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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2119617" data-attributes="member: 9249"><p>If the player really wants to be competent with all three forms of FX, you could still allow the multiclassing patches, as long as they agreed to the following progression (or something similar):</p><p></p><p>[code]</p><p>1 Cleric/Psion</p><p>2 Cleric/Wizard</p><p>3 Wizard/Psion (caster/manifester level 2nd in each class)</p><p>4 Cleric/Psion</p><p>5 Wizard/Psychic Theurge (Cleric 4, Psion 4, Wizard 3)</p><p>6 Psion/Mystic Theurge</p><p>7 Cleric/Cerebremancer</p><p>8 Wizard/Psychic Theurge</p><p>9 Psion/Mystic Theurge</p><p>10 Cleric/Cerebremancer</p><p>11 Wizard/Psychic Theurge</p><p>12 Psion/Mystic Theurge</p><p>13 Cleric/Cerebremancer</p><p>14 Wizard/Psychic Theurge</p><p>15 Psion/Mystic Theurge</p><p>16 Cleric/Cerebremancer</p><p>17 Wizard/Psychic Theurge</p><p>18 Psion/Mystic Theurge</p><p>19 Cleric/Cerebremancer</p><p>20 Wizard/Psychic Theurge[/code]</p><p></p><p>End up with the casting/manifesting abilities of a Cleric 19/Psion 19/Wizard 18. You can weaken this by forcing the use of Wilder and spontaneous casters, since it delays the "patch" classes by one level in each class. Another way to limit its power is to force the character into MAD by splitting up casting stats or using dual-casters.</p><p></p><p>Favored Soul/Sorceror/Wilder limits the number of spells and powers known and delays acquisition of the patch classes, which can make the character more managable, but it does put all of the heavy lifting on Charisma.</p><p></p><p>It also allows the character to always have at least a d6 HD and 3/4 BAB, keeps the caster levels even, and hits 18th level.</p><p></p><p>[code]</p><p>1 Favored Soul/Wilder</p><p>2 Favored Soul/Sorceror</p><p>3 Sorceror/Wilder</p><p>4 Favored Soul/Wilder</p><p>5 Favored Soul/Sorceror</p><p>6 Sorceror/Wilder (caster/manifester 4 in all classes)</p><p>7 Favored Soul/Cerebremancer</p><p>8 Wilder/Mystic Theurge</p><p>9 Favored Soul/Cerebremancer</p><p>10 Wilder/Mystic Theurge</p><p>11 Favored Soul/Cerebremancer</p><p>12 Wilder/Mystic Theurge</p><p>13 Favored Soul/Cerebremancer</p><p>14 Wilder/Mystic Theurge</p><p>15 Favored Soul/Cerebremancer</p><p>16 Wilder/Mystic Theurge</p><p>17 Favored Soul/Cerebremancer</p><p>18 Wilder/Mystic Theurge</p><p>19 Favored Soul/Cerebremancer</p><p>20 Wilder/Mystic Theurge</p><p>[/code]</p><p></p><p>All of these progressions probably end up more powerful than you intend, even though the character will have limited actions-- after all, they can still only cast or manifest once per round, most of the time. On the other hand, it also allows a character to cherry-pick the best divine and psionic buffs, use them at the beginning of the day... </p><p></p><p>Your best option, as DM, is to simply allow the character to keep alternating between the three possible combinations. They'll lose a lot of caster levels, but they'll still have all-day casting capability. On the other hand, using Warmage as one of the classes will also eventually allow the character to wear Medium Armor...</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2119617, member: 9249"] If the player really wants to be competent with all three forms of FX, you could still allow the multiclassing patches, as long as they agreed to the following progression (or something similar): [code] 1 Cleric/Psion 2 Cleric/Wizard 3 Wizard/Psion (caster/manifester level 2nd in each class) 4 Cleric/Psion 5 Wizard/Psychic Theurge (Cleric 4, Psion 4, Wizard 3) 6 Psion/Mystic Theurge 7 Cleric/Cerebremancer 8 Wizard/Psychic Theurge 9 Psion/Mystic Theurge 10 Cleric/Cerebremancer 11 Wizard/Psychic Theurge 12 Psion/Mystic Theurge 13 Cleric/Cerebremancer 14 Wizard/Psychic Theurge 15 Psion/Mystic Theurge 16 Cleric/Cerebremancer 17 Wizard/Psychic Theurge 18 Psion/Mystic Theurge 19 Cleric/Cerebremancer 20 Wizard/Psychic Theurge[/code] End up with the casting/manifesting abilities of a Cleric 19/Psion 19/Wizard 18. You can weaken this by forcing the use of Wilder and spontaneous casters, since it delays the "patch" classes by one level in each class. Another way to limit its power is to force the character into MAD by splitting up casting stats or using dual-casters. Favored Soul/Sorceror/Wilder limits the number of spells and powers known and delays acquisition of the patch classes, which can make the character more managable, but it does put all of the heavy lifting on Charisma. It also allows the character to always have at least a d6 HD and 3/4 BAB, keeps the caster levels even, and hits 18th level. [code] 1 Favored Soul/Wilder 2 Favored Soul/Sorceror 3 Sorceror/Wilder 4 Favored Soul/Wilder 5 Favored Soul/Sorceror 6 Sorceror/Wilder (caster/manifester 4 in all classes) 7 Favored Soul/Cerebremancer 8 Wilder/Mystic Theurge 9 Favored Soul/Cerebremancer 10 Wilder/Mystic Theurge 11 Favored Soul/Cerebremancer 12 Wilder/Mystic Theurge 13 Favored Soul/Cerebremancer 14 Wilder/Mystic Theurge 15 Favored Soul/Cerebremancer 16 Wilder/Mystic Theurge 17 Favored Soul/Cerebremancer 18 Wilder/Mystic Theurge 19 Favored Soul/Cerebremancer 20 Wilder/Mystic Theurge [/code] All of these progressions probably end up more powerful than you intend, even though the character will have limited actions-- after all, they can still only cast or manifest once per round, most of the time. On the other hand, it also allows a character to cherry-pick the best divine and psionic buffs, use them at the beginning of the day... Your best option, as DM, is to simply allow the character to keep alternating between the three possible combinations. They'll lose a lot of caster levels, but they'll still have all-day casting capability. On the other hand, using Warmage as one of the classes will also eventually allow the character to wear Medium Armor... [/QUOTE]
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