Nifft's Multi-Classing Revision

One option is to make a 2nd wizard multiclass feat. 'Spell Slinger' or some such, that gives the basic 1/encounter at will and lets them pick up replacement feats, but no spellbook(replace on a 1 for 1 basis) without remove the ritual casting requirement and cantrips (it's a shame implements don't us proficiency feats) for balance...

Which is my favorite thing about Nifft's system: a class can have more than one multiclass entry point.
 

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Primitive Screwhead said:
Actually I dropped in to say the same thing. My first 4e character is using the RAW multiclass as a Ranger/Wizard at first level. The character is only dabbler and I don't currently plan on taking any further powers from the mage class. To build this character under your rules I would need two additional feats {Skill training Arcane and Ritual Casting}.
Here's the thing: you can only do that Wizard dabbler "concept" because of an accident in the rules. You can't do a Battle Cleric who dabbles in Fighter and can Cleave once per encounter; you can't do a swashbuckling Rogue dabbler who can Sly Flourish once per encounter.

I'd rather enable dabbling explicitly, rather than say "you can dabble in the at-wills of THESE classes, but not THOSE classes". So I'll just do that. It's balanced as a stand-alone feat (which isn't a [Multiclass] feat).

- - -

The other issue is that the current 4e [Multiclass] feats are just too good. Skill Training PLUS a power? Guh. Warrior of the Wild was terribly broken (pre-nerf), but even now most of them are strictly better than other feats, and that's bad.

So: update coming now, with an explicit Dabbler feat, and a nice bonus for Half-Elves.

Thanks, -- N
 


Nifft said:
What do you do about Wizards, who get exactly that as a class feature?

Cheers, -- N


I think it works in the base class which gives you the ritual casting feat. Giving a few rituals to work with it is natural. But as part of a separate feat I don't feel it works.

As for your note about the original feats being overpowered. I don't find them so. Yes they are more powerful than the other feats but each character can take one if they wish. You can do this once. It's nothing like 3.5 where you could take 5 different classes/prestige classes and front load on each of them if you did it right. I think it is even assumed that many characters will take one of the these feats as it gives them an extra dimension. Rather than just being a fighter, wizard or whatever. This seems to already be worked into the balance of 4th ed.
 

Miar said:
I think it works in the base class which gives you the ritual casting feat. Giving a few rituals to work with it is natural. But as part of a separate feat I don't feel it works.
It's not part of a "separate" feat -- it's part of multiclassing!

Miar said:
As for your note about the original feats being overpowered. I don't find them so. Yes they are more powerful than the other feats
Well, that's a contradiction to my mind. One feat should never be strictly better than another.

Cheers, -- N
 

I like the way this looks. Seems a little feat heavy, but since decent feats are in limited supply right now, thats okay. I do like in the paragon paths where the power get retrained to a more powerful level.
 

I did this write-up over on the WotC boards for someone's character concept, but I think it could be a decent multi-class choice in the same vein as the Wizard of the Spiral Tower. (Also, it could use a name.)


Prerequisite: Wizard class, Arcane Implement Mastery (staff), Con 13+, Wis 13+

Ioun's Weapon (11th level): When wielding a Staff, you may make melee basic attacks, including opportunity attacks, using your Intelligence in place of your Strength. (Use your Strength to determine damage as usual.)

Radiant Defense (11th level): When you use your Staff of Defense encounter ability to negate an attack, the creature who attacked you suffers Radiant damage equal to your Constitution modifier.

Radiant Action (11th level): When you spend an Action Point to make an extra attack, this attack gains the Radiant keyword and deals extra damage equal to your Wisdom modifier.

Insightful Strikes (16th level): When you make a melee attack with a staff, you score a critical hit on a 19-20.

Staff Flurry -- Attack 11
Encounter • Arcane, Weapon
Standard • Melee weapon
Special: You must be wielding a staff.
Target: One or two critters.
Attack: Intelligence vs. AC (two attacks).
Hit: 2[w] + Intelligence modifier damage.
Effect: You gain a +2 power bonus to all defenses until the end of your next turn.

Staff of the Gods -- Utility 12
Daily • Arcane
Minor • Personal
Special: You must be wielding a staff.
Effect: For the duration of the encounter, or for 5 minutes, your staff deals extra Radiant damage equal to your Wisdom modifier on a hit or a miss.

Staff of Impregnable Defense -- Attack 20
Daily • Arcane
Immediate Interrupt • Personal
Special: You must be wielding a staff.
Trigger: You are targeted by an attack.
Effect: Negate the attack, and regain the use of an expended Encounter power.

Cheers, -- N
 

It is quite daunting for a wizard to m/c into a fighter, even if they are a human, dwarf or elf.

AP: Leather(1)
AP: Chain (2)
WP: any martial weapon (3) (2 for elf or dwarf)
AP: Shield (4/3)
Training: Atheletics(5/4)

So, 5 feats or 4 unless you are a race that gets a martial weapon proficiency. A fighter trying to get wizard training has to spend less:

Ritual Caster (1)
Training: Arcana (2)

A human could do this by 2nd level.

That's pretty asymetrical. The fighter/wizard can start getting other wizard benefits while the wizard/fighter is still trying to qualify for his fighter class.

I see why you require atheletics, but it isn't a required skill for the fighter. The shield will be a complete waste for an implement carrying wizard/fighter so I don't think it's fair to require that. Some sort of armor proficiency is reasonable. I suppose a military/superior weapon is reasonable. I'm not exactly sure from here, but I think the wizard/fighter should require the same amount of training as a fighter/wizard.
 

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