If you're enjoying the content here, check out our new site, Thoughtcrime Games. Thanks for visiting!
If you're new here, you may want to subscribe to my RSS feed. Thanks for visiting!
Welcome back to Multiclass Mondays!
Multiclass Mondays is a continuation of the “You, Version 2.0″ posts (here and here) that were put up a few weeks back regarding using the Theme mechanics to more effectively multiclass characters. The concept seemed to be a hit with many players and DMs around the Web, so we’re going to go through and provide Themes for all current D&D classes (even Psionics!) and maybe.. just maybe… throw in a few bonus Themes. For now, though, let’s stick to the basics.
Last week, we sang the praises of the remaining Divine Classes. This week, in the interest of wrapping the series up in a timely fashion, we conjure forth the remaining two Arcane classes – Swordmage and Artificer – and the solo Shadow class – Assassin.
Assassin
Enshrouded Assailant
You count as an Assassin for all feat, theme and paragon path requirements. In addition, you gain the Assassin’s Shroud class feature and may use it with Assassin class and paragon path powers. You may also use Assassin implements with Assassin class and paragon path powers.
If you choose to apply your Assassin’s Shrouds to a power, you may not simultaneously apply any other striker damage feature (Flurry of Blows, Arcane Might, Hunter’s Quarry, etc.) to that power.
The assassin takes a lot of flak for being a ‘bad’ striker and I’d like a moment to defend it since my defense is relevant to the way the feat and Theme are written. There are three primary flaws attributed to the Assassin: 1) the inability to make off-turn or minor action attacks, 2) low damage dice powers combined with very little multi-attacking and 3) ineffective alpha-striking (shrouds take time to build up). For what it’s worth, the Executioner has several of these “problems” as well but at least the alpha-strike capability is present in the Assassin’s Strike power.
So if you’re going to kick down the door of a dungeon and charge headlong towards say… a half-dozen trolls or a Red Dragon with an Assassin, I feel no pity when you’re scattered in several pieces across the room by the end of round 3. That isn’t how an assassin (or Assassin) operates. This class is about stealth and subtlety; get in, get out and get going somewhere else. A well-built Assassin is still capable of felling an enemy with a single hit and is thus still a respectable Striker. It is admittedly somewhat lacking in raw, overbearing damage output, but makes up for that loss in self-sufficiency and survival utility. In short, the Assassin needs a different and distinct sort of environment in which to show its stuff – one where discretion and misdirection is preferable to brute force. Comparing the Assassin on an open battlefield to an Avenger or Rogue isn’t entirely fair as the Assassin is designed to overcome a different set of obstacles. Any DM would do well to remember this and create situations appropriately.
Theme at Level 1
Hitman (Multiclass Assassin)
Prerequisite: Assassin
Theme Feature: Shade Form
Theme at Levels 2+
- Lv 2: Lurking Shadow
- Lv 3: Cloaking Mist
- Lv 5: Twilight Assassin
- Lv 6: Darting Shadow
- Lv 7: Shadow Jack
- Lv 9: Black Garrote
- Lv 10: Seeker of Shadow
As alluded to in the preamble, this Theme is more about Lurker than Striker. There are some strong attack powers present, but the primary goal is still subtlety. The whole idea of an Assassin standing around in the open generating THP is just.. no.
Artificer
Arcane Pharmacist
You can use one of the Artificer’s Healing Infusion powers once per encounter. In addition, you can wield Artificer implements with Artificer class and paragon path powers.
Theme at Level 1
Arcane Technician (Multiclass Artificer)
Prerequisite: Artificer
Theme Feature: Impart Energy class feature
Theme at Levels 2+
- Lv 2: Restorative Infusion
- Lv 3: Force Infusion
- Lv 5: Thunderclap Armor
- Lv 6: Energy Conversion
- Lv 7: Vampiric Weapons
- Lv 9: Radiant Sigil
- Lv 10: Dancing Shield
This theme is mostly about granting temporary HP and augmenting weapons/armor, though the level 10 utility brings a conjuration into the mix for flavor.
Swordmage
No Feat
Honestly, the Swordmage doesn’t have that many class features and Blade Initiate is a really solid feat. Go take that. Ignore Heart of the Blade.
Theme at Level 1
Aegis Apprentice (Multiclass Swordmage)
Prerequisite: Swordmage
Theme Feature: Swordmage Aegis (encounter usage, Dark Sun only)
Compared to the base class, this may be the most powerful Theme feature in this series to date. Against a Solo monster, one Aegis is all you need (barring mark overwriting by another Defender). Add that to the warding provided by Blade Initiate and the heavy blade weapliment and you’re basically a full-blooded Swordmage. Given that the swordmage is clearly an off-tank, I ‘m not worried about power creep here. Also to be completely honest, getting heavy blade as a weapliment is far more powerful than the Aegis. As usual, you can’t use two mark punishments at the same time with this feature.
Theme at Levels 2+
- Lv 2: Channeling Shield
- Lv 3: Dual Lightning Strike
- Lv 5: Swordmage Shielding Fire
- Lv 6: Swordmage’s Decree
- Lv 7: Watchful Strike
- Lv 9: Blade Bolt
- Lv 10: Impenetrable Warding
Like the Paladin Theme, this Theme is about getting more marks – or at least things that look like marks.
Next week, we tackle the Miscellaneous power source with the Monk and Runepriest. Until next time, peeps!
P.S. As to the last bunch of Themes:
Explorer – I prefer this Explorer and come to think of it, you could make an Explorer Explorer… getting off track. Anyway, so this Theme is all about mobility and range. In the right situation, it could really shine, but I wonder how often checks “to avoid becoming lost” really come up. Similarly, who actually sits there and calculates overland speed? A +1 permanent power bonus to Fortitude plus a +2 to AC and Reflex while in difficult terrain for a turn look awfully good for stealthy sniper types and ‘stand there and take it’ Defenders (Battleminds, Wardens, Battlerage Fighters), but ultimately I’m not sure how broadly useful the Theme is. Amusingly, it would be really good with the aforementioned Explorer class. B-
Guttersnipe – Another well thought-out and flavorful Theme. Running Slash is a solid ‘get out of jail free’ card with a little planning. Infuriating Taunt is similarly useful for ‘kiting’ bad guys; drop it and then go hide behind your Defender for a nice lose-lose situation. Fool’s Dance looks awesome, but it’s just enough rope to hang yourself unless you’re an Artful Dodger or have an Ardent nearby – be careful. There’s some debate over the brokenness of the Lv 5 feature (buy 10% low, sell 10% high). With the base 20% resale rule on Common and 50% on Uncommon items it’s not a big deal but since Rare items resale at 100% you do in fact profit on every transaction and could theoretically earn infinite gold buying and reselling the same item repeatedly. Home DMs will squash this immediately; Guttersnipes in LFR could (I suppose) run rampant but given how lax public play already is on making sure characters’ equipment is “correct,” I don’t feel it’s creating a potential abuse that wasn’t there anyway. Even though the feature’s brokenness is pretty deep in the DM’s jurisdiction it’s still technically broken, preventing the Theme from getting the highest available score. A-
Mercenary – Adding prone + ability modifier damage on one attack is a beautiful thing – ask any one with Draconic Arrogance and Headsman’s Chop. The Mercenary is significantly reminiscent of the Bravura Warlord in my opinion mechanically, but unlike the Explorer and Guttersnipe it doesn’t convey the idea of ‘sword for hire’ very well. A ‘tactical withdrawal’ power and maybe something involving coin earned for quests would have gone a long way. As it, the Mercenary is simply functional. B
Outlaw – Another solid if not very innovative Theme. Bonuses to speed, escaping without trace and a reliable daze feel “Outlaw” and are handy tricks. You hide, you gain initiative.. yeah. Good stuff. Not much else to say. B+
Similar Posts:
- Multiclass Monday #11 – Miscellaneous Power
- Multiclass Mondays #9 – Divine Power
- Multiclass Mondays #7 – Warlock
What class would you suggest to multiclass with swordmage presented in your post?