Difference between revisions of "Multi-class Characters"

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== Hit Points ==
 
== Hit Points ==
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).
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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.
  
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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: '''For example,''' the non-player character Jean is a [[Paladin (class)|paladin]]-[[Mage (class)|mage]]-[[Thief (class)|thief]] begins 1st to 2nd 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.
  
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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A '''player character''', or PC, starts at 1st level with maximum h.p.; if Jean were a PC, his initial h.p. would be 10+4+6, or 20; thus his final hit points would "11," rather than 9.
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Upon advancing a level, the procedure above is used, except that no further hit points are given for body weight. The total is added the character's previous hit points.
  
 
== Armour & Weapons ==
 
== Armour & Weapons ==

Revision as of 21:38, 21 October 2021

Multi-class Character.jpg

Multi-classed characters are characters possessing two or more 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 levels, since all the experience of all classes must be acquired before the character can progress.

There are no limits as to which classes can be combined, although the ability stats of multiclassed characters must meet all minimum requirements from every class included. Moreover, the standards for multi-classed character primary attributes are higher.

For example, a multi-classed cleric/fighter must have a minimum 15 strength and wisdom, well above the normal numbers required. These special requirements are listed under each class.

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, which would cost years of a character's life.

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.

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 begins 1st to 2nd 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, or PC, starts at 1st level with maximum h.p.; if Jean were a PC, his initial h.p. would be 10+4+6, or 20; thus his final hit points would "11," rather than 9.

Upon advancing a level, the procedure above is used, except that no further hit points are given for body weight. The total is added the character's previous hit points.

Armour & Weapons

With regards to armour and 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.

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

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.