Multiclassing: Classes Ala Carte
Most people are quite content to go through their entire careers with a single class, and maybe a couple of PrC's to help it along. But not you... no, you like to think outside the box, to mix and match... the PhB is your Ala Carte menu, and you like it that way.
There's a lot of gold mines here, but for every gold mine, there's a dozen traps. It's a real minefield out there, and generally by the time you realize you've horridly nerfed yourself, it's far too late to change it.
Of course, listing the various merits and flaws of every single theoretical possibility is... simply not possible. Well, theoretically it is, but the amount of time involved with the project would be truly staggering. So instead, I'm going to hit the highlights, and give you some general rules to keep in mind while multiclassing.
The basics: The Good, the Bad, and the Ugly
First, some basic things to keep in mind when you decide to multiclass:
- Look for Stat Synergy. One of the worst problems with multiclassing is that it can get very MAD (Multiple Attribute Dependent) very rapidly, particularly if you are dragging in a class already known to be MAD (Monk, I'm looking at YOU here). For example, Sorcerer and Paladin make a good base for a 'gish' build, because the Cha-based casting of the Sorcerer is leveraged into your saves with a Paladin dip. Paladin and Wizard, however, becomes very MAD, because you'll need your physical stats to be a good 'gish', Wis if you want Paladin casting, Int for Wizard casting, and Cha for saves... literally Every Attribute Dependent.
- Blend passive abilities with active ones. No matter how many classes you have multiclassed into, you still only have one round's worth of actions, even if you do... gently manipulate action economy with other tactics. So, when multiclassing, it's best to have only one set of active abilities, with synergistic or complimentary passive abilities thrown in. For this reason, while Sorcerer and Paladin do good, and Bard and Paladin do good, Sorcerer and Bard don't, because both are mostly active ability classes that require actions to use, even though they have good Charisma synergy. However, your caster stat to all saves is a passive ability which significantly improves your survivability against Save or Suck attacks.
- Look for Feat or PrC synergy. There's a list of feats spanning several splatbooks which gives certain progressions from two different classes the ability to stack both classes together when calculating the progression. Likewise, there are many PrC's designed specifically to help blend two or more classes together. These are going to be crucial in making your character mechanically viable, without being a 'Jack of All Trades, Master of None'.
- Be aware of alignment restrictions and multiclassing xp penalties. Many GM's handwave one or both of these, so I lump them together, however for the GM's who don't... these can very often bite a build in a very uncomfortable location. For example: Bard + Paladin... only Bards have to be non-lawful, and Paladins MUST be LG. Some GM's don't like alignment hopping without a darn good reason, which must be kept in mind. Likewise, multiclassing xp penalties hurt... it's like item crafting... without the items.
- Half of two different progressions does not make a whole progression, it makes you half a character. Unless you can synergize them exceedingly well, x10/y10 is almost always going to suck, mechanically, because you have half the class progression from two different classes. Even with a feat that lets you synergize some of your abilities, you still generally want to focus on one side or another.
- Know what you want to do before you do it. Do you want to be a caster that can fight, or a fighter that can use some magic? Do you want to be a skilled scoundrel with a bag of magical tricks, or do you want to be a caster who has some extra mundane tricks up his sleeve? Knowing your concept, and where you want to focus, will help you focus your build.
- Do everything you want and get away with it build? Not likely. It's hard to get a build that can do everything. A build that can do one or two things well, sure. But be realistic in your expectations. Occasionally, there are competitions for 'party of one' builds, but generally either they are Gestalt, or they tend to lack in some areas. Or they're a Cleric.
- Know your material. Most multiclassing builds tend to use a plethora of splatbooks to get to function properly. Don't be surprised if your 'simple concept' ends up needing a half dozen books for source material. Making two classes work together isn't easy, sometimes... additional steps are necessary.
- Don't Monk it up. Allow me to explain this concept before yet another 'monk debate' shows up. The Monk looks good on paper, but it has several active abilities which are generally mutually exclusive with no synergy between them. They have okay defenses at low levels, but have no way to supplement their primary offense or defense with gear. They are extremely MAD, needing every stat except Charisma to be decent, and are unable to apply their active abilities effectively in combat. This also describes a large number of multiclassing builds I could name. Defenses are all well and good, but defenses don't kill opponents. If you are not effective at applying something unpleasant to an opponent, you will simply be ignored in favor of more dangerous targets.
The Gish: Being the Red Mage
One of the more popular multiclassing build archetypes is the 'Gish', or 'I can cast and I can hit people and be effective at both'. The term originally comes from an edition long ago when the Githzerai could both cast and fight, and the term 'Gish' was used to describe those who could.
There's two types of Gish builds... the standard Gish which fights and uses magic, and the SkillGish, which generally incorporates some skillmonkey into the mix.
All Gish builds depend on PrC's to get going, and they all tend to develop later in the build. Why? Spell progression. Every level that doesn't have spell progression hurts you far more than every level that doesn't advance BAB. Or, if you just want to be a beatstick that can use some magic, it takes a while to get a relevant amount of magic and still retain your beefy beatstick role.
The 'litmus test' for a Gish build is +16 BAB and 9th level spells by level 20. Mind you, that's not a hard and fast rule, and not meeting these requirements doesn't necessarily mean your build is bad, however that is the standard most people expect to see when you say 'gish'. Be prepared to defend your build if it doesn't hold up to this standard.
Gishes can get very MAD if you aren't careful. Generally, you have your 'casting stat', and your physical stats, to watch.
The Sorcadin - Paladin2/Sorcerer x/PrC's
SpoilerIt is a decent chassis for a classic 'gish' build. Paladin gives you all martial weapon proficencies, necessary for some Gish-type PrC's, and your primary casting stat to all saves. With the various paladin alignment variants, you don't necessarily have to have the 'stick up your pigu' class feature, assuming your GM permits them. SpellSword is a good one-level dip for -10% ASF, and both casting and BAB. But it's only a one-level dip. Ever. Abjurant Champion is a perfect Gish PrC, with full BAB and full casting over five levels. From there, it depends on what you want to do with your character.
Pros: It's a bit harder to land Save or Suck effects on him, making it easier to survive the 'rocket tag' which later levels tend to become. He can wear Mithral Chain Shirt without any ASF problems, which is a good thing if you have a good dex.
Cons: It's a bit of a late bloomer. It's also very difficult to get 9th level spells by level 20, due to the two-level dip in Paladin. You have literally no room left over in your build for levels that don't advance spellcasting if you want to make it.
The Martial Mage Warblade1/Wizard/PrC's
SpoilerThis build doesn't have the defensive capability of the Sorcadin, but it develops casting two levels faster, which means it's always, level for level, going to be a full spell level ahead of it. That's... pretty amazing. It can also have fewer spell levels lost. So this is more of a 'caster who can also fight' type build. With Warblade, you can slide into Jade Pheonix Mage without many problems, although a bit of a feat investment for them (Crusaders can get in easier), which is pretty much made of win.
Pros: Gets casting earlier, faster, harder. Combines ToB with Magic to make a very powerful character.
Cons: Not every GM likes ToB.
Variant: Using Swordsage makes this more of a SkillGish, but it can also work out well.
Sneaky Bastard Rogue/Wizard/PrC's
SpoilerThis is your classic SkillGish. Straight Core, the build is Rogue3/Wiz5/Arcane Trickster10/Archmage2. For more of a 'rogue with a bag of tricks' type build, you can consider pairing Rogue with Sorcerer for Cha synergy, or even pairing Rogue with Warlock for some at-will action and a ranged touch attack you can sneak attack with.
Some people see that you can sneak attack with certain spells, and go all crazy for an 'amazing sniper build!', however that is almost always doomed to failure. Sneak Attack isn't the easiest thing to activate with ranged attacks after the surprise round.
Pros: You don't need to spend gold and UMD on magic. If you focus on utility, you can be quite an asset to the party.
Cons: You don't have as much defensive or offensive capability as a typical Gish, so be careful around combat.
The Melee Who Could - Warblade/Suel Archanamach/SpellSword/AbChamp
SpoilerThis is a case of importing Nice Things into a melee build. It doesn't try to pretend it's a full classic Gish, but it's got good self-buffing ability, with the potential for some area-effect lockdown Save or Suck type spells. Good Int synergy. One cute trick: AbChamp5 has a nice ability which makes your Effective Caster Level equal to your BAB. Since most of the classes in the build are full BAB... this is in every way to your advantage. Then Suel Archanamach gives additional bonuses to Caster Level on certain spells... fun times.
PsiStomper Warblade/Psion/Slayer
SpoilerGood Int synergy, good power selection from Psion, and Slayer has full BAB, 9/10 manifesting, and a decent selection of special abilities. Getting the skills requirements for Slayer in time may be tricky.
As an alternate, Ranger can be used to qualify for Slayer very easily, since all the skills required are Class skills, and you get Track for free. However, Warblade makes for a much nastier combatant, with some good Int synergy.
Smack Build Ranger/PsiWar/Slayer
SpoilerHear ye, hear ye! The Royalty of Smack has arrived! Originally named after a Theoretical Optimization build called the 'king of smack', this is the watered down, more game-friendly version. Ranger lets you qualify easily, PsiWar gives you the powers you actually want, Slayer combines the two mostly seamlessly. It's hard to go wrong here, with solid damage output and a variety of tricks available to you.
Wildadin Paladin/Wilder/Slayer
SpoilerRemember the Sorcadin? This uses Wilder instead. Casting stat to Saves and to Touch AC, what's not to like?
The Urge to Theurge
When you want to cast out of more than one class, typically both arcane and divine, the term is 'theurge', for the Core prestige class Mystic Theurge which advances both casting progressions.
WARNING: Theurging is extremely difficult to pull off properly without horridly nerfing your ability to be effective in anything. Be prepared to use moderate to extreme cheese just to make the build viable.
Want to know why your classic Wiz3/Cleric3/MT10 build sucks? Here's why:
First off, you're going to be two spell levels behind any full caster. That's... crippling. For example, a Wiz3/Cleric3/MT1 is a 7th level caster who can cast as either a 4th level Wizard or a 4th level Cleric. So you have 2nd level spells. Meanwhile the full caster just got 4th level spells. Ouch. While you are tossing around Scorching Ray, he's tossing around either Orbs or Enervation. Or he could be tossing around Empowered Scorching Ray. He's also got access to Haste and Slow and Greater Magic Weapon... all powerful force multipliers. You... don't.
Higher level spells = win. Being two full spell levels lower than your opponents = fail. It's... really that simple.
There's two ways to Theurge in a mechanically viable way:
1) Early Entry tricks. This carries the shadow of Extreme Cheese and may not always be accepted by GM's. But basically, it lets you get into the theurge-type PrC's earlier than the designers planned. This lets you get almost full casting progression on at least ONE side, and typical progression on the other, so at least you'll generally end up with 9th level spells somewhere before 20.
2) Rapid Progression PrC's. UrPriest, I'm looking at you. Goes from 1st to 9th level Cleric spells over 10 levels. There's others that do this as well. So, a Wizard/UrPriest/Mystic Theurge will get at least 9th level spells on the Cleric casting side, and probably have a lot more Wizard casting as well, ending up in a possible 9th level spells on both sides.
WARNING: PrC's that advance another spellcaster's progression does not have it's own spellcasting progression, and thus you cannot use another PrC to use it's progression. For example, if you go Wizard3/Cleric3/Mystic Theurge 1, you can't use another PrC to advance Mystic Theurge's dual progression, because it doesn't HAVE a casting progression of its own. But classes like Ur Priest, which have their own spellcasting chart, can be advanced safely. I warn you of this now, because every so often, someone comes up with 'ZOMG AN AMAZING BUILD' which tries to illegally advance classes that don't have their own spell progression, typically trying to dual-advance a pair of dual-advancing PrC's (Yo dawg...) and generally makes a huge fool of themselves. I wouldn't want you to make that mistake.
The Rest: A collection of odds and sods
Basically, those two categories are the most clearly defined, the following is the rest of the multiclassing options i consider viable, and why.
Swift Hunter Scout4/Ranger16
SpoilerThe build is named after the feat that makes this build viable. It lets Scout and Ranger stack for purposes of determining Skirmish damage, AND it allows you to apply precision-based damage to Favored Enemies, even if they are normally immune to it. So now you have actually appliable bonus damage per swing, and suddenly TWFing and Archery become options.
There's one fly in this ointment: You need to move 10' to activate Skirmish. However, you need a full attack if you want to take advantage of TWFing or Archery. For this, my friends, we have several solutions:
1) Improved Manyshot. Since you're getting all the prerequsites for free from Ranger bonus feats anyways, it's not that expensive to pick up, and while it's not quite as good as getting more shots, it's still a good way to get something like a full attack off with a standard action.
2) Dip. For melee, dip WhirlPounceBarian. For ranged, dip Cloistered Cleric with Travel Devotion and Knowledge Devotion. Travel Devotion lets you move a full move action's worth of movement for the price of a turn attempt without eating up your actions, so you can move, then full attack. PounceBarian uses Spirit Lion Totem from Complete Champion to replace their bonus 10' speed with the ability to make a full attack on a charge. Cue Shock Trooper.
3) Training Dummy of the Grandmaster. Requires a steep UMD check, but lets you take a 10' step instead of a 5', letting you Skirmish.
Daring Outlaw - Rogue4/Swashbuckler16
SpoilerAnother build named after the feat that makes it possible. It gives Swashbuckler full Rogue sneak attack progression, with the full BAB of a Swashbuckler to make it count.
Occasionally, Duelist finds its way into the build, but it is by no means necessary.
BardBlade - Bard4/Warblade16
SpoilerI know, Bards are a casting class, you're probably wondering why it didn't get included as a Gish. The answer, my friend, is simple: it doesn't really cast anything other than one spell, because that's not what this build does. It does, however, give absolutely amazing party leverage by dramatically increasing the damage output of every melee build in the group. This uses Inspire Courage and Dragonfire Inspiration optimization tactics, found in several guides around the internet,
The War Chanter version uses Inspire Legion, which lets everyone in the party act as though they had a full BAB... which can be phenomonal if you have party members who had to dip a bunch of 3/4 BAB classes, and saw their BAB suffer as a result. Mind you, this also lets the casters get full BAB as well, which means they're not ever going to miss with ranged touch attacks (split ray empowered twinned Enervation, anyone?), and if someone tries to get close to them, they get full iterative attacks with ridiculous bonus damage. If you have even ONE party member who focuses on minions (summon druids or Dread Necros mostly), you suddenly become an enormous force multiplier, since every single random mook ally you have suddenly has a full BAB and insane damage bonuses.
Variants: Bard + Crusader works just as well. Bard + Paladin can work, if you get an alignment variant paladin (CG Paladin of Freedom works well). Same basic concept applies. The Bardadin gets Cha to all saves, which is always nice. The Bardsader gets access to Devoted Spirit maneuvers and stances, which can be valuable if you want to do Area Denial with Thicket of Blades. Bard + Barbarian also works quite well, if you get the pounce variant of barbarian. Shout your war chant, then leap into the fray...
The Shiv - Rogue/Swordsage/various PrC's
SpoilerThis guy is very good at one thing: sticking lots of pointy objects into opponents vitals. He's a TWF build who makes extensive use out of Diamond Mind, Tiger Claw, and Shadow Hand. Pouncing Strike, for example, lets him make a full attack on a charge. And he tends to get a lot of attacks. Island of Blades helps him flank easier, and Assassin's Stance is more damage output, then Shadow Blade since you're in a shadow hand stance. PrC's depend on what you want to do with it, but generally, choose ones that advance sneak attack, or provide passive benefits you are looking for.
Be careful you don't sacrifice too much BAB with your dipping for more sneak attack, unless you have a Bardblade in your party, in which case, have fun go nuts.
Miko v2.0 Monk2/Pal2/Bard4
SpoilerVery diptastic, but amazing Charisma synergy. Ascetic Mage, I believe, works with Bard, being a spontaneous arcane caster. Charisma to Saves and to AC.
This build works better with an Unarmed Swordsage instead of Monk, because you can do it in Light armor, which means Mithral Chain Shirt, but if ToB is not an option, monk works well.
You need to include something with damage potential if you want this to be a viable build. He's got some interesting defenses, but without a way to negatively affect opponents... everyone simply ignores him. With a build like this, you can go into a BardBlade build for party buff fairly effectively.
Wrapping it up
I hope this guide has been informative for you. I think I've spelled out most of the things to do, and pointed out a few traps as well. This guide will probably be expanded further as the many dozens of other examples are mentioned, but I think we've covered the basics, and the concepts, involved with multiclassing.