
Ashiel |
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Is it possible to have a witch/cleric as a multiclass character?
It is possible to multiclass any character combination. Some, however, lose abilities or conflict with each other. For example, you can have a barbarian/paladin/assassin if you really wanted, but becoming lawful would mean you cannot progress as barbarian or rage, while becoming evil means you lose all your Paladin abilities, so you'd probably be very bad overall.
Some multiclass combinations are a bit more useful. For example, Fighter/Barbarian is actually very strait-forward and also very effective. Rage on a Fighter is nice, two levels of Barbarian gets the fighter fast movement, uncanny dodge, and rage, which all combo very nicely with Fighter abilities (especially if your Fighter also has gloves of dueling and a berserking weapon).
The key to successful multiclassing - typically - is finding a correct balance of A vs B. Contrary to what many would think, in many cases it is not a good idea to keep your class levels completely balanced. For example, a Fighter 10 / Rogue 10 is probably less impressive than a Fighter 11 / Rogue 9 or a Rogue 11 / Fighter 9 because of how their abilities come (rogue 11 gets sneak attack +6d6, while Fighter 11 gets Armor Training 3, for example).
"Dipping" is also an excellent way to diversify your character and add a few options, and several classes excel as dippers. "Dipping" or "cherry picking" are terms used to describe taking only a few levels in a class to pickup some desired features, but remaining primarily something else. Some characters becoming "dipping-dots", meaning they dip multiple classes until they appear to be a combination of many different classes at 1-3 levels each. The primary reason to do this is to establish a wide variety of options, and to quickly build a character's saving throws to make them more defensive.
For example, a Ranger 2 / Cleric 2 / Druid 2 / Bard 2 has a +9 Fort, +6 Reflex, and +9 Will save at 8th level, and access to a wide variety of spellcasting options via wands and other spell-trigger items. At 9th, 10th, 11th, and 12th level the character might rise to druid 3, cleric 3, and monk 2 to get a further +4 Reflex, +3 Fort, and +3 Will, and evasion, bringing the character to +12 Fort, +10 Ref, and +12 will, and a +8 base attack at 12th level. At this point, the character might finish his or her career with 8 levels of Fighter, bringing his or her final statistics to BAB +16/+11/+6/+1, Fort +18, Ref +12, Will +14.
In many ways, this is akin to dual-class dipping in Baldur's Gate I & II, where a human protagonist will begin as something like a Fighter, Kensai, or Berserker, level to 9th level, then dual-class to mage, or beginning as a ranger, leveling to 2nd level, then dual-classing to cleric so the character would become ranger 2 / cleric X, specializing in warhammers, flails, or maces, getting 2 free proficiencies in dual-wielding, a THAC0 boost, and access to druid spells as a cleric.
A quick dip into spellcasting classes can often be useful for a variety of characters. A monk who dips into sorcerer can find the ability to cast spells like mage armor to be very beneficial, while a rogue might appreciate a dip into sorcerer or wizard to get access to unlimited cantrips, allowing the rogue to use spells like detect magic, prestidigitation, acid splash, and so forth. Acid splash makes for an excellent ranged touch spell that ignores spell resistance (so can affect golems and the like) that the rogue can apply sneak attack to.