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| #1Dictum_MortuumMar 13, 2008 7:40:06 | Well, thanks to ChristopherGroves and his thread on why cleric 1 is a good dip for any melee character, i am introducing this thread to link mini-guides like his. Unfortunately the old dipping guide has been archived, so it's time for an update. Anyone is able to create his mini guide in a post in this thread or in another thread. Just link them here and i'll include them to their respective classes.
For those who are not familiar with the term dip, it refers to clever multiclassing into classes that offer a lot of benefits with just a few levels (like one or two). Generally martial characters do dips while spellcasters benefit more from keeping their spellcasting levels up.
When dipping, try to remember:
- Don't do it if it destroys an important aspect of your character. That is if you play a skill monkey and dip into fighter for the feats, it's not going to benefit your role. If you play a spellcaster dipping into the same class to gain fighting abilities is counter intuitive.
- Aim for classes that have low entry requirements. This applies mostly to prestige classes, but base classes have their entry-like requirements or side effects, such as paladin, which requires you to follow a code of ethics and be lawful good. While that isn't good enough to undermine your character, just think of all those good sorcerer spells (in the case of a paladin/sorcerer) you are not be able to use.
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| #2Dictum_MortuumMar 13, 2008 7:40:37 | Cleric:
Divine Oracle:
Dragon Shaman:
Loremaster:
Marshal:
Monk:
Sorcerer:
Psychic Warrior:
Spellthief:
Sublime Chord:
Swashbuckler:
Totemist:
Tome of Battle:
Visionary Seeker:
Warlock:
Wizard:
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| #3skydragonknightMar 13, 2008 8:08:55 | Monk 1 and Monk 2 are both common melee dips.
Pros:
- All good saves(+3 each for 2 levels).
--One reason why a feat intensive build might choose Monk instead of Psychic Warrior after taking two levels of Fighter.
- 2 bonus feats, with two options for each.
--alternative fighting styles exist from UA, allowing for even greater customization for melee based characters. Each of these styles also gives a +2 bonus on a certain skill.
Alternate Fighting StylesStyle: 1st level bonus feat, 2nd level bonus feat; +2 skill bonus
Cobra Strike: Dodge, Mobility; Escape Artist
Note: Great for satisfying prereqs for certain PrCs like Dervish.
Denying Stance: Improved Grapple, Combat Reflexes; Tumble
Note: Both feats are available from core Monk. Take for free skill bonus if you planned on taking those feats anyway.
Hand and Foot: Stunning Fist, Deflect Arrows; Balance
Note: As above, if you planned on taking the feats anyway, you might as well get the skill bonus.
Invisible Eye: Combat Reflexes, Lightning Reflexes; Listen
Note: Combat Reflexes from a Monk 1 dip isn't bad. Lightning Reflexes is the least common of the three saving throw feats to be used as a prerequisite, so there are likely better choices.
Overwhelming Attack: Power Attack, Improved Bullrush; Intimidate
Note: Now we're talking. Perfect setup for Shocktrooper or Dungeoncrasher builds, but note that the free feat slots come at the price of delaying acquisition of Shocktrooper, due to Monk's BAB.
Passive Way: Combat Expertise, Improved Trip; Bluff
Note: Improved Trip for free at 2nd level and Combat Expertise, a common prerequisite for melee feats/prestige classes? Sign me up!
Sleeping Tiger: Weapon Finesse, Improved Initiative; Hide
Note: Multiclass Monk/Rogues aren't common, but if that's you then this style is for you. Add Carmendine Monk and pump Intelligence for great skill points and good AC.
Undying Way: Toughness, Endurance; Concentration
Note: At first, you would think this is the worst one of all. I thought so too...until I remembered the Primeval prestige class from Frostburn. For an entry one level later, you get two of the three feat requirements for free, plus unarmed strike and AC bonuses are nice boons to Primeval Form.
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| #4ShakaUVMMar 13, 2008 8:50:05 | Worthwhile Base Class Dips:
Barbarian 1: Rage, Fast Movement/Pounce, Hp.
Barbarian 2: Uncanny Dodge/Improved Trip
Cleric 1: Two Domains, Turn Undead, Spells
Fighter 1 or 2: Feats / Resolute ASF for Will Save Bonus
Monk 1: IUS, Flurry of Blows, Wisdom to AC, Saves, Improved Grapple
Monk 2: Evasion, Combat Reflexes
Paladin 2: Divine Grace, Smite Evil
Ranger 2: TWF, Track, Favored Enemy
Rogue 1: Trapfinding, Skills, SA
Rogue 2: Evasion
Conjurer 1: Ability to teleport as an immediate action, Spells |
| #5ChristopherGrovesMar 13, 2008 9:15:54 | Overview
I recently finished a campaign as a melee-driven pseudo-leader. We ran two years and though I had a smattering of classes mixed in I was really a melee dude. For the most part, I was a leap-attacking charger with some additional capabilities to amp damage when I needed to on top of a pretty darn resilient base. This was a no-ToB game yet I managed to maintain respectably NOT being a primary caster.
Honestly, the most stellar piece of this combo was nothing other than my cleric 1 dip. Lots of domains provide awesome capabilities that don't require loads of cleric levels to stay competitive. Sometimes they are simply a good feat ... others they are awesome class features that are nearly impossible to duplicate in other ways.
(for those wondering it was Cloistered Cleric w/ Knowledge Devotion, Travel Devotion and Liberation domain)
Now I'm not saying that every melee type should take a cleric 1 dip ... I am saying to consider it because it could provide some super-awesomeness you can't get easily otherwise.
The bad
- BAB +0
- XP penalties - if you're worried about the, fitting in another 1-level base class can be problematic
The good
- Save bumps - One level dips often provide a save bump, this case to the two you want highest
- Domain Granted Powers - Anything from a good feat to abilities you can't easily get otherwise are available
- Devotion Feats (instead of domains)
- Spells - I'm tracking these differently than the domain granted powers. You can dip with a WIS of 4 and get the granted powers, but if you want to cast spells some domains have some nice ones (like Truth with detect thoughts as a 1st level spell ...)
- Turn Undead - A cleric level can open the door to divine feats, many of which are pretty good and scale well with CHARACTER level
- Magic item use - wands, schema, whatever are now open with no UMD check required
Key
Good items are marked in blue - these are pretty solid for the dip
Moderate items are marked in black - these are situationally good and useful more often than not
Poor items are marked in red - not generally a good choice but could be niche-useful
Domain Granted Powers
Caster level bonuses are rarely good as the dip is costing you a caster level to take. Key are things that give you all the power up-front with no need to scale.
Domain Granted PowersSRD- Air- Bonus turning attempts
- Animal - Speak with animals 1/day ... it doesn't scale with cleric levels, only useful for flavor
- Chaos - caster level bonus
- Death - death touch scales with level; not a good dip
- Destruction - gives you a smite; damage scales with cleric level but if you need a smite ...
- Earth - bonus turning attempts
- Evil - caster level bonus
- Fire - bonus turning attempts
- Good - caster level bonus
- Healing - caster level bonus
- Knowledge - caster level bonus and adds knowledge skills to the cleric level (paired with Able Learner ...) ... it may not suck, but you'll never take it and snag the devotion instead
- Law - caster level bonus
- Luck - one reroll a day
- Magic - use wizard items
- Plant - bonus turning attempts
- Protection - once a day but scaled based on cleric level
- Strength - scaled based on cleric level and low duration
- Sun - greater turning is really only useful for builds that are TURNING, and for that you need more levels
- Travel - free action 1/round/cleric level ... even 1 round/day can be a lifesaver. The sad thing is, as good as it is you're likely going to take the devotion instead ...
- Trickery - add skills
- War - Weapon Focus feat
- Water - bonus turning attempts
Spell Compendium- Balance - duration based on cleric level ... pity
- Cavern - gain stonecunning
- Celerity - increased speed in light armor
- Charm - +4 untyped bonus to CHA for a minute 1/day as a free action
- Cold - bonus turning attempts
- Community - calm emotions as SLA and untyped diplomacy bonus (the untyped bonus is the real king here but still only useful for the diplomancer niche)
- Competition - +1 on opposed checks
- Courage - morale bonus aura against fear - too easily replicated
- Craft - free skill focus (craft) and a caster level bonus
- Creation - caster level bonus
- Darkness - Blindfight
- Deathbound - HD limit is increased to 3x your caster level instead of 2x. Arcane necromancer dip?
- Domination - spell focus feat
- Dragon - add skills
- Dream - immune to fear
- Drow - Lightning Reflexes feat
- Dwarf - Great Fortitude feat
- Elf - Point Blank Shot feat
- Envy - skills and caster level bonus
- Family - protection ability scaled by level
- Fate - Uncanny Dodge
- Force - reroll a damage roll 1/day ... it's like a constricted use luck
- Glory - I could see this for Silver Pyromancers, otherwise not
- Gluttony - size increase ... too bad it is round/cleric level
- Gnome - caster level increase
- Greed - competence bonus on skills ... if it weren't competence, maybe
- Halfling - 1/day for 10 minutes add CHA to athletic skills
- Hatred - 1/day get bonus against target for 1 minute, not horrible
- Hunger - Bite natural attack
- Illusion - caster level bonus
- Liberation - effectively slippery mind. Solid
- Lust - CHA bonus is scaled by cleric level
- Madness - If this is based on cleric level (which I think it is), it sucks. If it is based on character level ... it is much better.
- Mentalism - Meh. Slight bonus on one save in the next hour (and its resistance, which you've already got in your items)
- Metal - Martial proficiency and focus in some kind of hammer, though if you're dipping you probably have proficiency already.
- Mind - untyped skill bonus to social skills
- Moon- bonus turning attempts
- Mysticism - CHA to saves but only lasts round/cleric level
- Nobility - Morale bonus, so good if you don't have a bard. Isn't dependent on cleric level.
- Ocean - If the water breathing is character level, this can be good, otherwise not so much.
- Orc - Gain smite. If you need smite to qualify for something, this may be your ticket.
- Pact - add skills
- Pestilence - Immunity to disease
- Planning - Extend Spell!
- Portal - I've not seen this ever really used, but it isn't limited by cleric level.
- Pride - If you roll a 1 on a save, reroll. Awesome. I like second chances from otherwise auto-fails.
- Purification - caster level bonus
- Renewal - Good enough in low level games. I higher level games I rarely find I'm between 0 and -10 ...
- Retribution - One time a day to hit and deal max damage. Still isn't worth it in my book.
- Rune - Scribe Scroll!
- Scalykind - bonus turning attempts
- Slime - bonus turning attempts
- Sloth - no penalties to melee attacks while prone ... at the very least funny
- Spell - untyped bonus to concentration and spellcraft
- Spider - bonus turning attempts
- Storm - resistance to electricity; low value, but good for lower-level games
- Suffering - pain touch 1/day no save reduce attributes
- Summoner - caster level increase (+2)
- Time - Improved Initiative
- Trade - detect thoughts 1/day - if only it was reliable enough to use with Mindspy
- Tyranny - caster level increase
- Undeath - Extra Turning! The king-daddy of turning feats because it adds extras to ALL kinds of turning.
- Wealth - add skill + skill focus appraise
- Windstorm - In a weather-dependent game this could be very handy.
- Wrath - scales by cleric level
- Abyss - Untyped strength bonus for 5 rounds 1/day
- Arborea - Bonus to damage and some saves equal to charisma; great for CHA builds
- Baator - Perfect vision in darkness including magical
- Celestia - Fear-effect aura
- Elysium - smite
- Hades - smite
- Limbo - smite
- Mechanus - smite
Fiendish Codex I- Corruption - Only 1 attack/day
- Demonic - profane bonus to natural and unarmed attacks
- Entropy - cleric level dependent
- Fury - 1/day pick a target and get bonus to hit and damage until you pick a new target
- Ooze - bonus turning attempts
- Tempation - good for seducers / diplomancers or that swashbuckler dead-level thing
Fiendish Codex II- Diabolic - class-level dependent skill bonus
Book of Vile Darkness- Bestial - Scent!
- Pain - cleric level dependent
Book of Exalted Deeds- Celestial - smite
- Endurance - cleric level dependent
- Fey - saving throw bonus (highly situational)
- Herald - skill bonus (sacred)
- Joy - skill bonus (sacred) - as Herald provides the same bonus AND MORE, your'e never dipping this one
- Pleasure - Immune to affects that damage or drain your Charisma
- Wrath - Free attack of opportunity but only 1/day
Eberron Campaign Setting- Artifice - skill bonus & caster level bonus
- Commerce - skill bonus & added skill (flavorful for low-level dudes though ...)
- Deathless - 1/day greater rebuking, not suitable for a dip
- Decay - no save ability damage but only 1/day
- Dragon Below - Augment Summoning! (without spell focus conjuration!)
- Exorcism - really needs cleric levels
- Feast - immune to ingested poisions
- Life - cleric level dependent
- Meditation - effectively Sudden Empower ... be better if it was actually the feat though ...
- Necromancer - caster level increase
- Passion - rage, but sadly cleric level dependent duration
- Shadow - Blind Fight!
- Weather - In a weather dependent game the skill bonus, vision clarity and others would be handy.
Faiths of Eberron- Revered Ancestor - EWP Valenar Scimitar feat!
- Warforged - bonus turning attempts
Races of Eberron- Transformation - caster level increase
- Truth - Sense motive bonus & caster level increase
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| #6ChristopherGrovesMar 13, 2008 9:16:49 | While not as strong as the Cleric 1 dip, a Wizard dip is a pretty good choice as well. Domains are clearly one of the more front-loaded things in the game, but Wizard 1 has some nifty things it offers as well.
Dip Overview
- Requirements -
- Best dip for - Martial characters with a decent INT ... you won't dip Wizard unless you've got some INT and want to use it
- Pros - Spells, one feat and a familiar or other class features
- Cons - +0 BAB, low reflex/fort save progression
Class Features
Class FeaturesBase Features
Both of these are situational, but you can see where they might be strong. - Scribe Scroll - Not horrible, but not a reason to dip.
- Familiar - It has half your HP and can scout around. It uses your HD as its HD. You can share spells with it at 1st level ... even divine spells.
Alternate Features- Specialist (Core) - You need this for Immediate Magic. You get an extra slot / day, which isn't horrible.
- Focused Specialist (PHB2) - More spells, not horrible. You're not casting many anyway.
- Immediate Magic (PHB2 - replaces familiar and you must be a specialist) - Abrupt Jaunt is the best one ... immediate d-door / teleport thingy . Others aren't horrible either ... Sudden Shift (grant yourself a fly, climb or swim speed) ... but Abrupt Jaunt is the best
- Animal Companion (UA - replaces Familiar) - Not often used, but it can qualify you for an animal companion AND you can snag a familar somehow else / later.
- Fighter Feat (UA - replaces scribe scroll) - Fighter feat!
The king-daddy combo is typically Immediate Metamagic (abrupt jaunt) + fighter feat. |
| #7Dictum_MortuumMar 13, 2008 9:19:03 | 1-2 Level Dip
- Requirements: charisma score of 11.
- Dip for: Martial characters, skill monkeys.
- Pros: Spellcasting, will +2-3, familiar, magic item use, simple weapon proficiency.
- Cons: -1 BAB, 0 reflex and fortitude saves, 2 + int skill points per level.
Class Features:
- Simple weapon proficiency: Not that great, but it's better than nothing. You are probably going to possess this though.
- Familiar: I'm a big fan of familiars. You can check my familiar's handbook for more information, which is located in my signature. Martial characters are not going to benefit much from it (because they can't pick up improved familiar), but skill monkeys get a second skill set along with other benefits.
- Spellcasting: You get the ability to automatically use spell trigger wands and similar devices, without the need to UMD them, which is awesome. More on actual spells later.
Alternative class Features:
- Battle Sorcerer: d8 hit die, replace bluff with intimidate, light armor proficiency, proficiency with a martial weapon at the cost of fewer spells per day and known. This is a good trade, since you are only losing a few to gain important abilities for both martial characters and skill monkies.
- Divine Companion: This is nice for those who want to get rid of their familiars. It is not good though, it can only heal you for a few points and that's it.
- Metamagic Specialist: Only applies to sorcerer spells, so it can't be used with other spontaneous classes.
- Spell Shield: Don't do it unless your concentration check is high. Still, only useful at low levels.
- Stalwart Sorcerer: Weapon focus, martial weapon proficiency and bonus hit points! Arguably stacks with battle sorcerer, leaving you with 1 first level spell known.
- Dragonblood Sorcerer 1: Wow, UMD! And draconic heritage feat, which is not bad. Best combined with a UMD-less skill monkey class and able learner. Choose a dragon totem that offers a skill you don't possess (as you get it with draconic heritage!).
- Dwarf Sorcerer: Higher hit die, loss of familiar for 1 DR and alertness when touching the ground. I think that you're better off with battle sorcerer.
- Raptoran Sorcerer: Please select this if you are going to be a raptoran! Small air elementals are accessible with an improved familar/planar familiar feat only! Air magic adds spells to your list, so you can use even more spell trigger items.
Spells:
- Protection from Chaos/Law/Evil/Good: Yay! Suppresses mind control spells, prevents summons from touching you and gives you bonuses to AC and saves. All that for a minute or two, which is enough for the average combat.
- Mount: Not optimal, but it's cool when you need it
.
- Obscuring Mist: No SR/save and lasts for 1 minute. It's a nice tactical effect.
- Summon Monster I: Great for trap springing ^^
- Comprehend Languages: Nice duration and effect. Consider using it from an eternal wand.
- Ray of Enfeeblement: Well, debuffing your enemy is nice for martial characters. No save, but SR.
- Enlarge Person: Great for trippers and the like. Also increases reach and strength. Not so good for dex based characters.
- Reduce Person: This is great for sneaky and dex-based characters.
- Benign Transposition: Wow, perfect for party tactical movement. Bring the fighter into position for a full attack, while saving the low hit point wizard.
- Orb of Sound, lesser: For those that like to sneak attack with weaponlike spells, this is CL independent.
- Arrow Mind: Just great for characters that use bows. It's even a immediate action!
- Golem Strike: On an eternal wand. For sneak attackers.
- Master's Touch: Proficiency with that spiked chain for 1 minute!
- Shock and Awe: If you go first, this is an awesome spell! Optimize your initiative check and you're set. Is affected by SR, but no saving throw.
- Blood Wind: Well, if you have multiple natural weapons, this is a spell for you.
- Guiding Light: Nice duration and effect. Circumstance bonuses to attack rolls are quite rare. Is affected by SR though.
- Fist of Stone: Omg, +6 strength and a natural attack that can be added to your full attack routine? If you are going to be melee this is needed.
- Nerveskitter: Improved initiative on crack ^^
- Ray of Clumsiness: As ray of enfeeblement.
- Slide: Great tactical and verbal only spell. This means that it can be used even in full plate without fear of arcane spell failure.
- Weapon Shift: Ever felt you could have a different weapon for the encounter? Great on an eternal wand.
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| #8pfootiMar 13, 2008 9:22:43 | Excellent idea, all. Here's a few things I've liked.
Barbarian-2 with wolf totem from UA gives improved trip, with no need to have Combat Expertise. It's the core of many of my tripping builds, since then I can dump int. Mechanically, you can combine it with the CC lion totem, since they're different ACFs. Fluff-wise, it might be tough.
Bard-2 in the right situation isn't all that bad either. Specifically, as part of a crusader or warblade build, you get 2 songs per day, bonuses to your bad saves, and through a feat, you can stack cru/war levels with bard levels for the power of your inspire courage (although not the number of songs per day, so it's somewhat limited).
Warblade-1 at the right time (level 9 or later) can snag Iron Heart Surge along with some other useful stuff.
Mindbender-1 is a great PrC dip, as we all know. Telepathy 100' is pretty darn handy even if you don't take Mindsight. Fairly easy entrance requirements (just skill points, no feats). The good fort save and bluff as a class skill means this is also a central piece of access to Ur-priest for many builds (wiz5/mindbender1/Urp2/MT8/Archmage4).
Psychic Warrior 2 gives 2 feats and some handy abilities. Even at low ML, expansion is pretty good, and it's interesting in that it works on Goliaths where enlarge person doesn't (although it doesn't stack with mountain rage, so it's of questionable utility). For really feat-intensive multiclass builds, it also just provides a lot of feats. |
| #9rhigMar 13, 2008 9:36:15 | I don't consider myself very good at optimizing, but I do know of a few good dips:
Psychic Warrior 2 - Good for fighter-types that need even more fighter feats even after taking the 2-level fighter dip. This gives you access to 2 additional bonus fighter feats, a few 1st-level psionic powers, and UPD, which is (as far as I know) one of the best skills any character could want. You lose 1 BAB, though.
Church Inquisitor 1 - This grants you Detect Evil at will and a domain, which is solid, but the great thing about this PrC is that you can take it as soon as 4th level, if you're an Archivist or a Cleric. The problems with this dip would be that the special requirement might be hard to fulfill (mostly depends on your DM), and the alignment requirement is pretty harsh, too.
Contemplative 1 - If you're fishing for domains (which is something clerics without a deity or archivist might want to do), this is very good. The requirements are easy, and that immunity to all diseases is a nice bonus.
Sacred Exorcist 1 - This is great for any divine spellcaster that is not a cleric, since it gives you the ability to turn undead, which in turn gives you the ability to take and use divine feats, with Divine Metamagic being at the top of the list. Sorcerers and Wizards might want to take this dip if they need the ability to turn undead in order to take a feat or qualify into a PrC, since it doesn't make them lose a caster level like a dip into cleric. |
| #10argaudMar 13, 2008 10:11:58 | Worthwhile Base Class Dips:
Barbarian 1: Rage, Fast Movement/Pounce, Hp.
Barbarian 2: Uncanny Dodge
Barbarian 2 can also give Improved Trip without prereqs, thanks to wolf totem. (UA).
Fighter 1 or 2: Feats.
Fighter 2: Resolute ACF for will save bonus.
Also related:
Martial Rogue (UA) 2: two feats, lots of skills, UMD. |
| #11tazendrasghostMar 13, 2008 11:18:53 | My favorite melee dip: Lion Totem Barbarian from Complete Champion, for the Pounce ability at first level |
| #12feintmasterMar 13, 2008 11:52:12 | My favorite melee dip: Lion Totem Whirling Frenzy Barbarian from Complete Champion, for the Pounce ability at first level
Fix'd. |
| #13phaedrusxyMar 13, 2008 11:52:14 | Wilder 2 is pretty good for characters with a decent Charisma. It gets you a couple of powers, Cha to your Touch AC, a boost to your Will save, the ability to use a bunch of psionic items and take psionic feats, and 4 skill points per level with a good skill list. |
| #14logicninjaMar 13, 2008 11:57:55 | I highly recommend chocolate. |
| #15tshernMar 13, 2008 12:32:54 | Factotum can turn out to be a magnificent dip too. |
| #16silliaMar 13, 2008 14:14:23 | I'd like to just chime in and add that any of the Tome of Battle base classes make terrific dips later in the game due to the half-level initiator advancement. Warblade or Crusader are probably the best dips, since you have a good maneuver recovery mechanic that way.
--S |
| #17phaxiMar 13, 2008 14:49:23 | Spellthief
1 Level dip
- Requirements: Master spellthief feat
- Dip for: Arcane spellcasters, Chameleons.
- Pros: Stacking caster level, +2 will save, 6 skill points
- Cons: -1 BAB, requires a feat, -1 spell level
Class features
- Sneak attack: 1d6, not that much but can help entering some nice PrCs.
- Trapfinding: Perhaps the largest benefit of this dip.
- Spellsteal: Even if Master Spellthief makes no mention of increasing the actual level of the spells you can store, one can assume it does. Still, IMO this ability is too situational to be very usefull.
- Weapon and Armor proficiencies: Cast spells in light armor without spell failure, very nice. Simple weapon proficiency is always something too.
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| #18rhigMar 13, 2008 14:53:28 | Spellthief
1 Level dip
[*]Weapon and Armor proficiencies: Cast spells in light armor without spell failure, very nice. Simple weapon proficiency is always something too.
[/LIST]
Only Spellthief spells - this benefit doesn't apply to spells from other arcane spellcasting classes. |
| #19jameswilliamogleMar 13, 2008 14:55:47 | Only Spellthief spells - this benefit doesn't apply to spells from other arcane spellcasting classes.
Not without the Master Spellthief feat, which does funky things (all good) to CL. |
| #20ratpickMar 13, 2008 15:12:12 | Totemist 2
Pros:- Wild Empathy
- Large list of class skills
- Meldshaping
- Good Fort and Ref saves.
- Gratuituous amounts of natural attacks with Totem Chakra Bind
Cons:- Medium BAB
- The way you'll look, you probably won't be invited to too many parties
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| #21phaxiMar 13, 2008 15:20:44 | Marshal
1-3 Level dip
- Requirements: none
- Dip for: Bards, especially half-elf diplomancers, UMD-users
- Pros: +2 will and fort saves, martial weapon, heavy armor and shield proficiency, auras
- Cons: -1 BAB, loss of (if any) spellcasting/bardic music advancement
Class features
- Auras: very nice for specialized skillmonkeys, CHAx2 to charisma skills is probably the most frequently used aura. Im not sure if WOTC really intended to make the minor auras better than the major ones though.
- Skill focus (diplomacy): A free feat is always a free feat. If you're a half-elf bard, you dont wanna miss this.
- Weapon and Armor proficiencies: martial weapon, heavy armor and shield proficiency is very good, guisarme together with Art of War aura, here I come!
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| #22carnivoreMar 13, 2008 15:32:05 | Psychic Warriors
2 level Dip gives:
Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
1 PP and 2 Powers known... qualifies for Psionic Feats
2 Bonus Feats: fighter bonus feats or psionic feats.
Autohypnosis* as a Class Skill
:D |
| #23phaxiMar 13, 2008 15:50:55 | Divine Oracle
2 Level dip
- Requirements: Knowledge (religion) 8 ranks, Skill focus (Knowledge [religion]), 2 divination spells
- Dip for: Spellcasters (note: not only divine)
- Pros: +2 will save, evasion in any armor, oracle domain, full spellcasting
- Cons: -1 BAB, waste of a feat
Class features
- Oracle domain: Maybe not the best domain out there but if you're a divine spellcaster you get Identify without any material component.
- Scry bonus: Might be useful in some situations, especially when combined with oracle domain granted power
- Prescient Sense: The real point in taking this dip, evasion in fullplate without the loss of a caster level. Some argue this is enough to qualify for Fochlucan Lyrist, I'd say check with your DM first.
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| #24davethemagicweaselMar 13, 2008 15:51:13 | A Dipper's Guide to Tome of Battle |
| #25chocolate_jesusMar 13, 2008 16:03:32 | I highly recommend chocolate.
 |
| #26ninjarabbitMar 13, 2008 16:23:55 | I like warlock as a 4 level dip. You get 2d6 eldritch blast, detect magic at will, decieve item that lets you take 10 on Use Magic Device checks, 3 innovactions which can include fell flight and beguiling influence, and a pretty good set of class skills (though only 2 skill points/level). |
| #27norgerberMar 13, 2008 16:50:48 | I might be missing something, but I don't believe Fell Flight comes available to a Warlock until level 6. Beguiling Influence, See the Unseen, and Spiderwalk are all very valuable Invocations though, and Leaps and Bounds or Baleful Utterance are both very nice selections as well. |
| #28phaxiMar 13, 2008 16:53:58 | Swashbuckler
3 Level dip
- Requirements: none
- Dip for: Warblades, Rogues, other INT-focused meleers
- Pros: Int to Damage, full BAB, weapon finesse, more skillpoints than most martial classes
- Cons: Exept for missing out what other classes has to offer, none.
Class features
- Weapon finesse: As this PrC is quite adapted to fit roguish characters, this feat is pretty useful.
- Grace: Good synergy if you got evasion already, but this is probably already your best save which makes it a bit overkill
- Insightful Strike: The swashbuckler signature ability. No need to continue advancing in the class after you got this.
Alternate class features
- Arcane Stunt: Give up Grace for 1+Int mod times per day, Get the benefit of Expeditious Retreat, Blur, Spider Climb, Feather Fall, or Jump for 1 round. Sounds like a good trade to me, thanks SMDVogrin for this.
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| #29sagebahamutMar 13, 2008 17:04:54 | As a spellcasting dip, may I reccommend 1 or 2 levels of Sublime Chord? Granted the skill requirements (including the laughably useless Profession (Astrologer)) kinda hurt, its worth its weight in gold to give a Bard 9th level spells, especially if you combine it with Warweaver, and doubly so if you mix in some Ur-Priest shenanigans.
(You could theoretically take all ten levels of SC and be no worse for wear, but since you can get more mileage out of full +1-casting PrCs that give better class features, I've always used it as a dip.) |
| #30ChristopherGrovesMar 13, 2008 17:36:36 | Dragon Shaman
This is a dip of 1, 2 or 3 levels ... but really typically 1
Dragon Shaman 1
You dip this for the three auras you get at first level. You also get good Fort/Will saves, has bluff as a skill option (those two are handy for Ur-Priest), light/medium armor, shields. Dragon Shaman 2
Bonus skill focus feat. Dragon Shaman 3
Special ability associated w/ the dragon type and a 4th aura. The aura is probably better than the ability, but infinite spider climb can be fun.
Auras for Dipping
When you dip, your aura bonus is only one, so dip carefully. Thankfully, there's a handy set of combos you can use to your advantage.
Note that these are rated in terms of DIPPING ... and not necessarily in terms of overall effectiveness. If you were building a diplomacy person, a one level dip for a +1 isn't that effective - you'd be better served w/ the draconic aura feat on a dragonblood subtype so that by 20 you're running a higher bonus, etc.
Player's Handbook II
- Energy Shield (2 points of energy damage to folks that strike you or allies)
- Power (bonus on melee damage rolls)
- Presence (bluff, dip, intimidate)
- Resistance (resist energy 5)
- Senses (listen, spot, init checks)
- Toughness (dr/magic)
- Vigor (fast healing 1)
Dragon Magic
- Energy (save DC bonus on energy spells/abilities)
- Insight (decipher, knowledge, spellcraft)
- Power (caster- and manifester-level checks)
- Presence (same as PHB 2)
- Resistance (same as PHB 2)
- Resolve (concentration & saves vs some mind affecting abilities)
- Senses (as PHB 2)
- Stamina (FORT saves and constitution checks but not CON skill checks)
- Swiftness (bonus to climb/jump/swim checks and speeds - but not land speed)
- Toughness (as PHB 2)
A one-level dip nets you three auras. I tend to gravitate to the same 2 core and think of a third as the wild-card, whatever fits the build. I tend to like
- Vigor ... this saves your party resources and makes life easier out of combat; it won't be much help during combat, but out of combat it basically gets you to half quickly enough. You turn this on after combat.
- Senses ... this is your default aura when you're not in combat ... bonus to init helps everyone (yourself included) as do the spot / listen.
The third aura is usually my complimentary aura that addresses the other goals of the character. A melee build will likely be Power or Energy Shield. A caster (and this is usually an accelerated caster that can avoid a dip like Ur-Priest or some-such) might be one of the CL or DC raising ones. The intimidate aura is handy for fear builds, etc.
The basic goal of the dip is to have a default aura (Senses), something to do out of combat (Heal, Social), and something to do in-combat. |
| #31ShakaUVMMar 14, 2008 0:58:18 | [*]Many abilities function in light or no armor
--While the unarmed strike, good saves, flurry of blows and bonus feats can all be used with medium or heavy armor, Evasion only functions while in light or no armor and a Monk's AC Bonus class feature only functions when unarmored.
Actually:
"When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities." |
| #32ShakaUVMMar 14, 2008 1:04:54 | Loremaster 1 or 2 makes a surprisingly good dip for a wizard.
It has a 1 feat requirement (shared with Divine Oracle, so it's free if you're going the DO route), but you get a free feat at 1st level if your Int is high enough.
But it gets better skills than a wizard, which open up a lot of prestige class combinations - it gets Perform for Virtuoso, Speak Languages, Decipher Script, Use Magic Device, Heal for Combat Medic, Gather Information, Handle Animal, etc. It also gets 4+Int skills per level instead of 2.
Loremaster 2 grants bardic knowledge, which wizards should be a lot better at than Bards. |
| #33phaxiMar 14, 2008 8:09:34 | Loremaster 1 or 2 makes a surprisingly good dip for a wizard.
It has a 1 feat requirement (shared with Divine Oracle, so it's free if you're going the DO route), but you get a free feat at 1st level if your Int is high enough.
But it gets better skills than a wizard, which open up a lot of prestige class combinations - it gets Perform for Virtuoso, Speak Languages, Decipher Script, Use Magic Device, Heal for Combat Medic, Gather Information, Handle Animal, etc. It also gets 4+Int skills per level instead of 1.
Loremaster 2 grants bardic knowledge, which wizards should be a lot better at than Bards.
May be just a typo, but Wizards get 2 skill points ;) |
| #34skydragonknightMar 14, 2008 8:40:59 | Actually:
"When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities."
Ah, thanks. I knew about the Fast Movement, but left that out sinceI was only talking about Monk 1 and Monk 2 dips. I had completely forgotten that Flurry was lost. |
| #35rhigMar 14, 2008 9:53:24 | Visionary Seeker
(Planar Handbook PrC)
1 Level dip
Requirements:
Knowledge (Any) 8 ranks OR Survival 8 ranks.
Dip for:
Any spellcaster (arcane or divine).
PROS:
- Low entry level.
- Very easy requirements to fulfill.
- No loss of spellcasting progression.
- +1 CL for divination spells.
CONS:
- -1 BAB
- Only good save is Ref (This is actually a PRO for clerics and archivists)
Notes:
Arcane spellcasters might benefit from this dip better than divine casters, due to the d6 HD and 4+INT skill points.
Excellent for Sorcerers that have troubles with filling entry requirements for spellcasting-progressing PrCs at low levels. |
| #36smdvogrinMar 14, 2008 11:43:25 | Swashbuckler
...
[*]Grace: Good synergy if you got evasion already, but this is probably already your best save which makes it a bit overkill
And thus, probably worth giving up for ACF: Arcane Stunt: 1+Int mod times per day, Get the benefit of Expeditious Retreat, Blur, Spider Climb, Feather Fall, or Jump for 1 round. |
| #37Dictum_MortuumMar 15, 2008 5:36:42 | second post updated with links to dipping guides ^^ |
| #38phaxiMar 15, 2008 6:48:05 | And thus, probably worth giving up for ACF: Arcane Stunt: 1+Int mod times per day, Get the benefit of Expeditious Retreat, Blur, Spider Climb, Feather Fall, or Jump for 1 round.
Added that  |
| #39ninjarabbitMar 15, 2008 9:31:07 | Hexblade is another real good dip. A 4 level dip will get you martial weapons, 4d10 hit dice, +4 BAB, arcane resistance (which stacks with things like divine grace and dark blessing), mettle (one of the few ways you can get it), a familar or dark companion, a nice mix of fighter, sorcerer, and social class skills, and a little bit of arcane spellcasting. |
| #40carnivoreMar 15, 2008 14:40:38 | Rogue is an excellent choice to Dip into.
1 level Rogue: .. only taken at 1st level for best benifit: gains:
[indent] +2 Ref Save
Sneak attack +1d6
trapfinding
Skill Points at 1st Level: (8 + Int modifier) x 4 , with great Skill List
Rogue Skill listAppraise (Int)
Balance (Dex)
Bluff (Cha)
Climb (Str)
Craft (Int)
Decipher Script (Int)
Diplomacy (Cha)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Knowledge (local) (Int)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Perform (Cha)
Profession (Wis)
Search (Int)
Sense Motive (Wis)
Sleight of Hand (Dex)
Spot (Wis)
Swim (Str)
Tumble (Dex)
Use Magic Device (Cha)
Use Rope (Dex). |
| #41kuroimakenApr 16, 2008 11:06:19 | One level in either Virtuoso or Warrior Skald for the fascinate ability isn't too shabby, specially if you want to have Healing Hymn and access to suggestion. The virtuoso, however, loses one caster level, while the Warrior Skald requires Power Attack and Cleave on top of it, which aren't optimal feats if your bard is a buffing monster, though you do gain +1 BAB and a better HD as a trade-off. |
| #42Dictum_MortuumMay 13, 2008 5:16:36 | Overview:
- Number of levels: 1 level dip.
- Dip for: Martial characters and skill monkies with intelligence of at least 11.
- Pros: Spellcasting, magic item use, familiar, will boost.
- Cons: -1 BAB, low reflex/fortitude saves, 2+int skill points.
Class Features:
- Weapon and Armor Proficiency: Bad, you probably already have those.
- Spells: You get the ability to use every wizard spell trigger item out there, without even using UMD. That's a pretty good benefit if you ask me. Moreover you can use low-level arcane spells that do not have somatic components (to cast freely in armor - if you use one) and duration that is not expressed in rounds. Also, you get the ability to use eternal wands.
- Familiar: I'm a big fun of familiars. See my familiars' handbook for more details.
- Scribe Scroll: Hey, it's a feat for free. Quite handy, too. You can make scrolls of useful low level spells (like benign transposition) that are cheap and help at all levels.
More Later :D :P |
| #43zedorlandMay 13, 2008 6:41:48 | Beguiler:
For who?:
Skill monkeys, multi focus characters
Dip length: 1 or 4
Pros: 1 lvl dip
. Spell casting (more about this below)
. Trap finding
. 6+ skill points (incl UMD)
. Light amour casting (means no compromising amour for spells)
.strong will save
. Spontaneous casting from large list
Cons:
. -1 BAB
. BAD fort/reflex
. Low DC’s for offensive castings, lack of offensive damage
Pros: 4 lvl dip
. 2nd level spells
. Cloaked casting+ surprise casting: up those horrible DC’s
. Advanced learning: grab something fun (options below)
Cons:
.-2 bab
. Fort/ref still bad
A beguiler dip can really help out the skill monkey in social situations (charm), sneaking around (sleep for those pesky guards, disguise self, silent image for quick hiding place etc) and in defense (mage armor, expeditious retreat, obscuring mist). If you follow the dip through to level 4 invisibility, knock, spider climb, detect thoughts etc etc all become available
In summary, a beguiler dip makes you a better skill monkey, by keeping your skills up, and providing you with spells that boost your sill use even further. |
| #44OhaMay 13, 2008 6:59:41 | I like 2 levels of fighter, because it can fit in almost every Martial Class and it provides nice bonuses.
Pros:
- Full Base Attack Bonus
- d10 Hit Dice
- 2 Bonus Fighter Feats
- Simple and Martial Weapon Profiency
- Armor Proficieny ( Light, Medium and Heavy) That is something, which is often forgotten
Cons:
- low skill points ( 2 + Int)
- everybody does it, its the commercial dip for everyone, maybe a reason not to do it |
| #45skydragonknightMay 13, 2008 16:37:09 | Updated my post on the first page to include combat styles and feats that change which stat to AC Monk gives you.
Next edition will include a section for Tashalatora and maybe even "quick builds" for Psi-Monk(care to donate something, Carnivore?), Monk 1/Druid 19, Sacred Fist and Primeval.
Please send comments via PM; when this post is more than 3 months old, please stop sending comments via PM. |
| #46zedorlandMay 13, 2008 19:36:20 | Mind bender 1:
requirements:
bluff 4 ranks, intimidate 4 ranks, diplomacy 4 ranks
caster level 5
can cast charm person as spell or spell like ability
pros:
Telepathy 100 feet.
full casting (for the first level)
good will save
good social skills skil list
cons:
-1 BAB
weak fort/reflex
Why is this good?
Mindsight (LoM) lets you detect automatically all creatures within range of your telepathy. never be suprised again!
who is it good for?
casters of all shapes and sizes, also popular with hexblades. |
| #47EndarireNov 18, 2008 18:57:17 | Druid20 works well if you start near 20. A wild shape-focused druid that takes a barbarian level for Lion Totem (Pounce) around level 10 just upped his power significantly. |
| #48marcbNov 19, 2008 8:06:01 | Endarire,
Wouldn't it just be better to go lion of talisid prc. That way you get pounce pretty early on and don't loose a caster level.
Marc |
| #49rasmus_wagnerNov 19, 2008 8:42:23 | Sand Shaper 1 (Sandstorm p. 76)
Dip for: Spontaneous (Arcane) casters.
Requirements: 2*4 ranks of skills outside the normal arcane repertoire, one middling feat.
Pros: up to 43(!) spells added to spells known, a few at reduced level. +1 CL. 4 skill points and unusual class skills. Other stuff.
Cons: Lose one level of spellcasting. The usual +0 BaB, +2 Will. |
| #50pithicaNov 19, 2008 9:44:57 | Why is this good?
Mindsight (LoM) lets you detect automatically all creatures within range of your telepathy. never be suprised again!
I may be playing a mindbender in an upcomnig campaign, do you know where in Lords of Madness this is? I checked feats, spells, and magic items, I don't see anything titled this or listing this ability. |
| #51ChristopherGrovesNov 19, 2008 9:59:12 | In the section on Tsochars IIRC |
| #52pithicaNov 19, 2008 10:41:43 | Thank you, I found it. I wish WotC knew how to make a table of contents. |
| #53torynNov 20, 2008 18:15:18 | Or a decent index! |
| #54innabinderNov 21, 2008 12:24:38 | Dread Necromancer 2 is a fine dip, with armored arcane casting, some minor DR, Summoning help for flanks/traps, and Rebuke Undead. The biggest cons are alignment restrictions and low skill points, though a d6 HD is hardly a selling point. |
| #55Dictum_MortuumApr 03, 2013 15:14:45 | Bump! |