The benefits of the berserker part of the berkmage diminish over time, but mine managed to kill a level 20 something Sarevok in Throne of Bhaal after he was dire charmed and started attacking me. The bonus thac0 from 19 dexterity helps them hit things with slings and they don't have to skimp out on wisdom or strength like halflings do. This is relevant in hardcore, no-reload playthroughs as saving throws play a significant role in whether you can block status effects or you succumb to them. Their downsides are not very significant because while their lore value is halved, it is still better than any non-bard class, and their pick-pocket ability will still get to ridiculously high levels midway through the game. These are Haste, Protection from Normal Missiles, and Minor Spell Deflection. At 7th level, they gain a lay on hands ability.
Dan you that dumb troll that got tricked by them billy goats aint you. If you don't want to give up ranged weaponry, I'd say you're better off as just a regular fighter than the other two kits. Thieves get improved traps at levels 6 and 11 and stop rolling for health at level 10, so it is recommended you dual class at one of these points to take full advantage - though Swashbuckler advantages also make levels 5, 10, and 15 good options. I think you get access to druid spell even when dualing from ranger, so lvl 2 Ranger might also be possible. Gains one use at level 4 and an additional use every 4 levels thereafter. Multi-classing him is the simplest solution. But like I said it just way easier to get magick gear that pops your strength to 18 00.
Dual-classing and Multi-classing allow you to take advantage of more than one class at the cost of some specialization. Levels 7: Mordenkainen's Sword is one of the best spells to pick up at this level because its immune to most forms of damage. Instead, you need to look at synergies between the abilities of the classes. The Ranger never had that anyway so a multiclass makes sense. Gameplay community ~Write your insights below, different from the Gameplay section above, you may use your signatures here, ~ References. The downfall of the berkmage is that he must follow the rules of the dual class system. As a multi-class character you will eventually have enough thief skill points no matter your race selection, however, so do not place undue emphasis on these starting values.
Lastly, the thing with the Holy Avenger is that it might come later in the game since it requires that you kill a red dragon. Like I said if you want to play like that. In your case at level X is when you leave Ranger and go into Cleric. You won't be able to use its abilities any more until your second class supercedes it by one level. Half the reasons you'd want to be a werewolf are removed. Spike Trap inflicts ungodly amounts of damage, and Use Any Item allows the thief to ignore any restrictions on items, period, allowing them to use class, race, and even personnel-restricted armor. I often go straight from 10th level berserker to 11th level berkmage in one sitting.
Or, I suppose, another alternative for a human to dual-class. Curiously, there is a minimum stat involved for each specialization, which can be helpful in order to force high numbers in a certain area. The three Wild Mage-only spells are Level 1 , Chaos Shield Level 2 , and Improved Chaos Shield Level 7. At 8th level, target suffers a -1 save vs. Using Draw Upon Holy Might can get your strength to as high as 23! It just takes a really long time to regain those ranger levels.
The progression is slower than that of a single-class cleric of course, but not prohibitively so. Because of the added levels it takes to fully utilize the assassin kit, they do not dual-class very well. Dual-classing favors starting with your primary class as the combat oriented class, and then dropping into a spell-casting class. One last thing, Bards choose epic feats from the Rogue pool, meaning they can take Use Any Item, Spike Trap, Evasion, etc. Many argue Inquisitor is the best paladin kit because the powerful Dispel Magic and True Sight spells eliminate the need for another caster to memorize them and you sacrifice abilities redundant in a full party. At 21st level, the trap mazes the target no save is possible.
This will be a huge factor during early levels, but after level 10 or 11, you likely won't notice them anymore. Level 2: Mirror Image is one of the best defensive spells in the game let alone for this level. Quarterstaves is probably your safest bet all around, though. The only other option is Half-Elves. Favored stat after that is strength, which you want at least 15.
Sanctuary will be your best friend and should probably occupy most of your first level cleric slots - it allows you to instantly stop mid battle and cast just the buff or protection spell you need for the situation at hand. Archer is a poor choice for dueling to Cleric, but the beastmaster also works. It could be a relatively harmless affect like making you 'drunk' giving a strange affect around your character and forcing you to forfeit your spell , to something potentially lethal holding you, forcing your spell to become a Fireball, making 80% of your gold disappear, petrifying you, etc. You are limited to slings or darts for ranged weapons anyway so I see little reason to be upset you can't progress either past rank 1. Only in Shadows of Amn campaign at the end of , can they become normal rangers once more. Besides, shapeshifting sets your stats to that of the monster you morphed into anyway, eliminating the need for strength outside of carrying capacity. This multi-class inherits the weapon restrictions of the cleric.