In a world with only multi-class characters...


Advice


There was recently a nice discussion about which classes work "best" for a one level dip into them.

How about the converse?

Imagine that your group is starting a new campaign and the GM declares, "In this world everyone with two or more class levels is multiclassed. The PCs will all start as second-level characters with two classes. I encourage you to plan a character and backstory that involve two classes that fit together in some nice way(s) but you would not normally consider playing. After all, most of your intelligent foes will have non-munchkin class combinations."

What two classes would you pick and why?

Sovereign Court

I'd probably do Rogue/Paladin. It's makes for an interesting back story about your younger years and the skill points are a nice addition for the less skill prone class.

Dark Archive

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Sorceror with Celestial bloodline/Summoner with Angel Eidlon. The Angel is the sorceror's protector and has watched her since she was young knowing that one day she would learn of her bloodline.

Could do same thing with devil or demon.


I'm a sucker for Sorcerer (of whatever Bloodline) and Rogue. They tend to wind up spell-slinging swashbucklers, but an inveterate thief with the Celestial bloodline is fun as well.


If it was second level, I'd go wizard/summoner- Extra bodies on the battlefield is a huge advantage, even if its just a familiar.

If I was allowed to go into it later, I'd go monk, then alignment shift to balance it out with barbarian (or vice-versa). The story of a young man who starts life in the monastery, but finds that he doesn't have the patience. He finds his true calling in the heat of battle.

On the reverse end of the spectrum: The war-ravaged savage finds enlightenment through a strict moral code and intense regimental training. Both are great plot developments and the classes are surprisingly stackable.

Dark Archive

Meet Merlash The Plain and his buddy Charlie the Condor.

Wall of CRUNCH:
MERLASH (FINAL) CR 4
Male Gnome Bard (Animal Speaker, Songhealer) 1 Cleric (Theologian) 1 Druid 1 Monk (Weapon Adept) 1 Ranger 1
LN Small Humanoid (Gnome)
Hero Points 1
Init +2; Senses Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14 (+2 Dex, +3 Wis,+1 size)
hp 34 (1d10+4d8+5)
Fort +9, Ref +8, Will +11
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Guided Whip, Scorpion +6 (1d3+4/20/x2)
Special Attacks Bardic Performance (standard action) (12 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Inspire Courage +1, Flurry of Blows -1/-1, Warden of Nature
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Speak with Animals (6 rounds/day)
Bard (Animal Speaker, Songhealer) Spells Known (CL 1, +2 melee touch, +4 ranged touch):
1 (2/day) Summon Nature's Ally I, Feather Fall (DC 13), Chord of Shards (DC 13)
0 (at will) Light, Dancing Lights, Mage Hand, Prestidigitation (DC 12)
Cleric (Theologian) Spells Known (CL 1, 2 melee touch, 4 ranged touch):
1 (2/day) Bless Water (DC 14), Cure Light Wounds (DC 14), Calm Animals (DC 14)
0 (at will) Purify Food and Drink (DC 13), Create Water, Detect Magic
Druid Spells Known (CL 1, 2 melee touch, 4 ranged touch):
1 (2/day) Entangle (DC 14), Liberating Command
0 (at will) Resistance, Stabilize, Read Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 12, Int 10, Wis 17, Cha 15
Base Atk +1; CMB +0; CMD 15
Feats
Bard Weapon Proficiencies, Boon Companion
Druid, Druid Weapon Proficiencies, Extra Performance, Learn Ranger Trap (3/day) (DC 15)
Monk Weapon Proficiencies,Improved Unarmed Strike, Perfect Strike (2d20) (2/day), Scorpion Style (DC 15)
Traits Animal Friend, Birthmark
Skills Climb +4, Diplomacy +6, Escape Artist +8, Fly +4, Handle Animal +7, Heal +8, Knowledge: Geography +5, Knowledge: Nature +7, Knowledge: Religion +5, Knowledge: The Planes +5, Perception +9, Ride +7, Sense Motive +7, Spellcraft +4, Stealth +6, Survival +11
Languages Common, Druidic, Gnome, Sylvan
SQ AC Bonus +3, Animal Companion Link (Ex), Animal Friend: Predatory Birds, Aura (Ex), Bardic Knowledge +1 (Ex), Channel Positive Energy 2d6 (5/day) (DC 13) (Su), Cleric (Theologian) Domain: Animal, Dawnflower Sash, Enemies: Outsiders (Native) (+2 bonus) (Ex), Enhance Healing (2/day) (Su), Focused Domain, Gnome Magic, Hero Points (1), Illusion Resistance, Share Spells with Companion (Ex), Snare Trap, Snare Trap, Spirit Sense (Sp), Spontaneous Casting, Spontaneous Casting, Summon Nature's Ally, Track +1, Trapfinding +1, Unarmed Strike (1d6), Weather Variant Channeling (±1 Sacred), Wild Empathy +4 (Ex)
Combat Gear +1 Guided Whip, Scorpion; Other Gear Dawnflower Sash, Potion of Cure Light Wounds (2)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD
Animal Companion Link (Ex)
Animal Friend
Animal Friend:
Aura (Ex)
Bardic Knowledge +1 (Ex)
Bardic Performance (standard action) (12 rounds/day)
Bardic Performance: Countersong (Su)
Bardic Performance: Distraction (Su)
Bardic Performance: Inspire Courage +1 (Su)
Birthmark
Boon Companion:
Channel Positive Energy 2d6 (5/day) (DC 13) (Su)
Dancing Lights (1/day) (Sp)
Enhance Healing (2/day) (Su)
Flurry of Blows -1/-1 (Ex)
Focused Domain +2 to cleric level for domain powers.
Ghost Sound (1/day)
Gnome Magic
Hero Points (3)
Illusion Resistance
Improved Unarmed Strike
Learn Ranger Trap (3/day)(Snare Trap Effect)(DC 15)
Low-Light Vision
Perfect Strike (2d20) (2/day) Roll 2d20 for an attack with a Monk weapon and use the higher as your attack roll, the next as your critical confirmation.
Prestidigitation (1/day)
Scorpion Style (DC 15)
Share Spells with Companion (Ex)
Speak with Animals (1/day) (Sp)
Speak with Animals (6 rounds/day) (Sp)
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Track
Trapfinding
Unarmed Strike (1d6)
Warden of Nature
Weather Variant Channeling (±1 Sacred) Bonus vs. elec, sonic & wind effects/Alter energy
Wild Empathy +4 (Ex)

Charlie:
CHARLIE
Male Roc (Great Condor Skin)
TN Medium Animal
Init +4; Senses Low-Light Vision; Perception +1
--------------------
DEFENSE
--------------------
AC 24, touch 13, flat-footed 21 (+6 armor, +3 Dex, +5 natural)
hp 15
Fort +2, Ref +7, Will +2
--------------------
OFFENSE
--------------------
Spd 15 ft., Flight (80 feet, Average)
Melee Bite (Roc) +3 (1d6+1/20/x2) and
Talon x2 (Roc) +3 x2 (1d4+1/20/x2)
--------------------
STATISTICS
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 16
Feats Hover, Toughness +3
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +5, Escape Artist +1, Fly +6, Ride +1, Stealth +1, Swim -2
Languages
SQ Combat Riding [Trick], Stay [Trick]
Combat Gear Masterwork Agile Breastplate


Probably either an elven Wizard/Cleric/Mystic Theurge with a total focus on party support or a Human Sorcerer/Paladin with an eye towards Dragon Diciple.

An Elven Wizard/Rogue as the ultimate 'specialist' always seemed like it would be a lot of fun to play too.


Carbon D. Metric wrote:

Meet Merlash The Plain and his buddy Charlie the Condor.

** spoiler omitted **...

I've always thought that Gnomes, Golarian Gnomes, are perfect candidates for a level of this and a level of that - goes with the whole "gotta stay interested" line very well. They're an entire race with ADD.

Did this guy see play? Was the rest of the party similarly inclined, or were they blowing you away with specific power level at the expense of flexibility?

Shadow Lodge

My latest fun idea I'm just waiting to use is a deaf Waves Oracle / Acrobat Rogue who operates as an assassin. Water Sight + Obscuring Mist, Deaf + Silence, Fluid Nature + Acrobat skills to be the slipperiest actor, an assassin that you can't see, hear, cast spells at, or call for help against. Throw in Water Form to slip through any crevice to reach the target.


Pathfinder Maps Subscriber

Somewhere I have a fey bloodline Gnomish sorceror-bard who trips with a whip (agile maneuvers helps a lot) and casts powerful illusions and enchantmens. Out of combat, the illusions are used to add to various performances.


Paladin + Infernal/Abysal/Evil Sorcerer.

Dudes fighting against his destiny.

And while not two base classes, I felt that Vivisections -> Assasin is really creepy. Dude cuts open folks for science, then goes like, Hey, I could make good money by doing both science AND killing people.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Fighter (Archer)/ Rogue (Sniper)

I would take more levels in Rogue then Fighter as I leveled up.

I have been wanting to play that build for a while now. The only magic item that character will need is sniper goggles and I would be a happy man.


Fighter (Pole Arm Master) with Urban Ranger (Two Handed Style). Still gets full BAB and HP, but has decent skills and lots of feats. Plus the special abilities mesh well.

Dark Archive

Jason Packer 445 wrote:
Carbon D. Metric wrote:

Meet Merlash The Plain and his buddy Charlie the Condor.

** spoiler omitted **...

I've always thought that Gnomes, Golarian Gnomes, are perfect candidates for a level of this and a level of that - goes with the whole "gotta stay interested" line very well. They're an entire race with ADD.

Did this guy see play? Was the rest of the party similarly inclined, or were they blowing you away with specific power level at the expense of flexibility?

I am playing him at level 3 right now. So far it is working out GREAT, the versatility does wonders.


I think I would go with either Inquisitor/Zen Archer Monk, or Barbarian/Alchemist... both really fun combos...


Celestial Blooded Sorcerer/Heavens Oracle. Loads of flavor, especially if you're an Aasimar. On the other side of that, Tiefling Paladin/Infernal Sorcerer.

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