Post by Stix on Mar 19, 2009 17:07:16 GMT -5
A multi-class character improves in two or more classes simultaneously. His experience is divided equally between each class. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions.
A dual-class character is one who starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character retains the benefits and abilities of the first class but never again earns experience for using them. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combinations.
Any "Fighter" entry may be replaced with "Ranger" for aasimar, half-elves, and humans.
Any "Cleric" entry may be replaced with "Crusader" or "Druid" for aasimar, half-elves, and humans.
Any "Thief" entry may be replaced with "Bard" for half-elves and humans.
Any "Mage" entry may be replaced with "Elementalist" for genasi.
Specialist wizards, elementalists, and thaumaturges cannot be multi-classed (genasi elementalists are the single exception to this rule). The required devotion to their single field prevents them from applying themselves to other classes. Priests might be allowed a multi-class option; this will depend on the nature of their faith.
Multi-Class Benefits and Restrictions
A multi-class character always uses the most favorable combat value and the best saving throw from his different classes.
The character's hit points are the average of all his Hit Die rolls. When the character is first created, the player receives maximum hit points for each class separately, totals them up, then divides by the number of classes (round fractions down). Any Constitution bonus is then added to the character's hit points. If one of the character's classes is fighter and he has a Constitution of 17 or 18, then he gains the +3 or +4 Constitution bonus available only to warriors (instead of the +2 maximum available to the other character classes).
Later the character is likely to gain levels in different classes at different times. When this happens, roll the appropriate Hit Die and divide the result by the number of classes the character has (round fractions down). The character's Constitution bonus is split between his classes; thus, a fighter/mage gets ½ of his Con bonus when he goes up a level as a fighter and the other ½ of the Con bonus when he goes up a level as a mage. A fighter/mage/thief would get one-third of his bonus when he goes up as a fighter, one-third when he goes up as a mage, and the other one-third when he goes up as a thief.
The character starts with the largest number of proficiency slots of the different classes. Thereafter, he gains new proficiency slots at the fastest of the given rates. Multi-class characters can combine abilities from their different classes with the following restrictions:
Warrior: A multi-classed warrior can use all of his abilities without restriction. The warrior abilities form the base for other character classes.
Priest: Regardless of his other classes, a multi-classed priest must abide by the weapon restrictions of his faith. He retains all his normal priest abilities.
Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed, although the wearing of armor is restricted.
Thief: A multi-classed thief cannot use any thieving abilities other than open locks or detect noise if he is wearing armor that is normally not allowed to thieves. He must remove his gauntlets to open locks and his helmet to detect noise.
Dual-Class Benefits and Restrictions
To be dual-classed, a character must have scores of 15 or more in the prime requisites of his first class and scores of 17 or more in the prime requisites of any classes he switches to. The character selects one class to begin his adventuring life. He can advance in this class as many levels as he desires before switching to another class; there is no cut-off point beyond which a character cannot switch. However, he must attain at least 2nd level in his current class before changing to another class. There is no limit to the number of classes a character can acquire, as long as he has the ability scores and wants to make the change. (Certain character classes have alignment restrictions that the character must meet, however.)
Any time after reaching 2nd level, a dual-classing character can enter a new character class, provided he has scores of 17 or better in the prime requisites of the new class. After switching to a new class, the character no longer earns experience points in his previous character class. After gaining a level, he can switch back to his first class to resume his advancement where he left off.
When entering a new class, the dual-classing character starts at 1st level with 0 experience points, but he does retain his previous Hit Dice and hit points. He gains the abilities, and must abide by all of the restrictions, of the new class. He does not gain or lose any points on his ability scores (for example, an 18 Strength wizard who changes to fighter does not gain the percentile Strength bonus, but likewise a fighter changing to a wizard would not lose it).
The character uses the best combat and saving throw tables appropriate to each of his classes and levels. He does not gain any new proficiencies for taking the first level of a new class, nor does he earn additional Hit Dice or hit points while advancing in his new class until he reaches a higher level in his current class than his highest level in any other class.
If a dual- or multi-classed character is struck by a level-draining creature, he first loses levels in the class in which he has advanced the highest. When his different classes are equal in level, the class level requiring the most experience points is lost first.
A dual-class character is one who starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character retains the benefits and abilities of the first class but never again earns experience for using them. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combinations.
Aasimar | Half-elf | Human |
Fighter/Mage | Fighter/Mage | Fighter/Mage |
Fighter/Cleric | Fighter/Cleric | Fighter/Cleric |
Fighter/Bard | Fighter/Thief | Fighter/Thief |
Mage/Cleric | Fighter/Psionicist | Fighter/Psionicist |
Mage/Thief | Mage/Cleric | Mage/Cleric |
Mage/Bard | Mage/Thief | Mage/Thief |
Cleric/Bard | Mage/Psionicist | Mage/Psionicist |
Cleric/Psionicist | Cleric/Thief | |
Genasi, Air | Thief/Psionicist | Cleric/Psionicist |
Fighter/Mage | Fighter/Mage/Cleric | Thief/Psionicist |
Fighter/Cleric | Fighter/Mage/Thief | Fighter/Mage/Cleric |
Fighter/Mage/Thief | ||
Genasi, Fire | Half-orc | Fighter/Mage/Psionicist |
Fighter/Mage | Fighter/Cleric | Fighter/Cleric/Thief |
Fighter/Thief | Fighter/Cleric/Psionicist | |
Genasi, Water | Cleric/Thief | Fighter/Thief/Psionicist |
Fighter/Priest | Mage/Cleric/Thief | |
Fighter/Thief | Tiefling | Mage/Cleric/Psionicist |
Fighter/Mage | Mage/Thief/Psionicist | |
Githzerai | Fighter/Cleric | Cleric/Thief/Psionicist |
Fighter/Mage | Fighter/Thief | |
Fighter/Psionicist | Mage/Thief | |
Mage/Psionicist | Cleric/Thief | |
Thief/Psionicist |
Any "Fighter" entry may be replaced with "Ranger" for aasimar, half-elves, and humans.
Any "Cleric" entry may be replaced with "Crusader" or "Druid" for aasimar, half-elves, and humans.
Any "Thief" entry may be replaced with "Bard" for half-elves and humans.
Any "Mage" entry may be replaced with "Elementalist" for genasi.
Specialist wizards, elementalists, and thaumaturges cannot be multi-classed (genasi elementalists are the single exception to this rule). The required devotion to their single field prevents them from applying themselves to other classes. Priests might be allowed a multi-class option; this will depend on the nature of their faith.
Multi-Class Benefits and Restrictions
A multi-class character always uses the most favorable combat value and the best saving throw from his different classes.
The character's hit points are the average of all his Hit Die rolls. When the character is first created, the player receives maximum hit points for each class separately, totals them up, then divides by the number of classes (round fractions down). Any Constitution bonus is then added to the character's hit points. If one of the character's classes is fighter and he has a Constitution of 17 or 18, then he gains the +3 or +4 Constitution bonus available only to warriors (instead of the +2 maximum available to the other character classes).
Later the character is likely to gain levels in different classes at different times. When this happens, roll the appropriate Hit Die and divide the result by the number of classes the character has (round fractions down). The character's Constitution bonus is split between his classes; thus, a fighter/mage gets ½ of his Con bonus when he goes up a level as a fighter and the other ½ of the Con bonus when he goes up a level as a mage. A fighter/mage/thief would get one-third of his bonus when he goes up as a fighter, one-third when he goes up as a mage, and the other one-third when he goes up as a thief.
The character starts with the largest number of proficiency slots of the different classes. Thereafter, he gains new proficiency slots at the fastest of the given rates. Multi-class characters can combine abilities from their different classes with the following restrictions:
Warrior: A multi-classed warrior can use all of his abilities without restriction. The warrior abilities form the base for other character classes.
Priest: Regardless of his other classes, a multi-classed priest must abide by the weapon restrictions of his faith. He retains all his normal priest abilities.
Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed, although the wearing of armor is restricted.
Thief: A multi-classed thief cannot use any thieving abilities other than open locks or detect noise if he is wearing armor that is normally not allowed to thieves. He must remove his gauntlets to open locks and his helmet to detect noise.
Dual-Class Benefits and Restrictions
To be dual-classed, a character must have scores of 15 or more in the prime requisites of his first class and scores of 17 or more in the prime requisites of any classes he switches to. The character selects one class to begin his adventuring life. He can advance in this class as many levels as he desires before switching to another class; there is no cut-off point beyond which a character cannot switch. However, he must attain at least 2nd level in his current class before changing to another class. There is no limit to the number of classes a character can acquire, as long as he has the ability scores and wants to make the change. (Certain character classes have alignment restrictions that the character must meet, however.)
Any time after reaching 2nd level, a dual-classing character can enter a new character class, provided he has scores of 17 or better in the prime requisites of the new class. After switching to a new class, the character no longer earns experience points in his previous character class. After gaining a level, he can switch back to his first class to resume his advancement where he left off.
When entering a new class, the dual-classing character starts at 1st level with 0 experience points, but he does retain his previous Hit Dice and hit points. He gains the abilities, and must abide by all of the restrictions, of the new class. He does not gain or lose any points on his ability scores (for example, an 18 Strength wizard who changes to fighter does not gain the percentile Strength bonus, but likewise a fighter changing to a wizard would not lose it).
The character uses the best combat and saving throw tables appropriate to each of his classes and levels. He does not gain any new proficiencies for taking the first level of a new class, nor does he earn additional Hit Dice or hit points while advancing in his new class until he reaches a higher level in his current class than his highest level in any other class.
If a dual- or multi-classed character is struck by a level-draining creature, he first loses levels in the class in which he has advanced the highest. When his different classes are equal in level, the class level requiring the most experience points is lost first.