Yes yes I know, yet another multiclassing thread.
I thought I'd try a holistic approach, and revise both the feats and paragon pathing options, as well as add a Dual Class option.
Let me know what you think.
ARCANE INITIATE [Multiclass Wizard]
Prerequisite: Int 13, Arcana skill, Use Ritual
Benefit: Use any one Wizard At-Will power once per encounter; learn 1 Cantrip usable At-Will; can use Wands, Rods or Orbs as implements
Special: For each one of the three multiclass power swap feats you take, you can use your wizard at-will power once more per encounter.
INITIATE OF THE FAITH [Multiclass Cleric]
Prerequisite: Wis 13, Religion skill
Benefit: You can use Healing Word as a cleric once per day, but not more than once per encounter; can use holy symbol as implement.
Special: For each one of the three multiclass power swap feats you take, you can use your Healing Word power once more per day, but no more than once per encounter.
PACT INITIATE [Multiclass Warlock]
Prerequisite: Con 13 (Star or Infernal pact) or Cha 13 (Fey pact)
Choose Star, Demon or Fey pact
Benefit: You can use your pacts at-will power once per encounter, you qualify for that pacts paragon paths; In addition you can use a Rod, Wand or Pact blade as arcane implements.
Special: For each one of the three multiclass power swap feats you take, you can use your pacts at-will power once more per encounter.
STUDENT OF THE SWORD [Multiclass Fighter]
Prerequisite: Str 13, Proficiency in any Military weapon
Benefit: Use Combat Challenge* once per encounter.
Special: For each one of the three multiclass power swap feats you take, you can use your Combat Challenge once more per encounter.
SNEAK OF SHADOWS [Multiclass Rogue]
Prerequisite: Dex 13, Thievery skill
Benefit: Use Sneak Attack once per encounter
Special: For each one of the three multiclass power swap feats you take, you can use Sneak Attack power once more per encounter.
SOLDIER OF THE FAITH [Multiclass Paladin]
Prerequisite: Str 13, Cha 13, Religion skill
Benefit: Divine Challenge once per encounter; can use holy symbol or Holy avenger as implement
Special: For each one of the three multiclass power swap feats you take, you can use your Divine Challenge power once more per day, but no more than once per encounter.
STUDENT OF BATTLE [Multiclass Warlord]
Prerequisite: Str 13, Cha 13 or Int 13, Proficiency in any Military weapon
Benefit: Inspiring Word once per day, but not more than once per encounter
Special: For each one of the three multiclass power swap feats you take, you can use your Inspiring Word power once more per day, but no more than once per encounter.
WARRIOR OF THE WILD [Multiclass Ranger]
Prerequisite: Str 13 (Two-blade) or Dex 13 (Archery), Dungeoneering or Nature skills
Choose either Two-blade fighting style or Archery fighting style
Benefit (Two bladed style): You can use Hunters Quarry* once per encounter and you qualify for Two Weapon Fighting Ranger Paragon Paths
Benefit (Archery): You can use Hunters Quarry* once per encounter and you qualify for Archer Ranger Paragon Paths
Special: For each one of the three multiclass power swap feats you take, you can use Hunters Quarry once more per encounter.
*The marks are the short one round duration types.
DUAL CLASS
A Dual Class character is one that has studied the techniques of two classes equally, if not fully. They choose two classes to be component classes, which determine the features of the Dual Class.
Role: Any or Hybrid
Power Source: Any or Hybrid
Weapons: Any that both component classes would normally get
Armor: Any that both component classes would normally get
Defense Bonus: +1 to Fortitude, Reflex and Will
Hit Points at First Level: Varies according to the roles of the component classes:
Normally: 12 + Con modifier
Defender/Defender: 15 + Con modifier
Any/Controller: 10 + Con modifier
Hit Points per Level Gained: Varies according to the roles of the component classes:
Normally: 5
Defender/Defender: 6
Any/Controller: 4
Healing Surges: Varies according to the roles of the component classes (Only the best applies):
Normally: 6 + Con modifier
Defender/Defender: 9 + Con modifier
Any/Defender: 8 + Con modifier
Any/Leader: 7 + Con modifier
Skills: Gain the automatic skills of the component classes, plus any three from either class list.
Class Features
The following are features of the Dual Class, if that component class is chosen:
Cleric: Use Holy Symbols as divine implements
Fighter: None
Paladin: Use Holy Symbols or Holy Avengers as divine implement s
Ranger: Fighting Style (Choose either: Two-Bladed fighting style and use one handed weapons in the off hand, or Archery Style and the class feature Prime Shot)
Rogue:None
Warlock: Use Wands, Rods or Pact Blades as arcane implements, Pact (Choose Fey, Infernal or Star pact)
Warlord: None
Wizard: Use Wands, Rods or Orbs as arcane implements
Mix It Up: At-will as a minor action, a Dual Class character can for one round access some features of either one of his component classes. This is needed to use any power or feature of the component class, as well as receive benefits to powers such as from Rogue Tactics. The duration of any mark used only lasts as long as a minor action is spent each turn.
Cleric: Healers Lore, Healing Word 1/encounter, Channel Divinity 1/day
Fighter: Combat Challenge, Combat Superiority 1/encounter
Paladin: Divine Challenge, Lay on Hands 1/day, Channel Divinity 1/day
Ranger: Hunters Quarry
Rogue: Sneak Attack, Rogue Tactics (Choose Artful Dodger or Brutal Scoundrel)
Warlock: Warlocks Curse, Pact boon 1/encounter
Warlord: Inspiring Word 1/encounter, Commanding Presence (Choose Inspiring Presence or Tactical Presence)
Wizard: Cantrips (Choose any two), Arcane Implement Mastery 1/day
Hybrid Technique: One per encounter for one round you can freely access the class features of both of your component classes at once. This allows you to, for example, both use hunters quarry on an enemy and use sneak attack in the same round.
Powers
At-Will powers: Choose one at-will power from each of your component classes. If one is a warlock, you may choose either you pacts associated at will or Eldrich Blast. If you get a bonus at-will power, it can be chosen for either class.
Encounter, Daily and Utility powers: You can choose these powers from either component class list.
Novice Duality
Prerequisite: Dual Class, 4th level
Select one level of encounter powers that you know. Instead of a single power, choose one from each component class. You don't gain an additional use of that level of encounter powers, but you can select either power every time you use it.
Acolyte Duality
Prerequisite: Dual Class, 8th level
Select one level of Utility powers that you know. Instead of a single power, choose one from each component class. You don't gain an additional use of that level of utility powers, but you can select either power every time you use it.
Adept Duality
Prerequisite: Dual Class, 10th level
Select one level of daily powers that you know. Instead of a single power, choose one from each component class. You don't gain an additional use of that level of daily powers, but you can select either power every time you use it.
Paragon Path: WALKER OF TWO PATHS
Prerequisites: Either:
Any [Multiclass] Feat and the Novice Power, Acolyte Power and Adept Power feats.
Or:
Dual Class and the Novice Duality, Acolyte Duality and Adept Duality feats.
Bonus At-Will Power (11th level): You gain one bonus at will power, chosen from your secondary classes list. If dual classed, this can be from either component class.
Bonus Encounter Power (11th level): You gain one bonus encounter power of 7th level or lower, chosen from your secondary classes list. If dual classed, this can be from either component class.
Bonus Utility Power (12th level): You gain one bonus encounter power of 10th level or lower, chosen from your secondary classes list. If dual classed, this can be from either component class.
Master of Two Paths(16th Level): The per encounter or per day benefit of your multiclass feat becomes usable once per round or once per encounter, respectively.
If dual classed, the Mix It Up feature becomes usable as a free action, rather than minor action.
Bonus Daily Power (20th level): You gain one bonus daily power of 19th level or lower, chosen from your secondary classes list. If dual classed, this can be from either component class.
I thought I'd try a holistic approach, and revise both the feats and paragon pathing options, as well as add a Dual Class option.
Let me know what you think.
ARCANE INITIATE [Multiclass Wizard]
Prerequisite: Int 13, Arcana skill, Use Ritual
Benefit: Use any one Wizard At-Will power once per encounter; learn 1 Cantrip usable At-Will; can use Wands, Rods or Orbs as implements
Special: For each one of the three multiclass power swap feats you take, you can use your wizard at-will power once more per encounter.
INITIATE OF THE FAITH [Multiclass Cleric]
Prerequisite: Wis 13, Religion skill
Benefit: You can use Healing Word as a cleric once per day, but not more than once per encounter; can use holy symbol as implement.
Special: For each one of the three multiclass power swap feats you take, you can use your Healing Word power once more per day, but no more than once per encounter.
PACT INITIATE [Multiclass Warlock]
Prerequisite: Con 13 (Star or Infernal pact) or Cha 13 (Fey pact)
Choose Star, Demon or Fey pact
Benefit: You can use your pacts at-will power once per encounter, you qualify for that pacts paragon paths; In addition you can use a Rod, Wand or Pact blade as arcane implements.
Special: For each one of the three multiclass power swap feats you take, you can use your pacts at-will power once more per encounter.
STUDENT OF THE SWORD [Multiclass Fighter]
Prerequisite: Str 13, Proficiency in any Military weapon
Benefit: Use Combat Challenge* once per encounter.
Special: For each one of the three multiclass power swap feats you take, you can use your Combat Challenge once more per encounter.
SNEAK OF SHADOWS [Multiclass Rogue]
Prerequisite: Dex 13, Thievery skill
Benefit: Use Sneak Attack once per encounter
Special: For each one of the three multiclass power swap feats you take, you can use Sneak Attack power once more per encounter.
SOLDIER OF THE FAITH [Multiclass Paladin]
Prerequisite: Str 13, Cha 13, Religion skill
Benefit: Divine Challenge once per encounter; can use holy symbol or Holy avenger as implement
Special: For each one of the three multiclass power swap feats you take, you can use your Divine Challenge power once more per day, but no more than once per encounter.
STUDENT OF BATTLE [Multiclass Warlord]
Prerequisite: Str 13, Cha 13 or Int 13, Proficiency in any Military weapon
Benefit: Inspiring Word once per day, but not more than once per encounter
Special: For each one of the three multiclass power swap feats you take, you can use your Inspiring Word power once more per day, but no more than once per encounter.
WARRIOR OF THE WILD [Multiclass Ranger]
Prerequisite: Str 13 (Two-blade) or Dex 13 (Archery), Dungeoneering or Nature skills
Choose either Two-blade fighting style or Archery fighting style
Benefit (Two bladed style): You can use Hunters Quarry* once per encounter and you qualify for Two Weapon Fighting Ranger Paragon Paths
Benefit (Archery): You can use Hunters Quarry* once per encounter and you qualify for Archer Ranger Paragon Paths
Special: For each one of the three multiclass power swap feats you take, you can use Hunters Quarry once more per encounter.
*The marks are the short one round duration types.
DUAL CLASS
A Dual Class character is one that has studied the techniques of two classes equally, if not fully. They choose two classes to be component classes, which determine the features of the Dual Class.
Role: Any or Hybrid
Power Source: Any or Hybrid
Weapons: Any that both component classes would normally get
Armor: Any that both component classes would normally get
Defense Bonus: +1 to Fortitude, Reflex and Will
Hit Points at First Level: Varies according to the roles of the component classes:
Normally: 12 + Con modifier
Defender/Defender: 15 + Con modifier
Any/Controller: 10 + Con modifier
Hit Points per Level Gained: Varies according to the roles of the component classes:
Normally: 5
Defender/Defender: 6
Any/Controller: 4
Healing Surges: Varies according to the roles of the component classes (Only the best applies):
Normally: 6 + Con modifier
Defender/Defender: 9 + Con modifier
Any/Defender: 8 + Con modifier
Any/Leader: 7 + Con modifier
Skills: Gain the automatic skills of the component classes, plus any three from either class list.
Class Features
The following are features of the Dual Class, if that component class is chosen:
Cleric: Use Holy Symbols as divine implements
Fighter: None
Paladin: Use Holy Symbols or Holy Avengers as divine implement s
Ranger: Fighting Style (Choose either: Two-Bladed fighting style and use one handed weapons in the off hand, or Archery Style and the class feature Prime Shot)
Rogue:None
Warlock: Use Wands, Rods or Pact Blades as arcane implements, Pact (Choose Fey, Infernal or Star pact)
Warlord: None
Wizard: Use Wands, Rods or Orbs as arcane implements
Mix It Up: At-will as a minor action, a Dual Class character can for one round access some features of either one of his component classes. This is needed to use any power or feature of the component class, as well as receive benefits to powers such as from Rogue Tactics. The duration of any mark used only lasts as long as a minor action is spent each turn.
Cleric: Healers Lore, Healing Word 1/encounter, Channel Divinity 1/day
Fighter: Combat Challenge, Combat Superiority 1/encounter
Paladin: Divine Challenge, Lay on Hands 1/day, Channel Divinity 1/day
Ranger: Hunters Quarry
Rogue: Sneak Attack, Rogue Tactics (Choose Artful Dodger or Brutal Scoundrel)
Warlock: Warlocks Curse, Pact boon 1/encounter
Warlord: Inspiring Word 1/encounter, Commanding Presence (Choose Inspiring Presence or Tactical Presence)
Wizard: Cantrips (Choose any two), Arcane Implement Mastery 1/day
Hybrid Technique: One per encounter for one round you can freely access the class features of both of your component classes at once. This allows you to, for example, both use hunters quarry on an enemy and use sneak attack in the same round.
Powers
At-Will powers: Choose one at-will power from each of your component classes. If one is a warlock, you may choose either you pacts associated at will or Eldrich Blast. If you get a bonus at-will power, it can be chosen for either class.
Encounter, Daily and Utility powers: You can choose these powers from either component class list.
Novice Duality
Prerequisite: Dual Class, 4th level
Select one level of encounter powers that you know. Instead of a single power, choose one from each component class. You don't gain an additional use of that level of encounter powers, but you can select either power every time you use it.
Acolyte Duality
Prerequisite: Dual Class, 8th level
Select one level of Utility powers that you know. Instead of a single power, choose one from each component class. You don't gain an additional use of that level of utility powers, but you can select either power every time you use it.
Adept Duality
Prerequisite: Dual Class, 10th level
Select one level of daily powers that you know. Instead of a single power, choose one from each component class. You don't gain an additional use of that level of daily powers, but you can select either power every time you use it.
Paragon Path: WALKER OF TWO PATHS
Prerequisites: Either:
Any [Multiclass] Feat and the Novice Power, Acolyte Power and Adept Power feats.
Or:
Dual Class and the Novice Duality, Acolyte Duality and Adept Duality feats.
Bonus At-Will Power (11th level): You gain one bonus at will power, chosen from your secondary classes list. If dual classed, this can be from either component class.
Bonus Encounter Power (11th level): You gain one bonus encounter power of 7th level or lower, chosen from your secondary classes list. If dual classed, this can be from either component class.
Bonus Utility Power (12th level): You gain one bonus encounter power of 10th level or lower, chosen from your secondary classes list. If dual classed, this can be from either component class.
Master of Two Paths(16th Level): The per encounter or per day benefit of your multiclass feat becomes usable once per round or once per encounter, respectively.
If dual classed, the Mix It Up feature becomes usable as a free action, rather than minor action.
Bonus Daily Power (20th level): You gain one bonus daily power of 19th level or lower, chosen from your secondary classes list. If dual classed, this can be from either component class.
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