Brainstorm: Special Multi-classes for Power Sources

Rechan

Adventurer
In several Dragon articles, they have presented special multi-class options that revolve around specific weapons or techniques. Poison usage, garroting, using the whip or the spiked chain.

You take a feat and multi-class into it, and then take feats to gain the multi-class specific powers for the weapons/techniques.

The one problem I have with these is that only Martial classes can multi-class into them.

I want to design some multi-class options like the Weapon/Techniques, but I want to do so for other power sources.

Problem is, I can't think of any ideas for specific multi-classes.

I definitely want to do one for Arcane, and likely Divine and Primal too.

Any suggestions?
 

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Some thoughts:

Primal -- devotion to a particular spirit (like the World Serpent, Primal Beast, etc.) or aspect of nature (animal, season, weather, etc.)

Divine -- in one of the Ampersand articles, they previewed Domains. Perhaps something along those lines? Or something connected to a specific deity that goes farther than the Channel Divinity feats we currently have?

Arcane -- focus on particular spell effects (zones, walls, a specific energy type, etc.), or neat tricks with an existing implement, or a new type of implement, a la weapon-specific multi-class feats

Example:

Anvil Magic [Multiclass Mage-Hammer]
Prerequisite:
Con 13
Benefit: You gain proficiency with one type of hammer and can use it as an implement for arcane powers. Once per day as a free action, you can deal extra damage equal to your Constitution modifier to one target hit by an arcane power.
 

Some thoughts:

Primal -- devotion to a particular spirit (like the World Serpent, Primal Beast, etc.) or aspect of nature (animal, season, weather, etc.)

Divine -- in one of the Ampersand articles, they previewed Domains. Perhaps something along those lines? Or something connected to a specific deity that goes farther than the Channel Divinity feats we currently have?
Both of these are a little too setting specific for me. I'm trying to make them for the general populace, instead of just for my game. So, unless you know the DM's setting, I think devoting them to a God is a bit much.

Anvil Magic [Multiclass Mage-Hammer]
Prerequisite:
Con 13
Benefit: You gain proficiency with one type of hammer and can use it as an implement for arcane powers. Once per day as a free action, you can deal extra damage equal to your Constitution modifier to one target hit by an arcane power.
That's pretty good.
 

The weapon/technique multiclass feats basically take an aspect of martial characters (who tend to specialize in a class of weapons anyways) and allows them to even further specialize.

So the other power sources must have things that they tend of specialize. Arcane classes have a lot of teleportation effects and elemental attacks, and they have lots of different implements. Divine classes use more radiant attacks than any other power source, as well as angel-themed powers. Primal...this one is tougher. Elemental attacks and spirits seem to be major themes, but spirits at least are more window-dressing than anything else. Maybe these are places where one can start.

Arcane feats that focus on a specific element, teleportation effects (esp. for eladrin, warlocks, and swordmages), or even further specialization with a specific implement seem like no-brainers. But yeah, divine and primal are tougher.
 

I had an idea similar to this, and though that the multi-class feats should represent further specialization. One thing I was going to do was convert the Osteomancer, the Flux Adept and the Cerebrex from Dragon Magazine (# ???) to multi-class feats for a character with the Arcane power source.

Have you noticed the weapon style feats? I thought there should be Arcane / Divine / etc. of those too - something like this:

Student of the Flame [Arcane Student]
Prerequisites: Con 13, any arcane class
Benefit: You gain a benefit with any of the following spells you possess.
Hellish Rebuke (Warlock, PH #): Instead of doing retaliatory damage to an enemy, you instead do ongoing 5 fire damage (save ends). This increases to ongoing 10 fire damage at level 21.
Scorching Burst (Wizard, PH #): Your scorching burst creates a zone that lasts until the end of your next turn. Any enemies who start their turn or enter these squares takes your Con modifier in fire damage.

Edit: Made the stuff more visisble
 
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I had an idea similar to this, and though that the multi-class feats should represent further specialization. One thing I was going to do was convert the Osteomancer, the Flux Adept and the Cerebrex from Dragon Magazine (# ???) to multi-class feats for a character with the Arcane power source.

Have you noticed the weapon style feats? I thought there should be Arcane / Divine / etc. of those too - something like this:

Student of the Flame [Arcane Student]
Prerequisites: Con 13, any arcane class
Benefit: You gain a benefit with any of the following spells you possess.
Hellish Rebuke (Warlock, PH #): Instead of doing retaliatory damage to an enemy, you instead do ongoing 5 fire damage (save ends). This increases to ongoing 10 fire damage at level 21.
Scorching Burst (Wizard, PH #): Your scorching burst creates a zone that lasts until the end of your next turn. Any enemies who start their turn or enter these squares takes your Con modifier in fire damage.

Don't forget Greenflame Blade for Swordmages, Burning Spray for Sorcerers, and an example for Bards (War Song Strike, perhaps). I don't have any good ideas for these right now, but I'm sure you do.
 

Inspired by Power Rangers: Wild Force

Primal classes can ride huge constructs powered by animal spirits.

Ironbeast [MULTICLASS WILD STAR]
Prerequisite: Any primal
Benefit: Once per day, when you use a power with the Polymorph or Rage keyword, you can become large until the end of encounter. While you are large, your Reach and Speed are increased by 1. While large, you also count as a living construct for purposes of effects that relate to keyword. See Warforged for rules concerning living constructs.
 

I agree with Wrechan. This sounds pretty good. Forcing people to fill there MC CAN make some character concepts hard to build is about the only drawback. But you can't have everything ;)

I do think the idea of focusing on a single spell in a feat chain might be pretty interesting too. It is a bit narrower, but kind of goes along with the martial version that focuses on one specific weapon. At-wills certainly come to mind as the best candidates, but it might also work for some encounter or daily powers too. Kind of commits you to keeping that particular spell for a good long time, but there are plenty of spells that would work well with. Maybe especially some of the dailies that could use some love.

I could also see it going along with certain "themed groups of spells", like one might become a "Student of Bigby" and have a feat chain that buffs various of the Hand spells some. That could be fun. You could even take some existing spells and come up with some themed groups of your own, or obviously make up new ones and work up a campaign specific themed group and MC spec path to go with it.
 

I could also see it going along with certain "themed groups of spells", like one might become a "Student of Bigby" and have a feat chain that buffs various of the Hand spells some. That could be fun. You could even take some existing spells and come up with some themed groups of your own, or obviously make up new ones and work up a campaign specific themed group and MC spec path to go with it.

I really like the Bigby idea.
You get bonuses when using spells with a specific word (Bigby's) in their name?
 

I really like the Bigby idea.
You get bonuses when using spells with a specific word (Bigby's) in their name?

Yes! indeed that is very flavorful, I haven't participated thus far but that sounds intriguing. Spell groups named after legendary wizards.. tha's hot it is.
 

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