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Nifft's Multi-Classing Revision
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<blockquote data-quote="Destil" data-source="post: 4315346" data-attributes="member: 1980"><p>So, I'm doing some work on the actual prerequisites for each of the multiclass feats....and it's a bit daunting. EDIT: Racial features move this up to 'rather daunting'. Eldrin multiclass on par with humans in most cases, with a free military melee weapon and skill.</p><p></p><p>Is there much rhyme or reason to the prerequisites? Because these come in all over the place. I'd lean towards prerequisites balanced with the ability score synergy and role redundancy of potential combos. They're flavorful and very much what I considered doing with the basic buy-in feats. I really like it, but I think the specific feats may need work. I've examined two so far; there's a lot of combinations to think about.</p><p></p><p><strong>-Arcane Apprentice-</strong></p><p>Cleric can walk in with 13 Int, which doesn't do anything else for 'em. Decent Wis synergy.</p><p></p><p>Warlocks need to spend one feat. Minor int synergy.</p><p></p><p>Anyone other than cleric or warlock needs to spend 2 feats. Only warlord has any Int synergy. 1 Feat for human/eldrin (who can get a better Int too).</p><p></p><p>Real prerequisite: Int 13, 0-2 feats.</p><p></p><p><strong>-Champion's Squire-</strong></p><p>Eldrin or Human warlord can walk in. Good Cha & Str synergy.</p><p></p><p>Other warlords need 1 feat (skill training religion).</p><p></p><p>Eldrin/Dwarf Clerc. Needs 1 feat (light shield), Str 13. Good Str Synergy, decent Wis and Cha synergy (Dwarf get extra Wis).</p><p></p><p>Other clerics need two feats (shield + weapon), Str 13.</p><p></p><p>Fighter, needs 2 feats [1 for human/eldrin] (religion and diplomacy training) Good Str synergy, minor Wis synergy. Role redundancy.</p><p></p><p>Warlock - Needs Military weapon, 1 skill (eldrin get both again, dwarves have the weapon), Shield, Str 13, Chainmail, Con 13. 4 feats, Str 13, Con 13 (eldrin only need 2 feats, dwarves 3). Good Cha synergy.</p><p></p><p>Ranger - Needs 2 skills, Str & Con 13, Shields, Chainmail. 4 feats or 3 for Eldrin/Human. Potentially good Str synergy, minor wis synergy.</p><p></p><p>Rogue - Needs two skills, Light Shields, Chainmail, Str 13 & Con 13. 4 feats(3 human eldrin), Str & Con 13. Potentially some Cha or Str synergy. </p><p></p><p>Wizard - Str & Con 13, Leather, Chainmail, Light Shield, Military Melee, Diplomacy. Eldrin 3 feats, dwarves & humans 4, everyone else 5. Str 13, Con 13.</p><p></p><p>Real Prerequisites: Str 13, Con 13, Cha 13, 0-5 feats. 1st level proficiencies may allow you to ignore the Str 13 / Con 13.</p><p></p><p></p><p></p><p>I find it odd that a paladin can multiclass to wizard for two feats, but the wizard needs 5 to become a paladin. Eldrin require one fewer either way, which is actually very flavorful, but may intrude into half elf territory. In this case I'd recommend dropping the heavy armor, it doesn't hurt any of the best case options, but eases the pain for worst by two feats, while still requiring some effort towards defense for a shield. It also drops the hidden Con 13, which a paladin doesn't really use, but leaves in a Str 13 in most cases which is good for paladins.</p><p></p><p>As for the half-elf fix, what about half-elves not needing to meet the prerequisites of the multiclass feat for the class they choose a power from?</p><p></p><p>Finally, I noticed that your generic paragon path gives a 22nd level power at 21st. Typo?</p></blockquote><p></p>
[QUOTE="Destil, post: 4315346, member: 1980"] So, I'm doing some work on the actual prerequisites for each of the multiclass feats....and it's a bit daunting. EDIT: Racial features move this up to 'rather daunting'. Eldrin multiclass on par with humans in most cases, with a free military melee weapon and skill. Is there much rhyme or reason to the prerequisites? Because these come in all over the place. I'd lean towards prerequisites balanced with the ability score synergy and role redundancy of potential combos. They're flavorful and very much what I considered doing with the basic buy-in feats. I really like it, but I think the specific feats may need work. I've examined two so far; there's a lot of combinations to think about. [b]-Arcane Apprentice-[/b] Cleric can walk in with 13 Int, which doesn't do anything else for 'em. Decent Wis synergy. Warlocks need to spend one feat. Minor int synergy. Anyone other than cleric or warlock needs to spend 2 feats. Only warlord has any Int synergy. 1 Feat for human/eldrin (who can get a better Int too). Real prerequisite: Int 13, 0-2 feats. [b]-Champion's Squire-[/b] Eldrin or Human warlord can walk in. Good Cha & Str synergy. Other warlords need 1 feat (skill training religion). Eldrin/Dwarf Clerc. Needs 1 feat (light shield), Str 13. Good Str Synergy, decent Wis and Cha synergy (Dwarf get extra Wis). Other clerics need two feats (shield + weapon), Str 13. Fighter, needs 2 feats [1 for human/eldrin] (religion and diplomacy training) Good Str synergy, minor Wis synergy. Role redundancy. Warlock - Needs Military weapon, 1 skill (eldrin get both again, dwarves have the weapon), Shield, Str 13, Chainmail, Con 13. 4 feats, Str 13, Con 13 (eldrin only need 2 feats, dwarves 3). Good Cha synergy. Ranger - Needs 2 skills, Str & Con 13, Shields, Chainmail. 4 feats or 3 for Eldrin/Human. Potentially good Str synergy, minor wis synergy. Rogue - Needs two skills, Light Shields, Chainmail, Str 13 & Con 13. 4 feats(3 human eldrin), Str & Con 13. Potentially some Cha or Str synergy. Wizard - Str & Con 13, Leather, Chainmail, Light Shield, Military Melee, Diplomacy. Eldrin 3 feats, dwarves & humans 4, everyone else 5. Str 13, Con 13. Real Prerequisites: Str 13, Con 13, Cha 13, 0-5 feats. 1st level proficiencies may allow you to ignore the Str 13 / Con 13. I find it odd that a paladin can multiclass to wizard for two feats, but the wizard needs 5 to become a paladin. Eldrin require one fewer either way, which is actually very flavorful, but may intrude into half elf territory. In this case I'd recommend dropping the heavy armor, it doesn't hurt any of the best case options, but eases the pain for worst by two feats, while still requiring some effort towards defense for a shield. It also drops the hidden Con 13, which a paladin doesn't really use, but leaves in a Str 13 in most cases which is good for paladins. As for the half-elf fix, what about half-elves not needing to meet the prerequisites of the multiclass feat for the class they choose a power from? Finally, I noticed that your generic paragon path gives a 22nd level power at 21st. Typo? [/QUOTE]
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