comrade raoul
Explorer
I know these are a dime a dozen right now, but I'd be really grateful for feedback on a multiclassing fix I'm really happy with. It involves two basic ideas.
Master Power [Multiclass At-Will]
Prerequisites: Any class-specific multiclass feat, Novice Power, Acolyte Power, Adept Power, 11th level
Benefit: You can swap one at-will attack power you know for an at-will attack power from your second class.
Second, here's my approach to paragon multiclassing. Note that, except for the powers, this system entirely replaces the PH system.
Paragon Multiclassing
If you have the class-specific multiclass feat for a class, along with the Novice Power, Acolyte Power, and Adept Power feats, you can choose to gain features and powers from that class rather than take a paragon path. If you choose this option, you move towards becoming a true member of both classes: you split your powers more or less evenly between both classes, you acquire most of your second class's features, and you can even fully step into your second class's role in a pinch.
Cleric's Action (11th level): You can spend an action point to gain the use of the healing word power until the end of the encounter. (Like any cleric, you can use the power twice during the encounter, or three times if you are at least 16th level.)
Channel Divinity (11th level): You gain the cleric's Channel Divinity class feature, including access to the divine fortune and turn undead encounter powers.
Healder's Lore (16th level): You gain the cleric's Healer's Lore class feature.
Fighter
Fighter's Action (11th level): You can spend an action point to gain the use of the fighter's Combat Challenge class feature until the end of the encounter.
Combat Superiority (11th level): You gain the fighter's Combat Superiority class feature.
Fighter Weapon Talent (16th level): You gain the fighter's Fighter Weapon Talent class feature.
Paladin
Paladin's Action (11th level): You can spend an action point to gain the use of the paladin's divine challenge power until the end of the encounter.
Channel Divinity (11th level): You gain the paladin's Channel Divinity class feature, including access to the divine mettle and divine strength encounter powers.
Lay on Hands (16th level): You gain the paladin's Lay on Hands class feature, including the lay on hands at-will power.
Ranger
Ranger's Action (11th level): You can spend an action point to gain the use of the ranger's Hunter's Quarry class feature until the end of the encounter.
Fighting Style (11th level): You gain the ranger's Fighting Style class feature.
Prime Shot (16th level): You gain the ranger's Prime Shot class feature.
Rogue
Rogue's Action (11th level): You can spend an action point to gain the use of the rogue's Sneak Attack class feature until the end of the encounter.
First Strike (11th level): You gain the rogue's First Strike class feature.
Rogue Tactics (16th level): You gain the rogue's Rogue Tactics class feature.
Warlock
Warlock's Action (11th level): You can spend an action point to gain the use of the warlock's Warlock's Curse class feature until the end of the encounter.
Pact Boon (11th level): You gain the pact boon from the pact you chose with the Pact Initiate feat, along with the benefit that pact provides to your Warlock's Curse.
Shadow Walk (16th level): You gain the warlock's Shadow Walk class feature.
Warlord
Warlord's Action (11th level): You can spend an action point to gain the use of the inspiring word power until the end of the encounter. Like any warlord, you can use the power twice during the encounter, or three times if you are at least 16th level.
Combat Leader (11th level): You gain the warlord's Combat Leader class feature.
Commanding Presence (16th level): You gain the warlord's Commanding Presence class feature.
Wizard
Wizard's Action (11th level): You can spend an action point to regain one wizard encounter power you have already used, instead of taking an extra action.
Ritual Casting (11th level): You gain the Ritual Caster feat as a bonus feat.
Spellbook (11th level): You gain the wizard's Spellbook class feature. Your book contains three 1st-level rituals, two 5th-level rituals, and two 11th-level rituals of your choice that you have already mastered.
Arcane Implement Mastery (16th level): You gain the wizard's Arcane Implement Mastery class feature.
- All three Heroic-tier power swap feats, required as a prerequisite, are enough to balance out swapping an at-will from a second class with a feat--rather than with paragon multiclassing.
- Spending an action point is enough to get a major class feature for a whole encounter.
- To get access to another class's at-will powers, all you need to do is spend feats. (Albeit a lot of feats.)
- If you give up a paragon path in favor of paragon multiclassing, you'll end up with access to at least most, and usually all, of your second class's class features--even if their big, role-defining feature costs you an action point to get. (So you basically only get it at most every other encounter.)
Master Power [Multiclass At-Will]
Prerequisites: Any class-specific multiclass feat, Novice Power, Acolyte Power, Adept Power, 11th level
Benefit: You can swap one at-will attack power you know for an at-will attack power from your second class.
Second, here's my approach to paragon multiclassing. Note that, except for the powers, this system entirely replaces the PH system.
Paragon Multiclassing
If you have the class-specific multiclass feat for a class, along with the Novice Power, Acolyte Power, and Adept Power feats, you can choose to gain features and powers from that class rather than take a paragon path. If you choose this option, you move towards becoming a true member of both classes: you split your powers more or less evenly between both classes, you acquire most of your second class's features, and you can even fully step into your second class's role in a pinch.
- In place of the paragon path encounter power gained at 11th level, you can select any encounter power of 7th level or lower from your second class.
- In place of the paragon path utility power gained at 12th level, you can select any utility power of 10th level or lower from your second class.
- In place of the paragon path daily power gained at 20th level, you can select any daily power of 19th level or lower from your second class.
- In place of features from your paragon path, you gain access to features from your second class. The features you gain access to depend on your second class, as follows.
Cleric's Action (11th level): You can spend an action point to gain the use of the healing word power until the end of the encounter. (Like any cleric, you can use the power twice during the encounter, or three times if you are at least 16th level.)
Channel Divinity (11th level): You gain the cleric's Channel Divinity class feature, including access to the divine fortune and turn undead encounter powers.
Healder's Lore (16th level): You gain the cleric's Healer's Lore class feature.
Fighter
Fighter's Action (11th level): You can spend an action point to gain the use of the fighter's Combat Challenge class feature until the end of the encounter.
Combat Superiority (11th level): You gain the fighter's Combat Superiority class feature.
Fighter Weapon Talent (16th level): You gain the fighter's Fighter Weapon Talent class feature.
Paladin
Paladin's Action (11th level): You can spend an action point to gain the use of the paladin's divine challenge power until the end of the encounter.
Channel Divinity (11th level): You gain the paladin's Channel Divinity class feature, including access to the divine mettle and divine strength encounter powers.
Lay on Hands (16th level): You gain the paladin's Lay on Hands class feature, including the lay on hands at-will power.
Ranger
Ranger's Action (11th level): You can spend an action point to gain the use of the ranger's Hunter's Quarry class feature until the end of the encounter.
Fighting Style (11th level): You gain the ranger's Fighting Style class feature.
Prime Shot (16th level): You gain the ranger's Prime Shot class feature.
Rogue
Rogue's Action (11th level): You can spend an action point to gain the use of the rogue's Sneak Attack class feature until the end of the encounter.
First Strike (11th level): You gain the rogue's First Strike class feature.
Rogue Tactics (16th level): You gain the rogue's Rogue Tactics class feature.
Warlock
Warlock's Action (11th level): You can spend an action point to gain the use of the warlock's Warlock's Curse class feature until the end of the encounter.
Pact Boon (11th level): You gain the pact boon from the pact you chose with the Pact Initiate feat, along with the benefit that pact provides to your Warlock's Curse.
Shadow Walk (16th level): You gain the warlock's Shadow Walk class feature.
Warlord
Warlord's Action (11th level): You can spend an action point to gain the use of the inspiring word power until the end of the encounter. Like any warlord, you can use the power twice during the encounter, or three times if you are at least 16th level.
Combat Leader (11th level): You gain the warlord's Combat Leader class feature.
Commanding Presence (16th level): You gain the warlord's Commanding Presence class feature.
Wizard
Wizard's Action (11th level): You can spend an action point to regain one wizard encounter power you have already used, instead of taking an extra action.
Ritual Casting (11th level): You gain the Ritual Caster feat as a bonus feat.
Spellbook (11th level): You gain the wizard's Spellbook class feature. Your book contains three 1st-level rituals, two 5th-level rituals, and two 11th-level rituals of your choice that you have already mastered.
Arcane Implement Mastery (16th level): You gain the wizard's Arcane Implement Mastery class feature.
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