Multiclass Combos

Byronic said:
Well I'm assuming that you're using this Drow which has +2 to Intelligence, Charisma and Dexterity together with -2 to Constitution. The Drow in 4.0 doesn't have all the traits of the Drow from former editions, to properly convert him you should put +2 in Con and -2 in Int.

Don't you mean simply drop the -2 Con, as races do not have negative ability score adjustments?
 

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hong said:
I'm still unsure what's the best way to represent a big sword/light armour guy. Because I ran into a brick wall in Devil May Cry 4 on the weekend, and now I want to roll up Nero in D&D and kick DMC4's butt by proxy.
My thought is fighter with rogue feats. You want to focus on the heavy weapon, which is fighter territory. Use your feats to add in the rogue movement-monkey abilities.

As I look forward with 4e, I'm really liking the new multi-classing rules. My current group has a fighter who is a devout lay-servant of a church -- not enough to warrant full-on switch to paladin, but enough that a feat or two would be great. The wizard made a pact with a demon, which could probably be well represented by a couple of warlock feats. The warlock is a sneak and has been losing a lot of utility trying to maintain Search and Disable Device, but that could easily be handled with a rogue feat. The swashbuckler took a (home-brew and sane) bladesinger-like PrC that really would be best represented as a rogue who did some heavy dipping into wizard feats. And the ranger has some fey blood (from Unearthed Arcana) which would be great as some fey-bound warlock feats. Of course, that assumes it plays out according to my initial interpretation.
 

Personally what's been running through my mind is the ability to make a cleric really tie in with it's faith by multi-classing without severely hampering spellcasting.

Who'da thought it, getting excited by a Cleric.. ;)
 

Khaim said:
And what are you going to do for your first 10 levels, before you pick up the multiclass at-will at 11th?
I think you're still confusing "Taking multiclass feats starting at 1st level" and "Multiclassing instead of taking a Paragon path at 11th level." The only prerequisite for Pact Initiate is having a Cha 13.
 

For the first time ever, I'm interested in making a gish. A fighter with the Arcane Initiate feat could be a Battlemage from level 1, and then pick up the actual paragon path at level 11. Powers taken from the Wizard list would probably be utility powers and area attacks rather than single-target attack powers that are outdone by his fighter powers anyway.
 

Reading through this thread, I think a lot of people are confusing "class" and "concept." 4E classes are really about a combat style, and little else. Rogues and Warlords, for instance, are Martial characters. You don't need to multiclass them with Fighter to make them effective combatants. You only multiclass them with Fighter if you want the Fighter's Defendery fighting style; aka, if you want to fill the Defender Role in the party.


hong said:
I'm still unsure what's the best way to represent a big sword/light armour guy.
I'm unsure too. Right now I'm thinking Fighter-Ranger, but the answer may be "just Ranger."


Geek-Zilla said:
One of those, is a multiclass human Fighter/Warlord. I just think it would be a neat combo...the tactical mercenary soldier with sword and board.
Warlords are Martial. This sounds like a straight-up Warlord to me.

***************

Some concepts I'm looking forward to:

Sir Sparhawk, Pandean Knight (Human Paladin/Fey Warlock)
Ranger/Wizard - TWF(Staff) and Staff Implement (Uses Controller powers to open a path (or keep Minions from crowding him), and beelines to BEEG target.)
 

Irda Ranger said:
You only multiclass them with Fighter if you want the Fighter's Defendery fighting style; aka, if you want to fill the Defender Role in the party.

Or if something the Fighter does is part of your concept. :) Class and concept aren't mutually exclusive.

That said, I'd like to see if I can put together an interesting Paladin/Warlock. Probably Star Pact. He'd most likely worship the Raven Queen, or maybe the weirder aspects of Bahamut.
 

I've actually been thinking a lot about this one for the conversion of one of my characters. He is a Stormlord of Thor (modified slightly to use hammers instead of spears and javelins). The world is currently being overrun by a storm created by a very powerful lich that raises all bodies within it as zombies and skeletons, and we are trying to find a way to combat the storm. Working towards weather control to help push the storm back. He was very heavily into melee combat and blasting undead. I have a couple of different theories on this one:

:1: Just go with straight cleric and into warpriest and use rituals to cover weather control, etc.

:2: Start ranger, pick up Initiate of the Faith and go into Stormwarden at 11th. This gives me all of the melee might I want, allows me to do some healing and swap out for some good radiant damage powers, and I can still pick up the weather control rituals to round out the concept.

The main issue with option 2 is that I lose out on Channel Divinity. If I thought that I could get into stormwarden with Warrior of the Wild I would go that route, but the requirements on it appear to neccesitate starting as a ranger. Thoughts?

Edit: Now that I sit and think of the group dynamic in that game, I may have to go fighter with Initiate of the Faith, as I was basically holding down the defender role anyway. Group has a human warmage (very easy conversion to wizard), a human black flame zealot (which I and the player of that character have discussed, and his concept will be much better realized with a warlord taking Sneak of Shadows and either shadow assassin or straight multiclassing with rogue at 11th), a halfling scout (bow ranger), and a centaur hulking hurler (possibly the make or break in converting this game, any good ideas?).
 
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If it turns out that you need a light blade to make rogue attacks, then rogue/ranger all the way. Just having the light blade is his off hand will make him a fully functioning rogue, and the normal sword and the TWF will punch up his damage output. Plus he'll be awesome.

When there is a sneak attack in the game, it's all about multiple attacks. I had a TWF rogue in 3rd who could crank out about as much damage as the casters, albeit in more limited circumstances. (invisible blade all the way.) I considered it a fair trade for the skill points.
 

AverageCitizen said:
If it turns out that you need a light blade to make rogue attacks, then rogue/ranger all the way. Just having the light blade is his off hand will make him a fully functioning rogue, and the normal sword and the TWF will punch up his damage output. Plus he'll be awesome.

When there is a sneak attack in the game, it's all about multiple attacks. I had a TWF rogue in 3rd who could crank out about as much damage as the casters, albeit in more limited circumstances. (invisible blade all the way.) I considered it a fair trade for the skill points.

I think (and I could be wrong here) that sneak attack is limited to once per round, possibly for just this reason.

Edit: To clarify, it's once per encounter when you pick up Sneak of Shadows, and I think it's once per round if your base class is rogue.
 
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