Variant Multiclassing For Advanced Guide Classes


Homebrew and House Rules


7 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I understand why the hybrid classes from the ACG weren't included in the Variant Multiclassing section. The designers felt that they weren't distinct enough from their parents. I understand the rationale, but I disagree. The new classes possess something unique to themselves, and I posit that the distinct features warrant their own VMC.

I begin at the beginning, and probably the easiest: the Arcanist.

Arcane Reservoir: At 3rd level, she gains the arcane reservoir class feature as an arcanist of her character level -2.
Arcanist Exploit: At 7th level, she gains one arcanist exploit. She treats her character level as her effective arcanist level when determining whether or not she can select an exploit.
Consume Spells: At 11th level, she gains the consume spells class feature, but she can only use it with spells that are on the arcanist spell list, even though she can cast them using another class' spell list.
Improved Exploit: At 15th level, she gains one additional arcanist exploit.
Greater Exploit: At 19th level, she gains one additional arcanist exploit.

If you think that this looks like the magus VMC with the serial numbers filed off... you got me. That's exactly what it is. I did say it was probably the easiest.

Next up, for something more complex: the Bloodrager.

Bloodline: At 1st level, he must select a bloodrager bloodline. He treats his character level as his effective bloodrager level for all bloodline powers.
Bloodrage: At 3rd level, he gains the bloodrage class feature for a number of rounds per day equal to his Constitution modifier + his character level.
Bloodline Power: At 7th level, he gains his bloodline's 1st-level bloodline power.
Improved Bloodline Power: At 11th level, he gains his bloodline's 4th-level power.
Greater Bloodline: At 15th level, he gains his bloodline's 8th-level power.
Greater Bloodrage: At 19th level, he gains greater bloodrage.

This one is much trickier. The bloodrager has more class-related powers than the arcanist. I focused on the bloodrage as the definitive power, and proceeded from there.

These are only my ideas. I'd be very interested in seeing yours, and not just for these two. I think we can come up with some stellar work if we put our heads to it.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Okay, continuing on... the Brawler.

Unarmed Strike: At 3rd level, she gains the Improved Unarmed Strike feat and the unarmed damage of a brawler of her level -2.
Brawler's Cunning: At 7th level, she gains the brawler's cunning class feature.
Martial Flexibility: At 11th level, she gains the Martial Flexibility of a brawler of her level -5.
Brawler's Strike: At 15th level, she gains the brawler's strike of a brawler of her level -7.
Close Weapon Mastery: At 19th level, she gains close weapon mastery.

This one was easier than the bloodrager, as it is much more straightforward.

One more now, I think: the Hunter.

Animal Companion: At 3rd level, an animal companion of her character level -2. No ability other than Improved Companion can ever increase her effective hunter level for this purpose.
Animal Focus: At 7th level she gains the animal focus of a hunter of her class level -5.
Improved Companion: At 11th level, her animal companion increases to that of a hunter of her full character level.
Empathic Link: At 15th level, she gains the empathic link of a hunter of her character level.
Raise Animal Companion: At 19th level, she gains raise animal companion as a hunter of her level -9.

This one was much trickier due to the number of class features. Cribbing from the druid VMC helped somewhat, but not entirely. I settled on focusing on the animal companion and the abilities most closely related to it.

That's it for now. Feedback is both needed and very welcome. This isn't just my thread. All ideas are welcome. I'd love to see what ideas you come up with. I'm no game designer, and I imagine it shows.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Let's keep going, shall we? Next up: the Investigator.

Inspiration: At 3rd level, he gains the inspiration class feature.
Keen Recollection: At 7th level, he gains the keen recollection class feature.
Investigator Talent: At 11th level, he gains an investigator talent.
Studied Combat: At 15th level, he gains the studied combat class feature.
Studied Strike: At 19th level, he gains the studied strike class feature of an investigator of his level -5.

I admit I'm a little iffy on this one. The investigator is relatively front loaded, with all the class features coming within the first four levels.

Fortunately, the next is slightly easier. Enter: the Shaman.

Spirit: At 1st level, she must select a spirit.
Spirit Animal: At 3rd level, she gains a spirit animal, treating her character level as her effective shaman level.
Spirit Power: At 7th level, she gains the 1st level power granted by her spirit.
Hex: At 11th level, she gains a hex of her choice as a 2nd level shaman. If she chooses the slumber hex, it can affect only creatures with Hit Dice less than or equal to her character level.
Greater Spirit: At 15th level, she gains the greater spirit class feature.
True Spirit: At 19th level, she gains the true spirit class feature.

That was a fair amount of cribbing, but I had to make a few decisions. The true spirit class feature may be a bit much. Please let me know if I should have gone with the wandering spirit instead. Actually, if you have any feedback at all, that would be greatly appreciated. And if you have ideas for variant multiclassing for the advanced classes, then please share them!


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

We're over the hump! Here comes the Skald.

Raging Song: At 3rd level, he gains the raging song of a skald of his level -2.
Inspired Song: At 7th level, he gains the inspired song of a skald of his level -6.
Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the two associated skills for free.
Rage Power: At 15th level, he gains a rage power. For the purpose of which powers he can select, his effective skald level is equal to 1/2 his character level, but for the purpose of the rage power's effect, his effective skald power is equal to his full character level.
Spell Kenning: At 19th level, he can use spell kenning once per day.

Ah, the bardbarian. I usually go for full casters, but I might try one of these one of these days. Well, on to the next: the Slayer.

Studied Target: At 3rd level, he gains the studied target of a slayer of his level -2.
Track: At 7th level, he gains the track class feature, treating his character level as his effective slayer level.
Slayer Talent: At 11th level, he gains a slayer talent. For the purpose of which powers he can select, his effective slayer level is equal to 1/2 his character level, but for the purpose of the rage power's effect, his effective slayer power is equal to his full character level.
Sneak Attack: At 15th level, he gains the sneak attack class feature. He can deal 2d6 points of damage. This extra damage increases by 1d6 for every 2 levels beyond 15th, to a maximum of 4d6 at 19th level.
Quarry: At 19th level, he gains the quarry class feature.

Those are my thoughts. This one is pretty straightforward. It's just a matter of which class features to pick and what relative power level they should have. What do you think? All feedback deeply appreciated, and so are your takes on the VMCs.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Let's bring it all home! Without further ado: the Swashbuckler.

Swashbuckler Finesse: At 3rd level, she gains the swashbuckler finesse class feature.
Nimble: At 7th level, she gains the nimble class feature.
Panache: At 11th level, she gains the panache class feature.
Deed: At 15th level, she gains a 3rd level swashbuckler deed of her choice.
Improved Deed: At 19th level, she gains a 7th level swashbuckler deed of her choice.

This was pretty straightforward. The back half is cribbed from the Gunslinger VMC, so I only had to think about the first half.

It's time to finish this off: the Warpriest.

Deity: At 1st level, he must select a deity within one alignment step of his own. He gains the warpriest's aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments.
Blessing: At 3rd level, he selects one blessing his deity grants, gaining that blessing's 1st level power, treating his effective character level as his effective warpriest level.
Weapon Focus: At 7th level, he gains weapon focus as a bonus feat (he may choose any weapon, not just his deity's favoured weapon).
Sacred Weapon: At 11th level, he gains the sacred weapon class feature of a warpriest of his level -6.
Improved Blessing: At 15th level, he gains his blessing's 10th level blessing.
Sacred Armour: At 19th level, he gains the sacred armour of a warpriest of his level -6.

So many powers, so many class features. I was considering going with fervor over the improved blessing, but changed my mind. Was that the right call?

Well, I'm done. I now have a tiny insight into what the game designers must go through. As always: please leave whatever feedback you have. If you have your own ideas about these VMCs, then please: post them. Let's see if we can do this concept justice.


1 person marked this as a favorite.

I'm often in favour of more options, so I appreciate what you've done here. :)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Arakhor wrote:
I'm often in favour of more options, so I appreciate what you've done here. :)

Thank you very much! I hope this proves useful for you. :)


My favorite build is an Arcanist. I wish I had as many spells per day as a Sorc, but the school power granted by Divination is awesome, and I like spontaneous casting, so School Savant is my only route. Plus Arcane Reservoir and Potent Magic are great. But I stumbled upon the variant multiclassing rules today, which will allow me to build a Sorc with the divination school power. Awesome, almost there. But where's the VMC rules for Arcanist? Sucks it's not published, but I'm glad I found it here. Now I can build EXACTLY what I'd like to build. So I'm off to roll up my Kasatha, with 3 Metamagic Rods in his hands to rotate through...

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Variant Multiclassing For Advanced Guide Classes All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules