Variant
Multiclassing
Continuing
on yesterday’s theme, here’s another review of a sub-system from Pathfinder Unchained. Following up on yesterday’s theme of
multiclassing, here’s a review of the Variant Multiclassing system presented on
pages 88-91. And…it’s a very interesting
system. Variant multiclassing lets a
character replace every other feat gained with abilities from a chosen
class. At 3rd, 7th,
11th, 15th, and 19th level, the character
picks up abilities from the secondary class.
The book
notes that it would be difficult (but possible) to mix this with traditional
multiclassing. The only real restriction
is that a character cannot take actual levels in the secondary class from which
they are gaining abilities at 3rd, 7th, etc. levels. Effectively, this means that a character could gain abilities from three
different classes. Basically, the
character would just take levels in two different classes and select a third
class from which to receive secondary abilities. To build that old school 2nd
Edition fighter/cleric/mage, a character could start out as a fighter and
select wizard as her secondary class.
Then, she would take every other level as a cleric (using the fractional
base bonuses system, of course). I’ll
take a look at the options, but it seems like fighter is the best plan for an
actual class here because you continue picking up feats. I’ll have a look at the cleric and wizard
secondary class abilities and decide which makes more sense.
The book
provides secondary classes for all the classes in the Core Rulebook and the Advanced
Players Guide as well as the magus and the gunslinger. A few thoughts on the classes from the Core Rulebook:
Core Classes
Barbarian:
Lets a character pick up the rage ability at 3rd level as
well as evasion at 7th. You’re
only going to pick up one rage power, at 11th level. At higher levels, DR 3/-- seems attractive as
does greater rage, but that’s levels 15 and 19—so not necessarily all that
useful. I’m a little bit meh on making
this choice.
Bard: Pick up bardic knowledge at
level three but get to use character level instead of bard level to determine
the bonuses. This is a great start. At 7th level you pick up inspire
courage at character level -4, but your rounds of performance is limited to 4
plus Charisma modifier. Versatile
performance is nice at 11th level, especially since the ability
allows the PC to reallocate skill ranks in the two associated skills. Lore master at 15th and additional
performances at 19th are okay, but don’t bring a lot to the table
that late in the game. That said, the
first three powers on the bard are extremely helpful. This is a solid choice for a secondary class.
Cleric: Not a solid choice. At first level, you have to pick your deity
(makes sense) but do pick up spontaneous casting for healing spells if the
spell list from your other class has cure spells on it. This is pretty solid. At 3rd level, you get one of your
deity’s 1st level domain powers, but do use it at character level. You’re not channeling energy until 7th
level and even then for very few times per day, although the restrictions
become less onerous at the 11th, 15th, and 19th
level power ups. On the bright side, you
channel at your character level. Seems
like a solid choice to get healing into a party that doesn’t have it. But, this won’t mix well with primary classes
that lack access to cure spells. Might
be an interesting choice for a bard…
Druid: Learn to speak Druidic
(usefulness will vary game to game) at 1st level. Pick up wild empathy at 3rd level,
but use it at character level. Must take
a companion at 7th level and improve it at 11th
level. No wildshaping until 15th
level and it’s really limited until 19th level. Not a very solid choice.
Fighter: Pick up bravery at character
level -1, and the first two armor training and weapon trainings. This isn’t a terrible pick, but it’s not a
great one either. This could be an
interesting way to put a thief into better armor but avoid the penalties.
Monk: Restricted to normal monk
weapons at first level, even though don’t pick up anything (even Improved
Unarmed Strike) until 3rd level.
No ki pool until 11th
level, either. There’s a note here that
limits ki to lawful characters only,
which implies that the alignment restrictions don’t apply for secondary class
choices. Not much use here, nor is this
secondary class that useful. But, this
little change opens up some interesting options for barbarians and for
paladins.
Paladin: Pick up aura of good, but the detect evil ability only kicks in at 3rd
level and it’s frozen at equivalent to 1st level paladin. Don’t pick up smite evil until 11th
level and then it’s effectively at character level -4. Do get lay on hands at 7th
level. There are some possibilities
here, but I don’t love it.
Ranger: This is a decent option. You’re picking up tracking at 3rd
level, which is meh. But, you’re picking
up favored enemies and terrains at 7th and 11th and quarry
at 19th. Is it worth 5 feats…unclear
though.
Rogue: Trapfinding at 3rd
level, sneak attack at 7th level (that increases by 1d6 every 4
levels), evasion at 11th, and uncanny dodge and improved uncanny
dodge make this a solid choice.
Definitely worth considering.
Sorcerer: Must pick a bloodline at 1st
level but can’t use its power till 3rd level. I’d house rule this restriction away—it’s
cooler in the story to have the sorcerer’s abilities manifest and a bloodline
can get picked that’s more in tune with what the player has been
role-playing. Pick up bloodline powers
at 3rd, 7th, 15th, and 19th levels. Pick up a bonus bloodline feat at 11th
level. This seems meh to me, but maybe
it’s cool to have some sorcerer powers without the spellcasting. Not as good as rogue or bard, but not
terrible either.
Wizard: You’re forced to take a
specialty school and are basically restricted to powers from that school. You pick up a familiar at 3rd
level and otherwise it’s powers from the school. Cantrips as a spell-like ability at will at
11th level seems little and late.
Final Recommendation
I don’t
think many of the options in this system are very appealing, with the exception
of the bard and the rogue’s abilities.
The others just don’t make up for the 5 feats the character is
losing. Cleric and Paladin might make
sense if your core class is fighter—losing only a quarter of your feats isn’t
as rough as losing half of them. As a
GM, I think it’s fine to allow this system.
It disrupts very little because you’re essentially designating a
pre-determined feat tree. Players just
aren’t getting a lot for choosing to do so.
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