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Multi-class House Rules. Suggestions Requested.
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<blockquote data-quote="ff6shadow" data-source="post: 4320551" data-attributes="member: 61179"><p>In my opinion, the multi-classing in the Player's Handbook is bad. Doubly so if you take the paragon path multiclassing. I'm just trying to get suggestions on input on my ideas.</p><p></p><p></p><p>First up, the basic feats themselves. Some were okay (Sneak of Shadows, Arcane Initiate) and others were bad (Initiate of the Faith, Student of Battle). So I took out the skill training part of the feats, and tried to actually include easier access to the classes abilities. Like letting a cleric multi-class actually heal in every battle. I could use a better suggestion for the warlord then simply giving a weapon proficiency.</p><p></p><p>Initiate of the Faith</p><p>Prerequisite: Wis 13</p><p>Benefit: You can use a holy symbol as an implement when using a cleric power or cleric paragon path power.</p><p>Once per encounter, you can use the cleric's Healing Word power.</p><p></p><p>Student of the Sword</p><p>Prerequisite: Str 13</p><p>Benefit: Choose one simple or military weapon. You gain proficiency in that weapon.</p><p>Once per encounter as a free action, you can add a +1 to the next attack roll with that weapon. Whether that attack hits or misses, you mark that target until the end of your next turn.</p><p></p><p>Soldier of the Faith</p><p>Prerequisite: Str 13, Cha 13</p><p>Benefit: Once per encounter, you can use the paladin's Divine Challenge power.</p><p>You can use a holy symbol or holy avenger as an implement when using any paladin power or paladin paragon path power.</p><p></p><p>Warrior of the Wild</p><p>Prerequisite: Str 13 or Dex 13</p><p>Benefit: Once per encounter you can use the ranger's Hunter's Quarry class feature. The target only remains your quarry until the end of your next turn, unless you use a move action to sustain it.</p><p>Additionally, choose Archer Fighting Style or Two Blade Fighting Style. You are considered to have your choice for the purpose of qualifying for paragon path prerequisites, but gain no other benefit.</p><p></p><p>Sneak of the Shadows</p><p>Prerequisite: Dex 13</p><p>Benefit: Once per encounter, you can use the rogue's Sneak Attack class feature.</p><p>Additionally, choose a Rogue at-will power. You can use that power as an encounter power.</p><p></p><p>Pact Initiate</p><p>Prerequisite: Cha 13</p><p>Benefit: Choose a pact. You gain the pact's at-will power as an encounter power, and can pursue the paragon path based on that pact..</p><p>In adition, you can use a wand or rod as an implement when using a warlock power or warlock paragon path power.</p><p></p><p>Student of Battle</p><p>Prerequisite: Str 13</p><p>Benefit: Once per encounter, you can use the warlord's Inspiring Words power.</p><p>Additionally, choose simple or military melee weapon. You become proficient with that weapon.</p><p></p><p>Arcane Initiate</p><p>Prerequisite: Int 13</p><p>Benefit: Choose any 1st level wizard at-will power. You can use this power as an encounter power.</p><p>In addition, you can use an orb, staff, or wand when using a wizard power or a wizard paragon path power. </p><p>Choose and implement. You are considered specialized in this implement for features that rely upon it, such as the Wizard of the Spiral Tower path feature Corellon's Implement, but do not gain this implement's ability.</p><p></p><p></p><p>The power swap feats will remain unchanged except as follows. This allows you to flavor yourself as the multiclass as soon as possible, although retraining would be required to get them this early, since two of them are available on feat-less levels.</p><p></p><p>Novice Power</p><p>Prerequisite: Any class specific multiclass feat, 3rd level</p><p></p><p>Adept Power</p><p>Prerequisite: Any class specific multiclass feat, 5th level</p><p></p><p>Acolyte Power</p><p>Prerequisite: Any class specific multiclass feat, 6th level</p><p></p><p></p><p>Paragon Multiclassing is changed a great deal. Effectively, each class has it's own path to represent multiclassing within them, with the requirement that you have the multiclass feat for the class and all three power swap feats. Actual attack powers gained on each path are the same as detailed on page 209 of the Player's Handbook.</p><p></p><p>Cleric</p><p>Expanded Repetoire (11th level): Choose a cleric at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the cleric at-will attack powers. You must always have at least one at-will from each class.</p><p>Healing Word (11th level): You can now use this power once per encounter. At 16th level you can use this twice per encounter. This stacks with the feat Initiate of the Faith.</p><p>Action Healing (11th level): When you spend an action point t take an extra action you can recover on power with the Healing Keyword. If you use this power with the extra action, choose one: gain a +2 bonus to hit with this power, or add 1d6 to any healing this power causes.</p><p>Cleric Capability (16th level): Whenever you are choosing a new power, you may select a cleric power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more cleric powers than that of your base class.</p><p></p><p></p><p>Fighter</p><p>Expanded Repetoire (11th level): Choose a fighter at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the fighter at-will attack powers. You must always have at least one at-will from each class.</p><p>Combat Challenge (11th level): This is identical to the fighter class feature.</p><p>Warrior's Challenge (11th level): When you spend an action point to take an extra action, you may mark up to 3 foes within 5 squares of you. This mark last until the end of your next turn.</p><p>Fighter Capability (16th level): Whenever you are choosing a new power, you may select a fighter power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more fighter powers than that of your base class.</p><p></p><p></p><p>Paladin</p><p>Expanded Repetoire (11th level): Choose a paladin at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the paladin at-will attack powers. You must always have at least one at-will from each class.</p><p>Lay on Hands (11th level): You can now use this power just as a paladin would.</p><p>Divine Justice (11th level): When you spend an action point to take an extra action, you can makr up to 3 adjacent foes with your Divine Challenge.</p><p>Paladin Capability (16th level): Whenever you are choosing a new power, you may select a paladin power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more paladin powers than that of your base class.</p><p></p><p></p><p>Ranger</p><p>Expanded Repetoire (11th level): Choose a ranger at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the ranger at-will attack powers. You must always have at least one at-will from each class.</p><p>Action Damage (11th level): When you spend an action point to take an extra action, you gain a bonus equal to 1/2 your level to damage with any attacks made with that action.</p><p>Fighting Style (11th power): You gain full benefits of your chosen ranger fighting style now. If you already have the feat granted by your combat style, you may instead choose any feat you qualify for.</p><p>Ranger Capability (16th level): Whenever you are choosing a new power, you may select a ranger power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more ranger powers than that of your base class.</p><p></p><p></p><p>Rogue</p><p>Expanded Repetoire (11th level): Choose a rogue at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the rogue at-will attack powers. You must always have at least one at-will from each class.</p><p>Rogue Tactics (11th power): You gain this class feature of the rogue.</p><p>Lethal Action (11th level): When you spend an action point to gain an extra action, you may choose one enemy that you can see. You have combat advantage against that opponent until the end of your turn.</p><p>Rogue Capability (16th level): Whenever you are choosing a new power, you may select a rogue power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more rogue powers than that of your base class.</p><p></p><p></p><p>Warlock</p><p>Expanded Repetoire (11th level): You can now use this at-will power based on your pact as an at-will power. Whenever you are leveling up, you may retrain one of your at-will powers to powers from your base class or eldritch blast. You must always have at least one at-will from each class.</p><p>Pact Master (11th Level): You gain the full benefits of the pact you chose with the Pact Initiate feat.</p><p>Empower Pact (11th level): When you spend an action point to take an extra action, until the end of your next turn, all opponents are considered to be under the effect of a Warlock's Curse, but only for the purpose of activating your Pact is you reduce them to 0 or less HP.</p><p>Warlock Capability (16th level): Whenever you are choosing a new power, you may select a warlock power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more warlock powers than that of your base class.</p><p></p><p></p><p>Warlord</p><p>Expanded Repetoire (11th level): Choose a warlord at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the warlord at-will attack powers. You must always have at least one at-will from each class.</p><p>Inspiring Word (11th level): You can now use this power once per encounter. At 16th level you can use this twice per encounter. This stacks with the feat Student of Battle.</p><p>Commanding Action(11th power): When you spend an action point to take an extra action, choose 1: An ally you can see spends a healing surge or an ally you can see gains a +4 bonus to their next attack roll</p><p>Warlord Capability (16th level): Whenever you are choosing a new power, you may select a warlord power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more warlord powers than that of your base class.</p><p></p><p></p><p>Wizard</p><p>Expanded Repetoire (11th level): Choose a wizard at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the wizard at-will attack powers. You must always have at least one at-will from each class.</p><p>Implement Mastery (11th level): You gain the implement mastery ability of the implement you chose with the Arcane Initiate feat.</p><p>Cantrip Mastery (11th power): You gain access to all the wizard cantrips listed in the Player's Handbook.</p><p>Wizard Capability (16th level): Whenever you are choosing a new power, you may select a wizard power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more wizard powers than that of your base class.</p><p></p><p></p><p>Edit: </p><p> 6/22 - I removed a granted class feature from most of the classes and replaced it with an action point based feature. I also clarified that you must have an at-will from both of your classes.</p></blockquote><p></p>
[QUOTE="ff6shadow, post: 4320551, member: 61179"] In my opinion, the multi-classing in the Player's Handbook is bad. Doubly so if you take the paragon path multiclassing. I'm just trying to get suggestions on input on my ideas. First up, the basic feats themselves. Some were okay (Sneak of Shadows, Arcane Initiate) and others were bad (Initiate of the Faith, Student of Battle). So I took out the skill training part of the feats, and tried to actually include easier access to the classes abilities. Like letting a cleric multi-class actually heal in every battle. I could use a better suggestion for the warlord then simply giving a weapon proficiency. Initiate of the Faith Prerequisite: Wis 13 Benefit: You can use a holy symbol as an implement when using a cleric power or cleric paragon path power. Once per encounter, you can use the cleric's Healing Word power. Student of the Sword Prerequisite: Str 13 Benefit: Choose one simple or military weapon. You gain proficiency in that weapon. Once per encounter as a free action, you can add a +1 to the next attack roll with that weapon. Whether that attack hits or misses, you mark that target until the end of your next turn. Soldier of the Faith Prerequisite: Str 13, Cha 13 Benefit: Once per encounter, you can use the paladin's Divine Challenge power. You can use a holy symbol or holy avenger as an implement when using any paladin power or paladin paragon path power. Warrior of the Wild Prerequisite: Str 13 or Dex 13 Benefit: Once per encounter you can use the ranger's Hunter's Quarry class feature. The target only remains your quarry until the end of your next turn, unless you use a move action to sustain it. Additionally, choose Archer Fighting Style or Two Blade Fighting Style. You are considered to have your choice for the purpose of qualifying for paragon path prerequisites, but gain no other benefit. Sneak of the Shadows Prerequisite: Dex 13 Benefit: Once per encounter, you can use the rogue's Sneak Attack class feature. Additionally, choose a Rogue at-will power. You can use that power as an encounter power. Pact Initiate Prerequisite: Cha 13 Benefit: Choose a pact. You gain the pact's at-will power as an encounter power, and can pursue the paragon path based on that pact.. In adition, you can use a wand or rod as an implement when using a warlock power or warlock paragon path power. Student of Battle Prerequisite: Str 13 Benefit: Once per encounter, you can use the warlord's Inspiring Words power. Additionally, choose simple or military melee weapon. You become proficient with that weapon. Arcane Initiate Prerequisite: Int 13 Benefit: Choose any 1st level wizard at-will power. You can use this power as an encounter power. In addition, you can use an orb, staff, or wand when using a wizard power or a wizard paragon path power. Choose and implement. You are considered specialized in this implement for features that rely upon it, such as the Wizard of the Spiral Tower path feature Corellon's Implement, but do not gain this implement's ability. The power swap feats will remain unchanged except as follows. This allows you to flavor yourself as the multiclass as soon as possible, although retraining would be required to get them this early, since two of them are available on feat-less levels. Novice Power Prerequisite: Any class specific multiclass feat, 3rd level Adept Power Prerequisite: Any class specific multiclass feat, 5th level Acolyte Power Prerequisite: Any class specific multiclass feat, 6th level Paragon Multiclassing is changed a great deal. Effectively, each class has it's own path to represent multiclassing within them, with the requirement that you have the multiclass feat for the class and all three power swap feats. Actual attack powers gained on each path are the same as detailed on page 209 of the Player's Handbook. Cleric Expanded Repetoire (11th level): Choose a cleric at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the cleric at-will attack powers. You must always have at least one at-will from each class. Healing Word (11th level): You can now use this power once per encounter. At 16th level you can use this twice per encounter. This stacks with the feat Initiate of the Faith. Action Healing (11th level): When you spend an action point t take an extra action you can recover on power with the Healing Keyword. If you use this power with the extra action, choose one: gain a +2 bonus to hit with this power, or add 1d6 to any healing this power causes. Cleric Capability (16th level): Whenever you are choosing a new power, you may select a cleric power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more cleric powers than that of your base class. Fighter Expanded Repetoire (11th level): Choose a fighter at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the fighter at-will attack powers. You must always have at least one at-will from each class. Combat Challenge (11th level): This is identical to the fighter class feature. Warrior's Challenge (11th level): When you spend an action point to take an extra action, you may mark up to 3 foes within 5 squares of you. This mark last until the end of your next turn. Fighter Capability (16th level): Whenever you are choosing a new power, you may select a fighter power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more fighter powers than that of your base class. Paladin Expanded Repetoire (11th level): Choose a paladin at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the paladin at-will attack powers. You must always have at least one at-will from each class. Lay on Hands (11th level): You can now use this power just as a paladin would. Divine Justice (11th level): When you spend an action point to take an extra action, you can makr up to 3 adjacent foes with your Divine Challenge. Paladin Capability (16th level): Whenever you are choosing a new power, you may select a paladin power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more paladin powers than that of your base class. Ranger Expanded Repetoire (11th level): Choose a ranger at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the ranger at-will attack powers. You must always have at least one at-will from each class. Action Damage (11th level): When you spend an action point to take an extra action, you gain a bonus equal to 1/2 your level to damage with any attacks made with that action. Fighting Style (11th power): You gain full benefits of your chosen ranger fighting style now. If you already have the feat granted by your combat style, you may instead choose any feat you qualify for. Ranger Capability (16th level): Whenever you are choosing a new power, you may select a ranger power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more ranger powers than that of your base class. Rogue Expanded Repetoire (11th level): Choose a rogue at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the rogue at-will attack powers. You must always have at least one at-will from each class. Rogue Tactics (11th power): You gain this class feature of the rogue. Lethal Action (11th level): When you spend an action point to gain an extra action, you may choose one enemy that you can see. You have combat advantage against that opponent until the end of your turn. Rogue Capability (16th level): Whenever you are choosing a new power, you may select a rogue power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more rogue powers than that of your base class. Warlock Expanded Repetoire (11th level): You can now use this at-will power based on your pact as an at-will power. Whenever you are leveling up, you may retrain one of your at-will powers to powers from your base class or eldritch blast. You must always have at least one at-will from each class. Pact Master (11th Level): You gain the full benefits of the pact you chose with the Pact Initiate feat. Empower Pact (11th level): When you spend an action point to take an extra action, until the end of your next turn, all opponents are considered to be under the effect of a Warlock's Curse, but only for the purpose of activating your Pact is you reduce them to 0 or less HP. Warlock Capability (16th level): Whenever you are choosing a new power, you may select a warlock power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more warlock powers than that of your base class. Warlord Expanded Repetoire (11th level): Choose a warlord at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the warlord at-will attack powers. You must always have at least one at-will from each class. Inspiring Word (11th level): You can now use this power once per encounter. At 16th level you can use this twice per encounter. This stacks with the feat Student of Battle. Commanding Action(11th power): When you spend an action point to take an extra action, choose 1: An ally you can see spends a healing surge or an ally you can see gains a +4 bonus to their next attack roll Warlord Capability (16th level): Whenever you are choosing a new power, you may select a warlord power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more warlord powers than that of your base class. Wizard Expanded Repetoire (11th level): Choose a wizard at-will attack power. You can now use this power normally. Whenever you are leveling up, you may retrain you at-will powers to powers from both your base class or the wizard at-will attack powers. You must always have at least one at-will from each class. Implement Mastery (11th level): You gain the implement mastery ability of the implement you chose with the Arcane Initiate feat. Cantrip Mastery (11th power): You gain access to all the wizard cantrips listed in the Player's Handbook. Wizard Capability (16th level): Whenever you are choosing a new power, you may select a wizard power of that level. However, at no time can more than half of any subset of powers (encounter, daily, ultility) be composed of more wizard powers than that of your base class. Edit: 6/22 - I removed a granted class feature from most of the classes and replaced it with an action point based feature. I also clarified that you must have an at-will from both of your classes. [/QUOTE]
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