I've thought about multiclassing before, but I've never realized how little of a class is needed to give a character many new abilities and strengths. I originally wanted to make a single character, but I realized that there are too many levels needed, so I broke it into two builds. Support PC; -Bard 1 = Perform skill increases to grant bard songs. -Wizard 1 = Crafting spells and scribe scroll. -Fighter 2 = Proficiency, bonus feats. -Cleric 16 = Spells. *Wisdom *Charisma *Intelligence *Strength? Meelee PC; -Paladin 3 = Fear immunity. -Fighter 2 = Proficiency, bonus feats. -Rogue 10 = Sneak attack, bonus feat, conversation skills, rogue skills. -Barbarian 5 = Rage, uncanny dodge. *Strength *Dexterity *Constitution *Wisdom? As you can see, each PC has 4 classes, all designed to require the lowest amount of levels for the highest return in ability. This is not a power play, rather an attempt to make a character that has many options available to them. I tried to order the classes in the order it would be best to take the levels ingame to have access to the better abilities early enough to make use of them. If anyone could give advice how to improve each character, please do so.
Well in your second example, you will be paying an xp penalty for uneven levels. This is considering your character is human. If not then a lot more. Same could be said of the first unless your human again.
On your second character if you made it Human, and did these levels PAL 5 BARB 5 Rogue 10 then you would not have a multiclassing penalty, and you would only lose one feat with a slightly different set of skills. Make sure you keep the the Paladin and Barbarian levels within one level of each other - as a Human (or Half-elf) you can ignore your highest level class as it's "Favored Class" Wait. Paladin has a special class restriction that does not allow you to alternate class levels ... once you take a level other than Paladin, after taking a level in Paladin, advancement in that class is closed forever. you retain the skills you learned as a Paladin (unless you fall) but you can't add to them. so the above build is not possible without major problems from having class levels out of sync. It won't work. How about: Paladin 10 Cleric 5 Fighter 5 I am currently running this build right now ... first 10 levels are Paladin, then alternating Fighter and Cleric (of Heronious) I took Good and Law Domains. War is also available, but the good domain spells for that only unlock as a pure Cleric. She shreds the enemy with a Holy Ranseur, and the Whirlwind and Great Cleave feats with Combat Reflexes... however to get both feat paths takes pretty much the whole build of the character. I went with Whirlwind since more feats are required, and the prerequisites give neat combat bonuses, but not having Power, Cleave & Great Cleave til late game kinda did suck. I think i got whirlwind strike by level 11 or 12??? Throw on enchanted Mithral Chain or Plate (Plate gives more AC, Chain better mobility... your choice). I also crafted a Helm of Brilliance. THAT is an AWESOME helm. it's coded so you need to have at least one level of Cleric to have access to it's abilities. How would you like an unlimited casting device of Flamestrike, Consecrate, and Detect Undead, that reduces fire damage dealt to your character? i guess you could also start with the Fighter and Cleric levels alternating, instead. Or, you could try: Barb 10 Ranger 5 Rogue 5 Damage reduction and Rage, no Flanking, decent sneak attk Rogue 10 Ranger 5 Fighter 5 Plenty of sneak attack, good feat selection, a animal companion Fighter 18 Barb 1 Rogue 1 a dash of Rage, Sneak attack, Plenty of DAMAGE output and feats Barb 18 Rogue 1 Fighter 1 Fighter 4 Barb 12 Ranger4 Bard 11 Rogue 4 Barb 5 ..... I am building my Face character currently in this path Barb 5 for the 2 rages, and some OK sneak damage Most higher level bard spells are alright, but not necessary in the long run as a pure character. Good Luck! research your feat selection, race and plan accordingly.
Well, it could work if you took all the Pally levels first, then alternated the other 2 classes until you hit 5,5,5 then went the 10 class the rest of the way... but not with Pally/Barb/Rogue. Pally and Barb can't ever multi due to alignment restrictions. (No Lawful Barbs.)
To address the most common comment I noticed, exp penalties don't bother me. I expected them when I made these character builds. The game already can get me to level 20 easily enough with WotGS now, and the extra difficulty will actually improve it. So that shouldn't need to affect how the levels are placed. Also on paladins, I strictly only want 3 levels. Pallys are almost a common meelee class anyway, and all I need is the aura of courage. The rest of the combat prowess comes from the rogue levels. I chose rogue because I noticed many times in past playthroughs that while fighters are initially more powerful, rogues surpass them in damage output around level 10, and become much stronger at fighting.
How dare u 'utter such blasphemy' !!! now go run and hide under a rock before the mighty fighter's college track's u down(no wait, they'll have too little skill points to actually own any tracking skills or any other skill for that matter :evilgrin ... yep u can only expect to see a dagger do 50+ dmg from a char with mediocre/inexistent str modifiers if he's a rogue ; raw dmg wise not a single melee class can equal the rogue's 'talent' all he needs is some aid in the form of a flanker buddy/glitterdust caster and should yr guy be a dual wielder by the time he reaches 20th level u will stare in disbelief how it takes yr oversized fighter 2-3 rounds of combat to equal the carnage yr dual wielding rogue accomplished in a mere round. I for one count myself as a shameless rogue abuser can't recall any dnd game in witch i didn't command at least 1 rogue :evilgrin: ... true enough they'r a bit frail but that's where dualclassing comes in : u need a thugish rogue go with up to 4 fig or barb levels(hp goes trough the roof and feets/special abilities will be plentyfull); u want a combat specialist just milk a few fig lvls for the feets u need; need a scout/assassination specialist u can't go wrong with a few ranger levels. Alll in all there are only 3 laws that need to be obeyed to have the ultimate dmg master : decent con modifier(+2 i would list as a minimum... unless u expect a glass canon to fire without shattering in the process ) ; no more then 6 lvl's of 'filler' classes; golden rule :if u can't backstab anyone on yr turn then 'U ARE DOING IT WRONG' or it means yr still fighting undead(so i take it u allowed yr party's cleric to retire yesterday ?? :twitch and in that case i need only say this : ARE U KIDDING ME ?? :evilgrin:
Btw rather curios about other peoples favorite mongrel' rogue builds ?? My fav 2 would be these(i play with fixed stasts 18,16,14,12,10,8) : Assassin(18dex ,16con,14str,12wis...): Dev scheme 1 : ranger(combat reflex,wpn finesse; shortsword+shield&chain shirt) +1rogue +1ranger(2 wpn fig&2 wpn def, switches to 2x short sword style)+17rogue(ends up wearing mitril shirt(22dex) and wields 2x shortswrds or kukries enchanted as best possible plus some ac enhancing items) Dev scheme 2 ranger(combat reflex,wpn finesse; shortsword+shield&chain shirt) +1rogue +1ranger(2 wpn fig&2 wpn def, switches to 2x short sword style)+4ranger(free improved 2x handed fig)+1rogue(improved crit shortsword or kukris)+ 11rogue ends up with same equip as first dev scheme Diference between the 2 builds ?? one focuses on directly maximizing sneak atack dmg as soon as possible while the second gambles on better hp&bonuses vs favored enemies plus the quicker gain of extra attacks per round in conjunction with improved critical for the chosen weapon Marauder((18str ,16dex,14con,12wis...) barb(wpn focus falchion,combat reflex,barb rage,brest plate)+1barb(quick access to evasion&excelent hp)+18rogue(naturally he gets improved initiative,cleave, improved crit falchion,con18 ) ends up wearing adamant plate,amulet of health and belt of giant str plus he's falchion collects as many burst type enchants as possible. This one deal heinous amounts of dmg per strike(think sneak atack +1.5str bonus+burst enchants) especially on crits(witch occur obscenely often for a char that masters the fachion)and dominoes hes way trough just about anything(confidently backed up by his inhumane hp and dmg reduction of hes armor) Trust me use the marauder build in a pnp session with a few budds(especialy fighter class fans) and u pretty much get a choir of 'wtf man let us also kill smth u greedy bastard' from start to finish while the assassin(from like 6th level onwards) will get a choir of 'holly shit' every time he pops up behind an enemy spell caster wins initiative and drops him dead in that very round.....
Also, no one mentioned that paladins have to be lawful good, and barbarians must be chaotic, therefore the combination is impossible.
Barbarians don't have to be chaotic, just not lawful. (I.E. you can enjoy a Neutral Good Barbarian if you choose.) ...And I did mention it already. oke: