Is multi-classing worth it...


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Just as the question asks above. Is it worth it?

Thanks


Arinsen wrote:

Just as the question asks above. Is it worth it?

Thanks

I haven't yet played the Pathfinder rules, but just from how Class and Cross Class skills are handled in Pathfinder it is better. In 3.5, it used to be that if you even had an inkling of going with Rogue at sometime in your character's career, you had to take it at 1st level or miss out so much on all those x4 1st level skills. Now it's not a problem at all. Skill wise high level characters are really much better off than they were in 3.5.

Magic using classes I suspect will still take a hit though, as a Fighter 5/Wizard 5 will not be nearly as effective as a Wizard 10 will be in a party of 10th level characters, even with the Fighter levels to back him up. Perhaps this has changed, I don't know.

So, when multi-classing between non-magic using classes probably, and between magic-using classes maybe.


Arinsen wrote:

Just as the question asks above. Is it worth it?

Thanks

Sure, sometimes. :) And anytime that it's just what your character really needs, roleplay-wise.

The capstone abilities are very nice, but way off. The mid-level abilities are also pretty good, but not unmissable/delay-able for the most part.

You miss out on more with the non-casters multi-classing than you did previously, but there's still reasonable trade-offs.


If you're mostly a non-spellcaster -- quite possibly.

If you're mostly a spellcaster -- not usually.

RPG Superstar 2010 Top 16

There are a lot of downsides to multiclassing now, for any class. That doesn't make it "not worth it," though... rather, it's a meaningful decision which can be based as much on roleplay considerations as mechanical ones. Really, the answer to this question is different for each and every character.

Silver Crusade

Yes non Caster ( Depending on what you what your charter to do )

No Caster ( At high levels given up caster levels is very costly for your casting ability )

Most non Casters are front loaded with their special ability's. So you can get a better over all effect if you mulitclass ( with the right combinations ) then you can with out. One very good example is evasion is a level 2 ability for monks and rogues. This ability is very much worth taking because it will reduce the amount of damage from area affect spells. The same can be said for the Paladins ability Divine Grace where you get your Cha to all saves. Then there's the fist two levels of Fighter where you can pick up two bones feats. One level of monk will give you your Wis to your ac and the 2nd level will give you evasion. One level of barbarian will give you fast move. So it relay depends on what you want to do with your build.

Most Casters are back loaded because of there spell casting. There are a few exceptions to that rule and they involve getting something really nice for just a few level of a none casting class. One that comes to mind 2levels of Monk for Wis bones to AC and Evasion mixed with Cleric or Druid. You lose to caster levels to get a really high AC and evasion. This build is not a melee but a pure Caster. You max out your Wis and close to max Dex. As far as arcane casters are concerned there are even fewer options because there casting Stats don't really add much for the melee side. With the possible exception of taking two levels of Paladin as a Sorcerer for the uber saves.

Liberty's Edge

I like fighter/barbarian and fighter/rogue as multiclass options. Extra feats are nice.


Are you also including prestige classes?

I'm specifically thinking about Wizards. They have hundreds of thousands of dead levels. Filling that up with a prestige class is a no-brainer unless you need a powerful familiar. And then there are prestige classes out there that advance that aswell.

This is if you DM will convert some 3.5 prestige classes. Loremasters are better than nothing though

:D


Countmein wrote:

Are you also including prestige classes?

I'm specifically thinking about Wizards. They have hundreds of thousands of dead levels. Filling that up with a prestige class is a no-brainer unless you need a powerful familiar. And then there are prestige classes out there that advance that aswell.

This is if you DM will convert some 3.5 prestige classes. Loremasters are better than nothing though

:D

Not really true anymore. Their specialist bonuses advance based on their wizard level, so every level or every 2 levels they're getting a boost on their specialty. They get bonus feats at 3, 5, 10, 15, 20. It looks like they're getting 15 dead levels but typically their getting an improvement on something they already have, not a new ability. Now it can be argued that they get more out of new class features than maximize existing ones, but honestly 20 rounds a day of improved invisibility is a nice perk for a 20 illusionist.


Yeah man, multi-classing is great. I hear people arguing the opposite based on lvl 17-20 abilities, but in all honesty how many campaigns actually start at 1 and end at 20. The best guess is to build your character based on 10-12 levels of advancement. So if you start at LVL 1, multi-classing is the bomb. If you start at lvl 8 or 9, maybe then there is more vailidity to one class, but then again how many sessions you going to play at 20?

Please note that I preach from the perspective of a cheese-free campaign. My group uses the Pathfinder rulebook. No 3.5 power-up books and gamebreaking combos. If you play in an anything goes game, multi-classing really only gets better.


grasshopper_ea wrote:


They get bonus feats at 3, 5, 10, 15, 20.

Ok. I assume level 3 one is a typo, or im blind :D

Anyway, my conjurer is now level 5 right. On the one hand I have awesome prestige classes leading to fun stuff all the way to level 20. On the other hand I have standard action teleport at level 8 and something at level 20. The teleport is GREAT, but is it better than the prestige? NO

And the reason I say SOMETHING at level 20 is: Who gets to level 20? Who stays at that level? Level 20 capstone means NOTHING to me...


In general, PF tries to make multiclassing an even trade with sticking with one class, but even then it works best when you can find two classes that have a synergy. The aforementioned Fighter/Rogue is pretty classic. One class gives you mad feats, the other gives you mad skills. But in an example of how PF made sticking with one class more tasty, fighters now have a decent set of class features that you can work towards instead of just a trunk full of feats.


Personally i think that fighter with 3 lvl's wizard is just about awesome :D

IMO...

Shield
Enlarge person
Expeditious retreat
Mirror image
Bear's endurance
Bull's strenght

... Makes for awesome boosts for a fighter and gives you some neat utility spells too^^

Munchkin-wise i dont know if it's a good build, i mean you could probably have someone cast those spells for you (some of them), but it gives flavor to the fighter :D


I suppose it depends on if you have a Wizard in your party or not. Remember it is very important to leave your wizard on even levels for the extra BAB if you are primarily a fighter. Level 3 is not wise even if you get your 2nd levels spells on it. You dont dont lose much going to level 4 wizard since you will get that BAB just the same with Fighter.


Countmein wrote:
I suppose it depends on if you have a Wizard in your party or not. Remember it is very important to leave your wizard on even levels for the extra BAB if you are primarily a fighter. Level 3 is not wise even if you get your 2nd levels spells on it. You dont dont lose much going to level 4 wizard since you will get that BAB just the same with Fighter.

And then why not 5th with Haste and Fly and Fireball and .. hey, now you qualify for Eldritch Knight!

it 'tis a slippery road we walk my apprentice...


Countmein wrote:
I suppose it depends on if you have a Wizard in your party or not. Remember it is very important to leave your wizard on even levels for the extra BAB if you are primarily a fighter. Level 3 is not wise even if you get your 2nd levels spells on it. You dont dont lose much going to level 4 wizard since you will get that BAB just the same with Fighter.

Well I could see how the +1 to BAB would justify taking another lvl from 3->4 wiz, without it hurting too much, but i dont see what it would get me that a fighter lvl wouldn't? More spells? In that case I would rather get my +1 BAB from fighter and get more HP/feat/whatever. As soon as you have those 2nd lvl spells I think you have all that a fighter would want from wizard lvls without sacrificing too many fighter lvls :)


hogarth wrote:

If you're mostly a non-spellcaster -- quite possibly.

If you're mostly a spellcaster -- not usually.

I agree for high level games, but in reality most games don't make high level so the multi-class spellcasters don't lose quite as much as it looks like they will on paper, imo.


Arinsen wrote:

Just as the question asks above. Is it worth it?

Thanks

Wow, what a loaded question.

Just in the core classes there are tens of thousands of possibilities just by level 10. (statistics was never my big thing, but I'm getting almost 185,000 possibilities). Over 30 million possibilities by level 20.

Trying to evaluate which of those is best, which is worst, and which are "worth it" is beyond my capability.

Really, your question is far too broad to give a simple or accurate answer.

However, in general, the best abilities on most classes are found at their highest levels - especially spellcasters (you don't see apprentices walking around casting Meteor Swarms or Miracles). So multiclassing in such a way that you end up with two core classes at level 10 each usually means that neither of your classes will get their best abilities - you'll be walking around trying to kill epic monsters with a double-helping of lowbie abilities. Hardly ever "worth it".

But, multiclassing as 19/1 or 18/2 or 17/3 is usually not too painful, and often quite "worth it", especially if you "dip" into a level or two of a class that gets really good stuff at low levels.

Also, multiclassing can be necessary to get a certain prestige class. If that prestige class is solid enough, the multiclassing to qualify for it is probably "worth it".

Unless you're careful, you may lose some raw power. In return, you usually gain some versatility. Trading power for versatility is only conditionally "worth it" - when you need power to kill something super dangerous, it's not "worth it", but when you need skills/abilities outside of yoru core class, then it is "worth it". So, from day to day, even from encounter to encounter, you may waffle back and forth between "worth it" and "not worth it".

So trying to speculate without even knowing what classes or even what kinds of multiclassing you are contemplating is futile.

In the end, it may just boil down to this: It's "worth it" if you enjoy the character you are creating. If your enjoyment is based off of raw power, then often it won't be "worth it". If you like versatility, then it's usually going to be "worth it". And if you like to roleplay a fun and interesting character, then it will always be "worth it".


Arinsen wrote:

Just as the question asks above. Is it worth it?

Thanks

In Pathfinder, only in rare cases, or for role-playing reasons. Whereas previous D&D versions (2.x and 3.x) more or less expected you to multiclass to get a balanced character (except if you were a spellcaster), Pathfinder pretty much corrals you into a single class. You are now quite penalized for multiclassing because so many abilities are level-dependent. If you're a ranger or druid, forget about it if you want a useful companion (unless you are a ranger/druid). If you're a spellcaster, multiclassing sacrifices your most powerful spells so the penalty is greater the higher level you are. That's especially true since spells have been nerfed over several D&D releases so that low-level spells mostly work only against low-level opponents, so losing your highest-level spells is a great loss. Monks and paladins also have level-dependent abilities that are unfriendly to multiclassing. The only classes that can still multiclass without undue penalties are fighter and rogue; or barbarian with rogue. As you can see, Pathfinder has gone quite out of its way to make multiclassing undesirable and impractical. Even though it's still possible in theory, it definitely results in significantly weaker characters. That includes most racial paragons, and most "prestige" classes unless they use one of the classes I mentioned to qualify (except perhaps the dragon disciple).


I think it depends a LOT on your RP group. If you've got mostly optimizers or a DM that throws real strong challenges at you, multi-classing a caster is going to put you behind in the necessary numbers. If your group is mostly Role Play oriented, and you've noticed other players multi-classing, it's probably fine. As said before, non-casters tend to fare better than casters in multi-classing

That said, I once made a Dragon Disciple Epic level character in 3.5, and it was the weakest character in the group. Keep a close eye on what stacks, how your spells are affected, the number of attacks and level of damage they do, and what other abilities are diluted.

The Exchange Owner - D20 Hobbies

Arinsen wrote:
Just as the question asks above. Is it worth it?

Depends on your build.

I'm playing a Fighter/Rogue/Monk right now in PFS and I couldn't remotely build the character without all 3 classes, but this character requires a number of Feats.

RPG Superstar 2010 Top 32

stuart haffenden wrote:
I agree for high level games, but in reality most games don't make high level so the multi-class spellcasters don't lose quite as much as it looks like they will on paper, imo.

No, what you lose is pretty continuous. If you multiclass one level out of a caster class, you lose your highest level of spells about half the time, as well as about 1-2 casts per spell level. If you multiclass two levels out of a caster class, you lose your highest level of spells all the time and about 2-3 casts per spell level.

This is pretty continuous throughout all levels. It's not something that suddenly comes up at high levels.


stuart haffenden wrote:
hogarth wrote:

If you're mostly a non-spellcaster -- quite possibly.

If you're mostly a spellcaster -- not usually.

I agree for high level games, but in reality most games don't make high level so the multi-class spellcasters don't lose quite as much as it looks like they will on paper, imo.

I think this is almost backwards. My rogue is multiclassing into wizard, when my rogue/ wizard is casting magic missile the straight wizard is casting fireball. I think a 3rd level wizard misses 2 levels of spellcasting a lot more than a 7th level wizard.


addy grete wrote:
Arinsen wrote:

Just as the question asks above. Is it worth it?

Thanks

In Pathfinder, only in rare cases, or for role-playing reasons. Whereas previous D&D versions (2.x and 3.x) more or less expected you to multiclass to get a balanced character (except if you were a spellcaster), Pathfinder pretty much corrals you into a single class. You are now quite penalized for multiclassing because so many abilities are level-dependent. If you're a ranger or druid, forget about it if you want a useful companion (unless you are a ranger/druid). If you're a spellcaster, multiclassing sacrifices your most powerful spells so the penalty is greater the higher level you are. That's especially true since spells have been nerfed over several D&D releases so that low-level spells mostly work only against low-level opponents, so losing your highest-level spells is a great loss. Monks and paladins also have level-dependent abilities that are unfriendly to multiclassing. The only classes that can still multiclass without undue penalties are fighter and rogue; or barbarian with rogue. As you can see, Pathfinder has gone quite out of its way to make multiclassing undesirable and impractical. Even though it's still possible in theory, it definitely results in significantly weaker characters. That includes most racial paragons, and most "prestige" classes unless they use one of the classes I mentioned to qualify (except perhaps the dragon disciple).

So, I've been lookng over the posts on this thread and some others.

I suggest looking at this archived thread (no I did not create this thread but it is useful):
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/general/archives/multiclassingDiscussion

So do most people agree on these builds as "worth it" if a) you start at level 1 and end up to a mid level game but never make it to level 20, b) you do make it to level 20 and play there for a while, c) start in the mid level range and everyone expects and plans to get to level 20 and play there: barbarian/rogue, fighter/rogue, barbarian/fighter, ranger/druid.

Anyone else according to the a), b), and c)'s have any multiclassing that would definitely work and be "worth it"? (For me, I have alway's played a), so I'm truly looking for answers affecting a))?

RPG Superstar 2010 Top 32

Evil66Drizzt wrote:

I suggest looking at this archived thread (no I did not create this thread but it is useful):

a link

Yes, let's look at that thread, and use its level 10 example (only fixing the dips so they work for PF and not 3.5). Let's assume that stats, gear, etc. are all the same for everyone.

Allen is going to dip a bunch of classes to make an archer. He's going to go rog3/ftr5/rgr2. He gets +9 BAB, 2d6 sneak attack, four bonus feats (one of which can be Weapon Specialization if that's how you roll) plus Track, a rogue trick (which is either another combat feat or Slow Reactions), +1 AC if he's got the dex to make it work, +1 to hit/damage with bows, the ability to use wands of ranger spells (which means CLW wands!), evasion in light armor, and 8+int trained skills and a whole whackload of class skills. Also he gets a random favored enemy at +2, really weak Wild Empathy, and trap sense and trapfinding at +1 each but those won't come up much.

Fred, however, is going fighter10. He gets 13 more HP than Allen (I assume he's going for the HP), 6 fewer trained skills and many fewer class skills, BAB +10, six bonus feats, +2 AC if he's got the dex, and +2 to hit/damage with bows.

So Fred is ahead 13 hp, +2 to hit, +1 damage, maybe +1 AC, and a feat. Allen is ahead +2d6 sneak attack, Track, ranger wands, possibly evasion, and a whackload of skills. Allen has a variety of extra problem-solving shinies but needs to make his SA work to catch up on damage.

So, assuming you know how to dip, you really aren't gimping yourself either way.


A Man In Black wrote:
... Track, ranger wands...

Track is now a level-dependent bonus, 2 levels of ranger isn't helping much. Also I believe that you don't get the wands until lvl 4 ranger because your caster level is 0 until then. However, the multiclassed character has better saving throws. As I said, fighter/rogue works. A quick dip in ranger for skills, saving throws and either TWF or a bow feat can work too if that's what you're after. You're right that the perspective changes depending on level and what you want to achieve. Earlier, I was thinking mostly of levels above 10.

RPG Superstar 2010 Top 16

addy grete wrote:
Also I believe that you don't get the wands until lvl 4 ranger because your caster level is 0 until then.

Explicitly not the case, actually. Don't recall this from 3.5, but recently poring over the magic item rules it stuck out at me:

PRD wrote:
Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin.

RPG Superstar 2010 Top 32

addy grete wrote:
A Man In Black wrote:
... Track, ranger wands...
Track is now a level-dependent bonus, 2 levels of ranger isn't helping much. Also I believe that you don't get the wands until lvl 4 ranger because your caster level is 0 until then. However, the multiclassed character has better saving throws. As I said, fighter/rogue works. A quick dip in ranger for skills, saving throws and either TWF or a bow feat can work too if that's what you're after. You're right that the perspective changes depending on level and what you want to achieve. Earlier, I was thinking mostly of levels above 10.

Huh, didn't notice Track. WTB change list plox. As for wands, though:

Pizzle to da R-Dizzle wrote:
Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin.

But as for leveling up, fighter's got another good level in it (+1 BAB, +1 to all saves, a feat), rogue has another good level or two (next level is +1 BAB, +1 to ref, Uncanny Dodge and a talent), and then Allen can just take more fighter or whatever.

It's time to take level 13, and here on out they're both going pure fighter. Allen is a rog5/ftr5/rgr2, Fred is fighter 12. Over the next five levels, Allen gets two Armor Training, three feats, and a Weapon Training. Fred gets three feats, an Armor Training, and two Weapon Training. They about break even.

Admittedly, at level 19 and 20 Fred gets some toys, but I can't get hugely excited about Weapon Mastery when the casters got level 9 spells three levels ago.


addy grete wrote:
A Man In Black wrote:
... Track, ranger wands...
Track is now a level-dependent bonus, 2 levels of ranger isn't helping much. Also I believe that you don't get the wands until lvl 4 ranger because your caster level is 0 until then. However, the multiclassed character has better saving throws. As I said, fighter/rogue works. A quick dip in ranger for skills, saving throws and either TWF or a bow feat can work too if that's what you're after. You're right that the perspective changes depending on level and what you want to achieve. Earlier, I was thinking mostly of levels above 10.

Okay. So there are definitely possibilities either way (creativity is a must). I'm just about to create a character for a new game:

starting gold, 200 GP

Starting level 1

Stats, 20 point buy

I would to play a multi-class of (if it went to 20) 19-1 or 18-2. As of this moment, we have a wizard, rogue, and barbarian. There is me and two more spots with the other two unsure. I was thinking fighter (primary)/barbarian, or fighter (primary)/rogue. What would you guys suggest? Or would straight fighter be the best? (ie. human fighter = three feats, and with int bonus at least +1 makes 5 (insert please, I am not too versed on this new points system) points, use two handed feat, weapon finesse/focus, power attack using scimitars or something with high crit possibilities or just using one weapon)


or fighter/rogue/ranger be a better choice than my previous post?

RPG Superstar 2010 Top 16

Well... big question: is there an honest chance of it getting to 20?

If so: The fighter's capstone is better for sheer beatdown than either of those dips. Dual-wield scimitars (which you have enough +attack to get away with) and 30% of your attacks do triple damage. That kicks ass all over situational +1d6 or +4 Strength.

However, there are some strong arguments in both utility and survival for deviating from Fighter. Rogue 4 / Barbarian 2 gives you fast movement, 6+ rounds of rage, evasion, improved uncanny dodge, +2d6 sneak attack, one rage power (Superstition, probably) and two rogue talents (which can easily replace two lost fighter feats, among other options). And you've only lost 1 base attack.


tejón wrote:

Well... big question: is there an honest chance of it getting to 20?

If so: The fighter's capstone is better for sheer beatdown than either of those dips. Dual-wield scimitars (which you have enough +attack to get away with) and 30% of your attacks do triple damage. That kicks ass all over 1d6 or +4 Strength.

However, there are some strong arguments in both utility and survival for deviating from Fighter. Rogue 4 / Barbarian 2 gives you fast movement, 6+ rounds of rage, evasion, improved uncanny dodge, +2d6 sneak attack, one rage power (Superstition, probably) and two rogue talents (which can easily replace two lost fighter feats, among other options). And you've only lost 1 base attack.

It's play by post, so no, I don't think it'll last to level 20.

RPG Superstar 2010 Top 32

Dipping means identifying good breakpoints. You get into the class, take only levels that give you abilities you want (for whatever meaning of "abilities you want" is appropriate to the situation). Pathfinder has lots more breakpoints, since there aren't large gulfs of completely blank levels. There are still practically blank levels, but you'll need to identify and evaluate class abilities which are of low value to you.

Without getting into any of the real spellcasting classes, here are some obvious breakpoints.

Barbarians are still a get-in-and-get-out class, unless you are desperately in love with some rage power. Level 2 is an obvious place to hop out, since you get your one rage power (probably Scent or Animal Fury), uncanny dodge, fast movement, and 6+con rounds of rage. If there's another rage power you really want, level 5 is decent, getting you that power and Imp UD. After that, it's a dry two levels before you get the level 8 minimum immunity rage powers. DR 1/- isn't that uber.

Fighters get something you want at every level except for the armor training levels, as long as you still want combat feats. Unless you have some ridiculously high stat-gen system, you probably won't be able to use a ton of armor training. Bravery is dumb but it's free, so whatever. Obvious outs are 2 (two feats), 4 (three feats and Weapon Spec if that's what makes you happy), 5 (a Weapon Training), or 6 (another feat). After this, you're seeing an increase of Armor Training levels to good levels, so you might as well stop.

Monks are two levels long unless you want to fight like a monk. Level 1 gives you no BAB but does give you Stunning Fist, their skill list, a feat from a small list, +2 to all saves, and the ability to threaten with unarmed attacks (handy if you fight with a polearm). You also get +wis to AC but that's kind of overrated if you're not fighting like a monk. Level 2 isn't quite as shiny but it's a BAB, +1 to all saves, evasion, and another feat. The next two levels give nothing unless you want to fight like a monk (in which case you want to level up as a monk) so we're done here.

Paladins are two levels long. We're here for divine grace, although a 1/day smite evil is nice even if you're only getting your cha to +hit. The rest is all abilities that fall behind if you're not sticking to the class, unless you can find a use for a 1/day channel energy or lowest-level mercy. Paladin wands are handy.

Rangers are a skilly feat dip. If you want a TWF feat or an archery feat, go rgr2. If you want Endurance on top of that, go rgr3. A single favored enemy might be handy, a favored terrain is weak but hey it's free. You get ranger wands here, too.

Rogues are an odd case. Rogues constantly get sneak attack dice and rogue talents, and unlike rage powers (which mostly suck) rogue talents are about 40-50% win by volume. Bleeding Attack, Combat Trick, Finesse Rogue, Slow Reactions, Stand Up, and Weapon Training are all tricks that will interest at least some general physical combatants. Sneak attack dice are especially nice for TWFers, but they should interest everyone who wants to spend a lot of time in melee. Just remember that odd-numbered sneak attack dice cost you a BAB and you should be good. Good break points are 2, 3, or 5, but you can seriously keep going as long as there are talents you want.

I know someone is going to challenge me about Stand Up. It's good for archers, since prone is +4 AC against ranged attacks. Just try not to loiter on the ground if someone is in range to step on your face.


Thanks for that post A Man In Black. I'm definitely keeping a copy of it for my own records (with your name to show who wrote it). Would you mind offering advice on my character creation?? Thanks again.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
A Man In Black wrote:
Fighters get something you want at every level except for the armor training levels, as long as you still want combat feats. Unless you have some ridiculously high stat-gen system, you probably won't be able to use a ton of armor training. Bravery is dumb but it's free, so whatever. Obvious outs are 2 (two feats), 4 (three feats and Weapon Spec if that's what makes you happy), 5 (a Weapon Training), or 6 (another feat). After this, you're seeing an increase of Armor Training levels to good levels, so you might as well stop.

You may also want to look at 7th level, as that is the level where fighters no longer take movement penalties for heavy armor, in addition to the extra armor protection.


Countmein wrote:
grasshopper_ea wrote:


They get bonus feats at 3, 5, 10, 15, 20.

Ok. I assume level 3 one is a typo, or im blind :D

Anyway, my conjurer is now level 5 right. On the one hand I have awesome prestige classes leading to fun stuff all the way to level 20. On the other hand I have standard action teleport at level 8 and something at level 20. The teleport is GREAT, but is it better than the prestige? NO

And the reason I say SOMETHING at level 20 is: Who gets to level 20? Who stays at that level? Level 20 capstone means NOTHING to me...

Yes either 3 is a typo or Sudafed didn't agree with me that day :) I included level 20 because they get a feat at that level, not cause campaign's go that high. The point is, wizards do get SOMETHING or an improvement to something almost every level, The diviner in particular has caught my eye. Surprise round, I failed my perception check, I go anyways.. roll initiative, 47, I go first, time stop


Dennis da Ogre wrote:
stuart haffenden wrote:
hogarth wrote:

If you're mostly a non-spellcaster -- quite possibly.

If you're mostly a spellcaster -- not usually.

I agree for high level games, but in reality most games don't make high level so the multi-class spellcasters don't lose quite as much as it looks like they will on paper, imo.
I think this is almost backwards. My rogue is multiclassing into wizard, when my rogue/ wizard is casting magic missile the straight wizard is casting fireball. I think a 3rd level wizard misses 2 levels of spellcasting a lot more than a 7th level wizard.

Hmm, Evocation spells... not the best way to judge this point imo.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
stuart haffenden wrote:
Dennis da Ogre wrote:
stuart haffenden wrote:
hogarth wrote:

If you're mostly a non-spellcaster -- quite possibly.

If you're mostly a spellcaster -- not usually.

I agree for high level games, but in reality most games don't make high level so the multi-class spellcasters don't lose quite as much as it looks like they will on paper, imo.
I think this is almost backwards. My rogue is multiclassing into wizard, when my rogue/ wizard is casting magic missile the straight wizard is casting fireball. I think a 3rd level wizard misses 2 levels of spellcasting a lot more than a 7th level wizard.
Hmm, Evocation spells... not the best way to judge this point imo.

+1

Multiclassing is all about tradeoffs between versatility and focused power. A rogue/wizard that can cast spells like expeditious retreat, invisibility, knock, spider climb, etc. (possibly even in addition to the one or two spell-like abilities from rogue talents) is a lot more versatile than a normal rogue, let alone a normal wizard. A single classed wizard will have more focused ability in casting spells (approriately), but will not be able to do as much when not casting spells as the rogue/wizard.

Another way to put it: would you rather have a wizard 5 that can cast 3rd level spells or a rogue 2/wizard 3 that can cast 2nd level spells, can sneak about without invisibility (and is even better with it), can Sneak Attack (including with ranged touch spells like acid arrow and scorching ray), and has Evasion? It's really a matter of preference (and character concept).


AS far as I am concerned, no it usually isnt worth it.
thats just me though, bu t then I'd have to wonder what are you mc what with waht and how many lvls.


Mu. It depends on your desired course of action. Every character I've multi-classed made sense for the character from an RP standpoint before considering the mechanics. And often, the mechanics support the decision. I've heard that "Mystic Theurge SUCKS!11eleventyone" on many different forums, but I'm doing it because the character's path reflects it.

So yes, it's worth it. And no, it's not. The core 11 classes in PFRPG are SOLID. They don't NEED to multi-class. But there's SO MANY OPTIONS for multi-classing. Always ask yourself why you're doing it in the first place, then make your decision based on the response.


Mikhaila Burnett 313 wrote:

Mu. It depends on your desired course of action. Every character I've multi-classed made sense for the character from an RP standpoint before considering the mechanics. And often, the mechanics support the decision. I've heard that "Mystic Theurge SUCKS!11eleventyone" on many different forums, but I'm doing it because the character's path reflects it.

So yes, it's worth it. And no, it's not. The core 11 classes in PFRPG are SOLID. They don't NEED to multi-class. But there's SO MANY OPTIONS for multi-classing. Always ask yourself why you're doing it in the first place, then make your decision based on the response.

I have to thank you for saying that. I think that a lot of things can end up in: is it worth it for character power level? I usually try to make multiclassing a concept as much as a question of being "powerful enough for a given level".

I my opion no matter what you do (in PF that is) you will always have MINIMUM power for a given level. Even if you took a level in a different class, that class will always gain something for you; fx. the wizard who multiclass to fighter will get a. much better base attack no matter what level, b. great hit points, c. if done creatively an awesome character and concept result.

I'm not intending to say that multiclassing can't be bad. If you're going for a powerful wizard, you shouldn't multiclass. Really. Unless you prestige class into something that gives you new spell levels you won't be a powerful wizard, if you stop following the wizard path (sorry, but isn't that slightly obvious?).
However if you want to be the greatest swordmage in history, running straight wizard is probably not what you want to do. I'd suggest looking at the requirements for Eldritch Knight (as well as the PrC, Pathfinder really udgraded it).

Of course not everything is concept - just as everything shouldn't be about getting a powerful character. I'd say that a for a character to be successful you have do "what the character wants" and what makes a cool concept go hand in hand with a character who's good at doing just what the concept is about doing.

Basically, however, yes, multiclassing is worth it, if you're feeling that your character will fit the option well.
If you're playing Half-Elf of course multiclassing is even cooler (hint hint multitalented!).

RPG Superstar 2010 Top 32

stuart haffenden wrote:
Hmm, Evocation spells... not the best way to judge this point imo.

If you prefer:

"When my rogue/wizard is casting Magic Weapon, the straight wizard is casting Haste."

"When my rogue/wizard is casting Expeditious Retreat, the straight wizard is casting Fly."

"When my rogue/wizard is casting Obscuring Mist, the straight wizard is casting Sleet Storm and Stinking Cloud."

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A player in my current Council of Thieves game rolled significantly worse than the rest of the group. Playable stats, but barely above the Elite Array:

Str 10
Dex 11
Con 13
Int 15
Wis 14 (16)
Cha 11

He's aiming to be the party's artificer, with Skill Focus: Spellcraft from half-elf. Currently Wiz1/Clr1 and very happy with his enormous number and variety of spells per day.

So yeah, theurges happen naturally. :)

RPG Superstar 2010 Top 32

Mikhaila Burnett 313 wrote:
So yes, it's worth it. And no, it's not. The core 11 classes in PFRPG are SOLID. They don't NEED to multi-class.

Unless you're a barbarian. Barbarians have big ugly multi-level gaps, where you're picking from the dregs of a not-too-hot talent list or getting weak defensive powers. 6-10 are ugly levels for barbarians; for five levels, you're getting some weak immunities (the low-level fear and the sick chain), a little bit of DR, and the dregs of a talent pool. Level 11 gives you a generic +1 to hit and damage, and then you're stuck waiting for nine more levels, until your capstone ability is...another +1 to hit and damage! Whee!


A Man In Black wrote:
Mikhaila Burnett 313 wrote:
So yes, it's worth it. And no, it's not. The core 11 classes in PFRPG are SOLID. They don't NEED to multi-class.
Unless you're a barbarian. Barbarians have big ugly multi-level gaps, where you're picking from the dregs of a not-too-hot talent list or getting weak defensive powers. 6-10 are ugly levels for barbarians; for five levels, you're getting some weak immunities (the low-level fear and the sick chain), a little bit of DR, and the dregs of a talent pool. Level 11 gives you a generic +1 to hit and damage, and then you're stuck waiting for nine more levels, until your capstone ability is...another +1 to hit and damage! Whee!

Or a monk after level 12 or so. The extra stuff you get after level 12 is pretty weak, IMO; you're probably better off buying a Monk's Robe and taking some levels in another melee class.


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A Man In Black wrote:
stuart haffenden wrote:
Hmm, Evocation spells... not the best way to judge this point imo.

If you prefer:

"When my rogue/wizard is casting Magic Weapon, the straight wizard is casting Haste."

"When my rogue/wizard is casting Expeditious Retreat, the straight wizard is casting Fly."

"When my rogue/wizard is casting Obscuring Mist, the straight wizard is casting Sleet Storm and Stinking Cloud."

Nice assumption there: Comparing a rogue 4/wizard 1 to a wizard 5 in spellcasting ability only. Why don't you look at a multiclassed caster that doesn't give up 4 levels of casting ability? Stacking the deck that way proves nothing other than your prejudices.

For a real comparison, look at the rogue 2/wizard 3 vs. wizard 5 in my post above.

When multiclassing (including a prestige class) with a cleric, druid, wizard, or sorcerer, giving up more than 2 levels (or perhaps 3) of spellcasting progression over the course of the character's entire career (progression) is most likely not worthwhile. There's a bit more leeway with a bard, since spells are not as central to the class. With minor spellcasters (paladin, ranger), the spells are such a minor part of the class that the loss of casting levels from multiclassing will probably not be missed.

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Dragonchess Player wrote:
A Man In Black wrote:
stuart haffenden wrote:
Hmm, Evocation spells... not the best way to judge this point imo.

If you prefer:

"When my rogue/wizard is casting Magic Weapon, the straight wizard is casting Haste."

"When my rogue/wizard is casting Expeditious Retreat, the straight wizard is casting Fly."

"When my rogue/wizard is casting Obscuring Mist, the straight wizard is casting Sleet Storm and Stinking Cloud."

Nice assumption there: Comparing a rogue 4/wizard 1 to a wizard 5 in spellcasting ability only. Why don't you look at a multiclassed caster that doesn't give up 4 levels of casting ability? Stacking the deck that way proves nothing other than your prejudices.

Um.

Not sure what point you thought I was making, but I was reinforcing this point:

A Man In Black wrote:

No, what you lose is pretty continuous. If you multiclass one level out of a caster class, you lose your highest level of spells about half the time, as well as about 1-2 casts per spell level. If you multiclass two levels out of a caster class, you lose your highest level of spells all the time and about 2-3 casts per spell level.

This is pretty continuous throughout all levels. It's not something that suddenly comes up at high levels.

and attacking this argument:

Quote:
I agree for high level games, but in reality most games don't make high level so the multi-class spellcasters don't lose quite as much as it looks like they will on paper, imo.

Even if it's rog2/wizX versus wiz(X+2), you feel that difference a lot more at level 3 or level 5 than at level 17, you know?

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Dragonchess Player wrote:

When multiclassing (including a prestige class) with a cleric, druid, wizard, or sorcerer, giving up more than 2 levels (or perhaps 3) of spellcasting progression over the course of the character's entire career (progression) is most likely not worthwhile. There's a bit more leeway with a bard, since spells are not as central to the class. With minor spellcasters (paladin, ranger), the spells are such a minor part of the class that the loss of casting levels from multiclassing will probably not be missed.

As with everything, it depends on character concept. I love playing melee heavy gishes. With the improvements to the fighter class and eldritch knight, it's a little easier to make a melee heavy caster type. Judicious spell choices that are more about melee, buffing and options ( access to select spell compendium spells helps too! ) makes this concept viable - if that's what you want to play.


hogarth wrote:
A Man In Black wrote:
Mikhaila Burnett 313 wrote:
So yes, it's worth it. And no, it's not. The core 11 classes in PFRPG are SOLID. They don't NEED to multi-class.
Unless you're a barbarian. Barbarians have big ugly multi-level gaps, where you're picking from the dregs of a not-too-hot talent list or getting weak defensive powers. 6-10 are ugly levels for barbarians; for five levels, you're getting some weak immunities (the low-level fear and the sick chain), a little bit of DR, and the dregs of a talent pool. Level 11 gives you a generic +1 to hit and damage, and then you're stuck waiting for nine more levels, until your capstone ability is...another +1 to hit and damage! Whee!
Or a monk after level 12 or so. The extra stuff you get after level 12 is pretty weak, IMO; you're probably better off buying a Monk's Robe and taking some levels in another melee class.

I would play a pathfinder monk to 20. I would play a 3.5 monk to 2..maybe?

lots of monk goodies increase with monk level..

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