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Much of this text is reproduced from p40 of the version 3.0 Dungeon
Master's Guide. Rules for apprentice-level characters do not
appear in the 3.5 version of the game, which is a shame as they
are extremely useful, hence their inclusion here.
Characters may multiclass at 1st level. Such a character may only
have two classes. Since a PC's character level is equal to the sum
of all his class levels, a 1st level multiclass character cannot
have yet achieved 1st level in either of his classes. Instead he
is considered to be apprentice-level in each of his classes.
An apprentice gets some, but not all, of the benefits usually gained
at 1st level. Once the character reaches 2nd level, each class becomes
1st level and all benefits denied at apprentice level are gained.
At 1st Character Level
Find two classes that the character starts with on the table below.
The character gets all benefits from both classes combined except
where noted.
In addition to the standard and the special abilities shown here,
the character gets all weapon and armour skills from both classes.
Over-lapping weapon and armour skills are not cumulative.
For hit points, choose one of the two classes to be primary and
take standard 1st-level hit points for that class. The other class
is the secondary class, and the character uses that class's Hit
Die for hit points upon gaining 2nd level.
The character has skill points as if he were a 1st level character
in his primary class. Skills purchased from the Master Skill List
are purchased as a member of the primary class. Maximum rank is
calculated as if the chacter was 1st level: 4 for a class skill
(in the primary class) and 2 for a cross-class skill (in the primary
class).
A character that can cast spells still has access to the same variety
of spells as a 1st level character, but the number they can cast
is dimished. If a class uses spell points then the point total is
halved (minimum 1). Sorcerers are unaffected and have full access
to all their spells. The caster level of all apprentice spellcasters
is still one.
Achieving 2nd Level
- When the character gains his second character level, both his
classes now reach 1st level. As a result the following changes
are made:
- Add a Hit Die (plus Con modifier) for the secondary class.
- Increase base attack bonus, saving throw bonuses, special abilities
for each class so that they match 1st level figures in each class.
Add up these figures for the multiclass character's totals.
- Acquire and spend skill points as if the charcter were a member
only of her secondary class. Skills purchased from the Master
Skill List are purchased as a member of the secondary class. Maximum
rank is 5 for class skills and 2½ for cross-class skills.
Apprentice Characters
The table below includes the eleven core classes listed in the
Player's Handbook as well as many other core character classes
that have appeared in various D&D sourcebooks. It is not a definitive
list. If a player wants to mulit-class at first level with a character
not on this list (for example, the Spirit Shaman or the Hexblade)
then I will happily create the progression for you.
|
Class
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
|
Barbarian
|
+0
|
+1
|
+0
|
+0
|
Rage, fast movement.
|
|
Bard
|
+0
|
+0
|
+1
|
+0
|
Half-spell points.
|
|
Cleric *
|
+0
|
+1
|
+0
|
+1
|
1st level Granted Power, half spell-points.
|
|
Druid
|
+0
|
+1
|
+0
|
+1
|
Half-spell points.
|
|
Expert
|
+0
|
+0
|
+0
|
+1
|
Area of Expertise.
|
|
Favoured Soul
|
+0
|
+1
|
+1
|
+1
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Half spell-points.
|
|
Fighter
|
+0
|
+1
|
+0
|
+0
|
One bonus feat.
|
|
Healer
|
+0
|
+1
|
+0
|
+1
|
Sacred Vow, half spell-points.
|
|
Mariner
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+0
|
+1
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+1
|
+0
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Sailor Lore, Seamanship +1
|
|
Marshal
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+0
|
+1
|
+0
|
+1
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Skill Focus (diplomacy)
|
|
Monk
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+0
|
+1
|
+0
|
+1
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Improved Unarmed Strike, Wis bonus to AC.
|
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Mystic *
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+0
|
+1
|
+0
|
+1
|
Full spellcasting ability.
|
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Paladin
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+0
|
+1
|
+0
|
+0
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Detect Evil, Lay on Hands.
|
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Psion
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+0
|
+0
|
+0
|
+1
|
Discipline, full spell-casting ability
|
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Psychic Warrior
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+0
|
+1
|
+0
|
+0
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Full spellcasting ability.
|
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Ranger
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+0
|
+1
|
+1
|
+0
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One favoured enemy.
|
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Rogue
|
+0
|
+0
|
+1
|
+0
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None.
|
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Sorcerer
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+0
|
+0
|
+0
|
+1
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Full spellcasting ability.
|
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Soulknife
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+0
|
+0
|
+1
|
+1
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Wild Talent.
|
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Warmage
|
+0
|
+0
|
+0
|
+1
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Half available spells.
|
|
Wilder
|
+0
|
+0
|
+0
|
+1
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Full spellcasting ability.
|
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Wizard
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+0
|
+0
|
+0
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+1
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Half spell points.
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* - these statistics may be different depending of church or set
of beliefs.
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