Multi-Class and Dual-Class Characters

A Multi-Class character improves in two or more classes simultaneously. His experience is divided equally between each class. The available class combinations vary according to race. The character can use the abilities of both classes at any time, with only a few restrictions. Only demihumans can be multi-class characters.

A Dual-Class character is one who starts with a single class, advances to moderate level, and then changes to a second character class and starts over again. The character retains the benefits and abilities of the first class. There are some limitations on combining the abilities of the two classes but, as long as minimum ability and alignment requirements are met, there are no restrictions on the possible character class combinations. Only humans can be dual-class characters.

Multi-Class Benefits and Restrictions

Only demihumans can be multi-class characters. A multi-class character always uses the most favorable combat value and the best saving throw from his different classes.

Elrohir the Elucidated, with a Constitution of 17 is starting out his career as a Druid/Fighter/Mage. For his starting hit points, he adds 8 (Druid) + 10 (Fighter) + 4 (Mage) = 22 / 3 = 7.333 ≈ 8 hit points.

The character's hit points are the average of all his Hit Dice rolls. When the character is first created, the player adds the maximum hit points for each hit die according to class together, then divides by the number of dice rolled (round fractions up). Any Constitution bonus is then added to the character's hit points. If one of the character's classes is fighter and he has a Constitution of 17 or 18, then he gains the +3 or +4 Constitution bonus available only to warriors (instead of the +2 maximum available to the other character classes).

Experience points awarded to Multi-class characters are always split evenly between the number of classes that the character has.

Later the character is likely to gain levels in different classes at different times. When this happens, roll the appropriate Hit Die and add the appropriate Con bonus. (If the level gained is in a warrior class, and he has a Constitution of 17 or 18, then he gains the +3 or +4 Constitution bonus, otherwise, he gets the normal bonus.) Then divide the result by the number of classes the character has (round fractions up).

Elrohir makes his first advancement in the Druid Class. He rolls a d8 and gets a 4. Since his advancement was in Druid, not Fighter, he only gets a +2 Con bonus. He adds that to the 4 and divides by 3, for 2 additional hit points.

The character starts with the largest number of proficiency slots of the different classes. Thereafter, he gains new proficiency slots at the fastest of the given rates, when he advances in the class with the fastest rate. IOW, a Fighter /Thief gets a new weapon proficiency only when he advances as a Fighter, since that class has the faster rate of the two.

To determine the character's initial money, roll according to the most generous of the character's different classes.

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. The warrior abilities form the base for other character classes.

Priest: Regardless of his other classes, a multi-classed priest must abide by the weapon restrictions of his mythos. Thus, a fighter/cleric may only be able to use only bludgeoning weapons, depending on his deity, (but he uses the warrior combat value). He retains all his normal priest abilities. An exception to this may be granted if the priest serves a god that allows the use of edged weapons.

Wizard: A multi-classed wizard can freely combine the powers of the wizard with any other class allowed. Elves and half-elves wearing armor can cast spells in armor, as magic is part of the nature of elves.

Thief: See Thieving Skill Armor Adjustments table for restrictions and penalties on thieving abilities for wearing of certain armor. A multi-classed thief cannot use any thieving abilities other than open locks, find/remove traps or hear noise if he is wearing armor that is normally not allowed to thieves, i.e. not in that table at all. He must remove his gauntlets to open locks or find/remove traps and his helmet to hear noise.

Dual-Class Benefits and Restrictions

Example: A thief (min dex:9) wishing to change to a cleric (min wis:9) must have a 10 dexterity and a 11 wisdom.

Only humans can be dual-classed characters. To be dual-classed, the character must have scores of 15 or more 1 better than the class minimum in the prime requisites of his first class and scores of 17 or more 2 better than the class minimums in the prime requisites of any classes to which he switches.

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.)

Tarus Blood-heart begins his career as a human cleric with a Wisdom of 16. He rises to 4th level and then decides to become a fighter, since his Strength is 17. He keeps his 16 hit points (rolled on 3d8+8). He will fight and make saving throws using whichever tables are more advantageous for him. He will only progress as a fighter going forward. As he gains levels, he will roll a d10 for hit points.

Any time after reaching 2nd level, a human character can switch to a new character 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. Nor can he switch back to his first class at a later date, hoping to resume his advancement where he left off. Once he leaves a class he has finished his studies in it.

Instead, he starts over in a new class, at 1st level with 0 experience points, but he does retain his previous Hit Dice and hit points.

He does not gain or lose any points on his ability scores (for example, an 18 Strength wizard who changes to fighter does not gain the percentile Strength bonus, but likewise a fighter changing to a wizard would not lose it).

He immediately gains the abilities of the new class in addition to the abilities of the old.

The character uses the most beneficial combat and saving throw tables at the level of each class.

The character must still abide by the restrictions of whichever class he is using at the moment. A dual-class fighter/mage, for example, cannot cast spells with a somatic or material component while wearing armor. (Spells requiring only a verbal component may be cast while wearing armor.)

Level Drain

When a dual-class or multi-class character is struck by a level-draining creature (wights, wraiths, spectres, or vampires), 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.

A Restoration spell will restore only 1 of the lost levels, but the player can choose which class will be restored.

Levels can be regained by the normal accumulation of experience points, but multi-class and dual-class are affected slightly differently.

Multi-Class

The player character is allowed to regain levels lost by level draining by the normal accumulation of experience points for all of their classes.

Elrohir the Elucidated, after a long and storied career, has accumulated 20,000 x.p. in each of his classes, and thus has achieved levels of Druid 6 / Fighter 5 / Mage 4. He is hit twice by a wight. The first hit drains a Druid level, taking him down to 16250 x.p. in that class. The second hit will drain a fighter level, taking that class down to 13000 x.p.

Dual-Class

A human dual class character who has not reached the level of his first class with his second class yet will not be able to regain levels lost in the first class.

Tarus is a dual class 4th-level cleric/3rd-level fighter with fighter being his second class. He is struck by a wight and loses one level from his cleric class, since it is his highest level. If struck again, he would lose one level from his fighter class. Thereafter he could regain his lost fighter level(s) by the normal accumulation of experience points. However, because he has stopped progressing as a cleric, he cannot regain his lost cleric levels by experience, though a Restoration spell would still be effective for that.