Celebrim
Legend
DonTadow said:I think the new WOTC produced Base Classes all serve a niche depending on what you're looking for. They new base classes are summoned up as either
Combo base classes
sorceror rogue= spellthief
ranger rogue= scout
fighter wizard= hexblade
cleric fighter = warpriest.
...I think they serve a purpose for those characters who know from the start they want to be a combo of two classes but can't pick which one OR those who are not happy with the spell abilties of the cleric, sorceror and wizard
Let's face it. There are just some multi-classes that don't work well together. Fixing that is one of the few reasons I'm ever tempted to allow prestige classes.
I don't feel I need the scout. As you said, the scout is basically a Ranger/Rogue or Ranger/Fighter and those two classes DO work well together. As for the Scout's particular class abilities, I'd be perfectly happy converting the major elements into feats.
In the case of the Warpriest, I hardly feel it necessary because a tanked up Cleric with appropriate domains can be a perfectly good front line fighter even without multi-classing, and if neccessary you can drop a spellcasting level or two in favor of some levels in fighter. Again, fighters and divine spellcasters work pretty well togther. Cleric's are already 'battle priests' with the ability to wear heavy armor. I even have a few feats that can ease the pain of losing your full spell progression. If this still doesn't satisfy you, then I'm highly suspicious of any cleric/fighter prestige or core class because its likely to be either a cleric that gets better fighting abilities for free or a fighter with free divine spell casting abilities.
The only two multiclasses that I've a particular hard time with in 3rd edition are fighter/magic-user and thief/magic-user.
The problem here is that these are just two things that don't mix well. The fighter/magic-user mainly has the arcane armor penalty problem. I figure fighters have enough feats to spare that if I make the right feats available I can overcome this problem. I've not yet had the oppurtunity to try it out, but I now think that you could make a progression toward 8th level Sorcerer/12th level fighter using just the core classes and carefully selecting your general feats from those I've created to support the concept and have a playable character the whole way. That's not currently true of straight up SRD core classes IMO.
In the case of the rogue, the real advantages are the numerous skills and class abilities. If you take only a few levels in rogue, you get alot out of it (evasion, uncanny dodge, sneak attack), but you can never get your skills beyond moderate levels of ability unless you keep with sneaky classes (like ranger) and that means that your skills are really not that great at high levels of play. On the other hand, the strength of a wizard is its spell casting progression. Every non-wizard level you take robs you of alot of potential power. If you only take a few levels in wizard, you just aren't getting anything more than a trivial benifit from your spells at high levels, when your more specialized comrades start slinging around spells. Most critically, neither class has enough feats to make up the difference and taking too many feats just to allow you to multi-class can be a real sacrifice. I suppose you could call Bard the appropriate blend of the two, but Bard carries more flavor than I really like in a class. I would like to be able to play a thief/M-U without being explicitly a performer. I've yet to see something that makes me completely happy here and that's why Monte's Gutter Mage is potentially intriguing to me.