Is variant multiclassing sub-par?


Pathfinder First Edition General Discussion

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Arachnofiend wrote:
I think the problem is that what most people wanted out of the Druid VMC was wildshape. I would have gladly spent all of those feats for Wildshape with HD=Druid level.

Yeah... I was really looking forward to having a barbarian or fighter that wildshapes. Now... not so much.


Atarlost wrote:
In general the actual abilities people might want from a multiclass are too frequently delayed until level 11 in a game where the reality is that most campaigns fall apart before level 10. That does not a useful system make.

On the flip side, it opens up new options that weren't available before.

Two months ago there was no feat set to give a Fighter the Initiative boost that Diviner can grant, or a way to get nearly as high of a Sneak Attack as what a Vivisectionist can now get, or make a Bloodrager who can Challenge his foes.

Trying to use regular multiclassing for what VMC can do, or VMC for what regular multiclassing can do, is an exercise is futility and frustration. That's the one part of the VMC set up that I really don't like-- the recommendation to not use it alongside regular multiclassing. They do very different things, and for the most part they do what they're meant to well.

There are some useless ones, mind. Druid is high on my list. Monk is close behind it. But there are some useless dip classes too, so I can live with that.


kestral287 wrote:
Diviner Wizard? +2 Perception, +14 Initiative, always act in surprise rounds, auto nat 20 on initiative. And some other minor tricks to boot. Yeah, I'd trade five feats for that.

You missed something.

"If any of those powers grant an extra effect
at 20th level, the character does not gain that extra effect."

"At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20."


Huh. So I did. Go figure.

*Shrug* As a Fighter I'd still trade those feats for always acting in the surprise round and that +14 initiative. Plus whatever you can get out of an Arcane Discovery (if nothing else, I guess you can pick up Time Stop as a pseudo-pounce via the free move action-- though I'm sure there are better options I haven't taken a close look at the Discoveries). I'd honestly consider making it six feats; the Divination school's other ability is a SLA, and while it's normally not great for more than a setup when you're not in reach to attack or an out-of-combat trick to buff up a skill check, Quickened SLA makes it pretty decent in battle for the classes who can't leverage swift actions efficiently.


graystone wrote:
kestral287 wrote:
Diviner Wizard? +2 Perception, +14 Initiative, always act in surprise rounds, auto nat 20 on initiative. And some other minor tricks to boot. Yeah, I'd trade five feats for that.

You missed something.

"If any of those powers grant an extra effect
at 20th level, the character does not gain that extra effect."

"At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20."

Wizard is still a very strong VMC despite that, though. I could easily see a martial character VMC'ing for the Teleportation school.


They're a very mixed bag.

Some of them, like the Wizard and Magus, are pretty great. Enhance your weapon, get some arcana, grab familiars...hell, with the Air School Wizard, you can fly at will at 10th, which Fighty McGee is normally paying an arm and a leg for to get on a magic item and is here getting in the place of a feat, something he has more than enough of as it is. All-day flight sounds like a pretty sweet deal on a class that doesn't have a magic-user's built-in mobility advantages. Bard and Alchemist are very useful, too.

Some of them are pretty bad. The fighter VMC is extremely mediocre as the classes that want those abilities most are usually the most feat-intensive classes. Paladins can't spare the feats, and Barbarians will generally want to buy more rage powers than buy armor training and weapon training. The Monk VMC is pretty lame, as you don't get ki powers to spend your pool on, you can't wear armor or use shields, and it takes a very long time for you to see any kind of AC boost from your abilities. Unarmed strikes are iniquitously expensive to enhance as it is, just buy a tricking ring of evasion.

The Gunslinger VMC is just INSULTINGLY bad compared to most of the others. Just dip a level in the class, and you have gotten pretty much everything you were going to see from the VMC in one level without losing half your feats.


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Sounds like we need a Variant Multiclassing guide.


kestral287 wrote:

Huh. So I did. Go figure.

*Shrug* As a Fighter I'd still trade those feats for always acting in the surprise round and that +14 initiative. Plus whatever you can get out of an Arcane Discovery (if nothing else, I guess you can pick up Time Stop as a pseudo-pounce via the free move action-- though I'm sure there are better options I haven't taken a close look at the Discoveries). I'd honestly consider making it six feats; the Divination school's other ability is a SLA, and while it's normally not great for more than a setup when you're not in reach to attack or an out-of-combat trick to buff up a skill check, Quickened SLA makes it pretty decent in battle for the classes who can't leverage swift actions efficiently.

Yep, that ONE wizard school may be worth the feats. It goes down hill QUICKLY for most others. Shapechange is ok and wood could work on a investigator. I struggle to see the others usefulness on characters that don't have high int/cha's.

As far as Discoveries, Beyond Morality, Feral Speech, Knowledge Is Power, Staff-Like Wand, Time Stutter and True Name work for non-casters. Knowledge Is Power works quite well for an Investigators.(add your Intelligence modifier on combat maneuver checks, CMD and Strength checks to break or lift objects)

Arachnofiend: Teleporting is interesting but it's reliance on int for uses per day limits it a LOT less cool for a classes that don't otherwise use that stat (or dump it). Super-sweet for investigators but not so great for others that may only get 3 (or less with int dump) uses.

EDIT: Blackwaltzomega, missed air. Three abilities at will isn't bad and make up for Lightning Flash being int based for uses.

Dark Archive

Overall I've found a use in my characters for every VMC other than Gunslinger as it sucks. Cleric is not good unless you choose a domain that gives you a familiar or a good side bonus along with the normal powers of the domain I.E. Travel or Trickery or something(If you don't get those abilities then meh it's not very good)


I don't have an issue with the VMC system in general. It's a neat idea.

I do have a very serious issue with how inconsistently created they are. Most are fine and interesting, but some such as the VMC gunslinger and monk are so bad it's actually insulting to read. I trade feats for... delayed feats? The gunslinger especially is an absolute waste of space. As the saying goes, I don't have to be a film director to understand poor film direction.

I also have problems with 'suck now to be better later' class abilities and options, which a lot of the back-loaded VMCs appear to be. The reverse, 'this ability is awful but it's ok because you got better abilities elsewhere which balance', is also pretty lacklustre. Ideally every ability I gain should at the very least be interesting or impactful at the barest minimum. Sure wizard VMC is actually quite decent but that doesn't forgive how utterly mind-numbly uninteresting and meaningless 11th level cantrips are from a pure design perspective.


Arachnofiend wrote:
graystone wrote:
kestral287 wrote:
Diviner Wizard? +2 Perception, +14 Initiative, always act in surprise rounds, auto nat 20 on initiative. And some other minor tricks to boot. Yeah, I'd trade five feats for that.

You missed something.

"If any of those powers grant an extra effect
at 20th level, the character does not gain that extra effect."

"At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20."

Wizard is still a very strong VMC despite that, though. I could easily see a martial character VMC'ing for the Teleportation school.

Yeah, the natural 20 on initiative is gravy. The meat of the school is the ability to act in the surprise round, with a nice side dish of getting to probably go first too.

Teleportation school's Shift power is certainly nice too. It does have the issue of not enabling full attacking very well unless Dimensional Agility is picked up, which requires being able to cast dimension door (or getting a fairly reasonable houserule made that dimension door like abilities count for it's prereqs).

Admixture also lets sorcerers be blasters without suffering greatly from resistance/immunity to fire, although it does have the issue of being int based (but eh, between face skills, UMD and spellcraft many sorcerers need a decent int anyway).

Really though, the reason the wizard VMC is good is that a)a familiar for a feat is a really good trade and b)some school powers are obnoxiously strong. If the Foresight school and similar high-powered options were on the same level as the Universalist school there would be a lot more complaining about how weak the wizard VMC is.

Silver Crusade Contributor

Arachnofiend wrote:
graystone wrote:
kestral287 wrote:
Diviner Wizard? +2 Perception, +14 Initiative, always act in surprise rounds, auto nat 20 on initiative. And some other minor tricks to boot. Yeah, I'd trade five feats for that.

You missed something.

"If any of those powers grant an extra effect
at 20th level, the character does not gain that extra effect."

"At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20."

Wizard is still a very strong VMC despite that, though. I could easily see a martial character VMC'ing for the Teleportation school.

I built a summoner with the Teleportation VMC - really looking forward to using her. ^_^


Snowblind wrote:
Arachnofiend wrote:
graystone wrote:
kestral287 wrote:
Diviner Wizard? +2 Perception, +14 Initiative, always act in surprise rounds, auto nat 20 on initiative. And some other minor tricks to boot. Yeah, I'd trade five feats for that.

You missed something.

"If any of those powers grant an extra effect
at 20th level, the character does not gain that extra effect."

"At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20."

Wizard is still a very strong VMC despite that, though. I could easily see a martial character VMC'ing for the Teleportation school.

Yeah, the natural 20 on initiative is gravy. The meat of the school is the ability to act in the surprise round, with a nice side dish of getting to probably go first too.

Teleportation school's Shift power is certainly nice too. It does have the issue of not enabling full attacking very well unless Dimensional Agility is picked up, which requires being able to cast dimension door (or getting a fairly reasonable houserule made that dimension door like abilities count for it's prereqs).

Admixture also lets sorcerers be blasters without suffering greatly from resistance/immunity to fire, although it does have the issue of being int based (but eh, between face skills, UMD and spellcraft many sorcerers need a decent int anyway).

Really though, the reason the wizard VMC is good is that a)a familiar for a feat is a really good trade and b)some school powers are obnoxiously strong. If the Foresight school and similar high-powered options were on the same level as the Universalist school there would be a lot more complaining about how weak the wizard VMC is.

A lot of this goes towards another discussion that often appears, the power of a feat compared to the power of a class ability.


Melkiador wrote:
It offers feat level abilities for the cost of feats. I don't really see how it could do more.

You get way less than a feat for most of the abilities


CWheezy wrote:
Melkiador wrote:
It offers feat level abilities for the cost of feats. I don't really see how it could do more.
You get way less than a feat for most of the abilities

Examples?


Melkiador wrote:
CWheezy wrote:
Melkiador wrote:
It offers feat level abilities for the cost of feats. I don't really see how it could do more.
You get way less than a feat for most of the abilities
Examples?

"the 1st benefit, you gain a patron" for the witch. Confirmed to give no bonus at all, not even the spells listed.

So, you spend a feat to gain nothing, in this case.


Blakmane wrote:
Melkiador wrote:
CWheezy wrote:
Melkiador wrote:
It offers feat level abilities for the cost of feats. I don't really see how it could do more.
You get way less than a feat for most of the abilities
Examples?

"the 1st benefit, you gain a patron" for the witch. Confirmed to give no bonus at all, not even the spells listed.

So, you spend a feat to gain nothing, in this case.

You don't trade out a feat at first level.


Level 1 VMC levels little things that add flavor, you don't trade a feat for them. The Paladin, Cleric, and Cavalier also get a level 1 power, and they are all basically "You must follow the Paladins code"

so really, your gaing a patorn for free, in addition to all of the other VMC the other classes get.


And while some of the VMC gains in the VMC chain are smaller than others, can you really say any of them are worse than Combat Expertise, which is a part of many a feat chain?

Scarab Sages

Blakmane wrote:
Melkiador wrote:
CWheezy wrote:
Melkiador wrote:
It offers feat level abilities for the cost of feats. I don't really see how it could do more.
You get way less than a feat for most of the abilities
Examples?

"the 1st benefit, you gain a patron" for the witch. Confirmed to give no bonus at all, not even the spells listed.

So, you spend a feat to gain nothing, in this case.

You don't lose the first feat until 3rd level, when you get a familiar. A feat for a familiar is a great trade.


Atarlost wrote:
Mark Seifter wrote:
Given I have heard in this one thread that magus is the best VMC and one of the worst, I think it's safe to say that in total, we haven't had these to play with for long enough to come up with a conclusive judgment. One thing that takes a little while to kick in (for instance in the case of the magus, which I agree is a very powerful one) is the ability to look past one ability that is less useful for that many characters (spellstrike) and toward the abilities that are worth an extreme amount more than a feat but only sub out one feat (arcane pool) or just generally more than a feat, if not by an extreme amount (arcana). The same is true for wizard, another of the ones I've seen said to be both quite strong (I agree with that side) and weak, the latter judgments due to fixation on the 11th level ability being not as useful.

Even if every ability for every class were better than a feat (they're not) the system would be bad because there's no flexibility.

To take your magus example, the soul of the magus is the spell combat spellstrike combo. If you were using magus with normal multiclassing that would be the important thing. The VMC magus gets some peripheral stuff that isn't really important. Arcane Pool is a BAB compensator and not a very good one. It's not enough to make a wizard-magus work and it's redundant for a bard-magus or bloodrager-magus. The arcana is still not what makes a magus a magus. At level 11 the magus VMC finally gets one of the things the multiclasser actually wants from magus, but it's the one that doesn't work alone because it's only useful in melee, but it's not the one that lets you safely cast in melee. It doesn't matter how great you think arcane pool or arcana are. That's not doing the job.

In general the actual abilities people might want from a multiclass are too frequently delayed until level 11 in a game where the reality is that most campaigns fall apart before level 10. That does not a useful system make.

It's the old...

This post sums up the problems perfectly IMO. Features granted are too unfocused and come online too late, resulting in characters feeling like they are just wasting feats for the half of the game they are likely to play, to get the effect they actually want in the half of the game they are unlikely to see. And even when they do get it, in many cases it is diluted or limited in some way to make it less useful.


There are some pervious options that VMCing actually makes better.

For example the Internal Alchemist archetype. Just looking at what it gains as abilities it's pretty much designed to multiclass with Monk (or possibly Ninja). After all what good is the ability to take Extra Ki as a Discovery when you don't even have a Ki Pool, let alone the various Unarmed Combat feats he has access to when all you are doing is d3 Improved unarmed combat..

The Archetype is pretty much there to be tacked on to someone Playing a Monk or Ninja.

But with VMC-Monk you could go full Alchemist with it. The lost feats aren't even a big deal since you get to use Discoveries to take the Feats you would most likely want to have. You get Real Unarmed damage, the Ki Pool and No need to worry about the Armor limits because I'm using Extracts for AC anyway


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Seerow wrote:
Features granted are too unfocused and come online too late, resulting in characters feeling like they are just wasting feats for the half of the game they are likely to play, to get the effect they actually want in the half of the game they are unlikely to see. And even when they do get it, in many cases it is diluted or limited in some way to make it less useful.

I'd say this is mostly true, but actual multi-classing has the same problem.

Personally, I would have preferred if the VMC was just an actual feat chain that you could take at your own pace. So, my VMC could just as easily be my 1st,3rd,5th,7th and 9th level feats. And indivivdual VMC feats could have had a character level requirement to keep the VMC character from getting an ability before the true class can get it.

Sovereign Court

Melkiador wrote:
Seerow wrote:
Features granted are too unfocused and come online too late, resulting in characters feeling like they are just wasting feats for the half of the game they are likely to play, to get the effect they actually want in the half of the game they are unlikely to see. And even when they do get it, in many cases it is diluted or limited in some way to make it less useful.

I'd say this is mostly true, but actual multi-classing has the same problem.

Personally, I would have preferred if the VMC was just an actual feat chain that you could take at your own pace. So, my VMC could just as easily be my 1st,3rd,5th,7th and 9th level feats. And indivivdual VMC feats could have had a character level requirement to keep the VMC character from getting an ability before the true class can get it.

The problem with that is that some of them are front-loaded. You could grab the first one and ignore the rest. As others have said - a feat for Bardic Knowledge is freakishly sweet, but past their second one they're weak. That was the balance factor.


Seerow wrote:
This post sums up the problems perfectly IMO. Features granted are too unfocused and come online too late, resulting in characters feeling like they are just wasting feats for the half of the game they are likely to play, to get the effect they actually want in the half of the game they are unlikely to see. And even when they do get it, in many cases it is diluted or limited in some way to make it less useful.

You both are missing the crucial point. Arcane pool is a bab compensator? So, wanna try out how it work on someone who has already full BAB? Arcana may not be the defining class ability for a magus, but they are still stronger than feats, and for classes like fighter or bloodrager being able to pick them it's a big bonus.

Basically, the point is VMC x doesn't play like x, but that's doesn't mean that is not a mechanically strong option. To me personally, this is a double fail of the system. Ideally, thing like VMC shoul be plenty flavorfull but not straight up mechanically better than the alternative. Right now, VMC work just as a power amplifier.


Charon's Little Helper wrote:
Melkiador wrote:
Seerow wrote:
Features granted are too unfocused and come online too late, resulting in characters feeling like they are just wasting feats for the half of the game they are likely to play, to get the effect they actually want in the half of the game they are unlikely to see. And even when they do get it, in many cases it is diluted or limited in some way to make it less useful.

I'd say this is mostly true, but actual multi-classing has the same problem.

Personally, I would have preferred if the VMC was just an actual feat chain that you could take at your own pace. So, my VMC could just as easily be my 1st,3rd,5th,7th and 9th level feats. And indivivdual VMC feats could have had a character level requirement to keep the VMC character from getting an ability before the true class can get it.

The problem with that is that some of them are front-loaded. You could grab the first one and ignore the rest. As others have said - a feat for Bardic Knowledge is freakishly sweet, but past their second one they're weak. That was the balance factor.

I'm not saying that the entire system could just be converted as is to free form feats. It's not as if you couldn't have designed VMCs around this though. The most obvious solution to your issue is limiting how high your VMC class level counts by how many of the feats you have taken.


I'm going to point out the awesome that is Unchained Rogue VMC Magus again:

-Unchained Rogue is a mono-stat class. The jump from mono-stat to two-stat is tiny, so a Rogue can easily support a decent Int to support the Pool.
-Rogue is the only 3/4ths BAB class without an inbuilt accuracy booster. Unchained gives them one, but not until after they hit the first time and not if they want to buffer their AC instead. Arcane Pool is a BAB compensator... and hey, guess what the Rogue needs?
-Rogue really likes Dex-oriented weapons now. They can go two-hand with an Elven Curve Blade, or they can go TWF with light weapons. Single-handing is not a great return on damage, despite it being a style that Dex supports. Right up until Magus gives them mid-game access to Precise Strike, which drastically boosts the Sword-and-Buckler Rogue's viability (Oh look, another class that buckles swashes better than the Swashbuckler!). Now they have solid damage even without Sneak Attack.
-At the late game, they can nab access to gems like Accurate Strike, Hasted Assault, and Bane Blade. If you can get a target denied Dex to AC and open up Accurate Strike? All of your attacks will be landing. Hasted Assault pulls a job off the caster. Bane Blade is an easy +2 to hit/+9 to damage. There are also a few Swashbuckler deeds like Bleeding Wound that could be grabbed.
-Spellstrike may or may not work with the Minor/Major Talent abilities. If not it's useless, but if it does a quick Frostbite before a fight is a solid option.

So basically, it solves a bunch of their consistent problems. Damage is suddenly viable even without Sneak Attack, though you have to hit the mid-levels (9th, or 7th with retraining) before that kicks in. Accuracy is now up to where its peers are.

Oh, and it saves a ton of money after the mid game because you only need a +4 total weapon. That'll easily support your increased Int needs.

Let's be honest. There was no way that Pazio was going to let the Magus VMC get Spell Combat, not without massive restrictions. Spell Combat utterly destroys action economy. It would make things like Oracle VMC Magus godly by doing everything far too easily.

Expectations need to be tempered to reality. There was no realistic way to give the Magus both of its defining abilities-- or even just Spell Combat over Spellstrike. So instead they gave it the third key ability along with an insanely flexible package in the Arcanas.

Yes, some of the VMCs really did just kick in too little too late. If I was going to rewrite the Druid VMC, it would lose Wild Empathy, bump everything it has forward a level, and pick up another Wild Shape advantage (as an 8th level Druid probably) at 19th. But others are the way they are for reasons that go beyond "Well this system is just weak".


kestral287, you missed something. VMC Magus' arcane pool is almost useless until you get a Wyroot weapon. That's because it NEVER refreshes naturally.

Magus[arcane pool]: "The pool refreshes once per day when the magus prepares his spells." Since the Unchained Rogue VMC Magus never has any spells to prepare, his pool never refreshes. He better hoard those pool points until his Wyroot weapon comes in. A class that prepares it's own spells might be able to refresh the pool but that's it.

Silver Crusade Contributor

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I feel reasonably certain that that's not how the VMC Magus's arcane pool is supposed to work. ^_^


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*Shrug* You can read it under the assumption that the ability is broken and worthless. I assume that abilities are designed to work, and as such the Rogue refreshes his pool after a night's rest.

I highly doubt that any GM I play under would rule differently. If he does, I can already tell that he and I aren't going to get along, because if he's using idiot-reading-RAW I'm going to wind up very irritated with him and am enough of a dick that breaking out Simulacrum and rolling with the straight RAW becomes a possibility.


Any answer on the variant multiclassing qualifying for feats that require class levels?


kestral287, that's the house-rule I'd most likely use too but there is no denying that, as written, it IS "broken and worthless". Prone shooter was designed to do something too but until it was fixed it didn't do anything either.

My reason for pointing it out is that is you use it, it technically doesn't work as/is. As such it's best to bring up that fact to you can put a house rule in place to MAKE it work.

Kalindlara, as I pointed out to kestral287, since it doesn't work out of the box, it requires a house-rule fix. it shouldn't be too hard to do but it still needs done.

As a side note, since I don't play PFS I had NO idea of it's legality there. I'll admit it was one of the reasons I thought there might be an issue.


master_marshmallow wrote:
Any answer on the variant multiclassing qualifying for feats that require class levels?

Class level is a clear no. You can argue that you're a member of the class, but VMC never gives you a level for your secondary class outside of specific abilities that call out "as a Cavalier of your character level -2" or similar.

Silver Crusade Contributor

graystone wrote:
Kalindlara wrote:
I feel reasonably certain that that's not how the VMC Magus's arcane pool is supposed to work. ^_^
I'm pretty sure you're right, but as it stands that's what it says. The VMC Magus' arcane pool isn't called out as being any different from a normal Magus' arcane pool.

Honest question: do you think anyone would actually run it that way?

Since the VMC aren't PFS-legal, RAW isn't as much of a concern as usual. ^_^

Scarab Sages

The entire VMC system is not PFS legal, so that point is moot.


Pathfinder Lost Omens Subscriber
Melkiador wrote:
CWheezy wrote:
Melkiador wrote:
It offers feat level abilities for the cost of feats. I don't really see how it could do more.
You get way less than a feat for most of the abilities
Examples?

alchemist, bombs aren't that great if you're not using int and you don't have that many, why do i get poison stuff as my high level abilities, i can only use my level bonus to identify the potion items...

fighter, no one cares about armor training so you spent 3 feats for +2 to damage and to-hit and later at level 19 5 feats for +4 to damage and to-hit.

druid is miles behind on the feats for animal companion curve and restricts you from wearing metal armor.

ranger, everything but favored enemy is not worth a feat and you don't even have instant enemy...


To be fair to the Fighter: three feats for Weapon Focus, Greater Weapon Focus, and Weapon Specialization also grants +2 to hit and damage. Except that taking those three feats doesn't get you Armor Training too and doesn't allow you to use Gloves of Dueling.

Druid/Ranger/Alch do suck though.


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

It looks to me like Wizard VMC Rogue could go Arcane Trickster without any loss of caster levels.

I'm not certain of the sequencing, would they be able to go Arcane Trickster at 11th since that is when they would pick up the 2d6 sneak attack, or would they have to wait until 12th level?


BretI wrote:

It looks to me like Wizard VMC Rogue could go Arcane Trickster without any loss of caster levels.

I'm not certain of the sequencing, would they be able to go Arcane Trickster at 11th since that is when they would pick up the 2d6 sneak attack, or would they have to wait until 12th level?

I would assume 12th. Which means dropping a level into Snakebite Brawler might be worthwhile to take it at 8th. Retrain it back to Wizard at 11th if you can get away with that.


Pathfinder Lost Omens Subscriber
kestral287 wrote:

To be fair to the Fighter: three feats for Weapon Focus, Greater Weapon Focus, and Weapon Specialization also grants +2 to hit and damage. Except that taking those three feats doesn't get you Armor Training too and doesn't allow you to use Gloves of Dueling.

Druid/Ranger/Alch do suck though.

which you could all have taken prior to 11th level. :/

Sovereign Court

No one cares about Armor Training? More like - every dex combatant in the game (of which there are now quite a few varieties) sans most monks wishes that they had Armor Training. Primary dex combatants max out their armor's dex bonus pretty quickly.


Bandw2 wrote:
kestral287 wrote:

To be fair to the Fighter: three feats for Weapon Focus, Greater Weapon Focus, and Weapon Specialization also grants +2 to hit and damage. Except that taking those three feats doesn't get you Armor Training too and doesn't allow you to use Gloves of Dueling.

Druid/Ranger/Alch do suck though.

which you could all have taken prior to 11th level. :/

Possibly. Probably not.

If you're a Swashbuckler, Warpriest, or Brawler, then yes. Otherwise no, you don't get access to two of those three feats at all (or you're a Kensai Magus, and can have those three at level 11).

Sovereign Court

kestral287 wrote:
Bandw2 wrote:
kestral287 wrote:

To be fair to the Fighter: three feats for Weapon Focus, Greater Weapon Focus, and Weapon Specialization also grants +2 to hit and damage. Except that taking those three feats doesn't get you Armor Training too and doesn't allow you to use Gloves of Dueling.

Druid/Ranger/Alch do suck though.

which you could all have taken prior to 11th level. :/

Possibly. Probably not.

If you're a Swashbuckler, Warpriest, or Brawler, then yes. Otherwise no, you don't get access to two of those three feats at all (or you're a Kensai Magus, and can have those three at level 11).

Don't forget the Samurai. They don't get access to most fighter feats - but they do get the Weapon focus/specialization tree.


Huh. I never knew that.

But that still leaves most martials out of it. And granted, not all of them can afford to drop the feats on VMC. But some of them-- Slayer, Bloodrager, and Barbarian immediately spring to mind-- most definitely can.

Sovereign Court

kestral287 wrote:
Huh. I never knew that.

Technically they can only get it with their chosen weapon - usually katana - but it's not like any character is going to take the tree with more than one weapon anyway.


Charon's Little Helper wrote:
No one cares about Armor Training? More like - every dex combatant in the game (of which there are now quite a few varieties) sans most monks wishes that they had Armor Training. Primary dex combatants max out their armor's dex bonus pretty quickly.

Agree. While Armor training may not be that exciting, it's better than many feats. It's basically +1/+2 to AC and Dex skill checks, as long as your dexterity is high enough.

And if you rule that it also gives you this: "In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor." Then the armor training opens up equipment freedom. You can trade out that medium mithral armor for some other material. Or if you have the proficiency, you can wear mithral heavy armor without taking a movement penalty.


I would mostly like to know why are we getting CANTRIPS at level 11. I put that close to combat expertise. Someone explain this to me.

Otherwise VMC is a great..start. Some of the options are good, dynamic and make sense. Others fail miserably. I am a fan of Unchained but this needed a much larger section of the book (many things did though..) to make it work smoothly. However, more options, hey!

But why cantrips? Whyyyyyyyy?


Errant Mercenary wrote:

I would mostly like to know why are we getting CANTRIPS at level 11. I put that close to combat expertise. Someone explain this to me.

Otherwise VMC is a great..start. Some of the options are good, dynamic and make sense. Others fail miserably. I am a fan of Unchained but this needed a much larger section of the book (many things did though..) to make it work smoothly. However, more options, hey!

But why cantrips? Whyyyyyyyy?

I'm mostly cool with it for the Wizard because the rest of the levels are so solid. Oracle and Witch seem like they were running out of ideas for and didn't want to just give "all the revelations/hexes!".

I'm torn on how I feel about Witch, incidentally. I would really like Improved Hex to be shunted forward to 11th (as an at-will 4th-level spell equivalent is actually fairly viable there), but then I'd have no clue what to give them at 15th, and a cantrip at 15 seems even more insulting than one at 11th.

Scarab Sages

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If it were a real cantrip instead of a SLA, letting you qualify for things that need arcane spells, then it would be better.

Sovereign Court

By itself a cantrip probably isn't worth a feat - though if the character has SA it's okay. But the other things wizards get are really good - so it's the balancing factor.

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