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Eight New Multiclass Feats
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<blockquote data-quote="Verision" data-source="post: 4506224" data-attributes="member: 72236"><p>A number of you seem to think the wizard feat is underpowered. I originally thought that giving the full range of catrips at-will would be too much, but maybe not. I think I will change the wizard feat too:</p><p> </p><p>Arcane Initiate II</p><p>Prerequisite: Arcane Initiate</p><p>Benefit: Gain the use of all the wizard's cantrips.</p><p> </p><p></p><p> </p><p>No, I thought that giving them the curse itself (and the extra damage associated with it) was more than enough. Do you think it should give the pact benefit?</p><p> </p><p></p><p> </p><p>I'm not quite sure what you mean here (well, I assume EOYNT=end of your next turn) but the hunter's quarry ability lasts until the end of the encounter (or until the enemy dies, or until you designate a new quarry) not until EOYNT.</p><p> </p><p></p><p> </p><p>That's good to hear. I like a bit of power gaming, but you can really go too far with power gaming, which really destroys the challenge and the fun. </p><p> </p><p></p><p> </p><p>Not sure how well that would work with my particular group. They only use their second winds as a last resort (I.E. they wait until the cleric is completely out of healing powers) and I can't see the Ranger or the Warlock taking an action to heal a comrade. </p><p> </p><p></p><p> </p><p>From the Player's Handbook:</p><p> </p><p>"Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy."</p><p> </p><p>Unless there is errata for this that I am unaware of, you don't get threatening reach from a reach weapon, so I don't see why the feat would be too powerful when combined with reach weapons. </p><p> </p><p></p><p> </p><p>That's a good idea, and it would definitely help...I'll have to think on that.</p><p> </p><p></p><p> </p><p>The characters are currently 6th level, about to finish Thunderspire Mountain and move on to Pyramid of Shadows (I think that's what H3 is called).</p><p>I do see what you are saying about 1/day to 1/encounter being a big jump, but twice/day isn't much of an increase if you are fighting 3-4 combat encounters a day. Especially if you are used to having a cleric cast two healing words/battle (along with both Bastion of Health, which the cleric just got). That is the main reason I wanted to make these feats: give a way for a multiclass character to partially (mostly?) replace a leader; at least as far as healing goes. </p><p> </p><p></p><p> </p><p>He really wants to play a genasi wizard and I really don't want to stand in the way. </p><p> </p><p></p><p> </p><p>My PCs hate healing potions (I don't like them myself, that much). If they at least gave you your full healing surge value, instead of 10 hp, then I would prolly just tell my group to load up on healing potions. But I don't think that'll go over too well with the healing potions as they are currently. </p><p> </p><p></p><p> </p><p>I didn't know Martial Power was going to have more multiclassing feats...though I don't see why a Martial power book would have multiclass feats for non-martial classes, which means I may have to wait for the Divine book to fix my problem, and I don't think I can wait that long. </p><p>I see your point about how the inexperienced players might feel shafted by the other players getting to play two characters....plus, I talked to the Ranger the other day and he'd really rather not play two characters or have the cleric play two characters (apparently they did this once before, years ago, and the roleplaying just got too complicated).</p><p>Hiring NPCs might work too...but I am already playing a DMPC (the dragonborn fighter) and a constant NPC (Splug from KotS, who has been following the players ever since they got him drunk and gave him a +1 magic shortsword) and I really don't want to play another NPC. Then again, maybe I can just give Splug a level of cleric, or just 1 healing word per encounter, and forget about multiclassing the Fighter. </p><p> </p><p></p><p> </p><p>This could work, but if I was going to give my PCs a way to get extra healing for themselves, I would probably just go with the extra second wind suggestion above. </p><p> </p><p>Thank you all for the feedback.</p></blockquote><p></p>
[QUOTE="Verision, post: 4506224, member: 72236"] A number of you seem to think the wizard feat is underpowered. I originally thought that giving the full range of catrips at-will would be too much, but maybe not. I think I will change the wizard feat too: Arcane Initiate II Prerequisite: Arcane Initiate Benefit: Gain the use of all the wizard's cantrips. No, I thought that giving them the curse itself (and the extra damage associated with it) was more than enough. Do you think it should give the pact benefit? I'm not quite sure what you mean here (well, I assume EOYNT=end of your next turn) but the hunter's quarry ability lasts until the end of the encounter (or until the enemy dies, or until you designate a new quarry) not until EOYNT. That's good to hear. I like a bit of power gaming, but you can really go too far with power gaming, which really destroys the challenge and the fun. Not sure how well that would work with my particular group. They only use their second winds as a last resort (I.E. they wait until the cleric is completely out of healing powers) and I can't see the Ranger or the Warlock taking an action to heal a comrade. From the Player's Handbook: "Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy." Unless there is errata for this that I am unaware of, you don't get threatening reach from a reach weapon, so I don't see why the feat would be too powerful when combined with reach weapons. That's a good idea, and it would definitely help...I'll have to think on that. The characters are currently 6th level, about to finish Thunderspire Mountain and move on to Pyramid of Shadows (I think that's what H3 is called). I do see what you are saying about 1/day to 1/encounter being a big jump, but twice/day isn't much of an increase if you are fighting 3-4 combat encounters a day. Especially if you are used to having a cleric cast two healing words/battle (along with both Bastion of Health, which the cleric just got). That is the main reason I wanted to make these feats: give a way for a multiclass character to partially (mostly?) replace a leader; at least as far as healing goes. He really wants to play a genasi wizard and I really don't want to stand in the way. My PCs hate healing potions (I don't like them myself, that much). If they at least gave you your full healing surge value, instead of 10 hp, then I would prolly just tell my group to load up on healing potions. But I don't think that'll go over too well with the healing potions as they are currently. I didn't know Martial Power was going to have more multiclassing feats...though I don't see why a Martial power book would have multiclass feats for non-martial classes, which means I may have to wait for the Divine book to fix my problem, and I don't think I can wait that long. I see your point about how the inexperienced players might feel shafted by the other players getting to play two characters....plus, I talked to the Ranger the other day and he'd really rather not play two characters or have the cleric play two characters (apparently they did this once before, years ago, and the roleplaying just got too complicated). Hiring NPCs might work too...but I am already playing a DMPC (the dragonborn fighter) and a constant NPC (Splug from KotS, who has been following the players ever since they got him drunk and gave him a +1 magic shortsword) and I really don't want to play another NPC. Then again, maybe I can just give Splug a level of cleric, or just 1 healing word per encounter, and forget about multiclassing the Fighter. This could work, but if I was going to give my PCs a way to get extra healing for themselves, I would probably just go with the extra second wind suggestion above. Thank you all for the feedback. [/QUOTE]
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