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The Multiclass Question
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<blockquote data-quote="Spatzimaus" data-source="post: 3046016" data-attributes="member: 3051"><p>OVERPOWERED!!! OMGWTFLOLBBQ!!1!one!!1!</p><p></p><p>Actually, it's not quite as terrible as you make out, because some of that's actually a nice baseline for a melee character. Bear with me, here. One level of Cleric can be really handy, if only for the domain granted powers (Luck, for instance?) and the heavy armor proficiency. A level of Bard is pretty handy, too; decent skills, a 1/day group-helping bard song, that sort of thing. And assuming you keep the armor light for the Bard, the Druid and Wizard don't hurt either.</p><p></p><p>I suppose you could actually use Mystic Theurge on that to mix the Druid and Wizard levels, using the Bard/Cleric levels as the sort of throwaway effect other casters get from taking a level or two of Fighter or Rogue. But then again, I'd say that's just yet another example of how multi-caster PrCs like Mystic Theurge or Cerebremancer are outright broken.</p><p></p><p>I actually had an evil NPC that was a Ranger/Barbarian/Fighter/Cleric/Bard/Rogue before adding ShadowDancer, Assassin, and Blackguard levels. (Oh, and he was a Halfling Werepanther. I called him "Tattoo", which confused the party into thinking he was psionic.) Of course, he was made solely to abuse the multiclass system to create a comparable-level enemy that a group of six couldn't trivially wipe out, so in a way he's a complete validation of this sort of thread.</p><p></p><p>---------------------------------</p><p></p><p>Oh, and on the subject of house rules and melee multiclassing, I'd like to add another house rule my group adopted, which coincidentally helped with this issue. It's kind of long.</p><p></p><p>Weapon proficiencies are divided into eight categories, similar to the old AD&D system: Bladed (swords), Projectile, Piercing (daggers and spears), Hafted (axes and polearms), Blunt (maces, flails, staves), Natural (unarmed, gauntlets, claws, etc.), Ray (including Firearms), and Thrown. The "Martial Weapon Proficiency" feat gives you proficiency with an entire category.</p><p>Each character starts off with Natural proficiency. Certain races start with additional, limited proficiencies (Elves, for instance). And "Simple" weapons don't require a proficiency, of course.</p><p>If you take a caster class at level 1 you get the Ray proficiency for free. (We changed how ray spells work a bit, but you can use a standard -4 nonproficiency penalty and it'll be close enough.)</p><p>If you take a non-caster class at level 1 you get two of the others instead. For most classes one of the two is predetermined (Rangers get Projectile, Rogues get Piercing, Barbarians get Hafted, etc.) and the other can be chosen freely, while Fighters can just pick any two.</p><p>Each class has a progression of free proficiencies, depending purely on class level. For casters it's 6/12/18, for the 3/4 BAB melee types (Rogue, Bard, Monk) it's 5/10/15/20, for the full-BAB types it's usually 4/8/12/16/20, except Fighters are 3/6/9/12/15/18. (PrCs use similar progressions.)</p><p></p><p>So, the hypothetical Barbarian/Fighter/Ranger/Paladin/Rogue/Bard/Psychic Warrior/etc. will never reach a high enough class level to receive any proficiencies beyond what he started with, while someone who sticks with a single class will only take a handful of levels to reach the point where they can use all the weapons they're likely to need. Plus, this gives a reason for a Fighter to take a third level.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3046016, member: 3051"] OVERPOWERED!!! OMGWTFLOLBBQ!!1!one!!1! Actually, it's not quite as terrible as you make out, because some of that's actually a nice baseline for a melee character. Bear with me, here. One level of Cleric can be really handy, if only for the domain granted powers (Luck, for instance?) and the heavy armor proficiency. A level of Bard is pretty handy, too; decent skills, a 1/day group-helping bard song, that sort of thing. And assuming you keep the armor light for the Bard, the Druid and Wizard don't hurt either. I suppose you could actually use Mystic Theurge on that to mix the Druid and Wizard levels, using the Bard/Cleric levels as the sort of throwaway effect other casters get from taking a level or two of Fighter or Rogue. But then again, I'd say that's just yet another example of how multi-caster PrCs like Mystic Theurge or Cerebremancer are outright broken. I actually had an evil NPC that was a Ranger/Barbarian/Fighter/Cleric/Bard/Rogue before adding ShadowDancer, Assassin, and Blackguard levels. (Oh, and he was a Halfling Werepanther. I called him "Tattoo", which confused the party into thinking he was psionic.) Of course, he was made solely to abuse the multiclass system to create a comparable-level enemy that a group of six couldn't trivially wipe out, so in a way he's a complete validation of this sort of thread. --------------------------------- Oh, and on the subject of house rules and melee multiclassing, I'd like to add another house rule my group adopted, which coincidentally helped with this issue. It's kind of long. Weapon proficiencies are divided into eight categories, similar to the old AD&D system: Bladed (swords), Projectile, Piercing (daggers and spears), Hafted (axes and polearms), Blunt (maces, flails, staves), Natural (unarmed, gauntlets, claws, etc.), Ray (including Firearms), and Thrown. The "Martial Weapon Proficiency" feat gives you proficiency with an entire category. Each character starts off with Natural proficiency. Certain races start with additional, limited proficiencies (Elves, for instance). And "Simple" weapons don't require a proficiency, of course. If you take a caster class at level 1 you get the Ray proficiency for free. (We changed how ray spells work a bit, but you can use a standard -4 nonproficiency penalty and it'll be close enough.) If you take a non-caster class at level 1 you get two of the others instead. For most classes one of the two is predetermined (Rangers get Projectile, Rogues get Piercing, Barbarians get Hafted, etc.) and the other can be chosen freely, while Fighters can just pick any two. Each class has a progression of free proficiencies, depending purely on class level. For casters it's 6/12/18, for the 3/4 BAB melee types (Rogue, Bard, Monk) it's 5/10/15/20, for the full-BAB types it's usually 4/8/12/16/20, except Fighters are 3/6/9/12/15/18. (PrCs use similar progressions.) So, the hypothetical Barbarian/Fighter/Ranger/Paladin/Rogue/Bard/Psychic Warrior/etc. will never reach a high enough class level to receive any proficiencies beyond what he started with, while someone who sticks with a single class will only take a handful of levels to reach the point where they can use all the weapons they're likely to need. Plus, this gives a reason for a Fighter to take a third level. [/QUOTE]
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