Secondary Classes

Secondary Classes

All characters using this variant gain a secondary class that adds additional power to the character. This is a high powered variant, and is not for everyone. The GM should discuss campaign guidelines with the players before using this option. In a nutshell, this variant turns the character into an semi-Elite character as per the D&D 4E term. Use the following process.

  • Secondary Class: Choose a secondary class. The character is considered both his primary and secondary classes to qualify for any game mechanical effect such as feats or paragon paths.
  • Defenses: Add +1 to all defenses or +2 to one defense. These bonuses stack with the primary class's defense bonuses.
  • Armor Proficiencies: Add all armor proficiencies from your secondary class.
  • Weapon Proficiencies: Add all weapon proficiencies from your secondary class.
  • Trained Skills: Add one trained skill from your secondary class.
  • Class Features: Add one class feature from your secondary class. Note that similar class features do not stack; thus, a rogue who chooses ranger as a secondary class cannot stack Sneak Attack and Hunter's Quarry damage. This is up to the GM to arbitrate.
  • Implements: Add the implements from your secondary class. You may use any implement you are proficient with for all your powers.
  • At-Will Powers: Add one At-Will Power from your secondary class.
  • Encounter Powers: Add one Encounter Power from your secondary class. This may be re-trained as you level. Gain an additional Encounter Power at level 11.
  • Daily Powers: Add one Daily Power from your secondary class. This may be re-trained as you level. Gain an additional Daily Power at level 21.
  • Humans: The human bonus At-Will can apply to either the Primary or Secondary class. Thus, a human could have two At-Will powers in his primary class and two At-Will powers in his secondary class.
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