Welcome to Multiclass Mondays!
“But wait, Ryven, the title says #3? What the heck? Can’t you count?”
Multiclass Mondays is a continuation of the “You, Version 2.0″ posts 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.
In our first installment, we covered the theory and needs of Theme multiclassing, so I won’t rehash that here. Go back and read it again if you want a refresher. In our previous installment, we covered the Rogue, Wizard, Fighter and Cleric themes. This week, let’s look at the Sorcerer.
You count as a Sorcerer for all feat, theme and paragon path requirements. When you use a Sorcerer or Sorcerer Paragon Path power, you may add the better of your Strength or Dexterity modifier to the damage. If you choose to apply this extra damage to a power, you may not simultaneously apply any other striker damage feature (Flurry of Blows, Sneak, Hunter’s Quarry, Oath of Enmity, etc.) to that power.
In addition, you may wield Sorcerer implements.
This is a standard formula for striker multiclass feats – no skill training and a full striker damage bonus, but to powers only from the secondary class.
Theme at Level 1
Thaumaturge (Multiclass Sorcerer)
Theme Feature: N/A (Dark Sun: Burning Spray (encounter usage))
Lv 1. Theme Power: Burning Spray (encounter usage, non Dark-Sun only)
In the last installment, I said I didn’t have a good name for these multiclass Themes. A little more time fixed that, but I still include the (Multiclass “X”) in the name to clarify what’s going on. As to the Feature power, Burning Spray is a nice blasty power that has a solid Sorcerer feel. Close 3 is a happy medium for both melee types who like to be in the opponent’s face and ranged types who have personal space issues.
Theme at Levels 2+
- Lv 2: Spatial Trip
- Lv 3: Swirling Star
- Lv 5: Slaad’s Gambit
- Lv 6: Sudden Scales
- Lv 7: Chaos Ray
- Lv 9: Contagious Curse
- Lv 10: Fog Form
What I’m looking for here is flashy and somewhat out-of-control powers to carry the flavor of an untrained innate magic-user throwing around raw arcane energy. I tried to choose as many powers as possible that did not carry strongly elemental themes while still providing powers that are inherently solid.
As a short aside, some of you may have noticed the Theme and Multiclassing discussions over at Robert J. Schwalb’s site and Matt James’ site. I’d like to take a moment to provide a perspective on some concerns that were raised about using Themes more extensively – primarily that they would overtake Race and Class in importance if significantly expanded.
Quinn often describes class as a character’s personality or approach and theme as its job. I take a slightly different tack on it, though practically speaking we end up in the same place. Think back for a moment about your own life pursuits. Some things have been important hobbies or interests for most of your life; others have come and gone. For me, gaming, Christianity, chemistry and relationships with women have always been foundations of who I am and what I do. On the other hand, I have at other times also been a martial artist, an actor and a musician, none of which do I do now. These interests have left certain marks and impressions on me but have been relegated to background today. I’m sure you could probably make similar lists.
That is precisely why I like the Theme-Paragon Path-Epic Destiny structure so much. A character that is just a Fighter is perfectly fine and valid, but lacks the fluid nature that we as humans tend to express. A Fighter who took the Templar Theme, then the Pit Fighter Paragon Path and finally the Legendary Sovereign Epic Destiny says significantly more about the character’s history and interests. A whole story of favor, fall and ultimate reclamation of noble rights is described in just those three choices. It’s important that the parts remain separate so we can track how those stages of life affect the character, both mechanically and in the story of the game. Compressing them into a single concept (like a 1-30 Theme) would remove the static/fluid dichotomy that gives the characters that utilize these tools depth and substance. Race/Class and Theme/Paragon Path/Epic Destiny become stronger components by foiling one another than either would be individually.
Anyway, that’s what I’ve got for this week. If you liked it, comment! If you hated it, also comment! I love to hear your opinions. Next week, we tackle the Warlord.
- Multiclass Monday #11 – Miscellaneous Power
- Multiclassing 2.0 – Hypothesis Detailed
- Multiclass Mondays #7 – Warlock