I have long wanted to play as a Cleric/Mage/Thief in BG2, and was always disappointed that the engine does not permit it. But after a bit of thought, I have realized that it is entirely possible to create such a character by fiddling around in Near Infinity.
The game still doesn't support a triple-class besides a FMT or FMC. But I can approximate the class by doing several things.
[spoiler]
I create a gnomish Illusionist/Thief and apply a custom SPCL ability (kit-based passive effect) which penalizes her XP by 33%. This gives her the same mage and thief level progression as a triple class, and will prevent her from reaching mage level 18, meaning no 9th-level spells, just like a triple class.
I duplicate various cleric spells and tweak them so that they are classified as mage spells. This means they are detected by the Cowled Wizards and are blocked by wearing armor, but I can assign them to my gnome with Shadowkeeper and she can cast them just like any cleric could. I create a ring that permanently doubles level 1 to 7 mage spell slots, and my gnome will dedicate half of those slots to cleric spells. She won't have exactly as many spells of each kind as a normal CMT, but it will be close.
Finally, I tweak a .2da table to let her add proficiencies in cleric weapons, and give her UAI so she can use helmets and such. She will still pick UAI as her first HLA, and until then, she won't be using items that a cleric/mage or cleric/thief could not use.
This gives me a character that has thieving abilities, cleric spells, mage spells, and a cleric's item restrictions, at least until we get UAI legally. She still can't Turn Undead, or cast cleric spells while wearing armor, and her HP, saving throws, and THAC0 will be slightly off, as well as her spell slots to some extent, but otherwise she will function just like a real Cleric/Mage/Thief.
I also have worked out how to create a Monk with some Stalker bonuses, an Avenger/Bounty Hunter, a Monk/Sorceror with a Barbarian kit on top, an Archer/Skald, and an Enchanter/Paladin. Normally these aren't possible, since dual- and multi-classing options are hardcoded, but you can get around this by using a similar character as a base and editing a CLAB file to ensure they get the right bonuses. For instance, to get an Archer/Skald, you add an Archer's THAC0, damage, and APR bonuses to the Skald kit's .2da file, give bards some extra proficiency points and the ability to attain grandmastery in missile weapons, and then create a Skald and apply an XP penalty to slow its growth. You have to have the right base, though: no character besides a bard is ever going to get a bard song, so any bard multiclass has to be based on a normal bard. Same goes for Turn Undead, restricted to clerics and paladins, and thieving skills, restricted to thieves.
[/spoiler]
Thus, we have Snowy Tae, a gnomish Cleric/Illusionist/Thief! I will be taking her through SCS2 solo, but this is not a no-reload run, as the character is new and unfamiliar to me. Later tonight I will post on her initial progress.
The game still doesn't support a triple-class besides a FMT or FMC. But I can approximate the class by doing several things.
[spoiler]
I create a gnomish Illusionist/Thief and apply a custom SPCL ability (kit-based passive effect) which penalizes her XP by 33%. This gives her the same mage and thief level progression as a triple class, and will prevent her from reaching mage level 18, meaning no 9th-level spells, just like a triple class.
I duplicate various cleric spells and tweak them so that they are classified as mage spells. This means they are detected by the Cowled Wizards and are blocked by wearing armor, but I can assign them to my gnome with Shadowkeeper and she can cast them just like any cleric could. I create a ring that permanently doubles level 1 to 7 mage spell slots, and my gnome will dedicate half of those slots to cleric spells. She won't have exactly as many spells of each kind as a normal CMT, but it will be close.
Finally, I tweak a .2da table to let her add proficiencies in cleric weapons, and give her UAI so she can use helmets and such. She will still pick UAI as her first HLA, and until then, she won't be using items that a cleric/mage or cleric/thief could not use.
This gives me a character that has thieving abilities, cleric spells, mage spells, and a cleric's item restrictions, at least until we get UAI legally. She still can't Turn Undead, or cast cleric spells while wearing armor, and her HP, saving throws, and THAC0 will be slightly off, as well as her spell slots to some extent, but otherwise she will function just like a real Cleric/Mage/Thief.
I also have worked out how to create a Monk with some Stalker bonuses, an Avenger/Bounty Hunter, a Monk/Sorceror with a Barbarian kit on top, an Archer/Skald, and an Enchanter/Paladin. Normally these aren't possible, since dual- and multi-classing options are hardcoded, but you can get around this by using a similar character as a base and editing a CLAB file to ensure they get the right bonuses. For instance, to get an Archer/Skald, you add an Archer's THAC0, damage, and APR bonuses to the Skald kit's .2da file, give bards some extra proficiency points and the ability to attain grandmastery in missile weapons, and then create a Skald and apply an XP penalty to slow its growth. You have to have the right base, though: no character besides a bard is ever going to get a bard song, so any bard multiclass has to be based on a normal bard. Same goes for Turn Undead, restricted to clerics and paladins, and thieving skills, restricted to thieves.
[/spoiler]
Thus, we have Snowy Tae, a gnomish Cleric/Illusionist/Thief! I will be taking her through SCS2 solo, but this is not a no-reload run, as the character is new and unfamiliar to me. Later tonight I will post on her initial progress.