Multiclass EVERYTHING


Pathfinder First Edition General Discussion

Sczarni

Here's a question. A thought experiment, if you will.

Can a character go from level 1-20 without ever taking more than one level in a single class?

By my count, there are currently 21 base classes. Alignment restrictions means we can't take all of them: a level in Barbarian locks us out of Monk or Paladin, a level in Druid locks us out of Paladin, and a level in Paladin locks us out of Druid or Barbarian. Of the four, it seems like we can at most pick two, which means we'd need at least one of our 20 levels to be in a prestige class (unless we want to resort to NPC classes, which I'd rather not).

Then there's the question of what we'd actually do. I'm envisioning a strange breed of "gish" warrior that acts as a martial character backed by a series of cantrips and level-1 spells. I can't even guess what our BAB would be, but we'd be proficient in pretty much all weapons and armor, and not ever getting any level-2 spells means we'll never really be spellcasters. It also helps that the most front-loaded classes tend to be the martial ones. I'm also not sure how prepared spells would work-- would it take one hour PER prepared-spellcasting class we have to fully prepare all our spells?

Our skill points and feats would likely be geared toward meeting prestige class prereqs. Interestingly, if we want a level in Nature Warden, we need a level in Horizon Walker to qualify. We can't ever meet the prereqs for the Rage Prophet (requires a rage power) or the Master Chymist (3rd level extracts). Any PrC that grants +caster levels is probably worth looking at.

Thoughts?


Sorry, you can't do this.
Because a character like that would never make it to tenth level, let alone twentieth.
;P


Well they can take levels in classes that have differing alignments if they change and deal with the penalties.

It is possible. Though you would be weaker than the average character.

RPG Superstar 2015 Top 8

You would be okay with a non-aligned monk because a monk of a nonlawful alignment can't gain new abilities but can retain all the ones he has. Since you'd only have 1 level of monk, you could say your alignment shifted when you leveled into something else (like Druid or Barbarian).

If you dropped 1 class, drop paladin and put the 1 level into everything else. Pretend you start off as LN for the monk level and later shift to N, and you'll still have all class abilities.

Although I'm only counting 18 base classes (Alchemist, Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Inquisitor, Magus, Monk, Oracle, Paladin, Ranger, Rogue, Sorcerer, Summoner, Witch, Wizard).

Gunslinger, Ninja, and Samurai are alternates for Fighter, Rogue, and Cavalier, just like the Antipaladin is an alternate class of the Paladin--if I understand things correctly, you can't be a level 1 Ninja/level 1 Rogue at the same time, for example, you'd have to pick one or the other. Although I can't find the text "the gunslinger is an alternate class for the fighter" (I can find such text for Ninja and Samurai), so maybe gunslinger is a full base class and I missed that somewhere. That would raise the number of base classes to 19.


Gnomezrule wrote:
...you would be weaker than the average character.

Much weaker. No capstone ability, nothing anywhere near one. You've got a set of newbie spells and abilities. BAB is around +10 (a bit higher, but not too much) and you gain the HP, resources, skills and feats of anybody your level. But you're just too spread out otherwise.


It takes 1 hour to prepare all of your spells from all of your classes. I had to look into this at one point because I had a wizard/ranger with both arcane and divine spells.

Sczarni

DeathQuaker wrote:

You would be okay with a non-aligned monk because a monk of a nonlawful alignment can't gain new abilities but can retain all the ones he has. Since you'd only have 1 level of monk, you could say your alignment shifted when you leveled into something else (like Druid or Barbarian).

If you dropped 1 class, drop paladin and put the 1 level into everything else. Pretend you start off as LN for the monk level and later shift to N, and you'll still have all class abilities.

Although I'm only counting 18 base classes (Alchemist, Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Inquisitor, Magus, Monk, Oracle, Paladin, Ranger, Rogue, Sorcerer, Summoner, Witch, Wizard).

Gunslinger, Ninja, and Samurai are alternates for Fighter, Rogue, and Cavalier, just like the Antipaladin is an alternate class of the Paladin--if I understand things correctly, you can't be a level 1 Ninja/level 1 Rogue at the same time, for example, you'd have to pick one or the other. Although I can't find the text "the gunslinger is an alternate class for the fighter" (I can find such text for Ninja and Samurai), so maybe gunslinger is a full base class and I missed that somewhere. That would raise the number of base classes to 19.

Actually, Druid only requires you to be neutral on one axis or the other. If you were LN, you could be Monk and Druid just fine.

You can be Barbarian/Druid, Monk/Paladin, or Druid/Monk. Of the four, I think those are the only viable combinations. I think Barbarian/Druid is probably the best choice if we want to be able to wear armor. If we're more worried about Arcane Spell Failure, Monk/Paladin is probably the best.

I was counting Gunslinger, Ninja, and Samurai as base classes. I don't actually own UC or UM. I forgot about the Antipaladin, and would've counted it if I'd remembered. If we can count prestige classes, we can count "alternate versions" that aren't archetypes. Of course, Antipaladin raises a whole new problem with alignment restrictions...

The Exchange

Martial Artist takes out the Alignment from the Monk... But that might be against what you were planning in the first place.

Also, side note, do you realise what kind of saves this guy would have?


For such a character to work you'd at least need to use fractional BAB so 4 3/4 BAB classes add up to +3BAB and 2 1/2 BAB classes add up to +1BAB.

Also using as many prestige classes as possible to make the character more playable would open up the idea so the discussion becomes more interesting.

RPG Superstar 2015 Top 8

Silent Saturn wrote:


Actually, Druid only requires you to be neutral on one axis or the other. If you were LN, you could be Monk and Druid just fine.

You need to shift to N on the ethical axis to be a Barbarian, which is why I was suggesting that. (You need to start as lawful to get monk, then shift to N to be a Barbarian, and everything else is fine. You could be LG-NG too. And then in fact if you did that, you could also be one of the paladin archetypes I think)

Quote:


I was counting Gunslinger, Ninja, and Samurai as base classes. I don't actually own UC or UM. I forgot about the Antipaladin, and would've counted it if I'd remembered. If we can count prestige classes, we can count "alternate versions" that aren't archetypes. Of course, Antipaladin raises a whole new problem with alignment restrictions...

The problem is, unless I am misunderstanding how alternate classes work, you cannot take levels in a class and its alternate. You cannot be a Rogue/Ninja or a Samurai/Cavalier any more than you can be a Chaotic Paladin. Now, if you want to break the character creation rules, fine, but then you might as well be a Barbarian/Monk/Druid/Paladin/Antipaladin and not worry about the alignment restrictions either.


1 person marked this as a favorite.

Not to go off-topic, but the idea that one can't be both a normal rogue and a ninja seems off to me flavor-wise. Ninjas can't be locksmiths? So it's not too big a move to insert that house rule compared to allowing Paladin/Antipaladins. Just saying.

Sovereign Court

I have a PFS character that I am doing exactly this with. PFS only goes up to 11 though. It's been fun so far though.

Sczarni

The problem with Paladin/Antipaladin is that one is LG and the other is CE. I don't think there's anything saying you can't multiclass between alternate versions of classes as long as the classes don't have any additional restrictions (like alignment). But as I mentioned, I don't own UC or UM and haven't actually read all the rules for Gunslingers, Samurai, or Ninja.

Looking through the prestige classes, I'm noticing that very few advance spellcasting in their first level, and the ones that do have 2nd-level spells as a prereq. It would seem, therefore, that with the right choices of prestige classes, we could skip spellcasting and just focus on being a very odd martial character. Here's all the PrC's I can find in Core and APG that a character like this is capable of qualifying for:

Arcane Archer
Shadowdancer
Pathfinder Chronicler
Duelist
Dragon Disciple
Assassin
Battle Herald
Holy Vindicator
Horizon Walker
Master Spy
Nature Warden*
Stalwart Defender

Of note is that the Nature Warden's prereqs would require this character to take a level in Druid and in Horizon Walker to get the favored terrain feature. Interestingly, one level in Bard opens up Arcane Archer, Dragon Disciple, and Battle Herald.

That said, this list's prereqs do eat up most of this character's feats. Arcane Archer, Duelist, and Stalwart Defender each require three feats, though there is some overlap. Horizon Walker requires Endurance, which SD requires too. Master Spy requires two feats with no overlap. Assassin has the easiest prereqs, if we're willing to be evil, which brings alignment back up. And don't get me started on skill points...

Dark Archive

If you used the Fractional BAB and Magic Rating systems from Unearthed Arcana, such a Frankenstein's monstrosity of character design could be a bit more palatable.

Fractional saves might also be a good idea.

While I've got no use for this specific concept (1 level of every class), I'd love a scenario where a Monk / Rogue didn't end up with a craptacular BAB, or a Barbarian / Ranger / Fighter didn't end up with an inappropriately high Fort save.


Picking the right archetypes for each class might help with the qualifying for prestige classes (via bonus feats) - Zen Archers (monk archetype) practically qualifies for Arcane Archer's feats requirements in one step.

i.e. I could see doing something interesting by picking the right progression of class archetypes to end up with a character that might actually be, relatively, viable. Trick would be the order and how you set up stats for the character (also which class you start with)

Liberty's Edge

DeathQuaker wrote:


Gunslinger, Ninja, and Samurai are alternates for Fighter, Rogue, and Cavalier, just like the Antipaladin is an alternate class of the Paladin--if I understand things correctly, you can't be a level 1 Ninja/level 1 Rogue at the same time, for example, you'd have to pick one or the other. Although I can't find the text "the gunslinger is an alternate class for the fighter" (I can find such text for Ninja and Samurai), so maybe gunslinger is a full base class and I missed that somewhere. That would raise the number of base classes to 19.

Gunslinger is indeed a separate Base Class. Look at it's Save Progression for proof, Archetypes never change those. It was a Fighter Alternate at one point during playtesting, but drifted far enough away from its roots that that is no longer the case.

Silver Crusade

Alternate classes ARE archetypes. Gunslinger was at first intended as a fighter alternate class but became it's own.


Silent Saturn wrote:

Here's a question. A thought experiment, if you will.

Can a character go from level 1-20 without ever taking more than one level in a single class?

Thoughts?

1. Master Summoner Summoner

2. Sin Eater Inquisitor for unlimited healing (if we kill)
3. Witch for Sleep Hex.
4. Sorceror with Tattoo archetype allowing her caster of 3 so she can get Craft Wonderous
5. Barbarian with Wild Rage (unlimited duration while confused) or Urban so can cast spells
6/7. Master of Many Style Monk + Style Fighter for more styles
8. Dervish Dancer Bard
9. Trapper Ranger for Trap finding
10. Thug Rogue
11. Vivisectionist Alchemist (stacks with rogue)
12. Skirnir Kensai
13. Some kind of Oracle
14. Some kind of Druid
15. Cavalier: Now we have a Mount and an animal
We are up to 15, but I think we now have to Prc.


DeathQuaker wrote:

Gunslinger, Ninja, and Samurai are alternates for Fighter, Rogue, and Cavalier, just like the Antipaladin is an alternate class of the Paladin--if I understand things correctly, you can't be a level 1 Ninja/level 1 Rogue at the same time, for example, you'd have to pick one or the other. Although I can't find the text "the gunslinger is an alternate class for the fighter" (I can find such text for Ninja and Samurai), so maybe gunslinger is a full base class and I missed that somewhere. That would raise the number of base classes to 19.

this is true for samuri, but gunsling is in no way a fighter variant, and ninja isnt not either, part of the class is that you can use rogue talents, but they are different classes

Silver Crusade

J3Carlisle wrote:
DeathQuaker wrote:

Gunslinger, Ninja, and Samurai are alternates for Fighter, Rogue, and Cavalier, just like the Antipaladin is an alternate class of the Paladin--if I understand things correctly, you can't be a level 1 Ninja/level 1 Rogue at the same time, for example, you'd have to pick one or the other. Although I can't find the text "the gunslinger is an alternate class for the fighter" (I can find such text for Ninja and Samurai), so maybe gunslinger is a full base class and I missed that somewhere. That would raise the number of base classes to 19.

this is true for samuri, but gunsling is in no way a fighter variant, and ninja isnt not either, part of the class is that you can use rogue talents, but they are different classes

Again, all three alternate classes (antipaladin, ninja and samurai) are -archetypes- of the base class, not classes on their own.

Do yourself the easy, quick search on the forums if you wonder where are the proofs for this statement.

Scarab Sages

You mean like this?

And, yes, Gunslinger is now its own, standalone base class.

Liberty's Edge

I'm amazed at the misunderstanding presented in this thread centered around archetypes and alternate classes. Maxximilius is right, there are only 3 alternate classes and you can not multi-class the proper class with the alternate class.

If you take a paladin level (only 1) and fall, you don't actually suffer much, you're basically a fighter who took the iron will feat. Honestly, a paladin (fallen, divine hunter or holy gun) 1 / Fighter 1 / Barbarian 1 / Ranger 1 / Cavalier 1 (gendarme) / gunslinger 1 start wouldn't be horrible. Of course, it wouldn't be particularly good, either. After that I'd look into 3pp and prestige classes.


Wording from the introduction to Ultimate Combat explicitly states that the ninja and samurai, as well as the anti paladin, are alternate classes because their rules are too expansive for an archetype.

From the book, "An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class - a samurai cannot also be a cavalier, and vice versa. The anti paladin from Advanced Player's Guide is also an alternate class."

RPG Superstar 2015 Top 8

J3Carlisle wrote:
DeathQuaker wrote:

Gunslinger, Ninja, and Samurai are alternates for Fighter, Rogue, and Cavalier, just like the Antipaladin is an alternate class of the Paladin--if I understand things correctly, you can't be a level 1 Ninja/level 1 Rogue at the same time, for example, you'd have to pick one or the other. Although I can't find the text "the gunslinger is an alternate class for the fighter" (I can find such text for Ninja and Samurai), so maybe gunslinger is a full base class and I missed that somewhere. That would raise the number of base classes to 19.

this is true for samuri, but gunsling is in no way a fighter variant, and ninja isnt not either, part of the class is that you can use rogue talents, but they are different classes

Copy pasted directly from the Ninja in the PRD:

Quote:


The ninja is an alternate class for the rogue core class.

I do stand corrected on the gunslinger, so there are 19 base classes. If you find a way to take 1 level in all of them, you have 1 level left for a prestige class.

Silver Crusade

The floor is lava wrote:

Wording from the introduction to Ultimate Combat explicitly states that the ninja and samurai, as well as the anti paladin, are alternate classes because their rules are too expansive for an archetype.

From the book, "An alternate class operates exactly as a base class, save that a character who takes a level in an alternate class can never take a level in its associated class - a samurai cannot also be a cavalier, and vice versa. The anti paladin from Advanced Player's Guide is also an alternate class."

And tons of official clarifications, especially from James Jacobs, have stated that "alternate classes are just that : archetypes", the only difference being that they are given their own table and iconic.

Ninjas ARE rogues and thus can take rogue archetypes, same for the other alternate classes as long as they still possess the class features replaced by the other archetypes.


You could do something skill based....such as take the Thug archetype for Rogue, then max your Intimidate to be able to Frighten things. (If you can figure out how to maintain a decent attack bonus or find a melee weapon that can resolve things as touch attacks then you can grab the Enforcer feat to make it really easy to Frighten things.)

In addition to a skill based character, you could also focus on being a general nuisance to the DM. If you took Dual Cursed Oracle and the Misfortune revelation, plus the Fortune hex and Ill Omen spell from Witch, then knew the Saving Finale spell with your Bard level, Litany of Sloth from Inquisitor....along with being an Intimidation machine, you could be awesomely annoying and helpful to your group.


This thread should have been titled: Senor Vorpal Kickasso goes to 11

Liberty's Edge

Talk about MAD.

It would be interesting to note which abilities are primary or secondary (or worse) for which classes (based on the Guides for example) with a special interest for archetypes that allow you to change those (such as the bloodline allowing you to use INT instead of CHA for your sorcerer's abilities).

This composite character would be able to use all wands and scrolls, all skills would be class skills. Saves would be awesome.

Not much benefit from favored class though.


An alternative approach that might be fun though not quite as MAD might be to see how many thematically consistent classes and prestige classes you could get on the same character with only a few levels in each class (no more than 2 perhaps?).

i.e. A follower of Desna who might have a few martial classes, a cleric level or two, spherewalker levels and probably quite a few other classes (Barbarian for even more crazy mobility?)

In this case the MAD features might be slightly minimized - and you might end up with a character that has a base move of 50+ with many daily castings of longstrider, freedom of movement (via domains) and more. Add on prestige classes like Divine Scion and others for some further fun.

The result would probably be a highly mobile starknife wielding class with decent (but not full BAB), lots of skills, fantastic saves, a lot of spell options (possibly both divine and arcane?) and might be a great deal of fun to play,

In fact I'm going to try to figure out the timing (and feat requirements etc) and make this for my third PFS character - not sure which classe & archetypes to start with but likely a few higher HP and BAB classes to start, then cleric of Desna, then start with many other dips to get to the BAB, Feat and Skill requirements for the eventual range of Prestige classes. But always focused on being highly mobile with lots of options.


Hi there,

just for the purpose of the exercise, I thought I try building something like that. Here it is:

Level 20 Multiclass Character:

MULTI CR 19
Male Half-Elf Alchemist (Vivisectionist) 1 Arcane Archer 1 Barbarian (Urban Barbarian) 1 Bard (Archaeologist) 1 Battle Herald 1 Cleric (Evangelist) 1 Dragon Disciple 1 Druid (Urban Druid) 1 Duelist 1 Fighter 1 Gunslinger 1 Holy Vindicator 1 Horizon Walker 1 Inquisitor 1 Monk (Martial Artist) 1 Ranger (Guide) 1 Rogue 1 Samurai 1 Shadowdancer 1 Stalwart Defender 1
NN Medium Humanoid (Elf, Human)
Init +3; Senses Low-Light Vision; Perception +17
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 13. . (+3 Dex, +1 natural, +2 dodge)
hp 178 (3d12+9d10+8d8+60); Judgement of Sacred Healing 1
Fort +28, Ref +18, Will +16
Defensive Abilities Canny Defense +0, Judgement of Sacred Protection +1, Resolve (1/day), Vindicator's Sacred Shield +0 (-Choose-); DR Judgement of Sacred Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +15/+10/+5 (1d6+4/20/x2)
Special Attacks Claws (3 rounds/day), Enhance Arrows (magic), Flurry of Blows -1/-1, Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic), Precise Strike, Ranger's Focus +2 (1/day), Sermonic Performance (standard action) (4 rounds/d, Sermonic Performance: Counterspell, Sermonic Performance: Fascinate (DC 10), Sermonic Performance: Inspire Courage +1, Sneak Attack +2d6, Warrior's Challenge +1/+1 (1/day), Wooden Fists (5 rounds/day)
Bard (Archaeologist) Spells Known (CL 1, +15 melee touch, +14 ranged touch):
1 (1/day) Feather Fall (DC 11), Saving Finale (DC 11)
0 (at will) Mage Hand, Prestidigitation (DC 10), Light, Detect Magic
Inquisitor Spells Known (CL 1, +15 melee touch, +14 ranged touch):
1 (2/day) Alarm, True Strike (DC 13)
0 (at will) Acid Splash, Detect Poison, Disrupt Undead, Stabilize
Alchemist (Vivisectionist) Spells Known (CL 1, 15 melee touch, 14 ranged touch):
1 (1/day) Endure Elements (DC 11)
Cleric (Evangelist) Spells Known (CL 3, 15 melee touch, 14 ranged touch):
1 (2/day) Divine Favor (DC 13), Obscuring Mist, Goodberry
0 (at will) Create Water, Detect Poison, Light
Druid (Urban Druid) Spells Known (CL 1, 15 melee touch, 14 ranged touch):
Ranger (Guide) Spells Known (CL 0, 15 melee touch, 14 ranged touch):
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con 14, Int 11, Wis 14, Cha 11
Base Atk +11; CMB +15; CMD 32
Feats Alignment Channel: Evil, Bard Weapon Proficiencies, Brew Potion, Combat Reflexes (4 AoO/round), Deadly Aim -3/+6, Disruptive, Dodge, Druid Weapon Proficiencies, Endurance, Gunsmithing, Improved Unarmed Strike, Mobility, Monk Weapon Proficiencies, Point Blank Shot, Power Attack -3/+6, Precise Shot, Rogue Weapon Proficiencies, Skill Focus: Stealth (Adaptability), Stunning Fist (5/day) (DC 22), Throw Anything, Toughness +20, Weapon Finesse, Weapon Focus: Longbow
Traits Birthmark, Magical Knack: Cleric (Evangelist)
Skills Acrobatics +8, Appraise +4, Bluff +5, Climb +8, Diplomacy +8, Disable Device +15, Disguise +4, Escape Artist +7, Fly +7, Handle Animal +4, Heal +6, Intimidate +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Geography) +10, Knowledge (History) +5, Knowledge (Local) +5, Knowledge (Nature) +7, Knowledge (Nobility) +5, Knowledge (Planes) +5, Knowledge (Religion) +9, Linguistics +4, Perception +17, Perform (Dance) +5, Perform (Oratory) +8, Profession (Soldier) +7, Ride +7, Sense Motive +7, Sleight of Hand +7, Spellcraft +4, Stealth +14, Survival +8, Swim +8, Use Magic Device +4 Modifiers +0 Ride while riding your bonded mount., Alchemy +1, Monster Lore
Languages Common, Druidic, Elven, Draconic
SQ AC Bonus +2, Animal Companion Link (Ex), Archaeologist's Luck +1 (4 rounds/day) (Ex), Aura (Ex), Bardic Knowledge +1 (Ex), Channel Positive Energy 0d6 (3/day) (DC 11) (Su), Cleric (Evangelist) Domain: Seasons, Controlled Rage (Ex), Controlled Rage: Constitution, Controlled Rage: Dexterity, Crowd Control (Ex), Deadeye (Ex), Deeds, Defensive Stance (6 rounds/day) (Ex), Dragon Type: -Choose-, Druid (Urban Druid) Domain: Decay, Elf Blood, Grit (Ex), Gunslinger's Dodge (Ex), Hide in Plain Sight (Su), Inquisitor Domain: Spellkiller Inquisition, Inspiring Command +1 (move) (4 rounds/day) (Ex), Judgement (1/day) (Su), Mutagen (DC 10) (Su), Nature Sense (Ex), Public Speaker (-1 DC to hear), Quick Clear (Ex), Rage (6 rounds/day) (Ex), Shake it Off +1 (one ally) (Ex), Spellkiller (+2 Sacred) (DC 12), Spontaneous Casting, Spontaneous Casting, Stunning Fist (Stun) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +1, Trapfinding +1, Unarmed Strike (1d6), Untouched by the Seasons (1 hours) (5/day) (Su), Voice of Authority +2/+1 (Ex), Warrior's Skills +1, Wild Empathy +2 (Ex)

--------------------
SPECIAL ABILITIES
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alignment Channel: Evil Channel Energy heals or harms outsiders of the chosen alignment.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Archaeologist's Luck +1 (4 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Birthmark +2 save vs. charm & compulsion
Canny Defense +0 (Ex) +INT bonus to AC (max Duelist level).
Channel Positive Energy 0d6 (3/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Claws (3 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Cleric (Evangelist) Domain: Seasons Associated Domain: Weather
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Defensive Stance (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Disruptive +4 DC to cast defensively for those you threaten.
Dragon Type: -Choose- +1 damage per die for [energy] spells.
Druid (Urban Druid) Domain: Decay Associated Domain: Plant
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor Domain: Spellkiller Inquisition Deities: Any (with GM approval).

Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites). When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy ca
Inspiring Command +1 (move) (4 rounds/day) (Ex) Grant bonuses to allies who can hear you.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack: Cleric (Evangelist) +2 CL for a specific class, to a max of your HD.
Mobility +4 to AC against some attacks of opportunity.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Mutagen (DC 10) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Public Speaker (-1 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Sermonic Performance (standard action) (4 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 10) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Shake it Off +1 (one ally) (Ex) One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the battle herald’s inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spellkiller (+2 Sacred) (DC 12) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Spontaneous Casting The Druid can convert stored spells into Domain spells.
Stunning Fist (5/day) (DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Track +1 +1 to survival checks to track.
Trapfinding +1 +1 to find or disable traps.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Untouched by the Seasons (1 hours) (5/day) (Su) As per Endure Elements
Vindicator's Sacred Shield +0: -Choose- (Su) A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicato
Voice of Authority +2/+1 (Ex) +2 Diplomacy and Intimidate with creatures whith whom you share a language. + level for allies to hear you or understand secret messages you deliver.
Warrior's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, DR 1/- against attacks from challenge target.
Warrior's Skills +1 +1 For Knowledge (Nobility) checks relating to the nobles or politics of your land.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wooden Fists +1 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.


Note that this is without equipment. I tried to get some balance between casting and keeping BAB high. I also tried to choose abilities which can be activated together or run off the same stats.
BAB could be a bit higher by choosing paladin in between there.

This is just one example, probably not the best. But it should be survivable enough.

The most likely weapons are rapiers and longbows. With those, this character should still have a nice damage output. Shield you would use when channeling divine power into your shield.
After meeting requirements, you have about 40 skills left to distribute. I basically used them to activate basically everything and give it some strengths like stealth.
If I could get 2nd level spells somewhere, new PrCs open up. I also restricted myself to Core, APG, UC, UM. More books would allow for more.
Main damage here comes from power attack, deadly aim, and the various self buffs (rage, mutagen, buff spells, bardic performance).
Maybe archaelogist should be replaced with another archetype to allow evangelist sermonic performance to stack with it, but I like the swift action luck bonus.

Major items to choose would be stat enhancers and weapons. All spells can be cast in light armor. Also a ring of evasion. ALso, purchase all alchemist extracts when possible.

Note that one of the strengths of this character is his massive saves. Fortitude alone will basically auto-pass.

Enjoy :-)


Btw., regarding my posted build: Explaining such a development is not easy. But you could try to post him as the ultimate generalist. He might have worked his way up through ranks of a military unit, gone through peace and war times, always searching for a job to do. Reading into magic, finding religion, being part of a nation of sailors and explorers :-)


On a different note:

1 - Oracle (dual cursed with Misfortune Revelation, Lore mystery and Extra Revelation feat to get Sidestep Secret)
2 - Cleric (Freedom and Luck Domains)
3 - Witch (Fortune hex with Ill Omen spell)
4 - Inquisitor (Spellbreaker with Litany of Sloth, Tactics domain)
5 - Bard (with Saving Finale)
6 - Sorcerer (Seeker, Karmic)
7 - Barbarian (Urban Barbarian)
8 - Rogue (Acrobat)
9 - Fighter (Unarmed Fighter, Crane Style)
10 - Monk (Master of Many Styles, Crane Wing)
11 - Magus (for casting Shield while also fighting defensively when needed, works with Crane Strike)
12 - 20: Just fill in with the rest of classes, making sure to get as many defensive abilities as possible so that you're not in huge danger being in the thick of things.

That's just a base, and you can kind of go wherever from here. However, with the Karmic Sorcerer wildblood, you can Litany of Sloth, move into a flank with the party tank, fail your cast defensively check on purpose, and cause the creature (who can't actually AoO you) to provoke an AoO from your party member you're providing flank for.

In addition, you are a re-roll machine. The domains for Inquisitor and Cleric are all aimed at giving the best chances to your party members to succeed (someone will always roll twice for initiative, Bit of Luck lets you allow the party damage machine to roll twice all round long for every attack, you can give extra saves with the Freedom domain, Fortune is good for making sure certain things stick, Ill Omen will make baddies have to save twice....three times with Misfortune...against SoS spells that the party caster really wants to land)

In addition to all that, you can be the party face as you'll concentrate on Wisdom and Charisma, allowing you to nail all the social skills. Oracle and Monk allow you to use Wisdom and Charisma to AC, which can then be used with Mage Armor and rods of lesser extend or whatever needs to be done. AC could actually end up pretty decent. Magus can eventually be used for Shield spells if needed.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Multiclass EVERYTHING All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion