Most power in a game: Multiclassing?

Like everyone has said above it varies with respect to the particular combination. However, from a purely min/max perspective many classes are very frontloaded (you get a lot of advantages at 1st level). So if you multilclass you can gain a lot more feats and faster saving throw advancement by multiclassing. The place where multiclassing hurts is long term spellcasting progression. Stay inside Fighter/Rogue type classes for multiple levels and take just one level of a spell casting class to gain it's initial advantages.

With regard to a Fighter5/Cleric1 vs. Fighter 6. I think the F5/C1 is better, particularly if you choose a god with the right domains. Kord, a fighter god, can give strength and luck domains. Very nice to be able to reroll once per day or gain the 1 round boost to your strength which is based on character level not class level. You also can have command up your sleeve or augment healing or heal yourself if separated from your group. And, there are other great domain abilites as well, so don't forget to factor them in to the power gained by the cleric level.

A down side of this is that you lose your second attack as the cleric has a bab of +0 at level 1. Relative value depends on your immediate needs.
 

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Maitre Du Donjon said:
For classes that don't really offer high-level stuff (ie the ranger) it might be very appealing to multiclass in them just to get the goodies they confer at 1st level. For example, a rogue X/ranger 1 probably is more powerful than a rogue X/fighter 1, but i couldn't really tell if rogue X+1 if more powerful than the rogue X/otherclass 1...

However, the kicker is that the fighter who takes a "splash" of rogue is down by 1/2 to one feat and one hit dice, not to mention +1 Base attack bonus. It's still a fair trade for the skill boost and the sneak attack, but it's not better necessarily.

In all, single-classing all the way is best if you want to excel at what that class does - fighting, spellcasting, what have you. But for all classes, expect to be weak in ONE field.

I have a different opinion of some of the PrC's out there, however. :(
 

Rel said:
It' still pretty funny hearing him say, "I cast Shield, Tumble to here and then Rage."

Rog3/Rgr1/Bbn1/Bard4.

Singing a song, then tumble into position, next round charge into sneak attack position with rage while the song takes effect... ;)

Was thinking about that level sorcerer ;)
 

The real advantage of a Cleric 1 / Fighter X has yet to be pointed out: The ability to use Cleric only Magical items, such as wands!

So such a character can invest in a wand of Cure Critical Wounds, Remove Paralysis, Freedom of Movement, Lesser Restoration, or Divine Power.

So when it comes to self-healing (the proper party healer has collapsed), the single-classed Fighter can reach for a potion of Cure Serious Wounds from his/her trusty potion belt (at 3*5*50 gp = 750 gp a pop, healing 3d8+5, AND potentially invoking an AoO), while the Clr1/FtrX whips out the trusty wand, zaps one charge, healing 4d8+7, costing 4*7*750 / 50 charges = 420 gp, WITHOUT provoking an AoO!
 





Particle_Man said:
I'd say the straight fighter is better. The extra feat and BAB would outclass the few 1st level spells (you can get potions of cure light wounds pretty cheaply anyhow at that level) and the turn undead as a first level cleric would not be that helpful.
*BOGGLE* No folks, the Fighter 5/Cleric 1 is MUCH better. With proper domain choices (definately including War), the multiclassed character gets two extra feats from domains. Add the use of a few 1st level spells (Divine Favor, Magic Weapon, and Shield of Faith are good choices) and extra skills (Diplomacy is always handy) to make a potent character. You lose a mere 1 BAB and 1-2 HP. Either Divine Favor or Magic Weapon can be cast to offset the BAB loss, and the healing capability is worth losing a HP or 2 from your maximum.

It's particularly potent in Faerun, where you have a large list of deities that allow you a wide selection of domain combos. Just make sure to choose domains with powers that aren't level-dependent (War, Luck, etc).
 

Fedifensor said:
*BOGGLE* No folks, the Fighter 5/Cleric 1 is MUCH better. With proper domain choices (definately including War), the multiclassed character gets two extra feats from domains. Add the use of a few 1st level spells (Divine Favor, Magic Weapon, and Shield of Faith are good choices) and extra skills (Diplomacy is always handy) to make a potent character. You lose a mere 1 BAB and 1-2 HP. Either Divine Favor or Magic Weapon can be cast to offset the BAB loss, and the healing capability is worth losing a HP or 2 from your maximum.

Sor1 gives you something better: True Strike, which works even in your heavy armor. With the Power Attack boost for two-handed weapons, the True Strike/Power Attack combo just became a hell of a lot more vicious.

The PalX/Sor1 has this even better, with double-dipped Charisma and access to Divine Might.
 

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