I have been haunted by this mod idea for quite some time and I wont’t come to rest until I finally get it done.
So here is what I plan: A true fighter/sorcerer multiclass kit.
The downside is that it is impossible to do, since sorcerers are hardcoded. There have been quite a few work-around mods, such as the spellsword or the bladesinger. They are, however, not close to true fighter/sorcerer multiclasses, and I plan to create a mod that is as close to it as possible.
These are the main challenges:
• It will have to be a sorcerer kit, that is, a kit added to the sorcerer class via NI or ingame script.
• It will have a 50% XP penalty to correctly simulate the fact that only half of the accumulated XP are available for the sorcerer class.
• Fighter levelup will be modeled via ingame script. That is, a script will fire for the first time at 4000 XP (i.e., when a true fighter/sorcerer would reach level 2 in the fighter class) that will grant the player the difference in XP, hitpoints and saving throws between his game-modeled sorcerer class and the true fighter/sorcerer multiclass. The character will reach level 2 as sorcerer at 5000 XP. To model the level progression correctly, the script would have to fire every time the fighter class OR the sorcerer class levels up in order to recalculate the difference in these values and apply them to the character.
• Usability: The fighter/sorcerer should be able to use all items that a true fighter/sorcerer could use. The item restriction of all other mages and sorcerers should be left in tact.
• Weapon proficiences: The fighter/sorcerer should be able to set all weapon proficiences correctly. As a consequence, profeciences will probably have to be selected in a dialog initiated by the level-up script, as sorcerers can only assign points in a limited set of profs (however I would not mind if that was changed for all sorcerers).
Questions:
• Is the fighter levelup through ingame script a viable option?
• The Geomantic Sorcerer is available to choose from as a kit. How is this done?
• How can I mod item restrictions? Worst case seems to me I have to give this kit an “use all items” permanent effect and implement restrictions in house rules.
• What do you think of this idea? Do you have any other suggestions?