
Rycaut |
In a houserules thread there has been much discussion about various house rules that ban multiclassing or modify it to avoid certain combinations). One rational has been given that while the "power" boost may be very real at lower levels it means that such characters miss out on a big power bump between levels 16 and 20.
So my question(s) are - how would you rank the various classes (perhaps including archetypes and prestige classes) by their high tier abilities.
Clearly any divine or arcane class that gets access to level 9 spells gains a pretty real boost in power that is hard for a multiclassed character to match (perhaps) - but are there other high tier abilities that are particularly strong?
I haven't had much play or GM experience of very high levels of Pathfinder - and for this discussion let's avoid the complications of Mythic tier or 3rd party products. I'm asking just about Paizo's own products.

Rycaut |
I'm looking for specific examples - what are the high level abilities that people find so powerful and compelling?
Level 9 spells is one example - few multiclass spellcaster builds will get to level 9 spells (at level 17 or 18 depending on if a prepared or a spontaneous caster)
But other than level 9 spells and the one arcane discover that requires 20th level (immortality) there actually isn't much that a Wizard specifically gets at level 17+ (a few more spells per day mostly and one bonus feat at level 20). No specific capstone.
Witches in contrast also get level 9 spells but they also get 2 grand hexes and a level 18 patron spell (and the grand hexes are pretty solid - multiple which are save or die). So no bonus feat as a Wizard but I think 2 grand hexes > bonus feat or arcane discovery
Warpriests - get a bunch of little things after level 17 (but get their highest spell level 6 at level 16) but their "capstone" is a once per day ability to have their BAB as character level, DR 10 and any uses of blessings don't count towards their daily limit - for 1 min (i.e. 10 rounds of combat)
etc
Which classes get really great things at levels 16+? Seems like there is a wide variation but I haven't actually played or run at that level (yet)

CalethosVB |

Tireless Rage at level 17 for Barbarians.
Automatically confirming all crits and increased crit damage, as well as getting free DR when wearing armor of any kind or using a shield for the Fighter.
At-will Wild Shape for Druid.
Inquisitor: Slayer, True Judgment, and if your game only goes to 11/12/13, then Stalwart.
Magus gets to steal any 14 spells he doesn't or can't already know from the Wizard/Sorcerer list, 2 of each level. That can shore up any perceived weaknesses.
Summoner: Gate as a SLA.
Arcanist can consume a bunch of lower level useless spells to power their higher level spells instead of using slots.
Kineticists get the ability to Empower all their blasts for no extra cost, or shoot out a second blast for free as a move action, completely change their loadout on a whim.

Rycaut |
Right there are often multiclass or prestige class means of getting some of the special abilities of many classes at high levels. (Combined with the right magic items or feats and you may even get most of the level 20 powers - a dragon disciple who has a base of a draconic sorcerer along with the right magic items can have most of a sorcerer's bloodline abilities - specifically the relatively inexpensive robe of arcane heritage gives a sorcerer the bloodline powers of one 4 levels higher - meaning you could only have an effective sorcerer level of 16 and still get your 20th level capstone.
There may be a few other similar items that allow a multiclassed character to get access to some of his class's capstones.
But frankly sorcerer bloodline's 20th level powers vary a great deal in value IMHO. Draconic actually seems relatively weak to me. Not horrible but immunity to sleep, paralysis and one type of energy plus blind sense 60 except a dragon disciple if they have taken 10 levels will already have blindsense (though you might only do 8-9 levels of dragon disciple if you want 9th level spells)

Joe Hex |

Honestly, I don't see traditional multiclassing as much of a raw-power boost.
What it does have going for it, is players who have a pretty specific character in mind, have another resource to use. Archetypes do the job best, but sometimes an archetype is not there that does the tick, and that's were multiclassing comes in.
I'm sure that there are plenty of power-gamers, who can work every feature in multiclassing to maximize every level taken, but that's boring IMO.

Rycaut |
right - and I would prefer this be a discussion of the relative merits of high level class abilities vs a discussion about multiclassing pros/cons (most of my characters in PFS are multiclassed but then to I don't expect to play them much past level 11 in most cases so high level drawbacks matter a lot less - and I value flexibility of role due to the nature of often playing with entirely different players and characters.
In a home game with the same group flexibility is a bit less valuable and it is more important to all be at roughly the same contribution to the party - my question for this thread is what high level abilities of each of the now many classes (and perhaps including archetypes that change them) are particularly notable.
"caster levels" persay aren't enough IMHO (but then I don't tend to play full casters) - access to higher level spells is of course a power boost - but there are a multitude of ways other than just class levels to boost your caster level for at least some spells (and in many cases that boost isn't particularly helpful - i.e. if your spell DC's aren't very high or you can't get through spell resistance or you can't land even touch attacks (melee or ranged) then a higher caster level won't particularly help in most cases.
I think many high level abilities also vary wildly by type of campaign and play styles - some are fantastic in one setting or one GM's campaign while nearly worthless in another. (i.e. mechanical boosts in combat are frequently useful but something like a wizard taking the arcane discovery "immortality" would only be useful in very specific campaigns (and seems most useful for NPCs in most cases). And even access to high level spells will vary a great deal by campaign - both whether you can indeed get access to every spell in the books and how say "Wish" works in your campaign - in some campaigns you may never cast it - in others you will use it often.

BadBird |

CalethosVB wrote:Tireless Rage at level 17 for Barbarians.Or (and this is probably a good example for the op) 8 levels barb, 1 level lame-cursed oracle, rest barb for fatigue immunity and rage-cycling at 9th (effective oracle level 5th).
Or to flip it around, a melee Oracle can pick up a single level of Barbarian and some Extra Rage, and end up with not only rage-at-will but the ability to use a Furious weapon with Greater Magic Weapon.
Anyhow, multiclassing is generally going to be done with pure or part melee characters, primarily because there just isn't a lot out there for a pure caster to gain by it - something like an Enchanter taking a single level of Fey Sorcerer for the +2DC would be plausible, but not much else comes to mind. For characters with at least some interest in melee, things like a single level of Monk or Barbarian or Swashbuckler can dramatically improve or change the nature of how they fight. Part-martial characters focused on melee are probably the only time it's likely to see several levels of multiclassing - for instance, taking 4 levels of Warpriest plus Fate's Favored and Magical knack to gain +3/+3 swift-action Divine Favor, among other things.

Chengar Qordath |

and in many cases that boost isn't particularly helpful - i.e. if your spell DC's aren't very high or you can't get through spell resistance or you can't land even touch attacks (melee or ranged) then a higher caster level won't particularly help in most cases.
Point of Order: penetrating spell resistance is based on your caster level.

Atarlost |
Caster levels can be mitigated with a trait or ioun stone. Casting levels are absolutely irreplaceable. Apart from including a caster level boost they give more and better spell slots.
Often it's not high level abilities you lose out on. It's low level abilities improving. Missing or even just delaying an increase in Inspire Courage hurts the whole party and while you're still rationing performance rounds failing to increase your duration also hurts. Similarly, unless you only do single encounter days getting more uses of smite, challenge, or bane is kind of important. If you have any sort of limited pool multiclassing before you have enough of it to get through the day is a significant cost, and it's common GM advice to force longer adventuring days to prevent casters from running away with the game. Bad advice in my opinion, but common.
Multiclassing substantially out of a pet class into anything but another pet class that stacks or a pet prestige class (AFAIK just mammoth rider and maybe one or two summoner specific PrCs) is basically losing that class feature entirely barring a feat that requires a frequently archetyped cavalier feature.

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Commandments of Optimization: thou shalt not give up caster levels, for caster levels are the mightiest of class abilities.
There are several other commandments, but this one is so important, it's on the tablet TWICE.
==Aelryinth
That was more of a 3.5 rule - when multi-classing was FAR better than it is now. Now it's generally not to multi-class at all except in rare circumstances when you get something REALLY good. Not only is there better mid-high level class abilities, but more stuff is based upon class level. (challenge ability/ki points etc)
Actually - I think the multi-classing nerfs were an unintentional martial nerf vs casters by Paizo (at least among optimizers who multi-classed bunches with their martials) as it ended up with them getting boosted saves as base saves in each new class are top-heavy. It did quite a bit to 'raise the floor' for such characters though.

Aelryinth RPG Superstar 2012 Top 16 |
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You always PrC'd out of fighter because feats were no match for good PrC abilities.
You always PrC'd out of caster classes, because they never got class level abilities, and as long as you possessed full caster levels, you had everything you already wanted.
It's GOOD Paizo made PrC's less worthwhile, and the core classes better keepers.
But, you know, people still argue Fighter is 'too good' because you get a bonus feat at first level, when it doesn't even give you a TH/dmg bonus ability, unlike EVERY OTHER MARTIAL CLASS...
==Aelryinth

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A 20th level fighter can out-damage any other martial class period. Weapon Mastery is a massive increase to DPR. I just don't think that it's enough to offset the pain of playing 19 levels with poor class abilities and pitiful skill points, especially when most games never get to 15th level, much less 20th.

BadBird |

Often it's not high level abilities you lose out on. It's low level abilities improving. Missing or even just delaying an increase in Inspire Courage hurts the whole party and while you're still rationing performance rounds failing to increase your duration also hurts. Similarly, unless you only do single encounter days getting more uses of smite, challenge, or bane is kind of important.
One thing about features like Performance is that they hit points - like level 7 on a Bard - where suddenly there's far less to be gained. Once Inspire Courage is +2, is a move action, and has a dozen plus rounds/day, the gains are suddenly very much diminished compared to before. Extra Performance can pick up the slack of three lost levels of rounds/day, and it would require 10 more levels to gain more than a +1 additional bonus. There are still plenty of reasons to advance Bard levels, but a key feature has hit a plateau and so it's suddenly a lot less painful to multiclass than it was before.
Barbarian Rage is a feature that's incredibly front-loaded - at level 1 the basic benefits are what they're going to be until level 11, and level 1 rounds/day is three times what you get for each subsequent level while Extra Rage is worth three levels in one go. Furious Weapon is another flat benefit. So another class taking one level of Barbarian and two Extra Rage is gaining the ability to add +4 to their fighting ability score and +1 to their weapon (or +2 for a GMW user) for as many rounds/day as a level 7 Barbarian.

SheepishEidolon |

Well, there are some strong capstone abilities, in my opinion:
* Bard / ranger / rogue / inquisitor / slayer: Save or die, several times per day
* Fighter / swashbuckler: +1 crit multiplier, automatical crit confirm (quick estimation: should be like +30% damage per round for a scimitar / scythe, in average)
* Sorcerer: Immune to crits (aberrant, elemental)
* Divination wizard: Roughly +20 initiative (+10 by levels, take 20 instead of 1d20)
* Alchemist: Several nice grand discoveries
* Cavalier: Triple damage on (flying?) charge with lance
* Oracle / shaman: Full attacks with movement (battle), raise free skeleton / zombie army (bones), reincarnate on death (heavens), immune to many nasty effects (life), (somewhat restricted) free wish 1/day (lore)
* Summoner: Become a synthesist while keeping your eidolon, 20 minutes per day
* Gunslinger: Two deeds with 0 costs possible
* Ninja: Greater invisibility for 3 ki points, immune even to true seeing
* Samurai: Partially immortal (reduced damage from foes, during challenge HP damage from other targets can't kill him, fight below 0 HP)
* Bloodrager: Immune to crits and sneak (aberrant, elemental), always AoO vs casters (arcane), immune to several nasty effects (destined), free bane (fey)
Yes, sometimes you can get similiar powers by other means. The capstone abilities often have two big advantages though: They have no or little action cost and you don't have to sacrifice class levels and / or feats.

Rycaut |
So perhaps a related question - which capstones aren't particularly notable?
And/or which classes get or can get their capstones early making multiclassing or some prestige classes a good option? sorcerer's for example can get their bloodline capstone 4 levels early with a 16k magic item. Opening up options like a 4 level dip or taking the Evangelist prestige class (which costs a single level progression but offers 9 levels of your base class with full advancement)

BadBird |

The issue of capstones is typically much bigger in theory than practice. Even assuming things go on long enough to reach a capstone - which is a big assumption - it's potentially a question of the benefits of multiclassing for the majority of a character's existence vs. something they get at the very, very end.

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Commandments of Optimization: thou shalt not give up caster levels, for caster levels are the mightiest of class abilities.
There are several other commandments, but this one is so important, it's on the tablet TWICE.
==Aelryinth
Which is why, when I DM, I make sure that maximizing caster levels doesn't result in more power than the PC who chooses not to maximize caster levels.
Yes, it takes fudging, like making sure those higher-level spells don't become the answer to all problems in the specific encounters the PCs face.
Caster levels are only dominant if the campaign allows them to be dominant. (It's just that they'll be dominant if you don't pay attention to things for everyone else).
(Also, considering I just came off a campaign that lasted for 5 years and took the PCs from 2nd level to 8th, don't give me that "What about that 5+ level spell?" They don't exist.)

Chengar Qordath |
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The issue of capstones is typically much bigger in theory than practice. Even assuming things go on long enough to reach a capstone - which is a big assumption - it's potentially a question of the benefits of multiclassing for the majority of a character's existence vs. something they get at the very, very end.
On the other hand, the slowed down progression of main-class abilities is usually much more noticeable if we don't just look at the endgame. After all, a wizards who takes a two-level dip in another class would "catch up" and have 9th level spells at level 20, but for most of his career he'd be a full level of spells behind a single-classed wizard.
Ultimately, multi-classing is just a matter of looking at the costs/benefits of the decision. You have to ask yourself if what you're gaining worth what you give up. Multi-classing was much more attractive 3.5 because base classes had few features, and most of those scaled with the right PrC, so you were generally not giving up anything compared to what you gained out of it. Pathfinder changed that equation by adding worthwhile features onto base classes that couldn't be scaled by taking a PrC.

Aelryinth RPG Superstar 2012 Top 16 |

Giving up caster levels is delaying access to higher level spells/effects.
This is one of the core arguments of prepared over spon casters...just ONE LEVEL is significant enough to merit the argument.
Combine with spell penetration and # of spells/day, yes, delaying getting spells is generally MUCH more significant then gaining a specific special ability, unless it's a REALLY NICE ability.
==Aelryinth

Rycaut |
It also may vary by your role in the party. Not everyone needs the highest level of spells to contribute to the party. That after all is why there are classes that only get 4 or 6 levels of spells. Many builds may be more martial than caster. Or may be more buffing focused. A dragon disciple build can be casting focused but will inherently be well suited to being in the middle of combat.
i haven't played to the highest levels yet but my paladin/bard/dragon disciple is a lot of fun (and mostly a tank who uses non-somatic spells to aid allies or deal with ranged attacks. He gets both divine and arcane spells. If I were to take him to level 20 I think I would either finish with paladin levels or consider if there is another prestige class that would add to his unique abilities. (Bard levels or sorcerer levels would also be an option but most likely paladin levels would give him the greatest benefits especially BAB and further lay on hands and smites etc)

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Giving up caster levels is delaying access to higher level spells/effects.
This is one of the core arguments of prepared over spon casters...just ONE LEVEL is significant enough to merit the argument.
Combine with spell penetration and # of spells/day, yes, delaying getting spells is generally MUCH more significant then gaining a specific special ability, unless it's a REALLY NICE ability.
==Aelryinth
Aeiryinth's right here, caster levels are the fastest route to power, period. I think a lot of people are actually confused about the kind of multiclassing that went on in 3.5. There was basically 2 ways of doing it:
Casters multiclassing-A caster would take the bare minimum amount of levels in their base class, then hop to different prestige classes to grab the best low level abilities they could, or stick with one that gave broken abilities later.
Martial multiclassing-Basically the same as caster, but with less restrictions since higher level abilities weren't really that great on the martial side of things. A lot of these were 2 level fighter dips to get feats and such, nothing too intense.
PF removed prestige classes almost entirely, so they removed a lot of the bonus from multiclassing. Really melee still has around the same benefit of it, but casters aren't jumping from prestige to prestige since everything valuable comes in the base package, and even most caster archetypes are pretty meh, meaning the multiclassing was stemmed by design.
So for most pure martials like Fighter/Rogue/Brawler/Gunslinger, you can multiclass pretty freely with no problems. Anyone with decent stuff to build into like Ranger/Barbarian/Bloodrager should probably avoid multiclassing too much though.

TxSam88 |

I think it was my comment in the other thread that started a little bit of this one.
My experiences seem to be entirely different. for my group in 2.0, 3.0 and 3.5 multi-classing was only done to gain a level or two of fighter so you could gain the extra weapon and armor proficiencies. Aside from that, the benefits you lost from your primary class were too great to keep on parity with a single class character in the party.
Prestige classes were never worth it due to these same issues.
In pathfinder however, while multi-classing has become more beneficial, and prestige classes are good (OMG the Arcane trickster is so broken IMO, and a heavenborn aasimir mystic theurge wih varisian tattoo and perhaps a blazing robe is just over the top), however, very few still match the raw power of a single class character.
a 20th lvl fighter with a pick get x5 on a crit.... wow
any 20th level cleric tossing around 9th level spells, summoning greater elemental if you take the right traits.....

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In pathfinder however, while multi-classing has become more beneficial, and prestige classes are good (OMG the Arcane trickster is so broken IMO, and a heavenborn aasimir mystic theurge wih varisian tattoo and perhaps a blazing robe is just over the top), however, very few still match the raw power of a single class character.
HAHAHAHAHAHAHAHAHAHAHA!!!!!
Arcane Trickster and Mystic Theurge are both horrible. The only redeeming features they had was with early entry from SLAs, but with that gone they are horribly underpowered compared to a single class caster.

Alzrius |
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Arcane Trickster and Mystic Theurge are both horrible.
Mystic Theurge, Arcane Trickster, Eldritch Knight, et al were among those prestige classes that existed purely for the sake of trying to patch the worst holes among multi-classing, so that some of the most obvious multi-class combinations (e.g. an arcane spellcaster and something else) could be at least somewhat viable.

Zenogu |

Frankly - in most cases going single-class is generally the more powerful combination anyway. The few arguably more effective multi-class combos are using - at least primarily - martial classes. Not at all gamebreaking.
In 3.5 multi-classing was awesome - in Pathfinder it rarely is.
Yeeee-up.
I haven't multiclassed in... 4 years now. There is no character concept that I can't hit with a single class. Archetypes are the best thing ever.
Plus, who wants to wait 6 or 7 levels to finally "begin" to play the character they have in mind?

TxSam88 |

TxSam88 wrote:
In pathfinder however, while multi-classing has become more beneficial, and prestige classes are good (OMG the Arcane trickster is so broken IMO, and a heavenborn aasimir mystic theurge wih varisian tattoo and perhaps a blazing robe is just over the top), however, very few still match the raw power of a single class character.HAHAHAHAHAHAHAHAHAHAHA!!!!!
Arcane Trickster and Mystic Theurge are both horrible. The only redeeming features they had was with early entry from SLAs, but with that gone they are horribly underpowered compared to a single class caster.
I'll agree both are less powered than a single class caster. BUT!!
an Arcane trickster IMO, is much more powerful than a typical rogue. Sudeenly you have a rogue that can dimension door, teleport, greater invisibility (at will), bull strength, haste etc. all for the cost of 3 levels of mage, ok, so he rolls 1 less d6 when backstabbing, but with knife master, those are d8's already, and it can easily be made up by being a two weapon rogue, or with adding an element to your weapon. If you are looking at the rogue spot in your party, the arcane trickster is great.
as for the mystic theurge,the drawback is you give up 3 levels of your prime casting class. bad I know, but the versatility is awesome. But did you look at what heavenborn does for you? spells with "good and light" descriptors cast as one level higher. so for some of your spells you just negated 1 one of those missing levels. you then pick up varisian tattoo (I prefer evocation), so for most of your offensive spells you negated 1 of those missing levels as well. then pick up blazing robe, givine you another +1 level for fire based spells. so you've just negated 2 of those missing levels. Now granted you are behind on when you gain those spells, but you aren't that far behind on how effective they are.

Rycaut |
indeed - hence this discussion. I'm actually a bit more interested in what high level abilities (levels 16+) of various classes are the most useful vs just focusing on the level 20 capstones.
I'm also interested in exploring which classes have options that make some of those higher level abilities available even if you multiclass or take a prestige class. As I've noted Sorcerers have the option of a Robe of Arcane Heritage that allows them to get their level 20 bloodline power 4 levels early - which both makes the level 20 capstone a bit more relevant during a campaign and opens up some options to explore (if you are willing to give up the other level 20 benefits such as additional caster levels or spells.
(I've been specifically thinking about building a few characters with the intention of using the Evangelist prestige class - which basically trades off one level of your class advancement for a bunch of new abilities - you get d8 hit dice for 10 levels, 3/4 BAB progression and good reflect ok fort & will save progression for those 10 levels but get 9 levels of progression in one of your classes. My thinking is that this could be a very solid alternative for many build concepts (assuming the concept accommodates worshipping one specific core god, taking the Deific Obedience feat and adhering to your god's obedience. )

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TxSam88 wrote:
In pathfinder however, while multi-classing has become more beneficial, and prestige classes are good (OMG the Arcane trickster is so broken IMO, and a heavenborn aasimir mystic theurge wih varisian tattoo and perhaps a blazing robe is just over the top), however, very few still match the raw power of a single class character.HAHAHAHAHAHAHAHAHAHAHA!!!!!
Arcane Trickster and Mystic Theurge are both horrible. The only redeeming features they had was with early entry from SLAs, but with that gone they are horribly underpowered compared to a single class caster.
They both can serve their purposes very well. I've never built one that was horrible. You severely underestimate the power of cleric/wizard my friend... and Arcane Trickster Impromptu Sneak Attack has no equal in the game (downright sick if you use Unchained Rogue)

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If there's one prestige class I consider worthwhile in the game, it's Horizon Walker. The Terrain Dominances allow for choosing very powerful and useful class abilities that would otherwise not be available.
A Barb 8/Lame Oracle 1 gets immunity to fatigue, but loses some speed and +1 BAB. A Barb 6/HW 3 keeps the speed, is fatigue immune, and gains exhaustion immunity and fire resistance 10, but forces a delay on DR 1 and a rage power. But there are other possibilities for the Horizon Walker: DR 1/Adamantine, more fire or cold resistance, unslowed medium encumbrance, Dimension Door, Ethereal Jaunt, Tremorsense, Darkvision...
all on a martial class.

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You severely underestimate the power of cleric/wizard my friend... and Arcane Trickster Impromptu Sneak Attack has no equal in the game (downright sick if you use Unchained Rogue)
Cleic/Wizard with MAD castings stats, -3 caster levels, and no real class features.
As for Arcane Trickster, Impromptu Sneak Attack is only two attacks per day at best. Improved two weapon feint or Circling Mongoose do a much better job of enabling sneak attacks. It's also killing your BAB, and while the spells are nice, you can get equivalent abilites via class features or a smaller dip in horizon walker.

Aelryinth RPG Superstar 2012 Top 16 |

Horizon Walker was most useful because extra Rogue Talent let you grab Terrains and superstack the Terrain Dominance bonus up. Errata released no longer allows that to happen, so its actually strictly worse then auto-stacking Favored Enemy, now.
although getting a dimension door usable every d4 rounds still isn't bad, of course.
So, yeah, you get some good utility, but is it worth missing out on Ranger spells? if you're playing a non-ranger, sure, decent match up, but you're losing combat power for that versatility.
==Aelryinth

Aelryinth RPG Superstar 2012 Top 16 |

Purple Dragon Knight wrote:You severely underestimate the power of cleric/wizard my friend... and Arcane Trickster Impromptu Sneak Attack has no equal in the game (downright sick if you use Unchained Rogue)Cleic/Wizard with MAD castings stats, -3 caster levels, and no real class features.
As for Arcane Trickster, Impromptu Sneak Attack is only two attacks per day at best. Improved two weapon feint or Circling Mongoose do a much better job of enabling sneak attacks. It's also killing your BAB, and while the spells are nice, you can get equivalent abilites via class features or a smaller dip in horizon walker.
YOu can do both spon Cha casters, you know.
And generally, it's not MAD, because you're not super-pushing both classes. One is primary, and the other is buff spells and no-saves and utility stuff, maybe used to fuel metamagic.
The big thing is the loss of caster levels. That can be somewhat mitigated with feats and cash, but it IS a big reason why the MT isn't considered unbalanced. Even all those extra spells, -3 CL and delayed access is VERY punishing.
I mean, seriously, you have to be 10th level before a 3/3/4 MT (effectively 7/7) is even remotely fun to play in your party, and from levels 4-9, you just pretty much suck.
==Aelryinth

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Purple Dragon Knight wrote:You severely underestimate the power of cleric/wizard my friend... and Arcane Trickster Impromptu Sneak Attack has no equal in the game (downright sick if you use Unchained Rogue)Cleic/Wizard with MAD castings stats, -3 caster levels, and no real class features.
As for Arcane Trickster, Impromptu Sneak Attack is only two attacks per day at best. Improved two weapon feint or Circling Mongoose do a much better job of enabling sneak attacks. It's also killing your BAB, and while the spells are nice, you can get equivalent abilites via class features or a smaller dip in horizon walker.
I respect your opinion highly, so I'm not gonna flatly say you're wrong. We just differ in our valuation of these classes. Mine values versatility over specifics. Yours value doing something very very well. Both are good philosophies depending on the situation.
I'll just state a few more things to substantiate my view that these classes are not a waste:
1- For MT: you still need a few levels of cleric and wizard for this, so you gain the early domain and school powers. Some of those may not look sexy, but just one level of Diviner/Foresight will make anyone awesome generally (and other domains/schools can help your builds in major ways, if you're trying to get somewhere specific, and if you make it fit with your feats a little) Then, there's the fact you can do minor channels when you're in the dumps, raise dead your allies and baleful polymorph your foes, etc. The possibilities are just endless with these guys. They're also uber for magic crafting builds. Oh, and you can wield any kind of staff, wand, robe, armor you want...
2- For AT: yes Impromptu is limited, but with UnRogue it lets you wedge in that all so important first sneak attack right away, and with a scorching ray or disintegrate to boot. You can then go nuts on that guy with regular sneak attacks. Don't forget your allies now benefit from the UnRog debuffs (not as much as the rogue does, but still... people will love you a little more at the table - you can give that bard the bird! just kidding... bard buffs will stack with yours so yay!) Oh, and Sneak Attacks are not the only thing that make ATs great (ranged legerdemain and having SPELLS is pretty awesome too)

Rycaut |
how would you have superstacked Terrain Dominance? It only applies to the terrains you have Terrain Mastery of which as far as I know you can only select 4 terrains to master via leveling up Horizon Walker. It is a nifty Prestige Class, though there are some "traps" in that you can select a terrain that you can't then select mastery of resulting in a dead level if you aren't careful. A 3 level dip seems pretty solid for barbarians in many cases (though you lose rounds of rage and a rage power - you can take Extra Rage Power to make up for that).
It also requires you to take Endurance (though you can also gain that via some classes or races which would help mitigate the costs - it also has a 6 skill rank requirement so that focuses one of your skill choices)

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In a houserules thread there has been much discussion about various house rules that ban multiclassing or modify it to avoid certain combinations). One rational has been given that while the "power" boost may be very real at lower levels it means that such characters miss out on a big power bump between levels 16 and 20.
So my question(s) are - how would you rank the various classes (perhaps including archetypes and prestige classes) by their high tier abilities.
Clearly any divine or arcane class that gets access to level 9 spells gains a pretty real boost in power that is hard for a multiclassed character to match (perhaps) - but are there other high tier abilities that are particularly strong?
I haven't had much play or GM experience of very high levels of Pathfinder - and for this discussion let's avoid the complications of Mythic tier or 3rd party products. I'm asking just about Paizo's own products.
There Is not a formulaic metric answer to that question. It's highly situational dpending on class combos and what you consider "fun". If your only interest is raw power, then you're most likely want to stay single class, but that's not the metric for everyone.

Aelryinth RPG Superstar 2012 Top 16 |

how would you have superstacked Terrain Dominance? It only applies to the terrains you have Terrain Mastery of which as far as I know you can only select 4 terrains to master via leveling up Horizon Walker. It is a nifty Prestige Class, though there are some "traps" in that you can select a terrain that you can't then select mastery of resulting in a dead level if you aren't careful. A 3 level dip seems pretty solid for barbarians in many cases (though you lose rounds of rage and a rage power - you can take Extra Rage Power to make up for that).
It also requires you to take Endurance (though you can also gain that via some classes or races which would help mitigate the costs - it also has a 6 skill rank requirement so that focuses one of your skill choices)
You took a level in Rogue, and Extra Rogue Talent, Terrain Mastery. And kept doing so. You'd end up with 10 Terrains and a colossal +20 Terrain Dominance bonus, then use Instant Enemy to shift the enemy to your Terrain and crush it.
:)
==Aelryinth

Rycaut |
I realize that - note that my question isn't actually about what is "fun" (that's clearly very situational and personal) but which powers are particularly strong - in reading about high level powers I have seen some which appear to be very strong - and many others which are fairly "blah" - others which can be strong for the right build but may require very specific choices.
(Fighter's boost to the crib range is notable for a x4 crit weapon making it x5 which is very strong - though perhaps mathematically it is actually stronger for a high crit range weapon to become x3)
As I've also noted multiple times now - I'm actually more interested in thoughts about powers granted at levels 16-19 than just looking at level 20 capstones. And at which powers can be reached even when multiclassing with the right items, feats etc (for say an Evangelist prestige class where you only lose 1 effective level if you have only one primary class plus that prestige class)

Chess Pwn |

Rycaut wrote:how would you have superstacked Terrain Dominance? It only applies to the terrains you have Terrain Mastery of which as far as I know you can only select 4 terrains to master via leveling up Horizon Walker. It is a nifty Prestige Class, though there are some "traps" in that you can select a terrain that you can't then select mastery of resulting in a dead level if you aren't careful. A 3 level dip seems pretty solid for barbarians in many cases (though you lose rounds of rage and a rage power - you can take Extra Rage Power to make up for that).
It also requires you to take Endurance (though you can also gain that via some classes or races which would help mitigate the costs - it also has a 6 skill rank requirement so that focuses one of your skill choices)
You took a level in Rogue, and Extra Rogue Talent, Terrain Mastery. And kept doing so. You'd end up with 10 Terrains and a colossal +20 Terrain Dominance bonus, then use Instant Enemy to shift the enemy to your Terrain and crush it.
:)
==Aelryinth
They "Patched" that in the recent errata, you no longer can do that I think.

Casual Viking |

"caster levels" persay aren't enough IMHO (but then I don't tend to play full casters) - access to higher level spells is of course a power boost - but there are a multitude of ways other than just class levels to boost your caster level for at least some spells (and in many cases that boost isn't particularly helpful - i.e. if your spell DC's aren't very high or you can't get through spell resistance or you can't land even touch attacks (melee or ranged) then a higher caster level won't particularly help in most cases.
It's not about caster level, it's about caster levels. That is, it's about access to higher level spells.

Chengar Qordath |

Imbicatus wrote:Purple Dragon Knight wrote:You severely underestimate the power of cleric/wizard my friend... and Arcane Trickster Impromptu Sneak Attack has no equal in the game (downright sick if you use Unchained Rogue)Cleic/Wizard with MAD castings stats, -3 caster levels, and no real class features.
As for Arcane Trickster, Impromptu Sneak Attack is only two attacks per day at best. Improved two weapon feint or Circling Mongoose do a much better job of enabling sneak attacks. It's also killing your BAB, and while the spells are nice, you can get equivalent abilites via class features or a smaller dip in horizon walker.
YOu can do both spon Cha casters, you know.
And generally, it's not MAD, because you're not super-pushing both classes. One is primary, and the other is buff spells and no-saves and utility stuff, maybe used to fuel metamagic.
The big thing is the loss of caster levels. That can be somewhat mitigated with feats and cash, but it IS a big reason why the MT isn't considered unbalanced. Even all those extra spells, -3 CL and delayed access is VERY punishing.
I mean, seriously, you have to be 10th level before a 3/3/4 MT (effectively 7/7) is even remotely fun to play in your party, and from levels 4-9, you just pretty much suck.
==Aelryinth
The problem is, if you go for two spontaneous Charisma casters you fix MAD but make all the level-based issues even worse due to Spontaneous casting getting delayed spell access. A 4/4/1 spontaneous Theurge is a SAD character in more than one sense of the term.

Aelryinth RPG Superstar 2012 Top 16 |

Aelryinth wrote:They "Patched" that in the recent errata, you no longer can do that I think.Rycaut wrote:how would you have superstacked Terrain Dominance? It only applies to the terrains you have Terrain Mastery of which as far as I know you can only select 4 terrains to master via leveling up Horizon Walker. It is a nifty Prestige Class, though there are some "traps" in that you can select a terrain that you can't then select mastery of resulting in a dead level if you aren't careful. A 3 level dip seems pretty solid for barbarians in many cases (though you lose rounds of rage and a rage power - you can take Extra Rage Power to make up for that).
It also requires you to take Endurance (though you can also gain that via some classes or races which would help mitigate the costs - it also has a 6 skill rank requirement so that focuses one of your skill choices)
You took a level in Rogue, and Extra Rogue Talent, Terrain Mastery. And kept doing so. You'd end up with 10 Terrains and a colossal +20 Terrain Dominance bonus, then use Instant Enemy to shift the enemy to your Terrain and crush it.
:)
==Aelryinth
As I noted above, that's exactly why the popularity of this PrC suddenly waned a LOT. It lost its combat edge, and only gave you some versatility, most of which was either unnecessary or could be done with spells or minor magic items.
==Aelryinth

Aelryinth RPG Superstar 2012 Top 16 |

Rycaut wrote:It's not about caster level, it's about caster levels. That is, it's about access to higher level spells.
"caster levels" persay aren't enough IMHO (but then I don't tend to play full casters) - access to higher level spells is of course a power boost - but there are a multitude of ways other than just class levels to boost your caster level for at least some spells (and in many cases that boost isn't particularly helpful - i.e. if your spell DC's aren't very high or you can't get through spell resistance or you can't land even touch attacks (melee or ranged) then a higher caster level won't particularly help in most cases.
Higher level spells, more spells, SR penetration, and higher CL effects in other ways (duration, range, etc).
It's about being a higher level caster. There's almost NOTHING good enough to replace it.
==Aelryinth

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One capstone I generally deliberately avoid by multiclassing (if I'm otherwise in a situation where I'd get it) is the Paladin's (assuming I'm not playing a game where it just gets houseruled to work differently). I find that in most cases, it makes characters actively *worse* by forcing smites to end and banishing things that they're trying to finish off.