Return of the Fighter/Magic-User/Thief
Older editions of the game handled multiclassing much differently, and as a result triple-class characters were not only viable, in many cases they were significantly stronger than single-class characters. There’s good reason to move away from the way that rules edition handled the concept, but it does mean the fighter/magic-user/thief (a staple, especially for elves and half-elves) ceases to be an effective, easy class to build, and that’s kind of a shame.
However, with the advent of hybrid classes (from the Pathfinder Roleplaying Game Advanced Class Guide), there’s no reason a balanced, fun and effective f/m-u/t can’t be re-introduced into the game. It just needs some creative application of the design rules, some way to avoid the pitfalls such multi-focus characters often suffer, and some careful balancing. Such an effort is presented below. (And I did something similar with the cavalier-paladin, some time ago, if you want to look at that.)
For extra flavor, a GM might consider limiting the class to half-elves. 😀
A hybrid class.
Hit Die: d8
Parent Classes: Fighter, Rogue, Wizard
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The fighter/magic-user/thief’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all, each taken individually) (Int), Profession (Wis), Perception (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Level BaB Fort Ref Will 0th 1st 2nd 3rd Special
1 +0 +1 +1 +1 2 – – – Broad training
2 +1 +1 +1 +1 2 – – – Sneak attack +1 point, trapfinding
3 +2 +2 +2 +2 2 – – – Knack
4 +3 +2 +2 +2 2 0 – – School (1st)
5 +3 +3 +3 +3 3 1 – – Sneak attack +1d4
6 +4 +3 +3 +3 3 1 – – Knack
7 +5 +3 +3 +3 3 1 0 – Evasion
8 +6* +4 +4 +4 3 1 1 – Sneak attack +2d4
9 +6* +4 +4 +4 4 2 1 – Knack
10 +7* +5 +5 +5 4 2 1 0 Uncanny dodge
11 +8* +5 +5 +5 4 2 1 1 Sneak attack +3d4
12 +9* +5 +5 +5 4 2 2 1 Knack
13 +9* +6 +6 +6 4 3 2 1 Bravery +2
14 +10* +6 +6 +6 4 3 2 1 Sneak attack +4d4
15 +11* +7 +7 +7 4 3 2 2 Knack
16 +12* +7 +7 +7 4 3 3 2 School (6th/8th)
17 +12* +7 +7 +7 4 4 3 2 Sneak attack +5d4
18 +13* +8 +8 +8 4 4 3 2 Knack
19 +14* +8 +8 +8 4 4 3 3 Improved uncanny dodge
20 +15* +9 +9 +9 4 4 4 3 Sneak attack +6d4
*The fighter/magic-user/thief receives iterative attacks as normal, the chart does not show them to simply presentation
Proficiency: You are proficient with all simple and martial weapons, and light and medium armor. Because all your fighter/magic-user/thief spells are considered to have the Still Spell feat (see “Spells,” below), you can ignore arcane spell failure.
Spells: You casts spells drawn from the wizard spells list, and keep a spellbook, learn and prepare spells like a wizard, and gains 2 new spells known of a level you can cast at each new class level . Your caster level is equal to your class level. All your spells automatically gain the benefit of the Still Spell feat, allowing you to cast spells in armor without dealing with arcane spell failure and while wielding 2-handed weapons.
Because of your training in methods of combat and the ways of stealth and subterfuge, your spells are powered less by how smart you are than by how nimble you are. You use Dexterity to determine what level spell you can cast, your spells’ save DCs and bonus spells, and any calculation that uses Intelligence in a spell (or your school, see below) is instead calculated using your Dexterity.
Broad Training: You are considered to have a base attack bonus of +1, the ability to cast 1st level spells, and 1d6 of sneak attack, for purposes of meeting prerequisites and drawing a weapon as part of a move action when moving. You treat your class level as your fighter level, rogue level, and wizard level when meeting prerequisites including feat prerequisites). If this is your favored class, you can take a racial favored class bonus for fighter, rogue, or wizard at each level. Although you do not have the armor training or weapon training class features, for purposes of prerequisites you are treated as having them if a fighter with a level equal to your class level had them (and of having them with the same bonus as a fighter of your class level when calculations use that information). For weapon training, you also select weapon groups it would have applied to, if you had it, for use with the Advanced Weapon Training feat, even though you do not actually gain the normal bonuses from weapon training with those groups.
Sneak Attack: As the rogue class feature, except when you first gain this ability it deals only +1 point of damage (though it qualifies for any sneak attack talent you select with your knack). This increases to +1d4 at 5th level, and by an additional 1d4 every 3 levels thereafter.
Trapfinding: As the rogue class feature.
Knack: At 3rd level, and every 3 level thereafter, you gain a bonus combat feat, a bonus metamagic feat, a bonus item creation feat, or a rogue talent. You must meet the selection’s prerequisites, and have any relevant class feature it modifies. Each time you gain a new knack, you may choose to learn a new knack in place of a knack you have already learned. In effect, you lose the knack in exchange for the new one. The knack cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. You can only change one knack at any given level and must choose whether or not to swap the knack at the time you gain a new knack for the level.
School: At 4th level, you select one wizard school. You are not considered specialized in the associated school, and you to not pick opposition schools—this has no effect on how many spells per day you can prepare or your chance to learn spells of various schools. You do, however, gain the abilities from this school that a wizard gains at 1st level. Your class level acts as your wizard level for any calculations of these abilities.
At 16th level, you also gain any abilities from the school that a wizard would have by 8th level (regardless of what level the wizard would have gained them, if it is before 8th level).
Evasion: At 7th level you gain evasion, as the rogue class feature. It functions if you are in no armor, light armor, or medium armor.
Uncanny Dodge: At 10th level you gain uncanny dodge, as the rogue class feature. At 19th level this upgrades to improved uncanny dodge. Both functions if you are in no armor, light armor, or medium armor.
Bravery: At 13th level your gain bravery, as the fighter class feature, with a flat +2 bonus.
Speaking of Old school Ideas
I can only take the time to write whole new classes because I have patrons, who support me. want more of this stuff? Check out my Patreon!