Initial multi-class feat imbalances.

Multi-Class Ranger is one of the bests in my opinion. Hunter's Quarry once per encounter = 3d6 extra damage on one mob for you until it dies once per encounter. Extremely strong.
 

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The cleric/warlord power is really strong, but it's only once per day. In theory that balances it out against the weaker per encounter powers. I'd probably agree though that they are the best.

The wizard/warlock per encounter spell looks alright in theory, but the problem is that your new ability is likely to feed off of a completely different stat then your primary one. And it's likely to get enhancement bonuses from a different item then your main one. So your new ability is likely to be significantly weaker then your class at wills.

Probably your best bet is to look for powers in other classes that really complement your current one and multiclass accordingly. Something like giving the fly spell to a ranger.
 

HD300 said:
Multi-Class Ranger is one of the bests in my opinion. Hunter's Quarry once per encounter = 3d6 extra damage on one mob for you until it dies once per encounter. Extremely strong.

Supposedly there is errata saying that it is really just for 1 round, though I'm not sure where this errata is.
 

FadedC said:
Supposedly there is errata saying that it is really just for 1 round, though I'm not sure where this errata is.

Erratas that don't exist are delicious :D

Though, I can partially understand why. It's strong, but it's almost pointless to multi in to Ranger if it is changed. Too many of the abilities only work with ranged weapons or two weapons.
 


Wow... I made my rogue/ranger 2 days ago and can scrap him now, because of an errata before the books came out, thanks!
(It was fun though, 1d6 shortsword/shuriken+2d6 sneak+1d6quarry+4 damage / round to that flanked dragon... ah-)
 

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