Hybrid Classes

Started by Kazamatta, April 27, 2012, 05:36:15 PM

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Kazamatta

As reads by D&D 4e PHBs you can create a hybrid class. The benefits of it are all Daily, Encounter, and Normal spells available by the class at start you can have. Also the number of each that you are able to choose from the class listings you are able to get. As for ability modifiers. Each class offers 1-2 ability mods at start but since you have two classes can choose both from a single class and none form the other. All weapon and armor proficiency's from both classes apply to to you created character.
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A youna apprentice wizard isforced into the military when her hometown is sacked by orcs. After leadina a squadron in the baron's army for three months to drive back the invadina horde, she retires from military service to enter an adventurina career as a warlord/wizard.
A lone barbarian from the far north travels to the aleamina cities of the south, where a local thieves' auild recruits him as hired muscle. Alona the way, he picks up several tricks ofcunnina and wit, all the better to defeat those who think him nothina more than a savaae. When he later becomes an adventurer, this barbarian/ roaue relies on both his tal? ents as a buralar and his ability to unleash the raaina beast that sail lurks within his heart.
The hybrid character rules allow you to combine elements of two character classes into a whole. Effectively, you create a brand-new class from portions of two classes. Like the multiclass feats introduced in the Player's Handbook, these rules let you reflect a more varied array ofcharacter abilities than traditional classes do. Whether you're doing this to reflect your character's elaborate backs tory, to combine different mechanical elements to create a potent new combination, or to fill out a group that needs just a little something extra, the end result is the same: Your hybrid character gives up depth of ability in exchange for greater flexibility.
HYBRIDS AND ROLES
When you combine two classes of the same role (such as fighter and paladin), you can expect your character to be about as effective in filling that role as a singleclass character of the same role.
Combining two classes ofdifferent roles, however, creates a character who can operate reasonably well in two different roles in certain situations. This fleXibility lets you adjust your tactics-and your contribution-from round to round, based on the particular challenges you face.
A potential downside is that you probably can't fill either role through an entire encounter. A cleric/ rogue, for example, might be able to heal halfas often as a normal cleric and deal striker-level damage with only some attacks.
GROUP BUILDING
When adding a hybrid character to an adventuring group, it's best ifat least one (if not both) of the roles normally filled by your two classes are also filled by another character in the group. For example, your cleric/rogue won't feel quite as lacking in healing or damage output ifyou also have a warlord and a
ranger in the group. A hybrid character makes a great fifth or sixth group member, since key roles are likely covered by your allies.
A hybrid character can also be a great way to deal with a smaller-than-normal group. Ifyour group has only two or three characters, having one or two hybrid characters can help you fill the missing roles. Your group won't fill the roles as completely as a fullsized group would, but halfa leader is usually better than no leader at all.
CREATING A HYBRID CHARACTER
Ifyou want to make a hybrid character, pick the two classes that you want to combine, and then read the entries for the hybrid versions ofthem. This section provides hybrid versions of the classes in the Player's Handbook, Player's Handbook 2, and Player's Handbook 3 as well as the sword mage class from the FORGOTTEN REALMS Player's Guide and the artificer class from the EBERRON Player's Guide. The information below details how to combine the elements of the two hybrid classes you choose.
Armor Proficiencies: You start with only the armor proficiencies that are possessed by both of your classes. For example, a fighter/rogue initially has proficiency with cloth armor and leather armor only.
Weapon Proficiencies: Combine the weapon proficiencies given for each ofyour classes. For example, a cleric/rogue starts with proficiency with simple melee weapons (including the dagger), simple ranged weapons (including the crossbow and the sling), shuriken, and short swords.
Implements: You can wield the implements of both classes, and you can use implement powers from either class (and from those classes' paragon paths) through the implements of either class. For example,
HOW DOES IT WORK?
The hybrid character rules break down each class into parts. The hybrid version of a class proVides a portion of the game benefits of the normal class (hit points, defenses, proficiencies, class features, and so forth). When combined with the hybrid version of another class, these two partial classes create a whole class.
Because character classes aren't deSigned to be broken down and recombined in this way, not every hybrid is equally effective. Different combinations of roles, key ability scores, types of attacks, and other elements can result in different degrees of efficacy.
For that reason, this section provides advice on how to build an effective hybrid character. You can ignore this advice in order to create a hybrid that fits your mental image of your character precisely, but that character might prove less effective than your non hybrid allies.
a cleric/warlock can use implement powers from
either class through holy symbols, rods, and wands.
Bonus to Defense: You gain the bonuses to
defenses noted in both hybrid class entries. Bonuses
to the same defense add together. Some hybrid class
entries give you a choice ofwhich defense to apply a
bonus to.
Hit Points at 1st Level: To determine your hit
points at 1st level, add together the hit points at 1st
level noted in both hybrid class entries, and round
fractions down. Then add your Constitution score to
the result.
Hit Points per Level Gained: To determine the
hit points you gain at each new level. add together the
values noted in each ofyour hybrid class entries, and
round fractions down. For example, a clericlfighter
gains 5 hit points at each new level (2.5 for cleric + 3
for fighter, rounded down).
Healing Surges per Day: Add together the healing
surges per day noted in both hybrid class entries,
and round fractions down. Then add your Constitution
modifier to the result.
Class Skills: To create your list ofclass skills,
combine the class skills noted for the two hybrid
classes.
Trained Skills: You gain three trained skills,
chosen from your list ofclass skills. Some hybrid
class entries grant extra trained skills. which must be
taken from that class's skills list, not from the combined
list.
Class Features: You gain all the class features in
both hybrid class entries.
Ifa class feature has the word "hybrid" in parentheses
after its name, it is a modified version of the
class feature but still counts as that class feature for
the purpose of meeting prerequisites.
Hybrid Talent Options: Each hybrid class entry
includes one or more Hybrid Talent options. These
options become available when you select the Hybrid
Talent feat (page 181).
Starting Powers: As a hybrid character, you start with the following powers. At-Will: Choose two 1st-level at-will attack powers, one from each class.
Encounter: You gain one 1st-level encounter attack power, chosen from either ofyour hybrid classes. If either ofthose classes has the Psionic Augmentation class feature, see "Psionic Augmentation and Hybrid Characters," page 137.
Daily: You gain one 1st-level daily attack power, chosen from either ofyour hybrid classes.
Gaining Additional Powers: When you reach a new level and gain an encounter attack power, a daily attack power, or a utility power, you can choose that power from either class. However, ifyou have at least two powers in the same category (at-will attack, encounter attack, daily attack, or utility), at least one of those powers must come from each ofyour hybrid
C HAPT ER 2 I Character Classes
classes. For example, ifyou have two encounter attack powers. one ofthe powers must be from one ofyour hybrid classes. and the other power must be from your other hybrid class.
Even ifyou later change your powers through retraining. power-swap feats, or some other means, you must retain at least one power in each of those four categories from both ofyour classes (see "Retraining," page 137, for how hybrid characters use the retraining rules).
Example: Bergen, a 1st-level fighter/rogue, wants a mixture ofpowers from his two classes. He selects cleave (fighter) and deft strike (rogue) as his at-will attack powers. He then selects steel serpent strike (fighter) as his 1st-level encounter attack power and bliJldin8 barra8e (rogue) as his 1st-level daily attack power.
When Bergen reaches 3rd level and gains another encounter attack power, he must select the new power from the rogue class, since he already has a fighter encounter attack power. Alternatively, he could use retraining to replace steel serpent strike with kina's castle. a 1st-level rogue encounter attack power, and then choose a 3rd-level fighter encounter attack power.
When Bergen reaches 7th level, he can choose his new encounter attack power from either class, since he already has an encounter attack power from each.
SPECIAL RULES
Hybrid characters interact with some game rules in exceptional ways.
MEETING PREREQUISITES A hybrid character is considered a member ofboth classes, and has those classes' roles. For example, a fighter/wizard can take feats and paragon paths that have the fighter or the wizard class as a prerequisite.
As noted in some hybrid class entries, a hybrid character receives a modified version ofa class feature. Such a class feature counts as the full-fledged feature for the purpose ofmeeting prerequisites and applying various game options.
MULTICLASS FEATS A hybrid character can select multiclass feats. The rules for multiclassing still apply: You can't take multiclass feats for a class you already belong to. which includes both ofyour hybrid classes.
PARAGON TIER HYBRIDS Rather than take a paragon path at 11th level, a hybrid character can choose to gain more powers from his or her classes. Ifyou choose this option. you gain several benefits.
At 11th level, you gain Hybrid Talent (page 181) as a bonus feat, even ifyou already have it.
ASS1GN1NG AB1L1TY SCORES
When you combine two classes to build your hybrid character, try to choose classes that have complementary key abilities, secondary abilities, or both. Doing this helps your character remain effective.
For example, fighters and paladins share a key ability: Strength. This means a fighter/paladin hybrid character can select and use attack powers from both classes easily. The two classes also share a secondary ability: Wisdom. If the hybrid character has a high Wisdom score, he or she can benefit from various Wisdom-based options available to both classes, such as the paladin's radiant smite power and the fighter's Combat Superiority class feature.
If you choose two classes that have different key abili? ties, make sure that both of the ability scores are high enough that you can use your powers and class features effectively. For instance, a fighter/rogue needs a good Dexterity score (to use rogue attack powers) as well as a good Strength score (to use fighter powers).
When you playa hybrid character, it becomes even more important to use your racial ability score bonuses to their best effect. You'll get the most value if you match your two classes' key abilities to a set of racial ability score bonuses (such as a half?orc fighter/rogue).
Something to consider when assigning ability scores: If you select two classes whose key abilities are in the same defense pair (such as Dexterity and Intelligence), one or
CHAPTER 2 I Character Classes
two of your defenses are likely to be lower than normal. This disadvantage can be overcome through feats and magic items, or you can play it up as a character qUirk.
Here are some good ability score arrays to use when creating a hybrid character:
18 14 11 10 10 8
If your key abilities match, you can probably get away with
this top-heavy ability score array, though you're probably
sacrificing benefits derived from secondary abilities. A
sword mage/wizard using this array would likely place
the 18 in Intelligence and the 14 in whichever secondary
ability mattered most.
16 16 11 11 10 8
This array works well for hybrid characters who have two
key abilities, particularly if those overlap with secondary
abilities. A fighter/sword mage might like this array,
putting one 16 in Strength and the other in Intelligence.
16 14 14 13 10 8
This array is good for hybrid characters who want attack
powers drawing on three or more abilities, such as a
rogue/warloc:k who wants to select attack powers based
on Dexterity, Constitution, and Charisma.
In place ofthe paragon path encounter attack
power gained at 11th level. you can select an encounter
attack power of7th level or lower from either of
your hybrid classes.
In place of the paragon path utility power gained
at 12th level. you can select a utility power of 10th
level or lower from either ofyour hybrid classes.
In place ofthe paragon path daily attack power
gained at 20th level, you can select a daily attack
power of 19th level or lower from either ofyour
hybrid classes.
RACIAL TRAITS
Some races grant benefits based on a class. As long as
you remember that you are a member of both ofyour
classes, these benefits should be easy to adjudicate.
Here are two examples.
Dilettante (Half-Elf): You can't choose the 1stlevel
at-will attack power from either ofyour hybrid
classes.
Bonus At-Will Power (Human): You choose the
extra 1st-level at-will attack power from either ofyour
hybrid classes.
RETRAINING When you use retraining (Player's Handbook, page 28) to replace a power from one ofyour hybrid classes, the new power can be from either ofyour hybrid classes, as long as the new power is ofthe same type and of the same level or lower as the old power. In addition, the replacement must follow the rules for
a hybrid character gaining powers (see "Creating a
Hybrid Character," above).
Ifonly one ofyour hybrid classes has the Psionic Augmentation class feature, you can use retraining to replace an augmentable at-will attack power with an encounter attack power and vice versa, but you must always have two at-will attack powers, one from each class. Making such a replacement will change your power point total (see "Psionic Augmentation and Hybrid Characters" below).
You cannot use retraining to replace one ofyour hybrid classes with a diiTerent hybrid class. You cannot, for example, use retraining to change from clericlfighter to fighter/paladin.
TRADING CLASS FEATURES
A hybrid character can't trade a hybrid version ofa
class feature for a non hybrid version ofa class feature,
unless a hybrid class entry expressly allows the trade.
PSIONIC AUGMENTATION AND HYBRID CHARACTERS
Ifeither ofyour hybrid classes has the Psionic Augmentation class feature, you follow slightly different rules to build your character.
BOTH CLASSES HAVE PSIONIC AUGMENTATION Ifboth ofyour hybrid classes have Psionic Augmentation, you gain powers and power points at the same rate as a normal class that has the class feature. Follow the rules for choosing powers as detailed in "Creating a Hybrid Character" above, but ignore references to encounter attack powers, since you don't gain any from either class.
ONLY ONE CLASS HAS PSIONIC AUGMENTATION If only one ofyour classes has Psionic Augmentation, you use the rules for choosing powers as detailed in "Creating a Hybrid Character" above, except that you follow different rules for choosing encounter attack powers. At 1st level, you choose either the hybrid power point option (see below) or a 1st-level encounter attack power from the class that includes such powers. You start with no power points unless you either choose the hybrid power point option or gain them from a source other than your classes. \;Vhen you reach 3rd level, see "Gaining Encounter Attack Powers" below for how to proceed.
HYBRID POWER POINT OPTION
When you choose the hybrid power pOint option, you gain a number ofpower points based on the levels of the augmentable at-will attack powers that you have.
To determine your power point total, consult the table for how many power points each of the powers is worth, and then add those points together.
Power level Power Points 1-10 2 11-20 4 20-30 6 Whenever you gain, retrain, or swap an augmentable at-will attack power from your class, recalculate your power point total. Only augmentable at-will attack powers from your class count when you determine the total.
CHAPTER 2 I Character Classes
GAINING ENCOUNTER ATTACK POWERS At 3rd level, whether you gain an encounter attack power or power points is determined by your choice at 1st level.
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Ifyou chose to gain an encounter attack power at 1st level, you gain the hybrid power point option at 3rd level and can swap your augmentable 1st-level at-will attack power for a new augmentable at-will attack power of 3rd level or lower.
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Ifyou chose the hybrid power point option at 1st level, at 3rd level you must choose a 3rd-level encounter attack power from your class that includes such powers.
At 7th level, you choose one ofthe following options, regardless ofwhat you chose before.
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You gain a 7th-level encounter attack power from your class that includes such powers.
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You gain an augmentable 7th-level at-will attack power, and your power pOint total increases accordingly.
When you reach a higher level at which you can swap an encounter attack power, you can instead swap an augmentable at-will attack power, but you must still keep at least one encounter attack power from your class that includes them.
Example: At 1st level, the battlemind/fighter Dolora chooses ironJist (battlemind) and sure strike (fighter) as her at-will attack powers and psionic anchor (battlemind) as her 1st-level daily attack power.
She chooses passin8 attack (fighter) as her 1st-level encounter attack power. This means she starts with no power pOints to augment ironJist.
At 3rd level, Dolora must take the hybrid power point option. She also chooses to swap iron fist for mind snare (battlemind), an augmentable 3rd-level atwill attack power. Her power point total is now 2.
PROCEED W1TH CARE
The system of classes and roles in 0&0 is designed to ensure that every character has a clear purpose at the table and that no character can easily become marginalized by poor choices made in character creation.
The hybrid character system discards many of the safeguards built into the normal class system. Even though every effort has been made to craft a hybrid system that creates characters that are as viable as their single-class comrades, the sheer number of combinations available ensures that some combinations might feel less effective than others.
If yoU' find that your hybrid character isn't as effective as you had expected, work with your OM to find a solution. You might choose to combine a different pair of classes, to use the multiclass system, or to change to a nonhybrid character.
C HAPTER 2 I Character Classes
At 5th level, she chooses rain ojsteel (fighter) as her 5th-level daily attack power. She had to select a fighter power because she didn't have a fighter daily attack power yet.
At 7th level , she chooses stone squire (battlemind), an augmentable 7th-level at-will attack power, rather than gaining another encounter attack power. Her power point total is now 4.
At 9th level, she chooses victorious sur8e (fighter) as her new daily attack power. Since she already had one daily attack power from each class, she could have selected one from either class.
At 10th level, she decides to retrain, replacing mind snare with dance ojsteel (fighter), a 3rd-level encounter attack power. Her power pOint total drops to 2 as a result.
At 13th level, she replaces passin8 attack with overwhelmin81un8e (battlemind), an augmentable 13th-level at-will attack power. Her power point total is now 6. She still has one fighter encounter attack power, dance ojsteel.
H'YBR1D VS. MULT1CLASS
Both the hybrid character system and the multiclass system allow a character to select powers and class features from multiple classes. However, these two systems offer different advantages and disadvantages, which help make both choices interesting.
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A multiclass character doesn't give up any class features. However, he or she must spend feats to dabble in a second class, whereas a hybrid character doesn't need to spend any feats to do so.
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A hybrid character can begin play with a more varied array of class features and powers than a multiclass character can.
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A hybrid character whose classes have different roles is capable of temporarily but effectively stepping into either role, but can't replace a nonhybrid character in either role. A multiclass character fills one role entirely-the role of his or her main class-and can occasionally fill another role, but not as well as a hybrid character can.
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The hybrid character system is a more effective way of describing a character who has an unusual backstory than the multiclass system is. A hybrid character can begin his or her adventuring career having already mixed two very different classes. In contrast, a multiclass character starts out concentrated on a single class and slowly expands into another class.
It's up to you to decide which of these two systems better describes your character's unique mixture of class fea tures, powers, and backstory.
HYBRID ARTIFICER
W"hether student or tinkerer, you have learned many tricks for imbuing magic into objects and creatures. Your expertise is spotty, however, with many gaps that a true artificer might scoff at. Ofcourse, you know plenty oftricks beyond the skill of that artificer.
Why does your knowledge have such gaps? Do you lack the discipline or talent to master some ofthe formulas and recipes ofthe artificer? Or have you recognized that technical skills must be supplemented with other abilities?
As a hybrid artificer, you retain some ofthe artificer's healing ability, but you trade away magic item manipulation in exchange for another class's abilities.
CLASS TRAITS Role: Leader Power Source: Arcane Key Abilities: Intelligence, Constitution, Wisdom
Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, simple ranged Implements: Rods. staffs. wands Bonus to Defense: +1 Fortitude or Will
Hit Points at 1st Level: 6
Hit Points per Level Gained: 2.5
Healing Surges per Day: 3
Class Skills: Arcana (Int). Diplomacy (Cha). Dungeoneering
(Wis). Heal (Wis). History (Int),
Perception (Wis). Thievery (Dex)
Class Features: Healing Infusion (hybrid)
Hybrid Talent Options: Arcane Empowerment,
Arcane Rejuvenation
CLASS FEATURE
Hybrid artificers have the following class feature.
Healing Infusion (Hybrid): This class feature functions as the artificer class feature (ESERRON Player's Guide, page 45), except that you can create only one healing infusion at the end ofeach extended rest.
HYBRID TALENT OPTIONS Ifyou take the Hybrid Talent feat, you can select one ofthe following options.
Arcane Empowerment: This class feature functions exactly as the artificer class feature (ESERRON Player's Guide, page 44).
Arcane Rejuvenation: This class feature functions exactly as the artificer class feature (ESERRON Player's Guide, page 44).
SUGGESTED COMBINATIONS
The artificer/wizard is a master ofarcane secrets,
using Intelligence to attack enemies and heal allies.
The artificer/psion functions Similarly, but by mixing
arcane and psionic powers.
The artificer/swordmage might prefer melee powers. Choose Constitution as your secondary ability score to maximize synergy between the two classes.
The artificer/warlock can be an effective mix of leadership and damage-dealing, particularly ifyou set Intelligence and Constitution as your two highest ability scores.
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If you choose to make a hybrid chr let me know in this post so I can post the appropriate hybrid class stats for the two chosen classes.