weapon finesse immediately. If your starting class has a medium or low BAB progression then your starting BAB will be regarded as 0 and you'll have to wait until at least level 2 to take Weapon Finesse.
Well I got WF at level three and luckily the game makes you level three as soon as you finish the prelude. Now whats a good level to start taking wizard? A guide I was reading said an 8th level rouge can take care of the vast majority of locks and traps. I'm thinking of going 4th rouge then going with wizard from there.
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Darktrooper1138: Well I got WF at level three and luckily the game makes you level three as soon as you finish the prelude. Now whats a good level to start taking wizard? A guide I was reading said an 8th level rouge can take care of the vast majority of locks and traps. I'm thinking of going 4th rouge then going with wizard from there.
There'll be a bunch of items available later on to help with opening locks and disarming traps if they're too tough.

You should pick some rogue levels later on, so you can max up the important skills. High trap skills are nice, because you can also collect traps to use yourself, or for selling. Gas traps in particular are worth loads of cash.