Hybrid classes (4e playtest)

fireinthedust

Explorer
I havn't seen a thread on this lately, so...

Has anyone playtested hybrid classes yet? The PHB3 preview that came out earlier.

My question is what having access to two classes powers relatively freely would do to a character. What if hybrids could mix and match freely?


I've been toying with a Druid/Wizard. I like the idea of a shape-changing wizard, with Cantrips and Wildshape. Likely a spell-druid, but some claw-based at-wills would be fun.

However: any other thoughts?
 

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An Eladrin Swordmage|Wizard would be amazingly synchronous, especially since neither loses much in the hybrid transition. Grab the AP feat that lets you use a longsword as a Wizard implement and you're good to go.
 

I'm planning on rebuilding my warlock as a warlock|swordmage, grabbing the hyrbid feat to get Swordmage Warding. My defenses will be as high as a swordmage's, and I'll use mostly close burst/blast warlock powers with the curse for good striker damage. I might try to keep most of my swordmage powers as interrupts and reactions so that I can always use curse damage on my turn.

~
 

I've not had the chance to actually playtest them, since I'm in a campaign with a wizard that I'm very happy playing at the moment.

I've built two classes from 1st to 9th level that I really fancy though:

"The Jedi"
Wizard/Fighter hybrid. 1st level at-wills are Thunderwave (==force push) and reaping strike. Level 2 utility is 'Jump'. Uses 'mage hand' cantrip to push buttons, make sword jump to hand and so forth. On the 'wizard' levels takes non-showy magic; powers look like this

AW1 - Thunderwave (wizard)
AW1 - Reaping Strike (fighter)
E1 - Force Strike (wizard)
D1 - Comeback Strike (fighter)
U2 - Jump (wizard)
E3 - Sweeping Blow (fighter)
D5 - Sleep (wizard)* {a kind of 'mind trick'}
U6 - Battle Awareness (fighter)
E7 - Spectral Ram (wizard)
D9 - Rain of steel (fighter)*

* IIRC it is allowed to take a daily of a particular level or lower

"The Swashbuckler"
Fighter/Rogue
Learns Rapier as soon as possible. Dances around athletically and acrobatically, likes his duellist style. Would probably pick up two weapon fighting feat tree so that he can use off-hand dagger and fight florentine style.

AW1 - Riposte Strike
AW2 - Reaping Strike
E1 - Passing Attack (fighter)
D1 - Trick Strike (rogue)
U2 - Great Leap (rogue)
E3 - Rain of blows (fighter)
D5 - Clever Riposte (rogue)
U6 - Defensive Training (fighter)
E7 - Rogues Luck (rogue)
D9 - Victorious Surge (fighter)
 

I think hitpoints need to be tweaked a bit, but that's fairly easy. Obviously there are some nasty combinations possible, but from my meager experiences, the hybrid system works well enough.
 

"The Jedi"
Wizard/Fighter hybrid. 1st level at-wills are Thunderwave (==force push) and reaping strike. Level 2 utility is 'Jump'. Uses 'mage hand' cantrip to push buttons, make sword jump to hand and so forth. On the 'wizard' levels takes non-showy magic; powers look like this

AW1 - Thunderwave (wizard)
AW1 - Reaping Strike (fighter)
E1 - Force Strike (wizard)
D1 - Comeback Strike (fighter)
U2 - Jump (wizard)
E3 - Sweeping Blow (fighter)
D5 - Sleep (wizard)* {a kind of 'mind trick'}
U6 - Battle Awareness (fighter)
E7 - Spectral Ram (wizard)
D9 - Rain of steel (fighter)*
Man, that is just cool :)
 

I wonder if it could be abused for more than just a "different way to multiclass". For example, I think something similar to racial classes could be added, for what 3E had as "High LA" races. Basically, you don't get the full features of your class for getting more racial features, to play something exotic, like a Mind Flayer or even a fully fledged Dragon.
 

Jedi build: I don't know that "cool" is the right adjective for this; we are talking a Jedi build using dungeons & dragons :p. Sweet, yes. Props from me, yeah (though I might recommend a build using Swordmage vs. fighter, for energy-weapon abilities). I like.

Question: paragon paths. Are they going to be allowed? I should think so, but pick one path. Perhaps they'll work like milticlassing, allowing a few more power selections.
 

You can make a pretty mean half-orc ranger/fighter hybrid that is capable of large damage output and good accuracy once per encounter (Tempest Style + Double Sword + Twin Strike + Off-Hand Strike + Rain of Blows + Oath of Enmity (from Avenger MC feat) + Hunter's Quarry + Furious Assault = buckets of blood), but for the most part I'm underwhelmed. Most cases you just end up with a character that sounds cool put plays like a poor man's version of each half.
 

I wonder if it could be abused for more than just a "different way to multiclass". For example, I think something similar to racial classes could be added, for what 3E had as "High LA" races. Basically, you don't get the full features of your class for getting more racial features, to play something exotic, like a Mind Flayer or even a fully fledged Dragon.

I like this, at least initially (depends on how they manage it/execution).

Scion of Arkosia is a good example from phb2, with the at-will move action to fly a few squares. The racial paragon paths.
But it would depend on what the monster classes could do. Large creatures would be problematic for 4e balance on the grid.

Illithid you could do with a class or racial ability (remove brain) for helpless foes. Racial powers could start with levitate, mind blast, some grapple-related abilities with tentacles...
After that, though, you'd really only need various actual class levels for more powers.
 

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