Difference between revisions of "Multi-class Characters"

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[[File:Multi-class.jpg|right|455px|thumb]]
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[[File:Multi-class Character.jpg|right|525px|thumb]]
'''Multi-classed characters''' are characters possessing two or more [[Character Class|character classes]], thus acquiring more attack options and greater potential than single-classed characters.  This is possible by slowing down the character's gaining of [[Experience Level|experience levels]], since all the experience of all classes must be acquired before the character can progress.
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'''Multi-classed characters''' are individuals who pursue two or more [[Character Class|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 Level|experience levels]].
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There are no limits as to which classes can be combined, although the [[Ability Stats|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|primary attributes]] of each adopted class'''For example''', a multi-classed [[Cleric (class)|cleric]]/[[Fighter (class)|fighter]] must have a minimum 15 [[Strength (ability stat)|strength]] and 15 [[Wisdom (ability stat)|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 (ability stat)|constitution]] and [[Dexterity (ability stat)|dexterity]] stat also.
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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|retraining]], a process demanding years of uninterrupted study and practice — effectively removing the character from active play for an extended period.
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== Character Age ==
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When determining the character's [[Aging|starting age]], begin with the highest base number of the classes selected.  Then all modifiers from all classes that are possessed are rolled.  An elf fighter-cleric would begin with the number "38" and add a d8 and a d4.  A human fighter-cleric would begin with 20 and add 2d4.
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== Determining Hit Points ==
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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.
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: '''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.
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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.
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== Armour & Weapons ==
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When selecting [[Armour List|armour]] and [[Weapons List|weapons]], multi-classed characters must adhere to a consistent rule regardless of which classes are combined. The strictest armour limitations are always applied, meaning the character is bound by the most restrictive class requirements. Conversely, the character receives the most beneficial weapon options, allowing them to wield any weapon permitted by any of their classes.
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: '''For example''', a fighter-cleric faces no armour restrictions since both classes allow the use of full armour... and because the fighter has the superior weapon selection, the multi-classed character gains access to all possible weapons also.
  
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In contrast, Jean, the paladin-mage-thief, is subject to the most severe armour restriction among his classes. Since mages are prohibited from wearing armour, Jean is likewise barred from doing so. However, when it comes to weapons, he benefits from the paladin's full selection, meaning he may wield any weapon — including those unavailable to thieves or mages, such as a [[Sword (weapon)|sword]] or a [[Bow (weapon)|bow]].
There are no limits as to which classes can be combined, although the [[Ability Stats|ability stats]] of multiclassed characters must meet all minimum requirements from every class includedMoreover, the standards for multi-classed character [[Primary Attributes|primary attributes]] are higher.
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The number of [[Weapon Proficiencies|weapon proficiencies]] available to a multi-classed character is determined by whichever class offers the mostAdditional proficiencies are gained according to the rate of the fastest-advancing class; penalties for non-proficiency are determined by the most lenient of the character's classes.
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Monks, whether multi-classed or not, retain their armour class bonuses, as these derive from their sage abilities rather than their class restrictions. However, any class linked with a monk would not be able to wear armour.  This means a monk-multi-classed character continues to benefit from their training, even if other class limitations might otherwise apply.
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== Sage Abilities ==
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Multi-classed characters are [[Knowledge Points|permitted to choose]] one starting [[Sage Field|sage field]] from each class they possess, but they may select only a single "primary" [[Sage Study|sage study]]. This primary study can be taken from any of the fields available to the character, but only one may be chosen.  All [[Sage Ability|sage abilities]] across all these studies at thus gained; in some cases, duplicates may occur, but no special benefit derives from this.
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: '''For example''', Jean, the paladin-mage-thief, might select [[Paladin Sage Abilities|animal training]], [[Mage Sage Abilities|science]] and [[Thief Sage Abilities|fraud]] as his three fields. However, he would only be able to select his primary study from one of these three fields. The remaining two fields would not receive a primary study but would still grant secondary and outside studies.
  
: '''For example''', a multi-classed [[Cleric (class)|cleric]]/[[Fighter (class)|fighter]] must have a minimum 15 [[Strength (ability stat)|strength]] and [[Wisdom (ability stat)|wisdom]], well above the normal numbers required.  These special requirements are listed under each class.
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Because Jean has three classes, he benefits from an unusually large number of secondary and outside studies, far more than a single-classed character. This is one of the greatest advantages of multi-classing, as it allows characters to develop a broad and diverse set of knowledge-based abilities, making them highly versatile in both practical and strategic applications.
  
Characters can only become multi-classed at 1st level; they cannot "pick up a class" later on. This is due to the lack of necessary training they would have needed to obtain a new class, which they would have received as children.  Feasibly, a character could commit themselves fully to [[Retraining|retraining]], which would cost years of a character's life.
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[[File:Fighter-cleric.jpg|left|350px|thumb]]
  
 
== Gaining Experience ==
 
== Gaining Experience ==
Multi-classed characters are not permitted a 10% bonus to their experience due to class.
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Multi-classed characters are not eligible for the 10% experience bonus granted to single-classed characters based on their primary attributes. This reflects the broader and more demanding nature of their training, requiring mastery in multiple disciplines rather than specialisation in a single path.
  
[[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).
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Unlike in some systems, [[Experience (X.P.)]] is not divided among a character's classes. Instead, the total experience points (X.P.) required for all of the character's classes are added together to determine when the character advances to the next level.
  
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.
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: '''For example,''' a fighter requires 2,001 X.P. to advance to 2nd level, while a cleric requires 1,501 X.P.. A fighter-cleric, therefore, must accumulate 3,501 X.P. to reach 2nd level.  Note that it's not "3,502" — the extra point is discarded in order to maintain the standard format where experience points are concerned.
  
== Hit Points ==
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This pattern continues as the character advances in level. A fighter/cleric would require 7,001 X.P. to reach 3rd level, 14,001 X.P. to reach 4th and so on.  Once a multi-classed character reaches the threshold for a new level, they gain all abilities and bonuses associated with their advancement simultaneously across their classes. This means improvements to hit points, attack ability, spellcasting, sage abilities, proficiencies and any other level-based benefits are applied together rather than staggered.
Normally, a [[Player Characters|player character]] would start with the maximum number of [[Hit Points|hit points]] available for the hit die associated with that class (d10, d8, d6, etc.). With multi-classed characters, this number is averaged. A fighter-cleric (d10/d8) would have an average of 9 h.p. A fighter-[[Thief (class)|thief]] (d10/d6) would have 8 h.p. A cleric-[[Mage (class)|mage]]-[[Monk (class)|monk]] (d8/d4/2d6) would likewise have 8 h.p. (24/3 = 8).
 
  
After this calculation, the character adds their [[Constitution (ability stat)|constitution]] bonus and additional hit points from their [[Hit Points per Die|body mass]]. The final total is the character’s starting hit points.
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== Dropping Classes ==
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Multi-classed characters may choose to drop one of their additional classes upon reaching their next experience level. At that point, the player must declare which class is abandoned, and from then onward, no further experience is required for that class. The character retains all benefits gained from that class up to the point of dropping it, but progression in that discipline permanently ceases.  A dropped class cannot later be picked up again.
  
Upon gaining a level, all dice from all classes are rolled; fractions are ignored. Any 1 that is rolled on any die is re-rolled for a player character, but a non-player character does not receive this option. The result is then averaged and added to the player’s hit points.
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: '''For example''', Keerie, a fighter-thief, has accumulated 3,251 X.P., enough to reach 2nd level in both classes. Upon leveling up, she announces that she drops her fighter class. Going forward, she intends only to advance as a thief. To reach 3rd level as a thief, she now needs the total X.P. equal to 1 level of fighter plus two levels as a thief, or 4,501 X.P.
  
== Armour & Weapons ==
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Although she retains all abilities and benefits previously gained as a fighter, she can no longer gain new weapon proficiencies from the fighter class. However, she still applies the fighter's non-proficiency penalty to weapons she has not trained with. Similarly, she won't gain any additional [[Knowledge Points|knowledge points]] in sage fields or studies associated with the fighter class.
With regards to [[Armour List|armour]] and [[Weapon Proficiencies|proficiencies]], multi-class characters must always submit to the most adverse armour limitations and the most beneficial weapon benefits. A fighter-thief, for example, would be limited to leather and padded armours and no shield, but would have the benefit of four proficiencies (and of any type a fighter would use). Likewise, a thief-mage could not wear armour, but would have two proficiencies, which would include choices from both classes.
 
  
With multi-classed monks, the monk’s natural armour class is always the default armour, regardless of what other classes are possessed.
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Once a class is dropped, it cannot be picked up again. For game purposes, it is assumed that the character has reached a "limit of ability" — a point where they feel unable to progress further in that particular profession. This represents the character's personal decision to focus their efforts entirely on their remaining class or classes, abandoning their previous studies.
  
The character gains proficiencies from all classes as they increase in level. A druid-assassin, therefore, would gain additional proficiencies at 5th, 6th, 9th, 11th and so on.
 
  
== Dropping Classes ==
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[[Category: Don't Review until 2022]]
A character must remain multi-classed until reaching the third-level. Thereafter, if the player wishes, one or more of the character’s classes may be dropped, provided one class remains. If a class is dropped it cannot be picked up again; the character is considered to have reached the top of their capability in that class if the player chooses to drop it. The extra class may be dropped at any time; all experience above the last achieved level is divided and that experience that would have been assigned to a dropped class is discarded.
 

Latest revision as of 16:57, 19 March 2025

Multi-class Character.jpg

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.

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.

Character Age

When determining the character's starting age, begin with the highest base number of the classes selected. Then all modifiers from all classes that are possessed are rolled. An elf fighter-cleric would begin with the number "38" and add a d8 and a d4. A human fighter-cleric would begin with 20 and add 2d4.

Determining 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.

Armour & Weapons

When selecting armour and weapons, multi-classed characters must adhere to a consistent rule regardless of which classes are combined. The strictest armour limitations are always applied, meaning the character is bound by the most restrictive class requirements. Conversely, the character receives the most beneficial weapon options, allowing them to wield any weapon permitted by any of their classes.

For example, a fighter-cleric faces no armour restrictions since both classes allow the use of full armour... and because the fighter has the superior weapon selection, the multi-classed character gains access to all possible weapons also.

In contrast, Jean, the paladin-mage-thief, is subject to the most severe armour restriction among his classes. Since mages are prohibited from wearing armour, Jean is likewise barred from doing so. However, when it comes to weapons, he benefits from the paladin's full selection, meaning he may wield any weapon — including those unavailable to thieves or mages, such as a sword or a bow.

The number of weapon proficiencies available to a multi-classed character is determined by whichever class offers the most. Additional proficiencies are gained according to the rate of the fastest-advancing class; penalties for non-proficiency are determined by the most lenient of the character's classes.

Monks, whether multi-classed or not, retain their armour class bonuses, as these derive from their sage abilities rather than their class restrictions. However, any class linked with a monk would not be able to wear armour. This means a monk-multi-classed character continues to benefit from their training, even if other class limitations might otherwise apply.

Sage Abilities

Multi-classed characters are permitted to choose one starting sage field from each class they possess, but they may select only a single "primary" sage study. This primary study can be taken from any of the fields available to the character, but only one may be chosen. All sage abilities across all these studies at thus gained; in some cases, duplicates may occur, but no special benefit derives from this.

For example, Jean, the paladin-mage-thief, might select animal training, science and fraud as his three fields. However, he would only be able to select his primary study from one of these three fields. The remaining two fields would not receive a primary study but would still grant secondary and outside studies.

Because Jean has three classes, he benefits from an unusually large number of secondary and outside studies, far more than a single-classed character. This is one of the greatest advantages of multi-classing, as it allows characters to develop a broad and diverse set of knowledge-based abilities, making them highly versatile in both practical and strategic applications.

Fighter-cleric.jpg

Gaining Experience

Multi-classed characters are not eligible for the 10% experience bonus granted to single-classed characters based on their primary attributes. This reflects the broader and more demanding nature of their training, requiring mastery in multiple disciplines rather than specialisation in a single path.

Unlike in some systems, Experience (X.P.) is not divided among a character's classes. Instead, the total experience points (X.P.) required for all of the character's classes are added together to determine when the character advances to the next level.

For example, a fighter requires 2,001 X.P. to advance to 2nd level, while a cleric requires 1,501 X.P.. A fighter-cleric, therefore, must accumulate 3,501 X.P. to reach 2nd level. Note that it's not "3,502" — the extra point is discarded in order to maintain the standard format where experience points are concerned.

This pattern continues as the character advances in level. A fighter/cleric would require 7,001 X.P. to reach 3rd level, 14,001 X.P. to reach 4th and so on. Once a multi-classed character reaches the threshold for a new level, they gain all abilities and bonuses associated with their advancement simultaneously across their classes. This means improvements to hit points, attack ability, spellcasting, sage abilities, proficiencies and any other level-based benefits are applied together rather than staggered.

Dropping Classes

Multi-classed characters may choose to drop one of their additional classes upon reaching their next experience level. At that point, the player must declare which class is abandoned, and from then onward, no further experience is required for that class. The character retains all benefits gained from that class up to the point of dropping it, but progression in that discipline permanently ceases. A dropped class cannot later be picked up again.

For example, Keerie, a fighter-thief, has accumulated 3,251 X.P., enough to reach 2nd level in both classes. Upon leveling up, she announces that she drops her fighter class. Going forward, she intends only to advance as a thief. To reach 3rd level as a thief, she now needs the total X.P. equal to 1 level of fighter plus two levels as a thief, or 4,501 X.P.

Although she retains all abilities and benefits previously gained as a fighter, she can no longer gain new weapon proficiencies from the fighter class. However, she still applies the fighter's non-proficiency penalty to weapons she has not trained with. Similarly, she won't gain any additional knowledge points in sage fields or studies associated with the fighter class.

Once a class is dropped, it cannot be picked up again. For game purposes, it is assumed that the character has reached a "limit of ability" — a point where they feel unable to progress further in that particular profession. This represents the character's personal decision to focus their efforts entirely on their remaining class or classes, abandoning their previous studies.