MLPFMTORPG v1.3 Multiclasses

MLPFMTORPG Multiclasses

goo.gl/Wd25h — Current as of MLPFMTORPG v1.3 Core Rules: goo.gl/SlOrW

This document lists and describes the various multiclasses available by mixing two of the core MLPFMTORPG classes. When creating a multiclass character, you gain a unique multiclass skill and have three (3) skill points to purchase skills from either of your classes. When a multiclass character gains new skill points, they can spend those skill points on skills from either of their classes.

Gaining multiclasses can be used as a means of progression or reward in longer adventures.

| Bard | Cleric | Knight | Mage | Necromancer | Paladin | Rogue | Shaman
Tracker | Wardancer | Pilgrim | Ranger | Omniseer | Dark Hunter | Inquisitor | Stalker | Soothsayer
Shaman | Earthsinger | Druid | Landkeeper | Witch Doctor | Voodoo Doctor | Wildguard | Monk |
Rogue | Trickster | Charlatan | Dark Knight | Arcane Blade | Deathmaster | Lordblade |  |
Paladin | Warlord | Ascendant | Crusader | Battlemage | Blackguard |  |  |
Necro | Deathsinger | Lifebinder | Death Knight | Warlock |  |  |  |
Mage | Illusionist | Thaumaturge | Spellsword |  |  |  |  |
Knight | Troubadour | Templar |  |  |  |  |  |
Cleric | Preacher |  |  |  |  |  |  |

# Bard

### +Cleric: Preacher

For those who may not listen to the good word, there is always a good song.

Glorify: recharge 4; with an impromptu sermon or inspiring phrase, you boost a single ally’s next action to autocrit

### +Knight: Troubadour

Bold fighters who sing their own heroic tales as they live them.

Overconfidence: recharge 3; next roll is a critical success, you are helpless for the turn afterward as you strike a pose and wait for applause

### +Mage: Illusionist

Spectacular performers, channeling magic through song, dance, and pyrotechnics.

Mirror Image: recharge 2, spell; summons a duplicate that deals no damage, can take one hit

Improved - Doppelganger: recharge 3, spell; summons a duplicate minion that can hold physical objects and deal damage if they pick up weapons, takes one hit

### +Necromancer: Deathsinger

Famous lamenters and mourners, repaid by the fallen in times of dire need.

Despair: drive target into suicidal depression

### +Paladin: Warlord

Leaders by example and inspiring words, rousing allies and shouting down foes.

Command: on success, takes sentient creature as a pet

### +Rogue: Trickster

Con artists who combine charm and sleight of hand before vanishing from sight.

Ruse: once per combat; use this skill when you roll a critical failure, on success it is instead treated as a critical success

### +Shaman: Earthsinger

These mystics are in tune with the land and able to speak with the earth itself.

Earthsong: ask plants and earth for info, suffers penalties in urban environs

### +Tracker: Wardancer

Dance and martial prowess make these adventurers exceptionally agile.

Wardance: passive; deals some damage to enemies when taking counterattack hits

# Cleric

### +Knight: Templar

Frontline soldiers with powers of healing and protection.

Martyr: Automatic, recharge 4; lift all helpless allies, you become helpless

### +Mage: Thaumaturge

Scholars without peer, ever thirsty for knowledge of the metaphysical.

Master Caster: passive; +1 to all spellcasting

### +Necromancer: Lifebinder

Masters of life and death, rumored to hold the key to immortality.

Reincarnation: Automatic, once per gameplay session; Returns to life in a safe place close to where you died. Cannot be used in combat.

### +Paladin: Ascendant

The pinnacle of devotion, drawing limitless power from their unbreakable faith.

Empower Weapon: instant spell, recharge 2 after effect ends, spell; caster or single ally gains +3 bonus to basic attacks, each successful hit reduces bonus by 1 until it reaches 0, ending the effect
Improved - Empower Armour: instant, recharge 4, spell; target’s armour grants +2 hits, these hits cannot be restored unless spell is reapplied, and do not exceed +2

### +Rogue: Charlatan

Assassins and clergy alike, these devout servants are without inhibition.

A Word In Your Ear: recharge 3; on success, control a single target for one turn. Cannot be used to force target to hurt or kill itself.

### +Shaman: Druid

Invokers of nature's power, driven by mysticism and mystery.

Animal Totem: instant, recharge 8; you shapeshift into a Mystic or War animal for 3 turns (chosen when you learn this skill), gaining a bonus: Mystic +1 to known spell, can cast improved version; War +1 bonus to physical attacks, can use Power Attack. May be combined with Nature Elemental.

### +Tracker: Pilgrim

Travelers of the world, spreading their doctrine to distant places.

Don’t Die On Me: spell; target recovers from helplessness or is healed for one wound, with +1 bonus for each wound of damage on the target
Improved - Live, Damn You: passive; Don’t Die On Me also applies a +1 bonus for each wound on the caster

# Knight

### +Mage: Spellsword

When steel alone is not enough, some knights turn to sorcery.

Protective Bubble: recharge 4, spell; magic shield absorbs up to three hits or one critical hit

Improved - Antimagic Shell: passive; Protective Bubble now nullifies harmful magic effects, taking one hit for each effect

### +Necromancer: Death Knight

Some knights choose dark power. Some necromancers choose heavy equipment.

Sacrifice: instant; destroy one of your minions to recover from helplessness and heals all wounds

### +Paladin: Crusader

Devoted knights and defenders of their cause.

Vanguard: passive; ignores first damage taken in combat

### +Rogue: Dark Knight

Shock troops with an uncanny talent for moving silently in armor.

Weapon Flurry: passive; dual wielding can use Cleave or Power Attack on both rolls; great weapons can also use dual wielding with Cleave or Power Attack

### +Shaman: Landkeeper

Wardens of the land, said to be unkillable on their native soil.

Earthbound: passive; while in natural environs, regenerate 1 wound every 2 turns

### +Tracker: Ranger

Paragons of survival, these individuals are hardy in all climes and conditions.

Supreme Survivor: passive; automatically passes all spot checks, autocrits on jump, climb and other traversing checks

# Mage

### +Necromancer: Warlock

At the risk of their souls, these masters of magic tread the line of madness.

Tartarian Power: spell; demonic power fuels your minion, and their rolls are all critical, hit or miss, til combat ends or you take an action to end the effect; critfail makes target berserk, hostile, or possessed

Improved - Tartarian Blessing: passive; Tartarian Power can now target willing allies, your crit fail range increased to 3-. The target can take an action to end the effect.

### +Paladin: Battlemage

Wielders of both arcane and spiritual power, serving their faith with unmatched fervor.

Conjure Weapon: spell; once per combat, conjure magic weapon of any type and enchantment

Improved - Conjure Armor: spell; creates a conjured armor or shield with an elemental affinity, healing hits or wounds for the wielder upon contact with its element but becoming vulnerable to other elements.

### +Rogue: Arcane Blade

A knife in the back is not always enough. A magical knife usually is.

Shadow Casting: passive; successful spellcasting does not break Stealth

### +Shaman: Witch Doctor

Unpredictable fusions of arcane and spiritual magic.

Hex: passive; +1 to all successful rolls, -1 to all failed rolls

### +Tracker: Omniseer

In brightest day and blackest night, no target can escape their arcane sight.

Sight Beyond Sight: spell; see through walls, barriers, illusions, crit sees through lies

Improved - Fourth Eye: spell; can see beyond walls, barriers, illusions, lies and the fourth wall. Can tap into meta information and listen in on out of character discussion.

# Necromancer

### +Paladin: Blackguard

These brave few balance dark arts with inner spirit.

Death Blow: weapon, recharge 1; 10 kills target, 9 renders target helpless, 2- user is helpless

### +Rogue: Deathmaster

Whether by dagger or dark arts, you'll always be able to make new "friends."

Death Puppet: on success, raise enemy killed last turn that fools its former allies

### +Shaman: Voodoo Doctor

Those who peer past the veil can make friends on the other side.

Friends on the Other Side: passive; can count shadows of characters as targets for commune and raise dead

### +Tracker: Dark Hunter

The dead do tell tales, and offer clues to these relentless hunters.

Cursed Arrow: target rises as undead minion upon death

# Paladin

### +Rogue: Lordblade

However noble or wicked, every cause needs assassins.

Brotherhood: summons a temporary assassin minion to fight alongside you. This minion can be any class, has basic gear, and disappears after combat ends

### +Shaman: Wildguard

Keepers and protectors of the wild, striking down those who would defile nature.

Anima: once per combat; your spirit animal appears as a minion til combat ends, while it remains you have a +1 bonus to recover from helplessness and navigate rough natural terrain

### +Tracker: Inquisitor

Hunters of the fallen and blasphemous, sparing no cost to claim their quarry.

Brand: recharge 4; interferes with target’s spellcasting, causing chaotic and unexpected effects if they use magic during the next 3 turns. In PvP, consider any failed spells as critical failures

# Rogue

### +Shaman: Monk

Hermits and loners, all masters of the wild ways of combat even when unarmed.

Monkey Agility: passive, recharge 3; negates noncritical damage

### +Tracker: Stalker

Walking in the shadow, you will know them only by the trail of dead.

Get Out Of Here: automatic, once per combat; get up when helpless, can use outside combat with a long recharge

# Shaman

### +Tracker: Soothsayer

At one with nature, familiar with both physical and spiritual aspects.

Potion Making: create single-use potion spellbound with any spell you or your allies know