Jordan's Page of Useless Babble



A Guide to Multiclassing Feats
Part 2 of 3

Last week, I went through a series of feats from Complete Adventurer, Complete Scoundrel and Dragon Magazine that provide special abilities to characters who multiclass between two specific classes or allow the character to stack those classes to determine the power or frequency of some of thier class abilities. You can read the first article to see information on the feats themselves, the upsides and downsides to those feats and some information on how to get the most out of them.

In this article we'll explore the possibilities in combining three classes in a character while using these feats, with 9 sample character ideas.

The Rakish Archbishop (Bard, Cleric, Rogue)
Sacred Outlaw & Sacred Performer
With this combination of feats, a character can turn themselves into a capable magic adept. With access to both clerical and bardic magic, they can have the opportunity to take levels in mystic theurge. This class lends itself well to leadership or subtlety in equal parts as the character can easily assume the role of mouthpiece for the group or as an extremely competent assassin.

Upsides:

  • Sneak attack damage equal to the cleric & rogue levels
  • Can use bardic music a number of times per day equal to bard & cleric levels
  • Can turn and damage undead with power of a full cleric
  • Access to both arcane and divine spells
  • High skill points
  • Moderate Fortitude Saves
  • High Reflex Saves
  • High Will Saves
Downsides:
  • Slow advancement of class abilities
  • Slow advancement of magic
  • Lower hit points on average than a standard cleric
  • Low base attack bonus
  • Bard and Rogue levels don't stack for any abilities
How to Play:
Feats that provide new abilities for turn undead and bardic music are a must, as they provide the character with more flexibility in and out of combat. Battlecaster (Complete Arcane) will allow the character to wear medium armor without spellcasting penalties, although that will hinder rogue abilities. Weapon finesse and weapon focus can provide the character with a way to hit more often and feats like improved critical and power critical (Complete Warrior) will allow the character to get more critical hits, making them more effective in battle. Weapons with a high critical threat range, like rapier are preferred.



The Hermit Champion (Monk, Paladin, Ranger)
Ascetic Hunter, Ascetic Knight & Devoted Tracker
This is the only example of perfect synergy between three classes. It requires Monk, Paladin and Ranger and provides bonuses for all three classes. A character like this is likely a hermit, up until recently, living in the wilderness and meditating in between protecting the wilds from encroaching evils.

Upsides:

  • More powerful stunning attacks against favored enemies
  • Unarmed strike damage advances as with a character with only monk levels
  • Smite evil damage advances as with a character with only paladin levels
  • Wild empathy bonus equal to paladin & ranger levels
  • Paladin's special mount is treated as animal companion too
  • Higher base attack bonus
  • High saving throws
  • Good number of skill points
Downsides:
  • Rigid leveling procedure to avoid penalties while obtaining these feats
  • Rigid ethical code
  • Slow advancement of two kinds of divine magic
  • Armor use can be a deficiency
How to Play:
With so much riding on it, Wisdom should be the highest ability score for this character. It provides the character with better Armor Class, stunning attacks and magic. Charisma and Strength can play equal parts, Charisma making for a better defensive character. The character should consider feats that assist with mounted combat as the character's special mount will likely be stronger than normal.



The Shadowed Warrior (Fighter, Monk, Ninja)
Ascetic Stalker & Martial Stalker
This build is perfect for a character playing in an Oriental Adventures campaign. It allows a character to deal more damage overall with unarmed strikes than a monk would be able to, while taking advantage of the ninja's evasion abilities.

Upsides:

  • Ki pool as a character with only ninja levels
  • AC Bonus determined by ninja and fighter levels
  • Unarmed damage determined by ninja and monk levels
  • Monk and ninja levels stack to determine advancement of ki strike abilities
  • Ninja and fighter levels stack to determine fighter level for feat prerequisites
  • High Fortitude saves
  • High Reflex saves
  • Higher Will saves
  • Good number of skill points
Downsides:
  • Lower hit points
  • Inability to wear heavy armor
  • Lower than average base attack bonus
  • Monk AC bonus does not stack with that of ninja and fighter
  • Character must take the Monastic Training feat early in progression (Eberron CS)
How to Play:
Wisdom should be the highest ability score on this character, providing higher Armor Class, ki abilities, stunning attacks and so on. The character may be assisted by taking the Expanded Ki Pool feat (Complete Scoundrel). This will allow them to use their ki powers more often, which can help them make sudden strikes with more frequency. With fighter and ninja levels stacking for feat prerequisites, the character should look into taking Weapon Focus, Weapon Specialization and Melee Weapon Mastery (Player's Handbook II) for unarmed strikes. This will maximize the amount of damage the character can do.



The Dastard (Fighter, Rogue, Swashbuckler)
Daring Outlaw & Daring Warrior
This character is a competent warrior and they know it. Lightly armored, they can nonetheless charge straight into the heart of a battle, their sword swinging. They are more nimble than the average fighter and can deal more damage as well. They hit more often than the average rogue, and can avoid more dangers as well.

Upsides:

  • Grace and AC bonus equal to a that of a character with only swashbuckler levels
  • Rogue and swashbuckler levels stack to determine sneak attack damage
  • Fighter and swashbuckler levels stack to determine fighter level for feat prerequisites
  • High number of hit points
  • High Fortitude saves
  • Moderate Reflex saves
Downsides:
  • Low Will saves
  • Reliance on light armor
  • Lower skill point totals
  • Lower base attack bonus than either a swashbuckler or fighter
  • Requires a minimum of 9 levels to be able to obtain the feats required
How to play:
Intelligence should be a higher than normal ability score, with Dexterity second and Strength third. The character should take full advantage of the free Weapon Finesse feat that swashbuckler provides. With reliance on light armor, the character should look for defensive fighting measures. Combat Expertise and Deadly Defense (Complete Scoundrel) make a potent combination. The character will have several Fighter bonus feats. Weapon Focus and Weapon Specialization are required, but Melee Weapon Mastery (Player's Handbook II) and the Greater Weapon Focus and Greater Weapon Specialization feats are also great to augment the character's slightly lower base attack bonus. Improved Critical is also a great feat to have, especially if the character opts to use a rapier, but the character likely won't obtain the special critical hit abilities of a higher-level swashbuckler. Consider using a spiked chain with this character, as it can provide reach and would be a greater asset, especially when paired with the Improved Trip feat.



The Whirlwind (Ranger, Rogue, Scout)
Swift Ambusher & Swift Hunter
This character is always on the move. Able to move quickly in many kinds of terrain, it is adept at striking a foe from behind, then running off in another direction. A character like this should be fidgety when outside the wild. They are a primal force of nature, like the wind and able to strike at anyone they choose.

Upsides:

  • Skirmish ability the same as a character with only scout levels
  • Ability to deal skirmish damage to creatures normally immune
  • Ranger and scout levels stack to determine number of favored enemies
  • Sneak attack damage and skirmish damage stack for Ambush feat prerequisites
  • High Reflex saves
  • High number of skill points
  • Moderately high Fortitude saves
Downsides:
  • Lower base attack bonus
  • Low Will saves
  • Several class abilities are shared between classes, causing some dead levels
How to Play: This character has two distinct options for fighting style: two-weapon combat and ranged combat. Regardless, the character should put some effort into obtaining feats like Improved Skirmish (Complete Scoundrel) or Expeditious Dodge (Races of the Wild). The character should focus on favored enemies that are immune to critical hits, to take full advantage of skirmish abilities: undead and constructs are good first choices, oozes and plants are also good, but often less readily available to fight. Ambush feats are a great asset, as only sneak attack damage can be used to power them, allowing the character to use them when against their favored enemies while dealing skirmish damage.
    Two-Weapon Fighting: The character should focus on light, readily accessible and throwable weapons like daggers or hand-axes. The Brutal Throw and Power Throw feats (Complete Adventurer) are good choices for such weapons. Spring Attack is also an excellent feat. Also consider High Sword Low Axe or Bear Fang (both from Complete Warrior) as they provide devastating abilities in combat.
    Ranged Combat: Shot on the Run is a must-have feat for this kind of character. Feats like Able Sniper, Defensive Archery and Woodland Archery (all from Races of the Wild) are also excellent feat choices for a character who wishes to attack her opponents unseen.



The Singer of Glory (Bard, Cleric, Paladin)
Devoted Performer & Sacred Performer
Singing the glories of your god, you walk into battle sword shining. Your songs embolden your allies as your piety and prayer further strengthen them. This character combines the martial skills of the paladin, the healing abilities of the cleric and the ally-enhancing abilities of the bard to make a character that's a born healer.

Upsides:

  • Bard and cleric levels stack with paladin levels (minus 3) to determine turn undead ability
  • Bardic music frequency equivalent to a single-classed bard
  • Bard and paladin levels stack to determine smite evil damage
  • High Will saves
  • Charisma powers many paladin and bard abilities, as well as bardic music
Downsides:
  • Lower base attack bonus
  • Inability to cast bard spells in medium or heavier armor
  • Requires Knight Training (cleric) feat (Eberron CS)
How to Play:
This character should quickly look into taking Battlecaster (Complete Arcane) in order to wear medium armor without arcane spellcasting penalties. Beyond this feat, there isn't really anything else really necessary for this character, although Bardic Music and Divine feats are excellent choices. Weapon Focus will help offset this character's lower base attack bonus, but with a large number of cleric and bard spells that can help improve their fighting abilities, this isn't necessary.



The Mystic Champion (Fighter, Ninja, Shugenja)
Elemental Stalker & Martial Stalker

Able to create magical distractions and then sweep in to deal lethal strikes, the mystic champion is a deadly and secretive warrior. This character should be extremely paranoid of losing their knowledge to others; after all, knowledge is your power, and you can't afford to lose any of it to potential future enemies.
Upsides:

  • Unarmored AC bonus equal to a single-classed ninja
  • Ki pool is sized for a character with only levels of ninja
  • Ninja and shugenja levels stack to determine power and frequency of sense elements ability
  • Ninja and fighter levels stack to determine effective fighter level for feat prerequisites
  • Both ninja and shugenja abilities are primarily powered by Wisdom
Downsides:
  • Low base attack bonus
  • Inability to effectively wear armor
  • All saving throw bonuses are average or low
How to Play:
Without the ability to use shields, this character should consider using a two-handed weapon. A spear or a katana (bastard sword) are both good choices, although Exotic Weapon Proficiency (katana) would be recommended to allow the character to fight one-handed if necessary. Dodge and Battlecaster Defensive (Complete Mage) are good defensive feats for a class without much defensive power. Shugenja spells should be used to first augment the character's Armor Class and secondly to create diversions that will allow the character to use their sudden strike ability. Consider taking Weapon Finesse, Weapon Focus and Weapon Specialization to capitalize on the character's higher Dexterity and lower Base Attack Bonus.



The Arcanopath (Monk, Sorcerer, Spellthief)
Ascetic Mage & Master Spellthief
From across the field of battle, the arcanopath races into a position that allows her to steal magic from her opponents and turn it back upon them. Once spellcasters have been neutralized, she accesses her own spells, sending crippling battle-magic at her remaining foes. The arcanopath is a deadly mage and anti-mage, a terror in battle.

Upsides:

  • Monk and sorcerer levels stack to determine Unarmored AC bonus
  • Unarmored AC bonus is based on Charisma
  • Can sacrifice arcane spell slots to provide a bonus to attack and damage rolls
  • Sorcerer and spellthief levels stack to determine maximum stealable spell-level
  • High Will saves
  • High Reflex saves
Downsides:
  • Low base attack bonus
  • Can wear light armor while casting sorcerer spells, but loses some abilities for doing so
How to Play:
Both Weapon Focus (unarmed) and Weapon Finesse are excellent early feat choices which help the character hit more often, despite their low base attack bonus. Superior Unarmed Strike (Tome of Battle) can increase the character's effective monk level to determine their unarmed strike damage by 4 levels. Many martial strikes from the Shadow Hand school can assist this character in dealing sneak attacks and thus stealing spells. Consider taking Martial Study, Martial Stance, Shadow Blade and Gloom Razor (all in Tome of Battle) and take advantage of these abilities.



The Naturalist Champion (Druid, Ranger, Scout)
Swift Avenger & Swift Hunter
Taking its form as a swift eagle, the naturalist champion flies from the skies and into the face of its target, carving deep furrows in its face. Just as quickly, it's away, circling and ready to draw more blood. The naturalist champion combines the speed of the scout, the skill in battle of the ranger and the animal forms of the druid into a formidable warrior.

Upsides:

  • Skirmish like a character with only scout levels
  • Ranger and scout levels stack to determine number of favored enemies
  • Druid and scout levels stack to determine the frequency of wild shape
  • Skirmish can be used on favored enemies regardless of immunities
  • All class abilities are highly complementary
Downsides:
  • Low base attack bonus
  • Inability to wear medium or heavy armor
How to Play:
This character should focus in feats that improve their ability to fly. Flyby Attack (Monster Manual) is a must have. Aerial Reflexes, Aerial Superiority, Born Flyer, Diving Charge and Improved Flight (all from Races of the Wild) provide further bonuses and abilities. Fast Wild Shape (Complete Divine) is also an excellent choice. The character is best suited to taking the form of a flying animal and charging from above, then swooping away, allowing the character to deal large amounts of damage while keeping protected from attacks from Aerial Reflexes, Aerial Superiority and skirmish.



The Best 4-Class Combination:

The Sneaky Hermit Champion (Monk, Paladin, Ranger, Rogue)
Ascetic Hunter, Ascetic Knight, Ascetic Rogue, Devoted Inquisitor & Devoted Tracker
Using the only example of a 'perfect' use of these feats for a 3-class combination, comes the addition of rogue levels to create the combination that has the highest number of related 'synergy' feats. The only combination that doesn't have a feat related to it is ranger/rogue.

Upsides:

  • More powerful stunning attacks against favored enemies
  • Unarmed strike damage advances as with a character with only monk levels
  • Paladin, monk and ranger levels stack to determine smite evil damage
  • Wild empathy bonus equal to paladin & ranger levels
  • Paladin's special mount is treated as animal companion too
  • High saving throws
  • Good number of skill points
  • Stunning attacks made during a sneak attack are more difficult to resist
Downsides:
  • Rigid leveling procedure to avoid penalties while obtaining these feats
  • Rigid ethical code
  • Slow advancement of two kinds of divine magic
  • Armor use can be a deficiency
  • The ability to daze an enemy when smiting evil and making a sneak attack is gimmicky
How to Play:
Like the normal Hermit Champion, Wisdom should be the highest ability score. Dexterity should be higher, as it will benefit of many of the character's skill points. Charisma, with it's use for defense and social skills should also be a higher priority. Of a non-human character's seven available feats, this build uses up five, so any remaining feats should be chosen with extreme care. Domain feats (from Complete Champion) are excellent choices as they provide the character with special supernatural abilities that they can power using their turn undead uses, but stock feats like improved initiative and weapon focus would not be out of place.

So there you have it. These are only a small sampling of possibilities. If you are motivated to do so, there's nothing stopping you from creating a character with different combinations, or even more classes, but remember that for every extra class added, more feats would be required, which could lead to a character that spends nearly their entire allocation of feats preventing some of the difficulties caused by having multiple classes.

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