• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Multiclassing abuse.

maddman75 said:
I wouldn't worry about it. He's giving up a level of spellcasting for a bonus to his saving throws and some hit points? Most of the other paladin's abilities aren't going to be very relevent.

Why would you want to punish a player for making a sub-optimal character choice? After a few levels he'll regret it enough

maddman - who had a player do a very similar thing

Actually, this sort of character choice is very "optimal". He's gonna put all his ability points into Cha, an' that's just th' sort o' powers a 1st level paladin gets. The Save bonuses, disease resistance, an' the <admittedly minor>"lay on hands" can really save yer bacon, especially weak, pansy a$$ed sorcerers. An only one level does precious little to affect his spell casting ability. He's a livin' wand, fer cryin' out loud.

"How many charges does scrawny 'ave left?"

I'd say it's far from "multi-class abuse". An even payoff/cost, and strict requirements. False post advertising !!!!.....

-Nail
 
Last edited:

log in or register to remove this ad

Yooo

Multiclass abuse... If you would have started to rant against Prestigeclasses, I would have agreed without reading :D

A sorcerer ... is already behind a wiz in spelllevels. That level as paladin does NOT help him much. It's nice and powerful but that's the same with every paladin.

Do you think paladins are too powerful? Nah. Ok then. I pretty much think: If the character really qualifies for paladin (which is NOT easy), let him do it. It's tough enough to be a paladin. If he does it for powergaming: Confront him with moral problems, let him screw the group now and then due to his code of conduct. Give the group an evil ally whose help they need desperately.

Simply: Have fun!
 

If the change to Paladin does not make sense in terms of the story, the continuity and the character's behavior - why would the god call him? It seems to me this is up to the DM to okay and if what you say is true - I would simply say NO!
 

Nail said:


Actually, this sort of character choice is very "optimal". He's gonna put all his ability points into Cha, an' that's just th' sort o' powers a 1st level paladin gets. The Save bonuses, disease resistance, an' the <admittedly minor>"lay on hands" can really save yer bacon, especially weak, pansy a$$ed sorcerers. An only one level does precious little to affect his spell casting ability. He's a livin' wand, fer cryin' out loud.

"How many charges does scrawny 'ave left?"

I'd say it's far from "multi-class abuse". An even payoff/cost, and strict requirements. False post advertising !!!!.....

-Nail

Disagree. The sorcerer can afford to give up spellcasting even less than a wizard. He's already behind one level in spellcasting, now it will be two until he reaches his all-important next spell level.

Picking up a class or two is almost always a bad idea with a spellcaster. In fact, I don't believe I've ever seen a character for whom it would be a good idea.

(This applies to characters who are primarily spellcasters. Other classes can benefit from a level or two of spellcasting)
 

I think nemmerle has a good point.

The DM is final arbiter on what classes may, or may not, be taken. A great many DMs require a character to "lay ground work" before multiclassing.

The gods don't give their power out to just anyone who asks. If he's been particularly pious in the past, so that taking a level of paladin seems natural, you may waive this. But, if he's just looking for power, and has shown no paladin-like behavior before, he'll have to prove himself before he'll be allowed to take the vows.

Of course, the out-of-game way to handle this may be to point out to the player that the paladin's powers are role-play dependant. That once they've taken a level of paladin, they'll have to behave like a paladin forevermore, or lose the benefit. If the player wants to play a paladin-type who uses spells rather than swords, then there's no problem.
 

Umbran said:
I think nemmerle has a good point.
The DM is final arbiter on what classes may, or may not, be taken. A great many DMs require a character to "lay ground work" before multiclassing.


Agreed; DM is final arbiter for class changes. However, if a DM wishes to not be as strict in his players' class choices, there is no reason to deny it on grounds of "Rules abuse." After all, he only gets divine grace (a bonus to saves that becomes less relevant at higher levels), divine health (which stays useful), lay on hands (for the same effect as carrying a cure light wounds potion around), and detect evil (which is useful, but also gets you into trouble at higher levels). So compare that to the loss of a whole spellcasting level and spells known - the sorcerer is now two levels behind a straight wizard in spells acquired. And for a PC who is mainly sorcerer, this is a rather large loss for gain in categories that a mage has no business being in (such as physical combat).


The gods don't give their power out to just anyone who asks. If he's been particularly pious in the past, so that taking a level of paladin seems natural, you may waive this. But, if he's just looking for power, and has shown no paladin-like behavior before, he'll have to prove himself before he'll be allowed to take the vows.


Again, I can point to numerous examples in legend and contemporary fiction where a god isn't ASKED for the power; rather he gives it to people who aren't even in the want for it, or possibly do not even recognize him as a god. Examples include Joan of Arc, the biblical Saul (Paul) of Tarsus, and Velendo, Cleric of Calphas from Piratecat's campaign, whose true belief didn't begin until AFTER he was a priest, yet was chosen to be a sacred vessel! (Sagiro correct me if I'm wrong.)


Of course, the out-of-game way to handle this may be to point out to the player that the paladin's powers are role-play dependant. That once they've taken a level of paladin, they'll have to behave like a paladin forevermore, or lose the benefit. If the player wants to play a paladin-type who uses spells rather than swords, then there's no problem.

Again, agreed. The rules are explicit - if the Player can't walk the walk after talking the talk, then the divine powers go bye-bye.

That alone makes it worthwhile to follow the tenets. Trust me - trading in a level of sorcerer for a level of warrior SUCKS. :)
 

I think you are doing the right thing: giving him the level of Paladin, and making sure he follows the code of conduct.

I don't think there are balance issues with multiclassing like this. Sure, a Paladin/Sorceror has advantages, but he's not too powerful. OTOH, it seems odd (to me) that you can jump into a new class without any sort of training, from a story perspective. If I were starting a new campaign, I would probably add a training time requirement which would go up substantially if you wanted to add a new level.
 

Balance schmalance!

Again, my big problem with multi-classing like this is if it fits the story and the character behavior - for a PC to all of a sudden be worthy of paladinhood just doesn't make sense. . . and any good player would understand that and work towards it if it is soemthing they really want.
 

Although, there are many stories of the formerly unworthy being tapped by the gods to do their bidding. Maybe whatever god deals with paladins has seen the inner-goodness of the character and wants to give him the chance to be all he can be. :)

Seriously, there are many ways that you can rationalize a sudden change to any class. Just let him make the change, and make sure you point out to him that he'll lose all of his special abilities if he does not follow his code.
 

Here's an idea:

Give into him.

Find out what he likes about the Paladin class (assuming you don't already know), including the save bonuses, and make a prestige class that fits his character but would not have a Code of Conduct for him to violate.

Balance the abilities you give the PC with the requirements. Since he is a sorcerer, you could make Knowledge (Arcana), spellcraft, or some other class skill a requirement (perhaps 8 ranks) and a modest +3 Base Attack Bonus... or Knowledge 4 or 6 and BAB +5 or +4, respectively.

It could have, in addition to combat abilities, various spell and magical abilities, thus justifying some knowledge of magic. A warrior who specializing in confronting arcane spellcasters is an idea, and such an option would not require a Paladin-like Code for you to worry about him breaking...

The situation in my campaign is similiar. I've created a prestige class for my Fighter called the Knight Questor which satisfies both his desire for a good, all-around warrior class and my desire for something that will add flavor and uniqueness to my campaign.

Happy Gaming! And remember, your the boss! ;)
 

Into the Woods

Remove ads

Top