Difference between revisions of "Multi-class Characters"
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Calculating the multi-class character's [[Hit Points|hit points]] (h.p.) requires rolling the appropriate hit die for each class, summing the results, and then dividing the total by the number of classes. Any fractions are discarded. | Calculating the multi-class character's [[Hit Points|hit points]] (h.p.) requires rolling the appropriate hit die for each class, summing the results, and then dividing the total by the number of classes. Any fractions are discarded. | ||
| − | : '''For example,''' the [[Non-player Characters|non-player character]] Jean is a [[Paladin (class)|paladin]]-[[Mage (class)|mage]]-[[Thief (class)|thief]] beginning at 1st level. To determine his starting hit points, he rolls 1d10, 1d4, and 1d6, corresponding to each class’s hit die. His results are 9, 1, and 4, totaling 14. Since Jean has three classes, this total is divided by 3, yielding 4⅔; the fraction is discarded, leaving Jean with a base 4 h.p. | + | : '''For example,''' the [[Non-player Characters|non-player character]] Jean is a [[Paladin (class)|paladin]]-[[Mage (class)|mage]]-[[Thief (class)|thief]] beginning at 1st level. To determine his starting hit points, he rolls 1d10, 1d4, and 1d6, corresponding to each class’s hit die. His results are 9, 1, and 4, totaling 14. Since Jean has three classes, this total is divided by 3, yielding 4⅔; the fraction is discarded, leaving Jean with a base 4 h.p. |
| + | If Jean has a [[Constitution (ability stat)|constitution]] of 15, he gains a +1 bonus to his total adjusted hit points, raising his total to 5. Additionally, since he weighs 180 lbs., he rolls a [[Hit Points per Die|d8 for his mass]], rolling a 4. This brings his total hit points to 9. This is below average for a paladin, but reasonable for a thief and quite good for a mage. | ||
| + | == Hit Points == | ||
| + | Calculating the multi-class character's [[Hit Points|hit points]] (h.p.) requires rolling one appropriate die per character class, then dividing that number by the number of classes, with fractions discarded. | ||
| + | |||
| + | : '''For example,''' the [[Non-player Characters|non-player character]] Jean is a [[Paladin (class)|paladin]]-[[Mage (class)|mage]]-[[Thief (class)|thief]] starting at 1st level. Thus, he rolls 1d10, 1d4 and 1d6, the correct hit die for each class, obtaining a "9," "1" and "4" — a total of 14. Divided by 3 classes, the total hit points are 4⅔, or "4" h.p. If Jean has a [[Constitution (ability stat)|constitution]] of 15, he gains a +1 bonus to his total adjusted hit dice, for "5" h.p. If he's 180 lbs., he rolls a [[Hit Points per Die|d8 for his mass]], receiving a 4. This makes Jean's total hit points equal to "9." Not great for a paladin, but fair for a thief and good for a mage. | ||
| + | |||
| + | A '''[[Player Characters|player character]]''' always starts at 1st level with maximum h.p. If Jean were a player character, his initial hit points would be 10+4+6 = 20, divided by 3, plus 1 for constitution and 4 for mass, giving him a final total of 11 instead of 9. Above first level, a player character's hit points increase like those of NPCs. | ||
== Gaining Experience == | == Gaining Experience == | ||
Revision as of 16:28, 19 March 2025
Multi-classed characters are individuals who pursue two or more character classes simultaneously, granting them a broader range of abilities, greater adaptability, and more attack options than their single-classed counterparts. However, this comes at the cost of slower advancement, as all earned experience must be divided among the character’s chosen classes, requiring more time and effort to gain new experience levels.
Contents
There are no limits as to which classes can be combined, although the ability stats of multi-classed characters must meet all minimum requirements for each class they pursue — and in addition they must have a minimum of 15 in the primary attributes of each adopted class. For example, a multi-classed cleric/fighter must have a minimum 15 strength and 15 wisdom, which is significantly higher than the standard requirements for either class individually. These heightened prerequisites ensure that only those with exceptional aptitude can successfully train in multiple disciplines, particularly if they wished to have a playable constitution and dexterity stat also.
Characters must become multi-classed at 1st level; they cannot simply "pick up a new class" later in their adventuring career by declaring their intent to do so. This restriction exists because the rigorous training required to master multiple disciplines must begin in childhood, with dedicated instruction shaping the character's abilities from an early age. Attempting to gain a new class later in life would require full retraining, a process demanding years of uninterrupted study and practice — effectively removing the character from active play for an extended period.
Determining Hit Points
Calculating the multi-class character's hit points (h.p.) requires rolling the appropriate hit die for each class, summing the results, and then dividing the total by the number of classes. Any fractions are discarded.
- For example, the non-player character Jean is a paladin-mage-thief beginning at 1st level. To determine his starting hit points, he rolls 1d10, 1d4, and 1d6, corresponding to each class’s hit die. His results are 9, 1, and 4, totaling 14. Since Jean has three classes, this total is divided by 3, yielding 4⅔; the fraction is discarded, leaving Jean with a base 4 h.p.
If Jean has a constitution of 15, he gains a +1 bonus to his total adjusted hit points, raising his total to 5. Additionally, since he weighs 180 lbs., he rolls a d8 for his mass, rolling a 4. This brings his total hit points to 9. This is below average for a paladin, but reasonable for a thief and quite good for a mage.
Hit Points
Calculating the multi-class character's hit points (h.p.) requires rolling one appropriate die per character class, then dividing that number by the number of classes, with fractions discarded.
- For example, the non-player character Jean is a paladin-mage-thief starting at 1st level. Thus, he rolls 1d10, 1d4 and 1d6, the correct hit die for each class, obtaining a "9," "1" and "4" — a total of 14. Divided by 3 classes, the total hit points are 4⅔, or "4" h.p. If Jean has a constitution of 15, he gains a +1 bonus to his total adjusted hit dice, for "5" h.p. If he's 180 lbs., he rolls a d8 for his mass, receiving a 4. This makes Jean's total hit points equal to "9." Not great for a paladin, but fair for a thief and good for a mage.
A player character always starts at 1st level with maximum h.p. If Jean were a player character, his initial hit points would be 10+4+6 = 20, divided by 3, plus 1 for constitution and 4 for mass, giving him a final total of 11 instead of 9. Above first level, a player character's hit points increase like those of NPCs.
Gaining Experience
Multi-classed characters are not permitted a 10% bonus to their experience due to class.
Experience (X.P.) is not divided between classes, as with other systems. Instead, the total X.P. needed to advance for all the character's classes are added together, to determine the threshold at which the character will attain the next level. Thus, a fighter normally needs 2,001 X.P. to advance to 2nd level. A cleric needs 1,501. A cleric/fighter needs 3,501 (not "2", as only 1 point is needed to progress past 1st level in the combined classes).
To reach 3rd level, the same character would need 7,001 x.p., and to reach 4th, 14,001. Once the character advances to the next level, all the abilities and bonuses commensurate with the level reached are gained together.
Sage Abilities
Multi-classed characters are permitted to choose one starting sage field from each class possessed, but only one "primary" sage study. This one study may be selected from any field the character possesses. Thus, Jean in the example above might choose animal training, science and fraud as his three fields; but he could only choose his primary study from either the first, second or third fields. Two fields would have no primary study. However, Jean would have a great many "secondary" studies, as well as a surfeit of "outside studies," a benefit of his possessing three classes.
Armour & Weapons
In choosing armour and weapons, multi-classed characters must adhere to the same policy, regardless of which classes are mixed. Always, the worst possible armour limitations are applied, while the character receives the best possible weapon benefits.
- For example, with a fighter-cleric, where both classes lack armour restrictions, full armour can be worn; whereas the best selection of weapons belongs to the fighter, so a multi-class character of this type has full use of weapons as well.
- On the other hand, in the case of Jean above, mages are not permitted any armour; so Jean suffers that restriction. However, a paladin can use any weapon, so Jean benefits there even though both thieves and mages cannot use a sword or a bow.
- In the case of a mage-thief, the character would be limited to the mage's armour still, and could choose which weapons to use from both classes — as each provides its own selection.
In either case, the number of proficiencies enjoyed by the character equals whichever class offers the most. Proficiencies are acquired according to the class with the most rapid gain, while proficiency penalties are also the best possible from among the classes possessed.
Monks, whether or not they are multi-classes, retain their armour class bonuses — as these derive from the sage abilities and not from their class.
Dropping Classes
Multi-classed characters may choose to drop one of their additional classes when attaining their next experience level. At that point, the player announces which class will be dropped — whereupon, further experience will no longer be required for that class.
- For example, Keerie, upon reaching 2nd level as a fighter-thief, reaching the necessary 3,251 X.P. to get there, announces that she is dropping her fighter class. Thereafter, to increase as a thief, she will need a total X.P. equal to 1 level of fighter plus two levels as thief, or 4,501. She will retain all her fighter abilities and benefits, but she cannot gain any further weapon proficiencies as a fighter (though she'll retain the fighter non-proficiency penalty), nor will she gain any further knowledge points in sage fields or studies associated with the fighter.
Once a class is dropped, it cannot be picked up again. For game purposes, it's presumed the character felt that a "limit of ability" had been reached, meaning the character felt he or she could progress no further in those studies and profession.
