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Multiclassing Feats & Powers
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<blockquote data-quote="zookeeper" data-source="post: 4329084" data-attributes="member: 70600"><p>Actually, I don't know if there is one, I wrote those items in a list, being a little upset.</p><p></p><p></p><p></p><p>Yes, he will know less spells, but why can't he learn more from some other source like another wizard, spellbook, etc. Why is he limited to know only 3?</p><p></p><p>If a wizard multiclassed into a fighter and wanted to know more fighter powers (giving up the spell powers), I don't understand why he could not learn them as well. Now note I'm not saying he would get all the other benifits such as Armor and Weapon Profs.</p><p></p><p></p><p></p><p>Actually, I think that is stated in the PHB.</p><p></p><p></p><p></p><p></p><p>OK - I'll buy that, but if it is so useful at 1st level why is it not available until 11th level?</p><p></p><p></p><p></p><p>Thats what I said 8 proficiencies, but you are correct 1 armor, and weapon prof (for some weapons) could be used, but are not necessary.</p><p></p><p></p><p></p><p>I will grant you, I have not fully read the rules on oppritunity attacks, but I am under the impression you still only get 1/round. And Combat Reflexes (which used to grant additional AoO) gives a +1 to that attack (if one presents itself). Doesn't seem worth the feat to gain a possible +1 Damage, that may never present itself (although unlikely).</p><p></p><p></p><p></p><p>Granted, but I would like to see about more damage when I attack normally, because a flank (or combat advantage), is not always there. It seems logical that if I deal 2[W]+STR normal instead of 1[W]+STR. With or without combat advantage that seems the best way to go.</p><p></p><p></p><p></p><p>Thats what the cleric was for in 3.5, keep the party healed, turn undead, buff spells, etc.</p><p></p><p>Besides which if your in the middle of combat and try to drink a potion you provoke an AoO, so it does no good.</p><p></p><p></p><p></p><p>Lets see about this, a +1 Damage bonus by holding a melee weapon (not using it), vs using a 2 handed weapon for added STR bonus or holding a shield for added AC. Seems pretty useless to me, especially if I can't even use that second weapon for an attack.</p><p></p><p></p><p></p><p>If your that far away that you need that extra movement, maybe you should not charge. The rest of your party would not get there until the next round giving the opponent 2 attacks on you, which could be as deadly as drinking a vial of poison.</p><p></p><p></p><p></p><p>This whole thing was basically to show there are not enough feats, with only 6 left its like they are telling you these are the feats your using. (NO CHOICES)</p><p></p><p></p><p></p><p>No, thats not what I was saying. A +1 bonus on attacks with the weapon group (Weapon Focus from 3.5) not all attacks. In 3.5 as your base attack bonus went up you got additional attacks per round, Combat Reflexes gave you additional AoO. Not to perform ranged attacks or cast spells without AoO, but lessen the penality to hit for shooting into melee combat, or lessen the penalty for longer distances on ranged attacks. Feats in 3.5 did this stuff, thats what a feat should do IMO. My expectations of feats are feats, something special or extraordinary, that a character (who took that feat) can do.</p><p></p><p></p><p></p><p>Iron Will, Lightning Reflexes, and Great Fortitude could actually be the difference between life and death. An added AoO as an opponent could drop that opponent before he attacks you. So, YES feats can be life and death.</p><p></p><p></p><p></p><p>I don't see it this way, I see it as I worked to get to this level now give me my payment. The payment is as stated in the table on pg 29 - Gain 1 encounter attack power. It does not actually say there that you must select it from your primary class. </p><p></p><p></p><p></p><p>There are feats that require you to be a cleric, but you can not take those feats because you do not get the channel divinity class feature of the cleric.</p><p></p><p></p><p></p><p>The book itself states this. Multiclassing feat: A character who takes a class-specific multiclassing feat counts as that class for purposes of meeting prerequisites for taking other feats and qualifing for paragon paths.</p><p></p><p>The reason I mentioned it at all was the fact that the statement is wrong.</p><p></p><p></p><p></p><p></p><p></p><p>I missed the selection of powers from the paragon multiclassing, but your still trying to make it sound like you have more power than you do. "Your daily and Encounter powers and divided exactly in half." That may be true, but does not alter the fact that out of 17 powers you get (now that I found what I missed) 7 from the second class. As stated above why can't a fighter multiclassed into wizard learn more spells?</p><p></p><p></p><p></p><p></p><p>But it's not flexible, its like someone said in an earlier post - its the old Loony Tunes cartoon, "I have this great trick but I can only do it once". Flexibility would be be able to do more tricks OR do them more often. I am not saying you should know as many spells as a wizard, but if you want to learn more than 3 (or 7 multiclassed) you should be able to because your not getting the powers from the fighter side if your taking it from the wizard side.</p></blockquote><p></p>
[QUOTE="zookeeper, post: 4329084, member: 70600"] Actually, I don't know if there is one, I wrote those items in a list, being a little upset. Yes, he will know less spells, but why can't he learn more from some other source like another wizard, spellbook, etc. Why is he limited to know only 3? If a wizard multiclassed into a fighter and wanted to know more fighter powers (giving up the spell powers), I don't understand why he could not learn them as well. Now note I'm not saying he would get all the other benifits such as Armor and Weapon Profs. Actually, I think that is stated in the PHB. OK - I'll buy that, but if it is so useful at 1st level why is it not available until 11th level? Thats what I said 8 proficiencies, but you are correct 1 armor, and weapon prof (for some weapons) could be used, but are not necessary. I will grant you, I have not fully read the rules on oppritunity attacks, but I am under the impression you still only get 1/round. And Combat Reflexes (which used to grant additional AoO) gives a +1 to that attack (if one presents itself). Doesn't seem worth the feat to gain a possible +1 Damage, that may never present itself (although unlikely). Granted, but I would like to see about more damage when I attack normally, because a flank (or combat advantage), is not always there. It seems logical that if I deal 2[W]+STR normal instead of 1[W]+STR. With or without combat advantage that seems the best way to go. Thats what the cleric was for in 3.5, keep the party healed, turn undead, buff spells, etc. Besides which if your in the middle of combat and try to drink a potion you provoke an AoO, so it does no good. Lets see about this, a +1 Damage bonus by holding a melee weapon (not using it), vs using a 2 handed weapon for added STR bonus or holding a shield for added AC. Seems pretty useless to me, especially if I can't even use that second weapon for an attack. If your that far away that you need that extra movement, maybe you should not charge. The rest of your party would not get there until the next round giving the opponent 2 attacks on you, which could be as deadly as drinking a vial of poison. This whole thing was basically to show there are not enough feats, with only 6 left its like they are telling you these are the feats your using. (NO CHOICES) No, thats not what I was saying. A +1 bonus on attacks with the weapon group (Weapon Focus from 3.5) not all attacks. In 3.5 as your base attack bonus went up you got additional attacks per round, Combat Reflexes gave you additional AoO. Not to perform ranged attacks or cast spells without AoO, but lessen the penality to hit for shooting into melee combat, or lessen the penalty for longer distances on ranged attacks. Feats in 3.5 did this stuff, thats what a feat should do IMO. My expectations of feats are feats, something special or extraordinary, that a character (who took that feat) can do. Iron Will, Lightning Reflexes, and Great Fortitude could actually be the difference between life and death. An added AoO as an opponent could drop that opponent before he attacks you. So, YES feats can be life and death. I don't see it this way, I see it as I worked to get to this level now give me my payment. The payment is as stated in the table on pg 29 - Gain 1 encounter attack power. It does not actually say there that you must select it from your primary class. There are feats that require you to be a cleric, but you can not take those feats because you do not get the channel divinity class feature of the cleric. The book itself states this. Multiclassing feat: A character who takes a class-specific multiclassing feat counts as that class for purposes of meeting prerequisites for taking other feats and qualifing for paragon paths. The reason I mentioned it at all was the fact that the statement is wrong. I missed the selection of powers from the paragon multiclassing, but your still trying to make it sound like you have more power than you do. "Your daily and Encounter powers and divided exactly in half." That may be true, but does not alter the fact that out of 17 powers you get (now that I found what I missed) 7 from the second class. As stated above why can't a fighter multiclassed into wizard learn more spells? But it's not flexible, its like someone said in an earlier post - its the old Loony Tunes cartoon, "I have this great trick but I can only do it once". Flexibility would be be able to do more tricks OR do them more often. I am not saying you should know as many spells as a wizard, but if you want to learn more than 3 (or 7 multiclassed) you should be able to because your not getting the powers from the fighter side if your taking it from the wizard side. [/QUOTE]
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