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- Wiz/Soc gain their casting levels
- Sneak class get their Sneak dice
- Fighter classes get their BAB (Base Attack Bonus)
If you try to jump from Fighter to Sneak, you will lose BAB as a result (trade off to get Sneak).
If you jump Wiz/Soc to Cleric, you lose Wiz/Soc casting levels, etc.
If you want to multi class, you need to very carefully think what you are aiming for*. Else just Pure class it.
Only exception is for Wiz/Soc to get Monk lvl 1 during the prologue, you can aim to get free AC from WIS or CHA depending on how you are planning the Wiz/Soc type.
I do have one more questions regarding multi-classing: can you dip into the base class within the same archetype? I suppose that wouldn't really be needed, but it looks like there are some abilities a base class has that an archetype doesn't. Perhaps that's on purpose lol.
I guess it would be more fair to say I don't want any levels of barbarian. But if I can't take no levels I would take the least possible.
It is on purpose.
You can think that the archetypes are along the line of changing a parameter or two of that class and few of them can be very strong early game.
Example
Like the following has an Animal Companion from lvl 1
Sorcerer -> Sylvan
Inquisitor -> Sacred Huntsman
Barbarian -> Mad Dog
So like take the basic fighter. Can you switch to one of its own archetypes (AD, TSS, THF) after a few levels of base fighter?
~note: I think I was asking from an RP point of view. It makes sense to me that a character in a base class, after some time spent there, might move to something more specialized within that same class. That seems like a logical progression.
There's at least one mod that let you do that, though I forget exact which one. Favored Class, maybe? I haven't used it myself though.
About the note. Those are not what archetypes are rolepay wise. They are not specializations you could take when you feel like it (those are what the class feat slots are for), they are different classes of a same group (more convenient to use the rules that way). For example, a magus doesn't become a sword saint over time, a sword saint is trained as a sword saint from the start (like being in a monastery from childhood), and they focus all their arcane knowledge into the mastery of one weapon. An eldritch scion isn't a regular magus, it's someone with an awakened bloodline that is using the magic and knowledge in his blood to emulate what a magus would do if it had the training.
Just check the last level ability some stop like after level 10. So sometime they not worth to have last level ability. And higher level it long to reach. So you probably better multi at start with those.
In 3.5 I like to multi alot with fighter for the feats you get and proficiency. Having 4, 8 or 12 level of fighter help alot in weapon combat. But I think it a matter of style and custom. If you dont like the way it feel or it play a build can be OP but not made for you. I have a preference on heavy armor combat so it what influence me the most on my build.
I almost always multi fighter with rogue, Barbarian or Ranger. Clerc sometime too. I often multi-specialised wizard with rogue. I almost never play monk.
@Agony_aunt say he find pure Barbarian better so you see it really the way you play. It up to you to judge if it worth to loose feat like improved invasion or loosing some damage reduction to gain powerful feat with the two-handed fighter or defensive feat with the tower shield for example. Pure Barbarian can be real fun to play and will still be strong. Same with much of class.
The thing too it a pure class will be stronger at long term almost for sure. Yes you can go take the evasion and sneak attack from the rogue. The bonus feats with the fighter. The move rate or the damage reduction. But on the long run it can make you lost bigger at the ends if your not carefully. So yes you get lot of good lower feat but it can delay your access to higher powerful feats.
But some great multi will always rock. My favourite are Rogue-Illusionist or Fighter-Ranger 12\8 or 8/12.
For the companion Octavia his already multi in Rogue-Wizard. It maybe the only one who really need to multi. Jubilost can make a good choice also but because Im not really a fan of alchemist. I think having 1 or 2 level in it it good as you can trow 1 or 2 grenade in combat.
I agree with you to a point, especially about the feats being the primary means to specialize within a class. But the way the descriptions and abilities play out, all of the archetypes within a class use like @60-90% of the base class abilities. To me, that doesn't read like a separate class, but rather a highly specialized version of that base class.
I realize a magus doesn't become a sword saint over time, logically it would be a choice and not automatic. I checked out this particular example you chose and it happens to be an archetype that is a lot different from the base class. That seems to be the exception to the rule though, most archetypes are very similar to their "mother" class. I don't know, that's just what it looks like to me when I read over all of the descriptions in the wiki. :-/
Well this part is really interesting! Can you tell me which classes (besides what you've already mentioned) are geared for multi and which for pure? I'm new to both this game and this D&D ruleset, so it would help if I knew which classes were already sort of primed for multi and which aren't. :)
Kineticists are well suited for pure/ poorly suited for multi because their blast damage is based on their level and they don't make multi-attacks in a round. So the best way to rank them up is by adding more d6's to the mix and adding higher infusions. I don't know if this holds true for kinetic knights, I'm talking about back row blaster types. Occasionally you will see a 1 level dip into Thug for a fear-based build, but I don't think you'll see less than 19 levels of kineticist on many builds.
Casters I try to keep pure, or maybe a 19/1 split depending on the situation.
On the flip side, monks are amazing for a 1 level dip to get huge AC without wearing armor for Cha or Wis based casters (Scalefist monk for Cha casters). Not only do you get to add the mental stat to your AC, you also get a free feat (Improved Unarmed Strike) to help you along the Crane Style tree. I actually grabbed a 2nd level of Monk for the free Evasion but I seem to be in the minority on that one.
Paladins are outstanding for a 2 level dip to get Divine Grace (add Cha modifier to all 3 Saves) for Cha casters or monk builds to boost survivability, but you have to be Lawful Good.
The 1 level of Thug I mentioned earlier can also work with other classes that want to utilize fear mechanics, but that's not my cup of tea, I can't stand enemies running all over the map and making it harder for me to slaughter them!
1 level dip of Vivisectionist seems popular for boosting melee damage as it adds a d6 sneak die and also access to mutagens - which boost stats in a way that is not typically in conflict with most buffing spells.
3 levels of Sacred Huntsman (Inquisitor) seems like something many players do for classes with animal companions that are a little behind in level (Ranger/ Mad Dog Barb), though I haven't tried this yet and don't quite understand mechanically why they do this - wouldn't taking the Boon Companion feat accomplish the same thing? I'll try to look into this if I remember.