With the new CustServ clarification that you can trade up your paragon path powers (this means your level 7 encounter power from paragon multiclassing is really an extra level 13 encounter power), a big gap between regular and multiclass paragon paths is closed. Still, paragon multiclassing is missing the level 11 action point ability and the level 16 ability. Additionally, there's no way for a multiclassed character to step into the secondary class's role. Obviously, there must be limits to this. But there are times when this would be good, like say the party lacks a leader, or the tank goes down. So, here are some suggested additions:
Paragon Multiclassing:
At level 11, you can spend an action point to gain access to some of secondary class's class features until the end of the encounter or 5 minutes instead of taking an extra action. This may qualify you for feats that have those class features as prerequisites.
At level 16, you can use the power granted by the multiclassing feat one additional time per encounter if it was an encounter power, or one additional time per day if it was a daily power.
Level 11 action point abilities (as noted above, all these only last for the encounter or 5 minutes; I don't want to repeat that over and over
):
Cleric: Gain Healing Lore and one extra use of Healing Word this encounter.
Fighter: Gain Combat Challenge.
Paladin: Gain Divine Challenge as an at-will ability, and one use of Lay on Hands.
Ranger: You gain one additional use of your Hunter's Quarry ability. Additionally, once per encounter when you use your Hunter's Quarry ability, the effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
Rogue: At level 11, choose either the Artful Dodger or Brutal Scoundrel ability. Gain the ability you chose. You also gain one extra use of your Sneak Attack ability.
Warlock: You gain one additional use of your Warlock's Curse ability. Additionally, once per encounter when you use your Warlock's Curse ability, the effect remains active until the end of the encounter or until the cursed target drops to 0 hit points or fewer.
Warlord: At level 11, choose either the Inspiring Presence or Tactical Presence ability. Gain the ability you chose. You also gain one extra use of your Inspiring Word ability this encounter.
Wizard: At level 11, choose the Orb of Imposition, Staff of Defense, or Wand of Accuracy arcane implement mastery. You gain mastery in the arcane implement you chose.
I'd like some feedback on this. The level 11 action point ability seems pretty powerful to me, but the opportunity cost also seems to be high. I suppose the metric would be whether these abilities are better than a rerolled attack (say, 2 chances to hit that daily power), as per Battlefield Action, the Battle Archer's action point ability. I get the feeling that perhaps not all of these are of the same power level. Some were really hard to figure out, like the Rogue's
.
I don't think the level 16 power is too strong for any of the classes, but I could be wrong. Let me know what you think.
EDIT TO ADD: I'm guessing the Ranger, Rogue, and Warlock action point powers are going to be too good. Maybe they won't grant the extra use.
Paragon Multiclassing:
At level 11, you can spend an action point to gain access to some of secondary class's class features until the end of the encounter or 5 minutes instead of taking an extra action. This may qualify you for feats that have those class features as prerequisites.
At level 16, you can use the power granted by the multiclassing feat one additional time per encounter if it was an encounter power, or one additional time per day if it was a daily power.
Level 11 action point abilities (as noted above, all these only last for the encounter or 5 minutes; I don't want to repeat that over and over

Cleric: Gain Healing Lore and one extra use of Healing Word this encounter.
Fighter: Gain Combat Challenge.
Paladin: Gain Divine Challenge as an at-will ability, and one use of Lay on Hands.
Ranger: You gain one additional use of your Hunter's Quarry ability. Additionally, once per encounter when you use your Hunter's Quarry ability, the effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry.
Rogue: At level 11, choose either the Artful Dodger or Brutal Scoundrel ability. Gain the ability you chose. You also gain one extra use of your Sneak Attack ability.
Warlock: You gain one additional use of your Warlock's Curse ability. Additionally, once per encounter when you use your Warlock's Curse ability, the effect remains active until the end of the encounter or until the cursed target drops to 0 hit points or fewer.
Warlord: At level 11, choose either the Inspiring Presence or Tactical Presence ability. Gain the ability you chose. You also gain one extra use of your Inspiring Word ability this encounter.
Wizard: At level 11, choose the Orb of Imposition, Staff of Defense, or Wand of Accuracy arcane implement mastery. You gain mastery in the arcane implement you chose.
I'd like some feedback on this. The level 11 action point ability seems pretty powerful to me, but the opportunity cost also seems to be high. I suppose the metric would be whether these abilities are better than a rerolled attack (say, 2 chances to hit that daily power), as per Battlefield Action, the Battle Archer's action point ability. I get the feeling that perhaps not all of these are of the same power level. Some were really hard to figure out, like the Rogue's

I don't think the level 16 power is too strong for any of the classes, but I could be wrong. Let me know what you think.
EDIT TO ADD: I'm guessing the Ranger, Rogue, and Warlock action point powers are going to be too good. Maybe they won't grant the extra use.
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