When is it worth it to multiclass?


Advice

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Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Aristophanes wrote:
Any of these abilities, one at a time, all day long, changeable as a swift action. Yes, many of these are situational, but most are useful. You also gain some spell casting, and access to magic items based on both the Druid and Ranger lists. I decided it was worth it for my Slayer, even though I delay my BAB for a level.

Animal Focus is one minute per level per day.

Grand Lodge

TriOmegaZero wrote:
Aristophanes wrote:
Any of these abilities, one at a time, all day long, changeable as a swift action. Yes, many of these are situational, but most are useful. You also gain some spell casting, and access to magic items based on both the Druid and Ranger lists. I decided it was worth it for my Slayer, even though I delay my BAB for a level.
Animal Focus is one minute per level per day.

Not for the Feral Hunter Archetype. Since he doesn't get an AC, it's treated as if the AC died, and so can use it all day.

Edit: Ah, I see in my original post I said "Primal" rather than what I meant, which was "Feral". That's probably where your confusion arose. My bad.


I'd point out that it somewhat depends on the variant too. If you're playing an E6 styled variant, multi-class is an easy way to get access to more +3's on your skills, better saves, etc.. and whatnot. If you have the option of being a Cleric 5 Monk 1 vs a Cleric 6, then it seems that the multiclassing is almost strictly better.

NOTE: I have a system to increase skills without leveling so it's less important in my version, but it's still a relevant bonus.

A sorceror probably wouldn't make that trade in E6, but a Wizard/Arcanist who can be W5 or A5, and then buff it's weaknesses with a single level of another class seems quite powerful.

Regardless of if your system directly limits you in such a fashion, you can then consider what you think you'll max out in in your system and start catering choices around that idea. Being part Brawler, Swashbuckler, Monk, Rogue, Ranger, or similar can all have some pretty significant benefits.

Even being Wizard 5 Sorceror 1 if you think you'll stop around lvl 6 is pretty good; as you'll get spontaneous casting for some low level spells, more spells per day, etc..

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Aristophanes wrote:

Not for the Feral Hunter Archetype. Since he doesn't get an AC, it's treated as if the AC died, and so can use it all day.

Edit: Ah, I see in my original post I said "Primal" rather than what I meant, which was "Feral". That's probably where your confusion arose. My bad.

It was definitely hard to track down, no worries. I'm not sure I agree with the interpretation, as it was mentioned in another thread that if you never had an animal companion, it can't be dead, and that is the only thing that gives focus permanently on. Probably have to wait for a FAQ, if it ever comes.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
TriOmegaZero wrote:
Aristophanes wrote:

Not for the Feral Hunter Archetype. Since he doesn't get an AC, it's treated as if the AC died, and so can use it all day.

Edit: Ah, I see in my original post I said "Primal" rather than what I meant, which was "Feral". That's probably where your confusion arose. My bad.

It was definitely hard to track down, no worries. I'm not sure I agree with the interpretation, as it was mentioned in another thread that if you never had an animal companion, it can't be dead, and that is the only thing that gives focus permanently on. Probably have to wait for a FAQ, if it ever comes.

No FAQ needed -- the archetype description already says "This ability functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration."

The only limitation that there has ever been on Animal Focus is total daily duration.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Thanks, missed that part bouncing back and forth across the pfsrd.


One of my favorite characters used a heavily multiclassed dragon disciple build. Paladin 2/Oracle 1/Dragon Disciple 7/Sorcerer X. Since he also used the Noble Scion (War) feat, he added his charisma to just about everything. He ended up being one of the most powerful characters that I ever built as long as I kept his buffs going, lol.

Nowadays, I would have considered replacing the Oracle level with a level of Scaled Disciple Monk, since they get Charisma to AC and are better suited for a melee dip.


I had a great deal of fun with an arcane trickster. The build was moderately complex, but only lost one caster level and came out with the same total sneak attack dice as a straight rogue of the same level.

My only real regret is that because of that lost caster level, I never actually got to sneak attack anyone with Meteor Swarm before the campaign ended. Oh, the humanity ...


Multiclass becomes more appealing when you are limited to which sources can be used. For example, we are currently limited to CRB and APG in my home game, so magus is off limits. If I want a non-bardy arcane gish, I'll likely be looking at martial X /arcane Y or martial 1 / arcane X / eldritch knight, depending on which class features look appealing and how much spell power I want to have.


As we are talking about Multiclassing and Feral Hunter archetype of Hunter;
* all simple and martial weapons, light & med armor, shields.
* 6 +INT skill points to limited skill set.
* with a level dip(1-2 levels) the character will only get the listed introductory Animal Focus bonus via Feral Focus(Su) one at a time. Basically a +2 enhc STR or similar, or a +4 comp to a skill, or evasion, or scent, and a cosmetic polymorph effect. It's about a standard magic item boost of $3000 to $6000.
* gains access to Druid and Ranger spell lists of 6th level and less. Key spells are First: Cure Light Wounds, Entangle, Heightened Awareness, Lead Blades/Gravity Bow, Magic Fang, Obscuring Mist, Pass w/o Trace, Resist Energy, Second: Barkskin, various +4 ability spells.

so you get a solid core of martial and divine casting abilities.

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