Opinion About Multiclassing


Advice

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1)Is multiclassing, giving up class futures of lvl 19-20, really useful?
What do you think about?

2)What do you think about an Elf Swashbuckler(Inspired Blade archetype) lvl 15/ Duelist lvl 5?
And an Elf Magus(Kensai archetype) lvl 15/ Swashbuckler(Inspired Blade archetype) lvl 5? Better Duelist lvl 5?


It depends really. Some classes are better off going all the way up. Some classes don't take a big hit if you multiclass a couple of levels elsewhere. Most Divine classes I have played don't hurt too badly if you multiclass say into a fighter for a level or two.
Prestige classes are trickier. For Martial classes most prestige classes are really not worth it. Arcane Prestige classes depend on how much they take from your caster level. Some take too much to be worth it. Divine classes are painful because they often take not only spell level away but channeling levels as well.
Regarding your two elves. A Swashbuckler is essentially the Duelist. Yes I know they are different but not really. If I were you with the Magus I'd stay a Magus or maybe take a level of fighter rather the Swashbuckler. Two levels of fighter give you better fort saves and two combat feats.


Losing the highest level abilities from a single class due to multi-classing is only an issue if your campaign will actually reach those highest levels. Very few campaigns actually ever get that high. For example, Pathfinder Society caps out at 11-12. The majority of the APs out there, both Paizo and third party, cap out around 16-18. In my personal experience, I've been playing and running D&D/Pathfinder since 1976, and I can count on one hand the number of campaigns that played to that level, with maybe two or three other one-off adventures with characters at the stratospheric level of play.

So, it depends on your campaign. If the campaign will actually reach level 19-20, then it's worth considering losing those "capstone" abilities. If there is little chance of getting to those high levels, there's no reason to worry about losing them due to multi-classing.


You are very rarely going to hit level 20, and a lot of classes don't have capstone abilities that are that outstanding anyway. So you're not giving up a lot on the back-end for taking a second class, the real sacrifice is that your main class abilities will be a level or 2 behind for the mid-levels for unlocking your best abilities (a Level 9 cleric can cast 5th Level spells, a level 8 Cleric/Level 1 whatever cannot).

Personally, I strenuously dislike "dipping" and don't do it for my characters since it feels like the sort of abuse that "XP penalties for mutliclassing" was supposed to prevent in older versions of d20 games, so it feels like I'm abusing an exploit when I do it. I like VMC as a concept but it often doesn't help much. If you're planning for a PRC or have a story-inspired reason for swapping classes, go ahead though.

The combination of the Duelist and the Swasbuckler is designed to let you riposte without using your immediate action right? Since otherwise the Swashbuckler parry is kind of better (except that it costs the immediate action to riposte), remember that the Duelist is a 6+ year old class at this point and hasn't been updated much. The Inspired Blade and the Magus go together fairly well, though the issue is that the Kensai can't wear even light armor else suffer arcane spell failure even if proficient and is a 3/4 BAB class. You're a frontliner so that's not great.


Pathfinder Rulebook Subscriber

A single Level of Empyreal Sorcerer is worth losing the potential of Perfect Self for a Monk. Mage Armor at will, Silent image, Vanish, True Strike, Shield, and Protection From Evil are all great spells that don't lose utility quickly.

Scarab Sages

JAMRenaissance wrote:
A single Level of Empyreal Sorcerer is worth losing the potential of Perfect Self for a Monk. Mage Armor at will, Silent image, Vanish, True Strike, Shield, and Protection From Evil are all great spells that don't lose utility quickly.

I disagree on this. While those are useful buffs, they are all available as cheap wands that you can buy and hand to someone that can cast the spell on you or you can just UMD. Monks usually are not great at UMD, but they can be adequate with a trait. The loss of BAB, Ki, Damage and AC progression and so on hurt for a long time.


One of the reasons I hated old style D&D was it kept the power level often too low. It also was a racist game Humans could go to level twenty and play all classes. Halfling could be unlimited Thieves that was it every other race had a level limit. It was stupid how they did it as well. They'd talk about how elves were the best wizard yet only be 12th level. Dwarves made the best fighter 10th level limit.
They did it with multiclassing screwing people left and right. They made a DM god answerable to no one. Had a lot of players b%+&# about how unfair the rules were.
Pathfinder fortunately did away with most of that. Multiclassing damages a character depending on how they do it. I don't think a player should be punished for wanting to make his character however he wants. Now that being said multiclassing does cause problems especially if you multiclass too much and pick wildly different classes that don't work well. As a DM I'm not going to just punish a character for wanting say a Bard Druid combination or something equally weird. But I will make you stick with your restrictions imposed by the various classes. Example of Druid Bard no metal armor, spell failure wearing anything more then light. Your spell level and spell selection is going to suck as well. But that's the players choice and hopefully he will realize sometimes multiclassing is not a smart idea.


Pathfinder Rulebook Subscriber
Imbicatus wrote:
JAMRenaissance wrote:
A single Level of Empyreal Sorcerer is worth losing the potential of Perfect Self for a Monk. Mage Armor at will, Silent image, Vanish, True Strike, Shield, and Protection From Evil are all great spells that don't lose utility quickly.
I disagree on this. While those are useful buffs, they are all available as cheap wands that you can buy and hand to someone that can cast the spell on you or you can just UMD. Monks usually are not great at UMD, but they can be adequate with a trait. The loss of BAB, Ki, Damage and AC progression and so on hurt for a long time.

The key space where mileage varies is the ease of usage of wands. I value the ability to do it yourself more, from both an action economy and general usefulness standpoint. In my experience playing Monks, the moments when I most need Vanish, True Strike, or Protection From Evil will be moments when the party casty-people will probably not be close to the Monk. The fact that the Monk can fairly easily wade into battle without getting hit (comparatively) to cast, say, that Protection From Evil makes a big difference.

Again, though... your mileage may vary. I can certainly see your viewpoint.

Scarab Sages

A wand of Mage Armor is my goto on any monk, and I will usually have one ASAP. an hour per charge is up when you need it without needing to worry about handing off. Vanish is too short duration to be that useful for non-rogues imo, and True Strike can be handled via qinggong. Also, you can activate the wands yourself with UMD investment. UMD is really one of the best skills in the game as it is.

The dip can be useful on a non-standard build, especially if you are going for a PrC. But in most situations, it's going to hurt more than it helps.


PossibleCabbage wrote:


The combination of the Duelist and the Swasbuckler is designed to let you riposte without using your immediate action right? Since otherwise the Swashbuckler parry is kind of better (except that it costs the immediate action to riposte), remember that the Duelist is a 6+ year old class at this point and hasn't been updated much. The Inspired Blade and the Magus go together fairly well, though the issue is that the Kensai can't wear even light armor else suffer arcane spell failure even if proficient and is a 3/4 BAB class. You're a frontliner so that's not great.

Ok so speak about a total lvl 16. :)

Inspired Blade-Duelist(11/5 or 12/4) to combine the bonuses to AC in combat made by Nimble and Canny Defense and against attack of opportunity (Improved Mobility) it could cause by Dondging Panache.
Furthermore it has a good defense made by 2 or more Parry made by "Parry" and "Opportune Parry and Riposte" but thanks to Riposte of Duelist it can make it 2 or more times without spend panache points. (with Combat Reflex)
Moreover Precise Strike of Swashbukler stacks with Precise Strike of Duelist so it's just like having Precise Strike of a sigle class of lvl 16.
Improved Reaction and Swashbuckler Initiative stack each other to star the combat in the high-top chart of combact turn sequence
The character has a great Dexterity bonus to have bonus in AC and hit probability made by Weapon Finesse of the Inspired Blade archetype, good intelligence and charisma bonus because they stack to generate panache points (Inspired Blade) and also for having good bonus with panache deeds and Inspired Strike and Canny Defense.
Ok if caught unware it'll nearly dead, like all characthers with no/light armor.
All these also in an hypothetic lvl 11 (6/5)

Kensai-Inspired blade(11/5)
With High Intelligence and Dexterity it can both learn and launch magics and produce a good amount of panache points, has good bonus in Inspired Strike and all Intelligence-feats/class abilities of Kensai, just like AC value (Nimble and Canny Defense)
With Dexterity 20 (Weapon Finesse) it can only waer light armor o no armor to not lose bonus in AC and thanks to Panache it can protect itself well. (like however a swashbukler/duelist)
Ok if caught unware it'll nearly dead, like all characthers with no/light armor.
It's not a great enchanter or a great fighter but it can make damage by rapier and by magic with Spell Combat/Strike and Critical Perfection to deal more damages, gain panache points and give status effects due to Critical Feats.


Pyros88 wrote:

1)Is multiclassing, giving up class futures of lvl 19-20, really useful?

What do you think about?

Depends, will multi-classing help me portray the character I'm envisioning?

If so, then I won't think twice about what I could've done as a single class in the (unlikely) event that the campaign actually reaches 20th lv.

Pyros88 wrote:

2)What do you think about an Elf Swashbuckler(Inspired Blade archetype) lvl 15/ Duelist lvl 5?

And an Elf Magus(Kensai archetype) lvl 15/ Swashbuckler(Inspired Blade archetype) lvl 5? Better Duelist lvl 5?

Wich of these will help you best portray the character you're envisioning?

Go with that.


See, with a good amount of base classes and a healthy dose of archetypes, I can nail just about any fantasy character concept with just a single class. And that's really how it should be. No one should have to wait until level 6+ to finally begin to play the character they have in mind.

In 3.5, it was nearly mandatory. The incentive to remain in your base class was incredibly low, because there just wasn't enough reward for staying loyal to whatever class you were. In Pathfinder, you have a good slew of high level abilities to look forward to, your favored class bonus, no pre-reqs, and well... not having to wait. Just go forth and be amazing.

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If multiclassing is fun and lets you play the character you want to play, then I'm all for it.

If staying in a single class is fun and lets you play the character you want to play, then I'm all for it.

Most of my characters have been single class, but some have been multiclass. One of my favorites was a dwarf barbarian 1/magus 6 or 7.

Sometimes dipping can be fun and flavorful. I had a ranger 1 (favored enemy githyanki)/warlock (3.5) with a silversword greatsword--and (supposedly) tons of githyanki hunting him down for that theft.


Unless the game is an unusual one you'll probably be at levels 1-18 a lot longer than you'll be at levels 19-20. I usually multiclass. I find that the first level or two of Monk are particularly packed with feats and abilities. Four levels of Paladin with Oath of Vengeance is also tough to beat unless you're in a campaign without Evil foes (or playing with a DM who will just change everything's alignment to cancel out your abilities)


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I'm not addicted to multi-classing, I can stop any time I want.

Just not today, then it's the weekend, the Super Bowl is a huge trigger for me, and then of course, we have February to get thru...


Derek Dalton wrote:

One of the reasons I hated old style D&D was it kept the power level often too low. It also was a racist game Humans could go to level twenty and play all classes. Halfling could be unlimited Thieves that was it every other race had a level limit. It was stupid how they did it as well. They'd talk about how elves were the best wizard yet only be 12th level. Dwarves made the best fighter 10th level limit.

They did it with multiclassing screwing people left and right. They made a DM god answerable to no one. Had a lot of players b+~+& about how unfair the rules were.
Pathfinder fortunately did away with most of that. Multiclassing damages a character depending on how they do it. I don't think a player should be punished for wanting to make his character however he wants. Now that being said multiclassing does cause problems especially if you multiclass too much and pick wildly different classes that don't work well. As a DM I'm not going to just punish a character for wanting say a Bard Druid combination or something equally weird. But I will make you stick with your restrictions imposed by the various classes. Example of Druid Bard no metal armor, spell failure wearing anything more then light. Your spell level and spell selection is going to suck as well. But that's the players choice and hopefully he will realize sometimes multiclassing is not a smart idea.

So I guess all payer races need to have the exact same stat modifiers too. The average elf is smarter than the average human ... RACIST! Etcetera.

The 'ists' are massively overused.


If you pick the right mutliclass, it can be awesome. How many sessions do you play at 20th level? Usually 1-3. If you multiclass early it will give you the benefits for dozens of sessions. Maybe a hundred.


Multiclassing can be worth it - for flavor, power level and the interesting thought exercise to pull it.

I think there are two arguments speaking against multiclassing: Increasing rewards per level for sticking with a class and the limited actions per turn. It doesn't help much to have five different swift actions available, because you can only use one.

On the other hand, level 1 of a class / archetype usually offers some strong bait to make it interesting from the beginning. And if you take only few levels, you are more able to cherry-pick optional class powers - assuming level requirements aren't too harsh.

Finally, multiclassing is not restricted to dipping. If your classes have some nice synergy, the combination can be good from the beginning to the end. I will throw in Sa'El, mostly built with Core rules:

Fighter 5, rogue 5, wizard 3, arcane trickster 4, eldritch knight 3

Spoiler:
Unlocks Greater Weapon Focus and has weapon training
5d6 sneak attack (add Accomplished Sneak Attacker for 6d6), impromptu sneak attack 1/day
5th level spells (CL 9, add Magical Knack for 11)
3+1 combat bonus feats, 2 rogue talents

BAB 14 (slightly below a 3/4 class)
Base Fortitude 9
Base Reflex 9
Base Will 8 (so quite well-rounded, in average between classes with 1 good save and those with 2)

Can wear mithral full plate with just 5% arcane spell failure, assuming you spend two feats to get Arcane Armor Mastery. Can move full-speed with it, assuming the GM allows mithral and armor training I to stack.

Needs good Str, Dex, Con and Int, consider 13 to 14 to start. Wisdom and charisma can be dumped.

He is not the strongest build ever, but quite versatile.


Action economy is a legitimate concern, but sometimes class dipping can improve action economy.

For example, if you're looking at an Intimidate Inquisitor build, two levels in a Viking Fighter or in Barbarian (Intimidating Glare Rage Power) can allow the character to make Demoralization attempts as a move action.

So, for such a character with Hurtful and a reach weapon, that character could 5' step away from an enemy, move action Intimidate, swift action Attack, and standard action cast a spell or attack again.


Generally, you won't spend a whole lot of time in the 19-20 range. If you do manage to make it to that level I don't think its much of a problem considering the number of terrifying items/spells you have access to at that point anyway. The capstone is just beating a dead horse.

I personally love multiclassing and prestige classes. For years, I've played systems that allow much more customization than Pathfinder(BESM and The Hero System). Both of which basically give you the ability to make your character exactly how you want them to be. Since returning to the D&D-style systems I've noticed that sticking to just one class usually doesn't allow me to fulfill the concept I have. Sometimes archetypes help, but not always.


No I am simply pointing out Pazio with Pathfinder has made almost any race playable and even fun compared to the older editions of D&D which Pathfinder is largely based off of. They did away with level caps and made it so any race can play any class even giving tips on how to do it.


I don't know about "any race can be any class" since halfling barbarians and dwarf bards are going to be pretty poor compared to dwarf barbarians and halfling bards.

Personally, if I were designing the game from the ground up I would just drop racial penalties. No need to tell anyone "well, you're dumber because you're a [whatever]." Not only does this touch on uncomfortable issues like "intelligence is heritable" but it also stands in the way of letting people play what they want.


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I usually allow canceling a +2 stat with a -2 stat. Allows a lot more class/race combos.


QuidEst wrote:
I usually allow canceling a +2 stat with a -2 stat. Allows a lot more class/race combos.

The race creation rules say the standard approach is +2 to one physical, +2 to one mental, and -2 to one other so I'm happy to let people move those around if it helps their concepts. It's just sometimes irritating that the rules stand in the way of playing an elf who is tough, or a dwarf who is charming, or whatever concept is impeded by racial penalties. It's just that this sort of thing really ought not be a houserule, stat penalties for the circumstances of one's birth are sort of an archaic mechanic that we'd be better off dropping entirely.


I have a dwarven Oracle, he's charming, and holds his own, despite the -2 to Charisma.

Magical headbands exist for a reason. :-)


SheepishEidolon wrote:

I will throw in Sa'El, mostly built with Core rules:

Fighter 5, rogue 5, wizard 3, arcane trickster 4, eldritch knight 3

** spoiler omitted **

He is not the strongest build ever, but quite versatile.

He looks like he'd be fun to play.


Hey, I like my Dwarf Bard.

He plays a timpani and dual wields the mallets as weapons :P


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PossibleCabbage wrote:

I don't know about "any race can be any class" since halfling barbarians and dwarf bards are going to be pretty poor compared to dwarf barbarians and halfling bards.

Personally, if I were designing the game from the ground up I would just drop racial penalties. No need to tell anyone "well, you're dumber because you're a [whatever]." Not only does this touch on uncomfortable issues like "intelligence is heritable" but it also stands in the way of letting people play what they want.

Depends on the game system. HarnMaster, for example, is extremely humanocentric. One could play an elf, half-elf, or dwarf, I suppose, but those races seem much better in context as NPCs — or as PCs who tend not to reveal their non-human status.

As for Pathfinder, "any race can be any class" is not the same thing as "some classes are better suited to one non-human race than to another". Somebody wants to play a dwarf bard, more power to him. It's not always about "how do I get the best game mechanics out of my choices?"

I think racial differences in abilities are an important way of distinguishing the races. Otherwise you might as well just do away with non-human PCs… or NPCs, I suppose.


The "demihuman" level limits in AD&D generally came along with an ability to multiclass which humans lacked. Anyhow, those rules are long gone in Pathfinder, so now everybody has the options to enjoy multiclassing or choose to leave it alone.

When it comes to dwarven bards and such I think that "playing against type" is a pretty common trope. Having a -2 or lacking a +2 in your class's prime requisite (to use an old AD&D term) probably won't doom you to failure, especially if you're not directly competing with another more optimized PC who is trying to steal your spotlight. I guess that can be one of those cases where multiclassing might help give your PC something a little different to make him or her stand out.

@Captain Yesterday - March Multiclassing Madness? Have you filled out your class leveling matrix?

@Saldiven - I’m playing a 13th level Viking in one current campaign and enjoying the Swift action demoralize. For other classes I’d think that Cornugon Smash or Enforcer would be better ways to get a quick demoralize than Viking levels.


Pyros88 wrote:

1)Is multiclassing, giving up class futures of lvl 19-20, really useful?

What do you think about?

As a yes/no question, I have to go with yes: most of my character builds multiclass exetnsively. I swear by it.

Pyros88 wrote:
giving up class futures of lvl 19-20,

It all depends on what you want and what you are giving up to get it. I don't think I would multiclass out a Sorcerer or an Oracle. Those character classes gain more spells and higher level spells only as they progress in level in those classes, and they have significant Class Abilities. And if you don't care about those abilities, you should be a Wizard or Cleric, maybe a Mystic Theurge....

Most of my martial characters though are build around the accumulation of feats and bonuses, not around the acquisition of high level class abilities. Do you want to bring down big, bad monsters fast? Take Greater Grapple and Expert Captor. Do you want to mow through crowds of redshirts? Take Great Cleave. Do you want to hang back and pick off your enemies from a distance? Take Far Shot, Rapid Shot, and Manyshot. So, how do I do that? a couple levels in Monk to start off the Grappling, a couple levels in Fighter, for those extra Feats, 2 levels in Cavalier for to put the cherry on top of the Grappling, a few levels in Alchemist for some sweet Grapple mods, and so my arrows EXPLODE! And there you go, a bouillabaisse of badass.

ccs wrote:
Depends, will multi-classing help me portray the character I'm envisioning?

That.

Imbicatus wrote:
useful buffs, they are all available as cheap wands that you can buy and hand to someone that can cast the spell on you or you can just UMD.

Or you can just take a level in Arcanist and gain the ability to use all the Arcane Wands you want with no worry about the DC 20 Check for Use Wand. And you get the ability to Dimensional Hop behind your enemies for instant Flanking, or enjoy a Miss Chance.

Or you can take a level in Warpriest, get Weapon Focus as a Bonus, gain a magical buff of choice, and you can use all the Divine Wands you want, with no DC 20 Skill Check.

Imbicatus wrote:
Monks usually are not great at UMD, but they can be adequate with a trait.

Or they can just take a 1 level dip into the spellcasting class they want, and they don't even have to worry about UMD.

But it all depends on what you want. I've never seen a UMD build that makes more sense than just dipping, but if you have one, then go where the adventure takes you and may Cayden toast your journey.

Silver Crusade

For me, the only problem with multiclass is when you multiclassing with 3/4 bab. It is okay if you are picking multiclass for utility character.


Friend of mine both player and GM always hated Multiclassing unless it was for a Prestige class. The only exception being if you were not a fighter then one or two levels was actually beneficial.


PossibleCabbage wrote:
I don't know about "any race can be any class" since halfling barbarians and dwarf bards are going to be pretty poor compared to dwarf barbarians and halfling bards.

People keep saying that and yet I keep seeing the dwarf bard9/fighter1 do over 100 damage on his full attacks.


Scott Wilhelm wrote:
I've never seen a UMD build that makes more sense than just dipping, but if you have one, then go where the adventure takes you and may Cayden toast your journey.

Does this include 6/9 level casters that take UMD to get access to spells off-list? I've seen a lot of bards that are very good at UMD and are basically carrying a wagon-load of miscellaneous scrolls and wands for "just in case, you know."

Of course, bards also have skill points out the wazoo, so it may just be a case of "well, it was either UMD or Craft (little frog out of an eraser and push pins)..."

Scarab Sages

HyperMissingno wrote:
PossibleCabbage wrote:
I don't know about "any race can be any class" since halfling barbarians and dwarf bards are going to be pretty poor compared to dwarf barbarians and halfling bards.
People keep saying that and yet I keep seeing the dwarf bard9/fighter1 do over 100 damage on his full attacks.

There is a huge misconception that bards need a high charisma. They only need the minimum CHA to cast spells of the highest level they have.

You only need high cha if you are using spells that require a saving throw, which for a 3/4 caster you should be avoiding. Most of the good bard spells are buffs or condition removers, which do not need a save.

I've never played a bard with a starting CHA above 12.


Bards don't need high CHR but that is also like saying a fighter doesn't need a high STR. Bards should have a high CHR because almost all their abilities and spells and skills depend on a high one.


Derek Dalton wrote:
Bards don't need high CHR but that is also like saying a fighter doesn't need a high STR. Bards should have a high CHR because almost all their abilities and spells and skills depend on a high one.

Archer fighters need high dexterity, not high strength. They want decent strength sure, but if you want their best build (or at least one of their best builds) dex is the king stat.


A fighter using dex to damage doesn't need str. So does a bard wanting to do combat. 12 to 16 is a +2 to a decent amount of skills, 2 rounds of bardic performance, and +2 to spell DCs. Which if you're doing buffs and such you don't really care about your DCs.

So they have reasons to have a good charisma 16, but they work fine and well with a 12.

Scarab Sages

Derek Dalton wrote:
Bards don't need high CHR but that is also like saying a fighter doesn't need a high STR. Bards should have a high CHR because almost all their abilities and spells and skills depend on a high one.

No they really don't. Performance rounds depend on it, but leveling up increases to more than you would need. Spell DCs, but as a 3/4 class, spellcasting is never your pure focus. Versatile Performace is still useful because enough ranks overcome a slightly lower starting CHA.

All you need is 12 at first level, pick up a +2 CHA headband sometime around 5th level, and then upgrade it to a +4 by the time you need to cast 5th level spells.


It's about maximizing your character. Bards are meant to have a decent to high charisma as well as int. Why? That's the way they are meant to be played. Most Bards suck at combat compared to any Martial Class or well put together Rogue.
A ranged fighter often puts str as his second highest stat. A Bow with good strength is a superior weapon to a crossbow. A Rogue depending on his build will do the same. Most Rogues I have played take Weapon Finesse and have a reasonable str until I find a belt then. It's my sneak attack that makes my damage no just the weapon.


the problem I have with multiclassing is when someone tries to be a one man party by taking levels in so many classes they arent really good at anything, even a sort of jack of all trades route, even that they suck at doing.

For example, 2 levels bard, 2 levels of Sorceror, 2 of rogue, keep in mind this was in pfs too so levels cap at 12 pretty much. This guy wanted to be an arcane trickster and his BAB was at +3. Now if this were a class that didnt need to hit fine, but an arcane trickster still has to roll on say scorching ray (for touch but still).

Multiclassing is fine when you have an idea in mind that doesn't place undo strain on the rest of the party unless they are good with you sucking at everything for a while.


That's you're big hang up. Bards aren't "meant to have high charisma and int". IF you go high charisma and int and no offensive stats of course you'll suck in combat. Just like if a rogue when high in and charisma to be good at skill and suck at combat.

A Bard works wonderfully well if you have an int 7, you still get 4 skills a level, which is more than the fighter, cha 12, now you can cast your spell that a fighter doesn't get, and then pumping up your combat stats just like a combat person would do. Now you don't have to dump this hard to have a combat bard. But of course a class will suck in combat if you have 10/12/12/18/13/18


My GM hates multiclassing just to multiclass. However he does not feel it's a bad idea to multiclass with a level or two of fighter if you are not a Martial class. The loss of BAB makes a huge difference in some classes cases. Certain combinations do work the fighter/rogue, ranger/druid, and fighter/cleric. I think part of the reason the hybrid classes were created in the first place. There are feats that do take into account someone is going to want to multiclass after a set time. There is a Cavalier feat that allows him to multiclass while his mount goes up according to his character level not class level.
I have seen people multiclass after a few levels some classes giving you everything really worth the class at mid to low level. Seen a few Paladins go fighter after the Chr save boost. It works surprisingly well. Had a Barbarian/fighter who was starting to become what I intended a large weapon wielding tank. Before we stopped playing I had planned on taking a Prestige Class that after two levels made him immune to Fatigue and exhausted condition. The idea is he could rage and never suffer downtime doing it.


One of the organizing principles of Pathfinder from the beginning was to make every class playable from level 1 to level 20, as opposed to D&D 3.5 which was generally a race to get to the prestige class you wanted (all the PrCs in the core rules are mostly to ensure compatibility with 3.5, compared to non-prestige classes they're mostly poor choices though). This is why every class gets something every level (aside from BAB,, save, and HP upgrades), so that you won't have dead levels that tell you to stop being this class and not that other class.

That you can just stick in one class and continue to be useful is one of my favorite things in Pathfinder, and though I feel dipping is exploitative, I have no problem with making a multiclass investment that's at least 3 or 4 levels in the secondary class (I just think "I'm going to take one level of this class for all the sweet stuff they get at level 1" is kinda cheesy, so I don't personally do it.)

I think the capstones are there in part to encourage you to stick with your class for 20 levels, but in practice you almost never play past level 15 or so anyway.

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TBH, I dipped my magus in a level of barbarian at 1st level for the speed bonus (he's a dwarf, and I had just got done playing another slow race (gnome dragon shaman (3.5 class converted to PF) and was sick of being slow).

The rage, extra hit points, etc., was just gravy.

But really tasty gravy. It added a lot of versatility, and allowed me to start out with Power Attack at 1st level (even though I started out at 4th or 5th).


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I don't like multi-classing on a conceptual level. Then again I tend to see gaining levels as being similar to job training and education, so the idea of taking a level of a different class out of nowhere feels like someone in the first year as an electrician journeyman saying "I'm a doctor now".

I understand that a player might want things that aren't all offered in a single class, but I'm willing to work with them and design a custom archetype or feat chain, or some other way to get them the extra stuff they want.


Derek Dalton wrote:

One of the reasons I hated old style D&D was it kept the power level often too low. It also was a racist game Humans could go to level twenty and play all classes. Halfling could be unlimited Thieves that was it every other race had a level limit. It was stupid how they did it as well. They'd talk about how elves were the best wizard yet only be 12th level. Dwarves made the best fighter 10th level limit.

They did it with multiclassing screwing people left and right. They made a DM god answerable to no one. Had a lot of players b~+*@ about how unfair the rules were.

It wa hardly an issue for the following reasons.

1. Most campaigns ended before players hit 10th level. Very few got that much farther.

2. Demi-humans had multi-classing that was pretty close to 3.X's gestalt. Elves were considered good wizards because Fighter/Mus could cast in armor.

3. Most players had respect for the work that DM's did instead of being self-entitled whiners. Some DMs were power tripping jerks, but there were jerks on the other side of the screen as well.


Dealt with both kinds of DMs. Now all the players who did 1st figured out one classes and played it. I often played the cleric my last being an elf Cleric/fighter/Rogue. The DM nerfed me making me half Grey elf half Drow able to only dual wield short swords.
We actually had a few campaigns that went beyond tenth.
Pazio has cleaned up a lot of the rule glitches D&D had.


Scythia wrote:

I don't like multi-classing on a conceptual level. Then again I tend to see gaining levels as being similar to job training and education, so the idea of taking a level of a different class out of nowhere feels like someone in the first year as an electrician journeyman saying "I'm a doctor now".

I understand that a player might want things that aren't all offered in a single class, but I'm willing to work with them and design a custom archetype or feat chain, or some other way to get them the extra stuff they want.

I was wondering if folks took this into consideration in their multi-classing plans. It seems to me incumbent on a player who wants to multi-class, even if it's just a dip, to come up with a back-story that makes sense. A game where folks just suddenly take a dip in some often radically different class seems more likely to be a "rpg" without much role-playing to me. As you say, sort of like the journeyman electrician who suddenly becomes a doctor. Or the fighter who suddenly says, in effect, "I spent four years studying magic last week, so now I'm mage".

RPG Superstar 2012 Top 32

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It's kind of like deviating from feat trees.

Just because you took Power Attack and Improved Bull Rush, it doesn't mean you have to take Greater Bull Rush and Bull Rushing Critical (or whatever that means).

You can choose to take Cleave instead, or even Improved Initiative or Point Blank Shot.

It's the same with skills. Just because you maxed out the Survival skill for 5 levels, it doesn't mean you can't take a rank in Ride or Swim at 6th level.

Classes are just classification constructs. They're part of a rule set that describes your character. Some characters become more specialized and focused, some become more versatile.

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