I'm a lv seven fighter is there a reason I shouldn't multi class


Advice

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Grand Lodge

If you must dip, then Barbarian is the most beneficial to you.


Are people actually suggesting rogue or are they just trolling him

Grand Lodge

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CWheezy wrote:
Are people actually suggesting rogue or are they just trolling him

For some, the only way to add flavor, is to cripple yourself.

This so frikken untrue, but is pressed time, and time again.

So, a Rogue level, is a way to add flavor.

To be really flavorful, you could go through, demanding lower point buy, taking a level in a caster class, in which the casting score is something you have a negative modifier, cutting out your own eyes, and refusing to carry any gear.

Dark Archive

Being a fighter mitigates some of the rogues inherent problems. Still, a vivisectionist alchemist would probably be better since even without extracts, you still get SA and the mutagen.


Except for, you know, the core only thing the OP keeps mentioning...

Summarizing, I think the answer to the original question is: there are reasons not to multiclass (weapon and armor training), but a mulitclass into barbarian would probably give you more than you lose, assuming it fits your character concept. Considering your stats and the fact that you play core only, there aren't really any other multiclass options that can be recommended, except maybe paladin if you can shift your alignment and get a serious charisma bonus from magic items. If you can only get a +2 cha item it's not really worth it though.


paladin might be alright with a headband of charisma +4, certainly will help your saves a lot and make you immune to fear by level 3, paladin benefits the most of the armor training you have.

I'd go fighter 9, bard 1, paladin 6, dragon disciple 4

Not the most sexy build, but you get some AC bonus, strength 26 base, excellent saves, good damage, good BAB, some smites per day, some AC bonus (+3), minor energy resistance, some swift mercy healing, an extra bite attack and some back-up claw attacks for some rounds per day, you also get a bonus feat from dragon disciple.

As a bonus you will look super freaky with that too-big-for-your-size sword, scaly appearance and a breathweapon for special effects.

You will have to get a bard level to get the required skill points for knowledge arcana 5 ranks or I might have suggested sorcerer, bard is better for saves though, I'd look for spells with verbal only components so you can cast in armor or otherwise long lasting/utility spells, still spell is an option though I doubt 1st level spells are worth it. Featherfall (1), blur (2) are both verbal only, there might be more but I do not recall any from core from the top of my head. Heroism is a useful spell with a decent duration.


Stay single classed, the fighter can get a lot more interesting once you get some fear chains going
Not only that, but a single dip in a class this late won't benefit you that much, most multi class fighter builds use less levels of fighter, if you were gonna come up with a multi class build, out should already be developing by your level

Alternatively, 2 levels of paladin would only benefit you if you had a decent charisma, because your smite would only do 2 damage because you aren't full paladin, so you would dip for the saves and divine grace, renting on an item for that to be effective isn't really that good if an option imo

The greater focus and specialization feats are the main train to stick with fighter, I also like the dodge mobility chains for them, to stay mobile and get free ac


I say go with barbarian...it seems more of a natural fit(you don't have to change your alignment) and you won't have to rely on gear to make it effective.


Ranger. Plenty of skills, favored enemy, combat style feats that complement your current abilities. Since your Will save is your real problem, you’ll want to get a +wisdom headband eventually, which will let you cast spells at ranger level 4.

Also, get Improved Iron Will ASAP.


blackbloodtroll wrote:
CWheezy wrote:
Are people actually suggesting rogue or are they just trolling him

For some, the only way to add flavor, is to cripple yourself.

This so frikken untrue, but is pressed time, and time again.

So, a Rogue level, is a way to add flavor.

To be really flavorful, you could go through, demanding lower point buy, taking a level in a caster class, in which the casting score is something you have a negative modifier, cutting out your own eyes, and refusing to carry any gear.

Taking a few levels of rogue is hardly crippling yourself. If you take a 4 level dip you lose:

1 bab - You're a fighter and have full bab + high STR+ magic weapons+ weapon training... you can spare 1-2.

Weapon training is behind so - 1 to hit and to damage- See above for the bab. You're also pumping out great damage already so 1 less is not putting you behind anyone. Gloves of dueling negates this.

1 less armor training - Unless you have a high dex this ability doesn't mean much past level 7. You're wearing plate and not maxing the dex out already.

2 feats-offset by 2 talents so it's a wash.

At very high levels you lose armor mastery which can be mitigated by adamantine armor and weapon mastery which does hurt a bit but it's only at level 20 which most people won't reach.

What you gain:

2 talents- balanced by the fighter's feats

trap finding and trap sense (or a bunch of other class abilities if you use archetypes) trapfinding can be good or useless depending on your campaign. Other archetypes can give you some neat abilities though

2d6 of sneak attack damage- you lost 1 damage on each of your attacks with reduced weapon training but gain an average of 7 when flanking or in certain situations. If you have another melee guy and flank a lot this is a great trade.

+2 reflex- it's a weak save for you so this is nice

Evasion- If you wear medium armor you could get mithral and benefit but you're probably wearing heavy so this is mostly useless.

24 more skill points (plus a ton of class skills). 4 levels of rogue means you could max out 3 skills. Take perception and you can act in more surprise rounds, take acrobatics and you can take less damage from AOOs and take intimidate and you have an out of combat skill and you can demoralize your opponents. You've got a bunch of feats so you can take intimidating prowess, dazzling display, shatter defenses and cornugon smash. Now every time you power attack you make a free intimate check and if you succeed you can add your 2d6 sneak attack damage to your attacks. Grab the thug archetype and you get a bonus on the intimidate and you can sicken with your sneak attack. Now you're tank and debuffer in one.

Summary: You'll do a bit less DPR dipping in to rogue but you gain some options in and out of combat. You're hardly "crippled" and depending on your build may even be stronger.


With a rogue dip I'd actually seriously consider not going heavy armor (or perhaps even medium armor if mithral armor isn't readily available) just to keep Evasion - it will be the difference between life and death multiple times in your adventuring career in the future (reflex save to avoid AoE damage entirely is really really good especially as you start facing higher and higher level monsters and casters that may have AoE's that are near one-shot kills.

2d6 sneak attack will be very decent for your DPR especially if you start focusing on getting multiple attacks - beyond your iterative attacks if you are a two-weapon fighter or if you can add some natural attacks you can really start adding up the damage output due to some additional sneak attacks (as a fighter you should already be looking for flanking opportunities - and your allies should be looking to impose conditions like Blindness on enemies in any case).

For flavor purposes however the additional skill ranks, trap sense and trapfinding could all be really amazing. Not to mention that Rogues get a bunch of class skills that it could be argued fighters should have already gotten (acrobatics in particular) so suddenly you can be a lot more nimble and mobile potentially (especially if you aren't going the heavy armor route but go the mithral armor route for reduced armor check penalties and greater speed and mobility). Though armor training will also help with this in any case (since you are Core only I assume you aren't using archetypes at all).

(which means straight rogue not a rogue archetype).


Honestly isn't the flavor of a crazy gnome barbarian just too much fun to pass up?


What I don't understand is a Gnome Fighter/Paladin that is Neutral with a Two-handed sword that does 2d6 instead of 1d10 damage. But I agree with everyone else, stay Fighter (trading out old feats with new ones) or multi classing with Barbarian.


blackbloodtroll wrote:
CWheezy wrote:
Are people actually suggesting rogue or are they just trolling him

For some, the only way to add flavor, is to cripple yourself.

This is why all of my characters are rogues... and sometimes monks.


Another reason to stick with Fighter that I haven't seen yet: Critical Mastery. If Being able to hit your opponent with two nasty debuffs on a critical makes for a very nice combination if you've got a decent critical threat range. Being able to stun and blind every time you crit is very nice.

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