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*Pathfinder & Starfinder
What's the best guide to good hybrid choices?
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<blockquote data-quote="jbear" data-source="post: 5093622" data-attributes="member: 75065"><p>Stat synergy is important. The Primary of one class should at least be the secondary of the other and vice versa. If both classes share the primary (and secondary) stat then all the better. Swordmage/Wizards are another viable option as they Share Intelligence and Constitution. If you go down the White Lotus Feat line you can become a very undesireable target.</p><p> </p><p>Ranger/Shaman works beautifully with Dex and Wis. The archer ranger doesn't have very good class features at all and the high dexterity makes your AC decent. So you can safely choose one of the Spirit Boons (which are frankly, awesome) and so gain an opportunity attack for your archer ranger. My wife plays this build in my game and her opportunity action gives a free ranged basic attack to a nearby ally. There is a sorcerer in the group with Dragon Frost (counts as ranged basic attack) so this is very nice combo. Her other at will is very leadery, forfeiting her own attack and giving an attack to an ally. So basically when she is taken out of combat for whatever reason or suffering a serious disadvantage she can still give her actions to another team member.</p><p> </p><p>The Cleric/Invoker is another viable option, as they share Wisdom as a Primary Stat and both use chainmail armour. Also the class features are basically Channel Divinity for either, so you can choose the one you prefer without losing anything too major. Obviously the powers you choose for your cleric are all going to be ranged as your strength is most likely a pitiful 10. Here you can get away a 16 in your secondary stat after racial adjustments as they both share primary Wisdom, so Human is a great option for the 3rd At Will Power and extra feat (domain feats to boost your at-will powers is a good option) As you can take Astral Seal as an at-will and it remains very effective even if your charisma is average (thanks to Healers Lore, which Hybrids get for free) you can remain a very effective leader with at-will surgeless healing and constant enemy debuffs and switch to the controller role with you other powers when the situation calls for it.</p><p> </p><p>The two-weapon Str Fighter/Ranger with high Dex is another nice combination taking the Tempest Fighting Technique, Twin Strike becomes very accurate and damaging with the static bonuses to damage. They also both share Wis as a secondary stat. I suppose you could take the Fighters 'Twin Strike' for the Marking but the Charge Attack that knocks prone is a nice variant to have. The Combat Challenge Feature is a free feature so the Hybrid Fighter's marking ability is still ok. Rain of Blows and Off hand attack ... need I say more ... and if you get 13 Wis you can multi class into Avenger!!! 4 attacks rolling every attack twice ... and applying marking and ranger Prey damage... why not blow an action point while your at it and twin strike!!</p><p> </p><p>The Paladin/Warlock with Charisma as a primary stat looks awesome on paper. I haven't seen it in play. As you can get away with having just a high Car human is again a valid option to get the third at will and bonus feat. Paladins and Warlocks both have powers that qualify as melee basic attacks using Car so you can be a formidable melee defender with laughable Strength. Unfortunately their armour class is rubbish ... a paladin in leather armour with 16 Int at most.... doesn't make your Divine Challenge a very hard choice (AC 15 at lvl 1... errrrk!)... so Paladin Armour Proficiency as your Hybrid Talent is pretty much obligatory which means you miss out on having one of the many neat Pact Boons (booo hoo hoo)... Then again a warlock wearing Plate with a Heavy Shield...terrifying! Especially if you take into account if you take a ranged Warlock Power... lets say Eyebite you can keep up your divine challenge from a distance... and not only that but you are invisible to the start of your next turn so -5 to their attacks to hit you (your AC is already probably 20 at level 1) or they take -2 on their attacks against allies and receive 4 Radiant damage (assuming your charisma is 18). If you take into account you are viable for the White Lotus Feats and you can have eldritch strike as a melee basic attack you are going to inflict a lot of lose lose situations on your enemies. If you take Valiant Strike as your melee basic attack you now have at will radiant damge and with the sun domain feat you can inflict 3 radiant vulnerability on your target... if its under you Divine Challenge and ignores you then the 4 damage becomes 7... and if you have a divine oriented party with radiant attacks this becomes wow! And with the 'Crimson something Feat' your warlock challenge becomes 1d10 dmg if your target is under your divine challenge. </p><p> </p><p>I guess the pattern of good combination follows a good stat synergy, decent defenses and an attractive combination of class features and powers that make up for your weaknesses. Some combinations just don't work because they require three or more decent stats or they leave your defenses ridiculously low... playing around on the character builder even just making characters up to level 3 or 4 will give you a pretty good idea whether they are viable or not.</p></blockquote><p></p>
[QUOTE="jbear, post: 5093622, member: 75065"] Stat synergy is important. The Primary of one class should at least be the secondary of the other and vice versa. If both classes share the primary (and secondary) stat then all the better. Swordmage/Wizards are another viable option as they Share Intelligence and Constitution. If you go down the White Lotus Feat line you can become a very undesireable target. Ranger/Shaman works beautifully with Dex and Wis. The archer ranger doesn't have very good class features at all and the high dexterity makes your AC decent. So you can safely choose one of the Spirit Boons (which are frankly, awesome) and so gain an opportunity attack for your archer ranger. My wife plays this build in my game and her opportunity action gives a free ranged basic attack to a nearby ally. There is a sorcerer in the group with Dragon Frost (counts as ranged basic attack) so this is very nice combo. Her other at will is very leadery, forfeiting her own attack and giving an attack to an ally. So basically when she is taken out of combat for whatever reason or suffering a serious disadvantage she can still give her actions to another team member. The Cleric/Invoker is another viable option, as they share Wisdom as a Primary Stat and both use chainmail armour. Also the class features are basically Channel Divinity for either, so you can choose the one you prefer without losing anything too major. Obviously the powers you choose for your cleric are all going to be ranged as your strength is most likely a pitiful 10. Here you can get away a 16 in your secondary stat after racial adjustments as they both share primary Wisdom, so Human is a great option for the 3rd At Will Power and extra feat (domain feats to boost your at-will powers is a good option) As you can take Astral Seal as an at-will and it remains very effective even if your charisma is average (thanks to Healers Lore, which Hybrids get for free) you can remain a very effective leader with at-will surgeless healing and constant enemy debuffs and switch to the controller role with you other powers when the situation calls for it. The two-weapon Str Fighter/Ranger with high Dex is another nice combination taking the Tempest Fighting Technique, Twin Strike becomes very accurate and damaging with the static bonuses to damage. They also both share Wis as a secondary stat. I suppose you could take the Fighters 'Twin Strike' for the Marking but the Charge Attack that knocks prone is a nice variant to have. The Combat Challenge Feature is a free feature so the Hybrid Fighter's marking ability is still ok. Rain of Blows and Off hand attack ... need I say more ... and if you get 13 Wis you can multi class into Avenger!!! 4 attacks rolling every attack twice ... and applying marking and ranger Prey damage... why not blow an action point while your at it and twin strike!! The Paladin/Warlock with Charisma as a primary stat looks awesome on paper. I haven't seen it in play. As you can get away with having just a high Car human is again a valid option to get the third at will and bonus feat. Paladins and Warlocks both have powers that qualify as melee basic attacks using Car so you can be a formidable melee defender with laughable Strength. Unfortunately their armour class is rubbish ... a paladin in leather armour with 16 Int at most.... doesn't make your Divine Challenge a very hard choice (AC 15 at lvl 1... errrrk!)... so Paladin Armour Proficiency as your Hybrid Talent is pretty much obligatory which means you miss out on having one of the many neat Pact Boons (booo hoo hoo)... Then again a warlock wearing Plate with a Heavy Shield...terrifying! Especially if you take into account if you take a ranged Warlock Power... lets say Eyebite you can keep up your divine challenge from a distance... and not only that but you are invisible to the start of your next turn so -5 to their attacks to hit you (your AC is already probably 20 at level 1) or they take -2 on their attacks against allies and receive 4 Radiant damage (assuming your charisma is 18). If you take into account you are viable for the White Lotus Feats and you can have eldritch strike as a melee basic attack you are going to inflict a lot of lose lose situations on your enemies. If you take Valiant Strike as your melee basic attack you now have at will radiant damge and with the sun domain feat you can inflict 3 radiant vulnerability on your target... if its under you Divine Challenge and ignores you then the 4 damage becomes 7... and if you have a divine oriented party with radiant attacks this becomes wow! And with the 'Crimson something Feat' your warlock challenge becomes 1d10 dmg if your target is under your divine challenge. I guess the pattern of good combination follows a good stat synergy, decent defenses and an attractive combination of class features and powers that make up for your weaknesses. Some combinations just don't work because they require three or more decent stats or they leave your defenses ridiculously low... playing around on the character builder even just making characters up to level 3 or 4 will give you a pretty good idea whether they are viable or not. [/QUOTE]
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