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Old 12-15-2011, 05:50 PM   Top  -  End  -  #1
ShneekeyTheLost
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Default Multiclassing for Newbies: A reference guide for the rest of us

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

Spoiler


The Martial Mage Warblade1/Wizard/PrC's

Spoiler


Sneaky Bastard Rogue/Wizard/PrC's

Spoiler


The Melee Who Could - Warblade/Suel Archanamach/SpellSword/AbChamp

Spoiler


PsiStomper Warblade/Psion/Slayer
Spoiler


Smack Build Ranger/PsiWar/Slayer
Spoiler


Wildadin Paladin/Wilder/Slayer
Spoiler


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

Spoiler


Daring Outlaw - Rogue4/Swashbuckler16

Spoiler


BardBlade - Bard4/Warblade16

Spoiler


The Shiv - Rogue/Swordsage/various PrC's

Spoiler


Miko v2.0 Monk2/Pal2/Bard4

Spoiler


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.
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Old 12-15-2011, 05:52 PM   Top  -  End  -  #2
ShneekeyTheLost
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

Feats of Multiclassing: Making 1+1=3


Not all multiclassing feats are created equal. Some, like Swift Hunter, Daring Outlaw, and Master Spellthief... are awesome. Others, however... don't. I'll be giving you a quick run-down on how useful these feats actually are, sorted by source.

Complete Adventurer
Spoiler


Complete Champion

There's a series of Domain Devotion feats. I mention these here because if you took a one-level dip in Cleric for something in a melee build, you probably have a lot of turn attempts, and not a whole lot to use them on. This lets you use them. Knowledge Devotion and Travel Devotion are the two most common, by all means, but check them out if you have turn attempts and nothing to spend them on.

Complete Divine

There's a series of divine feats which lets you blow turn attempts to do various things. I mention them because if you end up with a bunch of turn attempts, and not a whole lot to use them on (like, say, a Cleric dip in a mostly melee build), it can be a way to use those.

Complete Mage

There's a few reserve feats that are useful for some multiclass builds

Spoiler


Complete Scoundrel
This has the other half of the multiclass feats
Spoiler


Complete Warrior
There's a Gish feat and some more divine feats here
Spoiler
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Old 12-15-2011, 05:54 PM   Top  -  End  -  #3
ShneekeyTheLost
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

Dips and Splashes: Classes that multiclass well


This is, by no means, an exhaustive list, but it contains the most common classes, and various 'jump out' points.

Core Classes

Spoiler


SRD Psionic classes
Psionics can be a lot of fun, and there's a lot to them that lend to PsiGishing it up. A couple of powers picked here and there can also spice up many builds, making it popular to multiclass with. I will also try to appropriately handle the biggest trap in the entire section.

Spoiler


Tome of Battle: Book of Nine Arguments

Not every table allows ToB. Personally, I don't know why. It makes melee actually viable. In my opinion, the three base classes found in this book are direct replacements for the Paladin, Monk, and Fighter.

These classes are very good for dips and splashes and multiclassing, because other classes give 1/2 initiator level. So, if you have, for example, Rogue8/Swordsage1... then the Rogue8 gives 4 initiator levels, plus one from Swordsage, gives IL 5, which means he can pick up maneuvers and stances up to 3rd level for which he meets the prerequisites, which means Assassin's Stance.

For these reasons, ToB is featured, or at least mentioned, in most of my suggested multiclass builds, and I cannot suggest it highly enough.

An often overlooked point which simply must be made, and this goes for all three classes: The stance you pick up at 1st level with any of the ToB base classes MUST be a 1st level stance. You can pick up others later, you can pick up others with a couple of feats, you can pick up any other stance that you have the IL for with any other stance slot, but that first one HAS to be a 1st level stance.

Spoiler


Complete Adventurer
Three classes here. One doesn't do so well except as a dip, one works out very well, and one is, depending on how you read certain abilities, completely broken.
Spoiler


Complete Arcane

Three classes in this book, which have varying degrees of usefulness.
Spoiler


Complete Divine
Three more classes found here. I suppose they'd seem more powerful if they weren't being compared to Cleric and Druid, two of the most powerful classes ever published. None of them are Tier 1, but none of them are actually bad either.
Spoiler


Complete Psionic
Yes, I know, this book shouldn't exist for several reasons. But... it does. So, in the interests of completeness, I'm including the three classes found here. Beware the traps, my friend. These do not multiclass well.
Spoiler


Complete Warrior
Spoiler
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Old 12-15-2011, 06:26 PM   Top  -  End  -  #4
NineThePuma
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Posting subscription.

I have to ask; what about less common combinations and archtypes?
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Old 12-15-2011, 06:31 PM   Top  -  End  -  #5
ShneekeyTheLost
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

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Posting subscription.

I have to ask; what about less common combinations and archtypes?
I threw in the most common ones because those were the ones I could spout off the top of my head. By all means, if you come up with an unusual, but mechanically viable, build... post it. I plan for this entire thread to be a valuable resource for anyone seeking multiclassing advice.
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Old 12-15-2011, 06:36 PM   Top  -  End  -  #6
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Quote:
Originally Posted by ShneekeyTheLost View Post
I threw in the most common ones because those were the ones I could spout off the top of my head. By all means, if you come up with an unusual, but mechanically viable, build... post it. I plan for this entire thread to be a valuable resource for anyone seeking multiclassing advice.
Daring Outlaw comes to mind as a fairly frequently suggested build (like, everybody somebody asks how to optimize a Duelist), and would fit in with Swift Hunter.

Maybe something about dipping ToB in otherwise core-ish builds, which I think is pretty common practice?

Very cool guide.
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Old 12-15-2011, 06:39 PM   Top  -  End  -  #7
Lateral
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I'm pretty sure the term 'gish' actually came from one of the earlier editions as a Gith term for... well, a gish.

Also, Bardblade/Bardsader builds don't generally include War Chanter; it just isn't as good as more maneuvers. It generally goes Bard 4/Warblade or Crusader 16.
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Old 12-15-2011, 06:39 PM   Top  -  End  -  #8
MukkTB
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Looks good. I didn't realize that mostly people were looking for gish in multiclass. I figured there would be more variety.

As far as the Sorcadin goes, what kind of point buy would you stick into it? Is it only worth doing Sorcadin for gish or can you go pretty much full spellcaster afterwards?
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Old 12-15-2011, 06:54 PM   Top  -  End  -  #9
hex0
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Needs more Spellthief. It's like Master Spellthief is in the top percentage of all feats.
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Old 12-15-2011, 07:02 PM   Top  -  End  -  #10
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You should really include more useful monk info in your post, instead of just bashing it. The monk uses, as I see it:

1.A 2-level feat+feature dip, is handy, but should be considered no more useful than fighter 2, except in specific cases, like Druid 18/Monk 2, where its definitely superior to Fighter 2.

2.The monk-gishes(Sacred/Enlightened Fist and Tash), which are all quite powerful.
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Old 12-15-2011, 07:17 PM   Top  -  End  -  #11
MukkTB
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I think 'don't monk it up' means don't be like a monk, not don't use a monk. Don't grab abilities without synergy. Don't go MAD.

But yeah monks really should be included. People like the flavor. If we didn't care for flavor all we would brew would be pun pun. At the very east you should explain how a Tome of Battle class using unarmed strikes is a better monk than the monk. Something so that people can monk it up as well as a monk can monk things up.
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Old 12-15-2011, 07:24 PM   Top  -  End  -  #12
ShneekeyTheLost
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I think 'don't monk it up' means don't be like a monk, not don't use a monk. Don't grab abilities without synergy. Don't go MAD.

But yeah monks really should be included. People like the flavor. If we didn't care for flavor all we would brew would be pun pun. At the very east you should explain how a Tome of Battle class using unarmed strikes is a better monk than the monk. Something so that people can monk it up as well as a monk can monk things up.
If people like the flavor, they can play an Unarmed Swordsage... which has exactly the same flavor, with actually useful class abilities...

However, i will be going in and putting in a list of 'Dips and Splashes', and include Monk on that list.

Spellthief and Master Spellthief will also be mentioned in their respective sections... don't know how I forgot about them...
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Old 12-15-2011, 07:35 PM   Top  -  End  -  #13
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Weapons of Legacy has a PRC in it that progresses anything. Interesting to look at. Could be good for theurging, since Spells per day are class features.
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Old 12-15-2011, 08:05 PM   Top  -  End  -  #14
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Despite what some people say, multiclassing a spellcaster is not the most terrible thing to happen since Bambi's mother got shot. It is obviously true you will not be as strong a spellcaster as one who remained single class, but that is not the point. You aren't a "spellcaster". You're a character who can cast some spells.

Your spells augment your other class. Spell synergies abound. A rogue/wizard wouldn't mind Invisibility or Spider Climb despite not casting Evard's Black Tentacles as soon as a single class wizard would or never being able to cast Gate.

However, even when multiclassing a spellcaster you should avoid builds that will hurt you anyway. Don't multiclass 10 spellcaster/10 whatever. At that high level play, your lack of spellpower will be a hindrance and your other class will not make up for it. You should be looking for a prestige class that combines your multiclassing. Arcane Trickster is one that facilitates a rogue/wizard. Abjurant Champion is a nice warrior type/wizard combination. Not getting full spell progression is not the Apocalypse, though do make sure the prestige class abilities you are getting are to your liking.

Especially if you're not getting full spell progression, try to avoid spells that scale with caster level in their effect. They won't be at the strength needed for your total character level. Creatures with spell resistance could be a problem when attacking them with spells. However, there are solutions. 1) For those particular combats you can't get past the spell resistance, that is the time to use your other spells. A buff spell on a party member is a good tactic. Help make that character kill the monster better. 2) Cast attack spells that aren't subject to spell resistance. They exist. 3) The spell Assay Resistance and the feat Practiced Spellcaster help. 4) Don't worry about it. Not every single monster you face will have spell resistance. They can come up time to time but not every single time to shut you down to buffing duty. It is an obstacle to overcome, not bash you in the face.
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Old 12-15-2011, 08:15 PM   Top  -  End  -  #15
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Quote:
Originally Posted by Lateral View Post
I'm pretty sure the term 'gish' actually came from one of the earlier editions as a Gith term for... well, a gish.

Also, Bardblade/Bardsader builds don't generally include War Chanter; it just isn't as good as more maneuvers. It generally goes Bard 4/Warblade or Crusader 16.
Gish is a Githyanki term used to describe the fighter/mage multiclass back in AD&D type days. Today the term has been expanded to mean somebody who can cast spells effectively and fight effectively with weapons.
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Old 12-15-2011, 08:18 PM   Top  -  End  -  #16
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Well you didn't imply that you'd be covering dips. I mean Sorcadin is a sorcerer with a two level paladin dip. And there's a world of difference between saying the monk is underpowered and implying that people who try to play it are bad.

What if someone's DM doesn't like ToB? On the forum we agree its a good book but we can't make him include it by browbeating him. So that guy is gonna need to do some monk if he wants that flavor. I just don't see any reason to be overly hostile to that class. Yeah it sucks. It also sucks to be a fighter. In highly DM optimized games it sucks not to be a tier 1. Well...

I mean idiots who go around claiming the awesomeness of the monk is one thing. People who just want to play the class are another thing. I don't see rogues getting dogpiled even though they could be doing the same role better in a tier 3 class.
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Old 12-15-2011, 08:22 PM   Top  -  End  -  #17
Lateral
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Quote:
Originally Posted by MeeposFire View Post
Gish is a Githyanki term used to describe the fighter/mage multiclass back in AD&D type days. Today the term has been expanded to mean somebody who can cast spells effectively and fight effectively with weapons.
Yes, this is what I was thinking of. (Did you quote that from somewhere? I could've sworn I've heard that exact wording before.)

Again, Bardblade =/= War Chanter. There's very little reason to go with a War Chanter as a Bardblade; you already get full Inspire Courage progression and full BAB, and the War Chanter songs are not worth ten levels' worth of maneuvers.
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Old 12-15-2011, 08:35 PM   Top  -  End  -  #18
ShneekeyTheLost
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Yes, this is what I was thinking of. (Did you quote that from somewhere? I could've sworn I've heard that exact wording before.)

Again, Bardblade =/= War Chanter. There's very little reason to go with a War Chanter as a Bardblade; you already get full Inspire Courage progression and full BAB, and the War Chanter songs are not worth ten levels' worth of maneuvers.
I strongly disagree... Song of Legion is worth an entire progression of maneuvers in the right group.

Anyways, Core Dips and Splashes are up.
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Spoiler

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Old 12-15-2011, 08:55 PM   Top  -  End  -  #19
Lictor of Thrax
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

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Originally Posted by MukkTB View Post
I think 'don't monk it up' means don't be like a monk, not don't use a monk. Don't grab abilities without synergy. Don't go MAD.

But yeah monks really should be included. People like the flavor. If we didn't care for flavor all we would brew would be pun pun. At the very east you should explain how a Tome of Battle class using unarmed strikes is a better monk than the monk. Something so that people can monk it up as well as a monk can monk things up.
In my very limited experience, one of the best ways to make use of Monk dips is to look very close at their ACF's and alternate fighting styles, you can get some interesting stuff from the monk. Especially if one of the alternate fighting styles matches up with feats that you'd want to take to augment your base style.

My example being a stealthy character that also likes to trip.

I took two monk levels and the Passive way fighting style, giving me two of the feats I need (combat expertise and improved trip). Then, because I have evasion from my other class, I ACF'd that into the Invisible Fist feature, allowing invisibility once every 4 rounds. As a nice little bonus, as my Char is a spiked-chain tripper, in the event that I have to drop my chain on a failed trip I'm not unarmed and could even get a Decisive Strike in, instead of just taking Fighter 2 for the extra feats and then getting a bunch of junk weapon and armor proficiencies that are going to be worthless for my character.
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Old 12-15-2011, 08:55 PM   Top  -  End  -  #20
NineThePuma
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

Divine Gish options might be worth poking at, but it isn't really a "multiclassing" build. This is very valuable. Thank you.
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Old 12-15-2011, 09:01 PM   Top  -  End  -  #21
ShneekeyTheLost
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

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Originally Posted by NineThePuma View Post
Divine Gish options might be worth poking at, but it isn't really a "multiclassing" build. This is very valuable. Thank you.
There really isn't such a thing as a 'divine gish', unless you mean a CoDzilla... due to Divine Power/Wildshape, there doesn't really need to be.
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Old 12-15-2011, 09:02 PM   Top  -  End  -  #22
NineThePuma
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

True. I guess.

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Old 12-15-2011, 09:31 PM   Top  -  End  -  #23
Lateral
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

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I strongly disagree... Song of Legion is worth an entire progression of maneuvers in the right group.
Yes, but:
  1. It doesn't come online until 16th level there.
  2. It requires the right group layout, whereas a straight Bardblade or Bardsader is good in any group with a couple melees. Hell, most combat types have full or near-full BAB anyway; they certainly shouldn't need the extra to-hit, they'll get the fourth iterative soon if not already so that part's only useful for a couple of levels at most, and the damage is easily outstripped by simple Inspire Courage, not to mention DFI.
  3. It isn't really a Bardblade. You're not really getting maneuvers, just a couple of low-level tricks.
  4. It isn't simple, and it isn't the standard build. You can mention it as an option, but it's really more helpful if you just plot the standard build (Bard 4/Warblade or Crusader 16) and put it in as an adaptation.
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Old 12-15-2011, 09:48 PM   Top  -  End  -  #24
Person_Man
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

You touch upon this, but it's worth noting that multiclassing heavily is generally a very good strategy in low ECL games (when you can take the first couple of levels of many front loaded classes) but a bad strategy in mid-high level campaigns (when the scaled abilities of magic, psionics, vestiges, soulmelds, and disciplines out pace them). I put the break point around ECL 7 (when 4th level spells et al kick in), although it's obviously debatable.

Last edited by Person_Man : 12-16-2011 at 09:11 AM.
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Old 12-15-2011, 10:04 PM   Top  -  End  -  #25
dextercorvia
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

Bard2 is when you get 1st level spells. You get a 2nd level spell at Bard4.

I agree that Bard4 is the jumping out point. By that time you have IC+1, Insipre Competence, so that you can take Song of the Heart, a 2nd level spell, and it is the last level before you eat another hit to BAB. You can also hit IC+2 from there with a Vest of Legends.
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Old 12-16-2011, 12:01 AM   Top  -  End  -  #26
GoodbyeSoberDay
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

Since this is for newbies, I'm guessing you're going to update post #2 with a thorough list of PrCs which help in your multiclassing endeavors? For instance, Spellwarp Sniper and Unseen Seer make for great wizard/sneaky multiclass characters. You touched upon this already with the theurge stuff, but ultimately at higher levels, the key to multiclassing is to get into a good dual-advancing PrC as quickly as possible.
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Old 12-16-2011, 12:52 AM   Top  -  End  -  #27
kulosle
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

Yes finally a place to direct my players to instead of them asking me "which multi-classing works" or "whats the best combination of classes to do this" i may have a few books memorized but I'm not an encyclopedia. I plan on making suggestions after thumbing through old characters.
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Old 12-16-2011, 01:43 AM   Top  -  End  -  #28
Dimers
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

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I'm pretty sure the term 'gish' actually came from one of the earlier editions as a Gith term for... well, a gish.
It was specifically a githyanki term and role, in fact. Githzerai didn't have anything by that name. 4e has reinforced that in its Monster Manual ("githzerai gish" is a specific monster type), though several of the edition's base classes are inherently gishes in the genericized sense that it's used in forums today.
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Old 12-16-2011, 01:47 AM   Top  -  End  -  #29
deuxhero
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

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No matter how many classes you have multiclassed into, you still only have one round's worth of actions
Unless it's Factotum or RKV.
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Old 12-16-2011, 02:10 AM   Top  -  End  -  #30
NeoSeraphi
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Default Re: Multiclassing for Newbies: A reference guide for the rest of us

I'd like to see some more psionic multiclassing help, if you don't mind Shneekey.
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