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Fighter / Mage is a multi-classing option for non-human races.

Overview Edit

The Fighter / Mage is a very flexible and effective conjoinment of classes. The Fighter half gives it access to higher hit points and THAC0 than the Mage class, and also access to more weapon proficiencies and options than the Mage class; this comes in handy when a character is out of spells and must therefore default to melee. The Mage half of the class gives it higher Lore and, of course, access to powerful spells. The downside is that the Fighter/Mage cannot cast while wearing armor, except for Elven Chain Mail and Drow Chain Mail.

A Fighter/Mage is able to use 9th level wizard spells such as Time Stop and fighter HLAs like Greater Whirlwind Attack, which makes defeating The Winged and her evil companions in the Black Pits II a fairly easy task. This combination also have access to powerful weapons including Axe of the Unyielding, Blackrazor, and Staff of the Magi.

As a multi-class option, characters are denied the ability to access Fighter kits or Specialist Mage status. The exception is Gnomes, who are always Fighter/Illusionist multi-classed characters if they take this option.

High-level class abilitiesEdit

Fighter levels up gain the following:

  • Power Attack, this ability can be selected as many times you like.
  • Critical Strike, requires power attack. This ability can be selected as many times you like.
  • Smite, requires power attack and critical strike. This ability can be selected only one time.
  • Deathblow, this ability can be selected as many times you like.
  • Greater Deathblow, requires deathblow. This ability can be selected as many times you like.
  • Whirlwind, this ability can be selected as many times you like.
  • Greater Whirlwind, it requires whirlwind. This ability can be selected as many times you like.
  • Battle Cry, this ability can be selected as many times you like.
  • Hardiness, this ability can be selected as many times you like.
  • Resist Magic, this ability can be selected as many times you like.

Mages can access to level 10 spells, which are added to the level 9 wizard spellbook after they have been chosen. These spells are:

Spell progressionEdit

Spell lvl/

Wizard lvl

1 2 3 4^ 5^^ 6& 7+ 8++ 9!

Total # of

spellslots

1 1 - - - - - - - - 1
2 2 - - - - - - - - 2
3 2 1 - - - - - - - 3
4 3 2 - - - - - - - 5
5 4 2 1 - - - - - - 7
6 4 2 2 - - - - - - 8
7 4 3 2 1 - - - - 10
8 4 3 3 2 - - - - - 12
9 4 3 3 2 1 - - - - 13
10 4 4 3 2 2 - - - - 15
11 4 4 4 3 3 - - - - 18
12 4 4 4 4 4 1 - - - 21
13 5 5 5 4 4 2 - - - 25
14 5 5 5 4 4

2

1 - - 26
15 5 5 5 5 5 2 1 - - 28
16 5 5 5 5 5 3 2 1 - 31
17 5 5 5 5 5 3 3 2 - 33
18 5 5 5 5 5 3 3 2 1 34
19 5 5 5 5 5 3 3 3 1 35
20 5 5 5 5 5 4 3 3 2 37
21 5 5 5 5 5 5 4 3 2 39
22 5 5 5 5 5 5 5 3 2 40
23 5 5 5 5 5 5 5 3 3 41
24-26 5 5 5 5 5 5 5 4 3 42
27 5 5 5 5 5 5 5 4 4 43
28-34 5 5 5 5 5 5 5 5 4 44
35-40 5 5 5 5 5 5 5 5 5 45

Specialist mages gain one extra spellslot for each level, but this comes at the cost of not being able to cast spell from certain schools. For sorecerers it's unknown how this works.

^ : Requires an intelligence of 9 or higher.

^^ : Requires an intelligence of at least 10 or higher.

& : Requires an intelligence at least 12.

+ : Requires 14 points of intelligence.

++ : Requires 16 points at least.

! : Requires a minimum of 18 points.

Mages in Baldur's Gate II: Throne of Bhaal whose intelligence is lower than 18 can in fact learn lvl 9 mage spells and can use the lvl 10 spell abilties.

Table for experience, weapon proficiency points and hitpointsEdit

Level
F/M
Experience
required
Hit Dice APR Weapon
Proficiency
Base
THAC0
Saving Throws
D/W/P/B/S
No. of HLA
1/1 0 1d5 + 1d2 1 4 20 14/11/13/15/12
2/1 4,000 2d5 + 1d2 19 14/11/13/15/12
2/2 5,000 2d5 + 2d2 19 14/11/13/15/12
3/2 8,000 3d5 + 2d2 +1 18 13/11/13/15/12
3/3 10,000 3d5 + 3d2 18 13/11/13/15/12
4/3 16,000 4d5 + 3d2 17 13/11/13/15/12
4/4 20,000 4d5 + 4d2 17 13/11/13/15/12
5/4 32,000 5d5 + 4d2 16 11/11/12/13/12
5/5 40,000 5d5 + 5d2 16 11/11/12/13/12
6/5 64,000 6d5 + 5d2 +1 15 11/11/12/13/12
6/6 80,000 6d5 + 6d2 15 11/9/11/13/10
6/7 120,000 6d5 + 7d2 15 11/9/11/13/10
7/7 128,000 7d5 + 7d2 +0.5 14 10/9/11/12/10
7/8 180,000 7d5 + 8d2 14 10/9/11/12/10
8/8 250,000 8d5 + 8d2 13 10/9/11/12/10
8/9 270,000 8d5 + 9d2 13 10/9/11/12/10
9/10 500,000 9d5 + 10d2 * +1 12 8/9/9/9/10
9/11 750,000 9d5 + 10d2 + 1 12 8/7/9/9/8
10/11 1,000,000 9d5 + 10d2 + 2 11 8/7/9/9/8
11/12 1,500,000 9d5 + 10d2 + 4 10 7/7/8/8/8
12/12 2,000,000 9d5 + 10d2 + 5 +1 9 7/7/8/8/8
12/13 2,250,000 9d5 + 10d2 + 6 9 7/7/8/8/8
13/13 2,500,000 9d5 + 10d2 + 7 +0.5 8 5/7/6/5/8
14/14 3,000,000 9d5 + 10d2 + 9 7 5/7/6/5/8 2 **
15/14 3,500,000 9d5 + 10d2 + 10 +1 6 4/6/5/4/7 +1
15/15 3,750,000 9d5 + 10d2 + 11 6 4/6/5/4/7 +1
16/15 4,000,000 9d5 + 10d2 + 12 5 4/6/5/4/7 +1
17/16 4,500,000 9d5 + 10d2 + 14 4 3/5/4/4/6 +2
18/16 5,000,000 9d5 + 10d2 + 15 +1 3 3/5/4/4/6 +1
18/17 5,250,000 9d5 + 10d2 + 16 3 3/5/4/4/6 +1
19/17 5,500,000 9d5 + 10d2 + 17 2 3/5/4/4/6 +1
20/18 6,000,000 9d5 + 10d2 + 19 1 3/5/4/4/6 +2
21/18 6,500,000 9d5 + 10d2 + 20 +1 0 3/5/4/4/6 +1
21/19 6,750,000 9d5 + 10d2 + 21 0 3/5/4/4/6 +1
22/19 7,000,000 9d5 + 10d2 + 22 0 3/5/4/4/6 +1
23/20 7,500,000 9d5 + 10d2 + 24 0 3/5/4/4/6 +2
24/20 8,000,000 9d5 + 10d2 + 25 +1 0 3/5/4/4/6 +1
Total 2 12 18

* despite advancing in both classes simultaneously only half constitution bonus is added to HP pool at this point
** each ability can be chosen from either warriors' or wizards' pool regardless of class which is actually advancing, picking 10-th level spells, however, requires having access to 9-th level spell slots