Thoughts on Multiclassing
When I’m building a character I like to think about things I
want him to be able to do and how best I can get those abilities onto my sheet.
Sometimes the things I want to accomplish for my character cannot be done with
just the base class. Now Paizo has made it easier to switch around some class
abilities with the cunning use of archetypes, but often you have to resort to
the dreaded practice of multiclassing.
Now multiclassing is a touchy subject for some people. I
personally enjoy the hell out of mixing and matching class abilities to find
odd synergies. I’ve always found it odd that some folk will claim that level
dipping is min-maxing a character while others will claim that multiclassing at
all is always subpar. I’m not sure how it can be both things. I just look at it
as a way to get the character the abilities that you need. And as I’ve already
discussed, since your character isn’t a class you can very well make a sword
fighter by mixing rogue and fighter, or slayer and swashbuckler.
One of the main arguments against multiclassing is the
decrease in effectiveness of level based abilities. Anything that has a DC
based on your level or gives you a bonus that is half your class level will be
affected. It’s also a big no-no to multiclass out of a full spellcasting class
because it hinders your growth into the more powerful spells in the game. And
while all this can be mechanically true, you can build a character that can
have a lot of fun with one or two abilities that synergize well by multiclassing.
Now there is a fine line between fun and useful and
completely ineffective. You should be making a character that can do
interesting things but can still contribute to the party. I’m not one of those
folks that thinks you should level dip into commoner or anything. I just don’t
think every character has to be made exactly to a formula, or else you just get
the same exact wizard or the same exact rogue at every table and that gets
dull.
One of the current characters I am playing is a multiclass
character with three classes. The character originated from an idea that Alex
Augunas put up on his Iconic Designs section of know direction. I did, however,
make some adjustments to make it fit what I was going for. When I first did the
build neither my GM nor I realized that sleuth and steel hound didn’t stack,
and although we left it be for the game I’m going to present the character that
actually works without the stacking issues.
Like Alex’s build, I went with investigator and gunslinger,
but I also added in a level of swashbuckler. For my version of the build I went
with the sleuth archetype of investigator, the mysterious stranger archetype of
gunslinger, and the picaroon archetype of swashbuckler. So what is the synergy
of these classes you might ask? Grit, luck, and panache are different pools
that combine into one bigger pool, and with these archetypes each of those
pools is based on charisma. So I get a combine grit/luck/panache pool of
charisma times three. And once I’ve hit
one level in each of these classes I have nine deeds as well, all fueled by the
same pool.
Now is this the most overpowered combination of classes to
build from? Probably not, but it has been effective and most of all it’s been a
lot of fun to play. Now I just took a one level dip in both gunslinger and
swashbuckler because the core of my character is a detective for the Magnimar
city guard, but from there I could have gone five levels in gunslinger for
dexterity to damage and played him a little more combat heavy.
One of my other favorite multiclass combinations is
barbarian and the mutagenic mauler archetype for brawler. It’s an idea that got
better fleshed out by other people, particularly when our friend Neal over at
Improved Initiative used it as a conversion for Bane,
but it’s something that seemed pretty obvious, and I played it as my first
brawler character ever. The obvious mechanical synergy is stacking the
increased physical stat bonus (usually strength) with the bonuses granted from
rage. The thematics of the multiclass is a person who takes a drug and gets
both angry and more powerful. To run with the idea that the drug makes you
angry, though, it makes sense to only rage when you take your mutagen.
There are hundreds if not thousands of other ways to
multiclass. Although many times the prestige classes out there are not that
great many of them you need to combine some classes to get into. Mystic Theurge
gets a lot of crap because people are dead set on the idea that you must hit
level nine spells for full casting class, but I’ve seen it played pretty effectively.
There are also dozens of different ways to multiclass into eldritch knight
which can be fun as well. It all depends on your balance between fun (or
thematic) and useful.
Do you like to multiclass or do you prefer staying one
single class straight through? If you do enjoy it what are some of your
favorite multiclass combos? What kind of synergies do you search for when
multiclassing?
Like multiclassing, the CRB combines my love of gaming with my need to write. If that’s a synergy you enjoy, please consider becoming a contributor to the CRB. Monthly donations of as little as one dollar can be made to my Patreon. A one-time donation can easily be made to my paypal. Every bit helps me keep the lights on so I can concentrate on bringing you the content you deserve.
Like multiclassing, the CRB combines my love of gaming with my need to write. If that’s a synergy you enjoy, please consider becoming a contributor to the CRB. Monthly donations of as little as one dollar can be made to my Patreon. A one-time donation can easily be made to my paypal. Every bit helps me keep the lights on so I can concentrate on bringing you the content you deserve.
I have also built something similar and find it to be great fun Taldan Duelist/Mysterious Avenger Swashbuckler 1 Mysterious Stranger Gunslinger 1 Lore Warden Fighter 2 and everything else Sleuth Investigator; but I have to point out that RAW, you do *not* get to triple dip on the panache/grit/luck. From Paizo:
ReplyDeleteGrit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the three resources together into a combined pool. (Those who use panache and luck do not gain twice their Charisma bonuses in their pools.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit points or panache points, and vice versa
Yeah we talked about this on facebook. The ACG still says they do stack and it seems kind of odd that they won't. I can still stack double charisma if I take Mysterious Stranger and Luck. I can still stack double charisma if I take Mysterious Stranger and Panache. And then I can stack Luck and Panache of I change panache to Int with say inspired blade. It seems like one very arbitrary way to not stack charisma. And then in that case why bother combining the pools at all. I'll keep them separate for the extra points.
DeleteIn playing Pathfinder Society I've been playing a Gulch Gunner(Gunslinger), with one level of Swashbuckler to parry those pesky attacks of opportunity, and plan on taking Fighter for levels 6-11 for all the feats.
ReplyDeleteIn my homebrew game I'm playing a 3pp SoulKnife that is based on throwing his weapon and multiclassing into Hurler Barbarian for more range on the throw.
Sounds like some interesting builds there. You may want to stick with gunslnger till 5 so you can get that dex to damage, so fighter wouldn't start till 7.
Delete