A class for multiclassers (The Dabbler)

ideasmith

First Post
Dabbler

This class is for serious multiclassing fans. Be warned, unlike the PH classes, the dabbler does not have an inherent role.

Class Traits
Role: Special: see description
Power Source: Special: see description
Key Abilities: varies
Armor Training: Cloth, Leather, Hide
Weapon Proficiencies: Simple Melee, Military Melee, Simple Ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose three trained skills at 1st
level.
Class Skills: All Skills.
Build Options: If you are playing this class, you probably want to make up your own.
Class Features: Cross Training, Multiclassing Versatility, Power Versatility.


Dabbler Class Features
All dabblers share these class features.

Cross Training
You gain two class-specific multiclass feats at bonus feats, even if you don’t have the prerequisites for the feats selected.

Multiclassing Versatility
When gaining a multiclass feat from any source you ignore the restriction on multiple multiclassing.

Power Versatility
When you gain a class power as part of your standard power progression (not powers gained from racial traits, feats, your paragon path or your epic destiny), you may chose the power gained from any class for which you have a multiclass feat. Exception: Your second highest level power of a given category (at will, encounter, daily, utility) must be from a different class from the highest level power. In a tie for highest level power, choose which one counts as highest level, and which one as second highest. Powers from Paragon Paths, Epic Destinies,and feats are ignored for this determination.

Dabbler Powers
There are no powers specific to the dabbler class. Dabblers wield the powers of other classes using Power Versatility.


Change Log

06/10/08 Reduced Trained Skills. (Thank you, mattdm)

06/10/08 Multiclassing Versatility no longer affects prerequisites. (Cross Training still does, however.) (Thank you, mattdm)

06/10/08 Revised Power Versatility restriction to prevent retraining wierdness. (Thank you, 77IM)
 
Last edited:

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Interesting. Most of the basic stuff seems fine, though I'd put a limit on the number of classes they can learn powers from... probably 3 at Heroic level, and +1 more at Paragon, +1 more at Epic.
 

I tried something similar before the books were out, called the Dual Class. It also had both the multiclass feats, and other goodies such as limited class features. I never got around to redesigning it though, and as written it simply doesn't work.

But mine was aiming to be the even split class, you seem to be going for a little bit of everything. You have some of the same issues though, since your stats are strictly better than a wizards and worse than a fighter's, meaning being a controller/striker is too good and something like a defender/leader (or worse, defender/defender) is too weak. Something should be added to take into account what specific classes are involved, or which powers, but I'm not sure which way to go about that.

I do like the power versatility though. It's any elegant way to ensure the character "mixes it up", at least after a few levels.
 

ideasmith said:
Dabbler
Trained Skills: From the class skills list below, choose six trained skills at 1st

Hmmm. So, with this plus the free multiclassing feats, that's eight trained skills to start. I'm not sure being an expert in all skills should come free with this class. How about far fewer skills — pick two, plus the two from the multiclassing feats — and then you get Jack of All Trades for free? That fits the "dabbler" concept very well, I think.

Multiclassing Versatility
When gaining a multiclass feat from any source you ignore both the restriction on multiple multiclass feats and any prerequisites the feat may have..

Making it nix all prereqs is dangerous. It might be okay for the current mutliclass feats, but it's just waiting for a supplement to come along and break everything. Is there a really strong reason for not just leaving the prereqs as they are?

Power Versatility
When you gain a class power as part of your standard power progression (not powers gained from racial traits, feats, your paragon path or your epic destiny), you may chose the power gained from any class for which you have a multiclass feat. Exception: Your second power of a given category (at will, encounter, daily, utility) must be from a different class from the first power.

How does that work with retraining?
 

You might call the class the "Journeyman", since it is close to the Earthdawn class of the same name. You might want to check it out, since it has some interesting powers of its own that might be appropriate. Heck, I'll post some of those powers later.
 

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