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.
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.
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, 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 divided by 3; +1 for constitution and +4 for mass, his final hit points would "11" rather than 9.
Upon advancing a level, the NPC procedure is used, except that no further hit points are given for body weight. The new total is added the character's previous hit points.
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.
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.