Post by Stix on Nov 12, 2009 17:06:48 GMT -5
Some players may want their characters to have talents beyond the scope of a single class. Beyond purchasing extended class abilities with character points, here are the two ways to do it.
Multi-Class Benefits and Restrictions
A multi-class character always uses the most favorable THAC0, rate of attack, and saving throw from his different classes.
The character's hit points are the average of all his Hit Dice rolls. When the character is first created, the player totals the maximum value of all hit dice, then divides by the number of classes (rounding fractions down). Any Constitution bonus is then added to the character's hit points.
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, but a Hit Die never yields less than 1 hit point). The character's Constitution bonus is split between his classes; thus, a fighter/mage gets half of his Con bonus when he goes up a level as a fighter and the other half 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.
Characters with the largest number of proficiency slots from each of their classes. When a character attains a new highest level in one of his classes, he receives 5 character points. When his second class level rises, he receives 2 character points. If he has a third class, he receives 1 character point whenever he gains a level in it.
Rupert's character, Morrison the Multi-Faceted, is a half-elf fighter/mage/thief. At 1st level, Morrison has three different hit dice: 1d10 (fighter), 1d6 (thief), and 1d4 (mage). The sum of their maximums (20) is divided by three and rounded down to equal 6. Morrison begins the game with 6 hit points. Later, Morrison reaches 2nd level as a thief before he reaches 2nd level as a fighter or a mage. He rolls 1d6 for additional hit points and the result is 4. He divides this by 3 (because he has three classes) and rounds down. Morrison gets 1 more hit point and 5 character points when he becomes a 2nd-level thief. (He will also receive 1d10 hit points [divided by 3] and two character points when he reaches 2nd level as a fighter, and 1d4 [divided by 3] hit points and 1 character point when he reaches 2nd level as a mage.)
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.
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 casting spells in armor remains 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, the 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 and he can no longer advance in level in that class (unless he later switches back to his initial class using the same method). He starts over in a new class, at 1st level with 0 experience points, but he does retain his previous Hit Dice, hit points, and abilities. He gains the abilities, and must abide by all of the restrictions, of the new class. He does not gain or lose any character points, or points on his ability scores. The character uses the best combat and saving throw values appropriate to his classes and levels.
This is not to imply that a dual-class character forgets everything he knew before; he still has, at his fingertips, all the knowledge, abilities, and proficiencies of his old class. The character must still abide by all the restrictions of his classes. A dual-class fighter/mage, for example, cannot cast spells while wearing armor. He earns no additional Hit Dice or hit points while advancing in his new class until he reaches a higher level in his new class than his maximum level in any of his previous classes.
Tarus Blood-heart begins his career as a cleric with a Wisdom of 16. He rises to 3rd level and then decides to become a fighter, since his Strength is 17. He keeps his 14 hit points (rolled on 3d8), but in all other ways he is treated as a 1st-level fighter. Upon reaching 4th level, Tarus is allowed to roll 1d10 for additional hit points. He can now cast spells as a 3rd-level cleric and fight as a 4th-level fighter.
When attaining a new highest level, a dual-classed character gains 5 character points. Whenever he gains a level in any other class but does not exceed his highest level, he gains 1 character point. As stated, dual-classed characters do not gain any character points for starting a new class at 1st level.
Special Considerations
When a dual-class or multi-class 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.
When a dual-class or multi-class character character earns proficiency slots, it is at the most favorable rate for whichever comes first. A multi-classed fighter/mage gains one weapon proficiency at 3rd-level fighter, another at 6th-level fighter, 9th-level fighter, and so on. He does not gain a weapon slot as a 6th-level mage, nor a 12th- or 18th-level mage; he has already earned these proficiencies from his fighter levels.
Likewise, characters earn one ability score point per four levels of their highest-level class. A 4/4 multi- or dual-classed character still only gains one point.
Multi-Class Benefits and Restrictions
A multi-class character always uses the most favorable THAC0, rate of attack, and saving throw from his different classes.
The character's hit points are the average of all his Hit Dice rolls. When the character is first created, the player totals the maximum value of all hit dice, then divides by the number of classes (rounding fractions down). Any Constitution bonus is then added to the character's hit points.
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, but a Hit Die never yields less than 1 hit point). The character's Constitution bonus is split between his classes; thus, a fighter/mage gets half of his Con bonus when he goes up a level as a fighter and the other half 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.
Characters with the largest number of proficiency slots from each of their classes. When a character attains a new highest level in one of his classes, he receives 5 character points. When his second class level rises, he receives 2 character points. If he has a third class, he receives 1 character point whenever he gains a level in it.
Rupert's character, Morrison the Multi-Faceted, is a half-elf fighter/mage/thief. At 1st level, Morrison has three different hit dice: 1d10 (fighter), 1d6 (thief), and 1d4 (mage). The sum of their maximums (20) is divided by three and rounded down to equal 6. Morrison begins the game with 6 hit points. Later, Morrison reaches 2nd level as a thief before he reaches 2nd level as a fighter or a mage. He rolls 1d6 for additional hit points and the result is 4. He divides this by 3 (because he has three classes) and rounds down. Morrison gets 1 more hit point and 5 character points when he becomes a 2nd-level thief. (He will also receive 1d10 hit points [divided by 3] and two character points when he reaches 2nd level as a fighter, and 1d4 [divided by 3] hit points and 1 character point when he reaches 2nd level as a mage.)
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.
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 casting spells in armor remains 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, the 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 and he can no longer advance in level in that class (unless he later switches back to his initial class using the same method). He starts over in a new class, at 1st level with 0 experience points, but he does retain his previous Hit Dice, hit points, and abilities. He gains the abilities, and must abide by all of the restrictions, of the new class. He does not gain or lose any character points, or points on his ability scores. The character uses the best combat and saving throw values appropriate to his classes and levels.
This is not to imply that a dual-class character forgets everything he knew before; he still has, at his fingertips, all the knowledge, abilities, and proficiencies of his old class. The character must still abide by all the restrictions of his classes. A dual-class fighter/mage, for example, cannot cast spells while wearing armor. He earns no additional Hit Dice or hit points while advancing in his new class until he reaches a higher level in his new class than his maximum level in any of his previous classes.
Tarus Blood-heart begins his career as a cleric with a Wisdom of 16. He rises to 3rd level and then decides to become a fighter, since his Strength is 17. He keeps his 14 hit points (rolled on 3d8), but in all other ways he is treated as a 1st-level fighter. Upon reaching 4th level, Tarus is allowed to roll 1d10 for additional hit points. He can now cast spells as a 3rd-level cleric and fight as a 4th-level fighter.
When attaining a new highest level, a dual-classed character gains 5 character points. Whenever he gains a level in any other class but does not exceed his highest level, he gains 1 character point. As stated, dual-classed characters do not gain any character points for starting a new class at 1st level.
Special Considerations
When a dual-class or multi-class 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.
When a dual-class or multi-class character character earns proficiency slots, it is at the most favorable rate for whichever comes first. A multi-classed fighter/mage gains one weapon proficiency at 3rd-level fighter, another at 6th-level fighter, 9th-level fighter, and so on. He does not gain a weapon slot as a 6th-level mage, nor a 12th- or 18th-level mage; he has already earned these proficiencies from his fighter levels.
Likewise, characters earn one ability score point per four levels of their highest-level class. A 4/4 multi- or dual-classed character still only gains one point.