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: PreacherFor 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: TroubadourBold 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: IllusionistSpectacular 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: DeathsingerFamous lamenters and mourners, repaid by the fallen in times of dire need. Despair: drive target into suicidal depression +Paladin: WarlordLeaders by example and inspiring words, rousing allies and shouting down foes. Command: on success, takes sentient creature as a pet +Rogue: TricksterCon 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: EarthsingerThese 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: WardancerDance and martial prowess make these adventurers exceptionally agile. Wardance: passive; deals some damage to enemies when taking counterattack hits Cleric+Knight: TemplarFrontline soldiers with powers of healing and protection. Martyr: Automatic, recharge 4; lift all helpless allies, you become helpless +Mage: ThaumaturgeScholars without peer, ever thirsty for knowledge of the metaphysical. Master Caster: passive; +1 to all spellcasting +Necromancer: LifebinderMasters 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: AscendantThe 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 +Rogue: CharlatanAssassins 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: DruidInvokers 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: PilgrimTravelers 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 Knight+Mage: SpellswordWhen 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 KnightSome 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: CrusaderDevoted knights and defenders of their cause. Vanguard: passive; ignores first damage taken in combat +Rogue: Dark KnightShock 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: LandkeeperWardens of the land, said to be unkillable on their native soil. Earthbound: passive; while in natural environs, regenerate 1 wound every 2 turns +Tracker: RangerParagons 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: WarlockAt 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: BattlemageWielders 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 BladeA knife in the back is not always enough. A magical knife usually is. Shadow Casting: passive; successful spellcasting does not break Stealth +Shaman: Witch DoctorUnpredictable fusions of arcane and spiritual magic. Hex: passive; +1 to all successful rolls, -1 to all failed rolls +Tracker: OmniseerIn 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: BlackguardThese 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: DeathmasterWhether 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 DoctorThose 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 HunterThe dead do tell tales, and offer clues to these relentless hunters. Cursed Arrow: target rises as undead minion upon death Paladin+Rogue: LordbladeHowever 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: WildguardKeepers 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: InquisitorHunters 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: MonkHermits and loners, all masters of the wild ways of combat even when unarmed. Monkey Agility: passive, recharge 3; negates noncritical damage +Tracker: StalkerWalking 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: SoothsayerAt 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 |