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Excerpt: Multiclassing (merged)

Also, I think that some of the real juicy stuff might come from MCing into another class in your same Role.

For instance, a Rogue or a Warlock MCing into a ranger for that Hunter's Quarry. You can only curse the closest target anyhow. Slap the Quarry on someone you've all ready cursed, or someone you have combat advantage over, and that's another d8 of damage.

Or a Fighter picking up Paladin, for that Divine Challenge mark. Divine Challenge can only be used on one opponent at a time, so it being 1/encounter isn't much worse than a regular Paladin; use your Fighter marks for lesser opponents.
 
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UngeheuerLich said:
Two things:

I really think, if you want skill training, it would be unfavourable to just take skill training and not train in a different class...

Student of the sword looks quite powerfull (+1 to all attacks AND skill traing) and if you don´t like it anymore, just switch it out with a different feat...

I would rather have gained certain armor or weapon proficiencies than skill training when I multiclass to fighter...

As it stands, right now it seems favourable to dip one class and don´t pick novice or adept feats etc... especially if you would have taken skill training anyway...

Right now i am thinking multiclassing needs houseruling...
Note the attribute requirements on all the MC feats. Nobody's going to be dipping fighter unless they've bought Strength 13, and nobody's going to be buying Strength 13 unless they're already a melee-friendly type. For MC feat training to be a brain-dead substitute for the skill training feat, you need :1: ) to want no other multiclass, :2: ) to want one of the two skills offered for that class as a default, and :3: ) to have the requisite ability score to get the feat. That's three separate requirements that do not necessarily follow on each other.
 

Things that might be fun:

Rogue
Warrior of the Wild
Novice Power: Fox's Cunning

This would get you an extra skill, and really enhance your ability to avoid danger while still pumping out damage to a chosen target. Works best with a throwing dagger or shuriken on hand.

Rogue
Initiate of the Sword
Proficiency: Rapier
Kensai

Turns you into a serious swashbuckler. Big attack and damage bonuses with that rapier, plus whatever else you get from Kensai.

Fighter
Initiate of the Faith
Paragon Path: Warpriest

Lets your mark not only penalize attacks by -2, but also grant you an opportunity attack if the marked target attacks someone else. Also grants miscellaneous combat and durability bonuses, and synergizes with Cleric powers that rely on Strength.

Warlord
Arcane Initiate, select Magic Missile
Novice Power: Force Orb

Lets you use Magic Missile as a ranged attack once per encounter, and since its a generic ranged attack, you can use it in conjunction with warlord powers like Feather Me Yon Oaf. Also gives you an area of effect attack (that has friend or foe ID) for when your warlord powers have maneuvered the enemies into a clump.
 


Rechan said:
Also, I think that some of the real juicy stuff might come from MCing into another class in your same Role.

For instance, a Rogue or a Warlock MCing into a ranger for that Hunter's Quarry. You can only curse the closest target anyhow. Slap the Quarry on someone you've all ready cursed, or someone you have combat advantage over, and that's another d8 of damage.

Or a Fighter picking up Paladin, for that Divine Challenge mark. Divine Challenge can only be used on one opponent at a time, so it being 1/encounter isn't much worse than a regular Paladin; use your Fighter marks for lesser opponents.
This will also probably become more true when newer classes come out, because they're supposed to do things that Other classes can't (See: Psionics = Enchantment).
 


Rechan said:
I could see you saying that IF you had to stick with the power you got with the feat. But, you get to trade up every level. That's pretty potent.
To me, that's retraining. If a non-multiclassed character gets to retrain his powers too, the "trading up" that a multiclassed character gets is not that much of a benefit.
Also, look at the other feats that are on the table we've seen. I'm pretty sure that when you look over those feats, you'll be saying "Is that all?"
I guess it's a matter of taste. I really like Action Surge and Power of Amaunator, for example. :)
 

hong said:
Hm, seems that multiclassed characters got the nerfstick. You use a feat, and you get a limited benefit. You can use another feat, which lets you subtract a class power and add a multiclassed power.
They got beaten unconscious with the nerfstick and woke up spaded & neutered.
 

What do you think the downside would be of allowing 3 classes?
Why did they decide to limit it?
You still lose a feat that could have been used for something else.
 

FireLance said:
I guess it's a matter of taste. I really like Action Surge and Power of Amaunator, for example. :)
It may be. After all, I've had many a player look at the 3.x handbook and go "... I don't like any of these feats", when there are some good ones, tactically speaking.

I'm willing to bet the "concept over power" players will eat up the feats. It spends their feats AND drives home their character concept. :p
 

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