Rebuscando por fin encontre donde aparecia los de la nueva forma de multiclasear, las clases hibridas que saleiron en un adelanto del manual del jugador 3, en la revista Dragon 374 del 6 del mes pasado.
En el se comenta que en el MdJ 3 existiran descripciones de cada clase para ser usar de manera hibrida, esto es:
Eso si, es a mi o me parece una multiclase muy a lo AD&D? Yuju! :dance1:
En el se comenta que en el MdJ 3 existiran descripciones de cada clase para ser usar de manera hibrida, esto es:
Bueno el articulo trae mas cosas, pero para ver como funciona esta multiclase creo que nos basta, cabe decir que no es material definitivo, sino que se encuentra en playtesting. Me gustaria traducir el articulo entero, pero ahora mismo no puedo :sorry:If you want to make a hybrid character, pick the two classes that you want to combine, and then read the entries for the hybrid versions of them. This preview provides hybrid versions of the classes in the Player’s Handbook as well as the swordmage. The rest of this section details how to combine the elements in the two hybrid classes.
Armor Proficiencies: You gain only the armor proficiencies that are possessed by both of your classes. For example, a fighter/rogue would gain proficiency with cloth armor and leather armor only.
Weapon Proficiencies: Combine the weapon proficiencies given for each of your classes. For
example, a cleric/rogue gains proficiency with simple melee weapons, simple ranged weapons, 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, 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 of which 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. 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 of your hybrid class entries. For example, a cleric/fighter gains 5 hit points at each new level (2 for cleric + 3 for fighter).
Healing Surges per Day: Add together the healing surges per day noted in both hybrid class entries. Then add your Constitution modifier to the result.
Class Skills: To create your list of class skills, combine the class skills noted for the two hybrid classes.
Trained Skills: You gain three trained skills, chosen from your list of class skills. Some hybrid class entries grant extra trained skills, which must be taken from that class’s skill list, not from the combined list.
Class Features: You gain all the class features in both hybrid class entries. If a 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.
Powers: You gain one 1st-level at-will attack power from each class. You can choose your 1st-level encounter attack power and 1st-level daily attack power from either class.
When you reach a new level and gain an encounterattack power, a daily attack power, or a utility power, you can choose that power from either class.
However, if you have at least two powers from the same category (at-will attack, encounter attack, daily attack, and utility), at least one of those powers must come from each of your hybrid classes. Even if you later retrain one or more of your powers (or swap out a power thanks to a multiclass feat or other special option), you must always have at least one power
in each of those four categories from each of your classes.
Eso si, es a mi o me parece una multiclase muy a lo AD&D? Yuju! :dance1: