The game
assumes that only non- or semi-human characters can be multi-classed,
and only certain class combinations
are possible,
depending on the race
of the character.
Although these are listed
in the section dealing with each race of character,
multi-class character possibilities
are also shown below in order to aid in selection
of your character's class or multi-class.
Cleric
combinations (with fighter types) may use edged weapons.
CHARACTER RACE TABLE III.: MULTI-CLASSED CHARACTER OPTIONS
Race | CF | CR | CM | CI | CT | CA | DF | DR | DM | DT | FM | FI | FT | FA | RM | RT | MT | MA | IT | IA | CFM | CFT | CMT | FMT |
DWARF, Gray | X | - | - | - | X | X | - | - | - | - | - | - | X | X | - | - | - | - | - | - | - | - | - | - |
Hill | X | - | - | - | - | - | - | - | - | - | - | - | X | - | - | - | - | - | - | - | - | - | - | - |
Mountain | X | - | - | - | - | - | - | - | - | - | - | - | X | - | - | - | - | - | - | - | - | - | - | - |
ELF, Dark | X | X | X | - | X | X | - | - | - | - | X | - | X | X | X | X | X | X | - | - | X | X | X | X |
Gray/High | X | X | X | - | - | X | X | X | X | X | X | - | X | X | X | X | X | X | - | - | X | X | X | X |
Valley/Wood | X | X | X | - | - | X | X | X | X | X | X | - | X | X | X | X | X | X | - | - | X | X | X | X |
Wild | - | - | - | - | - | - | - | - | - | - | - | - | X | - | - | - | - | - | - | - | - | - | - | - |
GNOME, Deep | X | - | - | X | - | X | - | - | - | - | - | X | X | X | - | - | - | - | X | X | - | - | - | - |
Surface | X | - | - | X | - | - | - | - | - | - | - | X | X | - | - | - | - | - | X | - | - | - | - | - |
HALFLING, All | X | - | - | - | - | - | X | - | - | X | - | - | X | - | - | - | - | - | - | - | - | - | - | - |
HALF-ORC | X | - | - | - | - | X | - | - | - | - | - | - | X | X | - | - | - | - | - | - | - | - | - | - |
Column headings are abbreviations for all possible
multi-class combinations of PCs: CF = cleric/fighter,
IT = illusionist/thief, etc.
An "x" under a column heading indicates that this
combination is possible for a character of the race in question.
A half-elf uses the entry for the strain of elf from which the character is described.
Note that this table enumerates all the possible
class combinations for PCs in the game, but does not imply that they must
all be permissible.
Some of these combinations may be disallowed by
the DM in his or her campaign.
Q: Does the UA
book add
any new multi-classed demi-human
character
options? For example, can
a half-orc
be a barbarian?
A: See DRAGON
Magazine #103 for
additional info on multi-class
options omitted from UA.
Only humans can be barbarians,
though, as
stated in the class description.
<note that non-human barbarians
exist in the Dragonlance setting>
<the data from Dragon
#103 has been integrated into the site as a whole>
(Polyhedron #32)
Q. How are weapon skills
worked out for multi-classed
characters,
such as fighter/wizards?
A. Characters who
opt to be multi-classed
suffer a number of penalties
because of their lack of
specialization.
XP have <to> be
divided between the classes
-- even
when progression is no longer
possible --
and overall progress is slower,
even though the character
is a well-rounded
end product.
We suggest
that weapons skill
is an area where multi-classed
characters are as good as
their fully <specialised>
colleagues. A <this is not a reference to weapon specialisation>
multi-classed character has
the best
skills of his chosen
classes -- eg. a fighter/priest/wizard
would be treated as a fighter
in
respect of weapon skill.
(Imagine #15)
Q. How much money
does a multi-classed
character get when created?
A. A multi-classed
character is entitled
to the combined total starting
cash
for all of his classes!
(Imagine #16)
Cleric/Fighter:
This combination is strong in defensive and revitalization
capabilities, plus the offensive
missile and melee combat power of the
fighter. Hit points average
will be good. Half-elves and half-orcs may be
cleric/fighters.
<START: 48 (half-elf),
24(half-orc)>
<Crusader>
SA: Dwarven clerics || fighter/clerics who have attained max. level in the cleric class may be able to make some permanent magic items via the cleric class.
<F3/C3: XP 315 (T1-4.59)>
Cleric/Fighter/Magic-user:
One of the best of the multi-class options, this
gives good offensive and
defensive spell capability plus the fighter's
melee combat strength. Half-elves
may be cleric/fighter/magic-users.
SA: Humans cannot be Cleric/Fighter/Magic-Users, or any other multi-class combination, for that matter!
<START: 48 (half-elf)>
<Paragon>
<Cleric/Fighter/Thief>
<Preacher>
Cleric/Ranger:
See cleric/fighter above. This combination is potent in outdoor
situations as well. Half-elves
may be cleric/rangers.
<START: 48 (half-elf)>
<START: 600 (elf)>
<C4/R4: 468 XP (T3, area
228a)>
<Eco-terrorist>
Cleric/Magic-user:
This combination gives the character a great variety
and selection of spells,
as well as the use of armor and more weapons.
HP are somewhat better than
those of the magic-user class alone.
Half-elves may be cleric/magic-users.
<START: 48 (half-elf)>
<START: 600 (elf)>
<Adeptus>
<NPC XP, 5/4: 1118>
SA: Elven cleric/magic-users who have attained max. level in the cleric class may be able to make some permanent magic items via the cleric class.
<Cleric/Magic-user/Thief>
<Theocrat>
<Cleric/lllusionist>
<Pulpitationist>
Cleric/Thief:
This is a combination of classes which gives both defensive
and stealth potential. Hit
points are improved with regard to the thief class
only. As with all thief
class combinations, however, any functions as a thief
are under the restrictions
of that class with regard to armor, i.e. only
leather armor and no shield.
Half-orcs may be cleric/thieves.
<START: 28 (half-orc)>
<Evangelist>
<Pardoner, by Jeff Mabry>
Cleric/Assassin:
Seemingly strange, this combination is quite
understandable when the
race which can operate in these two classes at
the same time is noted.
The combination gives great potential in defensive
and stealth situations and
very powerful assassination attack capabilities.
Hit points are good because
of clerical hit dice. Half-orcs may be clerical
assassins.
<START: 28 (half-orc)>
<Fanatic>
<Inquisitor, by Jeff Mabry>
<suggestion: limit multi-classed
assassins to only those races with a disposition towards evil -- duergar,
drow, svirfneblin<?>, half-orcs, half-drow - D103.16>
ADQ: On page 32 of
the PH
(multi-classed character
descriptions), it says
that cleric combinations
(with fighter types)
may USE edged weapons. What
about a cleric/assassin?
ADA: Cleric/assassins
may also USE edged weapons.
Note that weapon proficiencies
for multi-classed
characters are cumulative.
<Polyhedron #19>
<Druid/Fighter>
<Warden>
<wild elves (NPCs only)
may be druid/fighters - D103.16>
<Druid/Magic-user>
<Ecologist>
Sabbatha
Obviously, this combination
allows excellent armor protection, the use of weaponry,
and spells.
HP
are good on the average (51/2
+ 21/2 = 8 + 2 = 4 HP
per double-classed level).
Elves
&& half-elves may be fighter/magic-users.
<START: elf (180), half-elf
(46)>
<UA: Elves (dark, high/gray,
valley/wood) && half-elves (dark, high/gray, valley/wood) may be
fighter/magic-users.>
<Armor>
<F5/MU4: 651 XP (T3,
area 228a)>
<Spellblade>
<Fighter/Magic-user/Thief>
START: elf (180), half-elf
(46)
<Shadow>
Fighter/lllusionist:
See Fighter/Magic-user above. Gnomes may be
fighter/illusionists.
<START: gnome (124)>
<Director>
Fighter/Thief:
By combining these two classes -- the armor, weapons, and
combat capabilities of the
fighter with the stealth and other abilities of the
thief - a very effective
character is created, even though thieving
functions restrict the character
to leather armor and no shield. Hit points
are good. Dwarves,
elves, gnomes, half-elves, halflings,
and half-orcs may
be fighter/thieves.
Q. Is it possible
for a fighter/thief to use
thief abilities such as
hear noise, pick
pockets and climb walls
without
removing his armour, or
does he or
she have to remove all armour
(except leather) before
using any of
these abilities?
A. A fighter/thief
is restricted to the
armour of the thief
class when acting
as a member of that
class. Thus, a
fighter/thief may
only wear leather
armour when attempting
to use thief
abilities.
<UA: Fighter/thieves
may wear
any armor when using thief
abilities,
although substantial
penalties may apply.>
(Imagine #8)
<START: dwarf (93), elf
(160), gnome (100), half-elf (46), halfling (48), half-orc (28)>
<Skirmisher>
<Fighter/Assassin>
<Sniper>
<suggestion: limit multi-classed
assassins to only those races with a disposition towards evil -- duergar,
drow, svirfneblin<?>, half-orcs, half-drow - D103.16>
<4/4: 868 XP>
<7/7: 4924 XP (T3, area
336)>
Q. Can an
elf become a split class
assassin? eg. fighter/assassin
A. No. The
split classes listed on p32-33
of the Players
Handbook are those
suited to the general
tendencies of the races
concerned. No other
split classes are
possible.
(Imagine #4)
<1. UA negates this A.>
<2. The correct term
is multi-class>
<Ranger/Magic-user>
<Green Wizard>
<Magic-user/Thief>
<Spellfilcher>
<Magic-user/Assassin>
<Spellslayer>
<"Frank isn't crazy about
non-dark elf magic-user assassins." - D103.16>
<lllusionist/Thief>
<Swindler>
<lllusionist/Assassin>
<Liar>
<suggestion: limit multi-classed
assassins to only those races with a disposition towards evil -- duergar,
drow,
svirfneblin<?>, half-orcs, half-drow - D103.16>
ADQ: Can a multi-classed
character, or a
character with 2 classes
(fighter/thief
or fighter/assassin) attack
on the fighter
column, use weapons limited
to his class
only, and at the same time
gain backstab
multipliers or attempt assassination?
ADA: When a character
has 2 or more
professions and the abilities
of 1 are class-specific
in any way (such as thief
abilities),
special effects gained thereby
apply only
when all restrictions of
that class are also
applied. Thus, a thief gains
backstabbing
multipliers only when attacking
as a thief,
using the thief "to hit"
chart, and using a
club, dagger, or sword.
While
we're on the topic of thieves, here
are a few other observations.
Though the
books are not explicit about
it, backstabbing
multipliers should be given
for melee only;
a club or dagger may certainly
be thrown,
and with +4 bonus for a
surprise rear
attack, but no multiplier
applies. In the case
of surprise segments, only
the 1st attack is
fully by surprise, if it
misses, subsequent
hits still within the "surprise
segments"
period do not gain the multiplier
(though
such attacks may still gain
the standard +2
bonus "to hit" vs. the opponent's
rear).
And finally,
the DM's judgement is
required when a thief is
using a magically
glowing sword or dagger
(which, even if
invisible, sheds light).
1st, the DM
must decide if such light
is of torchlight
strength (as the light spell)
or nearly
full daylight (as the continual
effect). 2nd,
the DM must consider the
victim's
sensory capabilities; certain
monsters have
no sense of light. (These
are usually even
harder to surprise, though,
as they depend
on sensations of temperature,
air movements,
et. al. for sensory
input.) When the
victim is a creature with
eyes or the equivalent,
and the thief employing
a glowing
weapon of light intensity
equal to or less
than that of the surroundings,
the thief
might (due to invisibility,
position, etc.) be
able to gain complete surprise,
and therefore
the backstab multiplier.
But when the
weapon light is more intense
than that of
the surroudings, no "total
surprise" is
possible, and no backstab
multiplier will
apply.
(Polyhedron
#24)
All about the druid/ranger
A classy explanation, better late than
never
by Frank Mentzer
Editor's introduction
"Both elven and half-elven
characters can
be druid/rangers, or
can be triple-classed as
druid/ranger/magic-users."
<note: not according to Dragon 103, for
druid/ranger/magic-users>
Little did we realize
the uproar that
would follow the publication
of that single
sentence in issue #96,
near the end of Gary
Gygax's article on "New
jobs for demihumans". <All race/class combinations are listed here.>
" As scores of people
have pointed
out to us since then,
the job of druid/ranger
is impossible to qualify
for under the existing
AD&D®
game rules.
It quickly became obvious
that an explanation
was in order even if
it had to be
after the fact. This
Eager-to-Please Editor
imposed upon Frank Mentzer
to prepare an
essay that would describe
how and why this
"illegal" class combination
could -- and
should -- be possible.
Frank was more than
happy to comply, and
Gary also gave this
piece of writing his
stamp of approval --
tacking on the final
paragraph which appears
here and leaving the
remainder virtually
unchanged. So here, without
further
delay is the rest of
the story.
Though the druid/ranger is
permitted in
the AD&D®
game rules, an alignment
conflict is obviously present.
But the combination
is equally obviously logical;
both
classes are woodland-oriented.
Then again,
why should high-level rangers
gain druid
spells, even when their
alignments are
radically different from
those of the deities
who grant such spells?
First, allow this multi-class
combination
only for characters of the
Neutral Good
alignment. For a rationale,
consider the
behavior and philosophy
of each class in the
context of the campaign.
Druids, on the whole, minimize
their
association with "civilization,"
usually
shunning the settlements
of humans and
humanoids for their beloved
wilderness. To
the truly Neutral druid,
"each thing exists
as
a part of the whole, one as a check or
balance
to the other, with life necessary for
death,
happiness for suffering, good for evil,
order
for chaos, and vice versa." (See
DMG, page
23.) The druid lovingly tends
the balance of all things,
epitomized by
Nature herself, while accepting
the undeniable
fact that Nature is sometimes
cruel --
survival of the fittest,
and all that.
The actions and beliefs
of a druid in the
game are "good" -- not in
the alignment
sense, but in the common
meaning of "beneficial."
Strictly within the druid's
milieu,
the druid considers his
or her actions as
"good" (more precisely,
"best") for all
things everywhere.
A ranger, on the other hand,
is required
to have a Good moral alignment:
"Each
creature
is entitled to life, relative freedom,
and
the prospect of happiness. Cruelty and
suffering
are undesirable." (Again see
DMG, page
23.) This moral perspective of
the ranger, who deals with
"civilized" areas
much more often than the
druid, is closely
tied to relationships, and
to the welfare of
other beings. In relation
to Nature herself,
the ranger's outlook is
very neutral-oriented.
The balance of Nature is
a
"good" thing (lower-case
"g," as opposed
to "Good" alignment). The
primary divergence
between the ranger and druid
philosophies
is in their attitude toward
suffering
individuals: The ranger
will always try to
help, while the druid might
look on, believing
that even suffering has
its place and
purpose.
The NG ranger may thus be
considered nearly true Neutral
when functioning
in the realm of Nature.
PC
druid/rangers are thus permitted,
if of that alignment. Druids
and Neutral
Good rangers can be quite
friendly toward
one another -- the druid
considering the
ranger as a "soul nearly
saved," and vice
versa.
As to rangers of other alignments
--
CG and LG -- one can
only speculate as to the
reasons why they
are granted druid spells.
The druid deity (or
deities) might consider
any ranger's respect
for and good treatment of
the realm of
Nature as deserving of such
boons. If so,
the thoughtful ranger should
realize that his
or her actions in variance
to the true Neutral
ways will be balanced, in
the long run,
by someone else's converse
actions -- perhaps
those of the local druid,
"repairing the
damage" caused by excessive
Law, Chaos,
or Good.
Moral extremists -- those
rangers who
are notably and constantly
(i.e. excessively,
to the druid) Lawful or
Chaotic -- might be
denied spells by the DM,
having strayed too
far (again, from the druidical
perspective)
from the balance of all
things. If the DM
excludes rangers of certain
extreme alignments
from spell acquisition,
the players
should first be informed
of this, whether
their rangers are of low
or high level.
As a final note, research
into the ways of
ancient druids can help
flesh out the class
and its campaign activities.
Druid beliefs
were historically anchored
in a gnostic
monotheism, the worship
of a Great Mother
of All (known by different
names in different
times and places). Druidism
evolved
from an early matriarchal
stage, limiting
the priesthood to females
only (and hence
giving rise to the woodland
females, dryads
et al.), to the later more
open stage, allowing
males. Traces of druidism
were found as
late as 1874, in Russia.
Acorns and oak
leaves are still used in
wreaths and harvest
decorations, and many towns
hold seasonal
ceremonies at great oak
trees. To some
extent, the remnants of
the ancient religion
persist to this very day.
Of course, AD&D gaming
seeks only to
base its fantasy upon historical
actualities,
and it in no sense suggests
reality or the recreation
of supposed pagan practices.
A
sound knowledge of history,
however, and
an understanding of ancient
and medieval
culture, will certainly
enhance the enjoyment
of a campaign
and enable the DM to
add much to the milieu.
* * * *
I can?t agree at all with
Frank Mentzer's
justifications for a druid/ranger;
whatever rationale
he may offer, druids are
neutral and rangers
are good ? the two mix like
oil and water. I?ll
grant that a druid/ranger
would be a natural
combination if rangers were
neutral or druids
were good. But they aren?t,
and no amount of
rationalization will make
them compatible.
Since we?re dealing with a
fantasy game, there
are only a few essential
criteria by which we need
judge a change or addition
to the rules: It must
increase the fun of the game,
or at least not
diminish it; it must be internally
consistent and
readily comprehensible to
those who use it, thus
promoting the ?willing suspension
of disbelief?;
and, finally, it must fit
smoothly within the milieu
of the game as a whole, lest
it stand out like a
botched chord in a sonata
? a real clinker.
I?m sure the druid/ranger
would be fun. Any
new and highly powerful class
would certainly be
a blast to play, at least
for a while. But I fear that
the druid/ranger fails the
rest of the test. It is an
oddball because of its alignment
conflicts. The
attempt to explain it is
clumsy and does not make
the class any more believable.
For example,
reread the section wherein
Frank tries to explain
how a ranger can be neutral
in regard to Nature
(and when is he not in Nature,
really?) and good
from the point of view of
civilization (which is still
a part of Nature). No, this
won?t do. In the end,
his exercise in mental gymnastics
only succeeds in
befuddling the reader.
It is much easier to justify
a continuing separation
between druids and rangers,
while still
allowing rangers to use druidic
magic. To wit:
The gods created the ranger
to protect the civilized
peoples from the depradations
of creatures
both monstrous and mundane
that reside in the
wildlands. His task involves
spending much time
alone in hostile country,
and so they granted the
ranger special powers to
enhance his ability to
survive and carry out his
mission. Among these
powers was the ability to
learn and cast low-level
druidic spells, an ability
which does fit in logically
with the class and its mission.
But why were the druidic spells
kept at a low
level? I think a simple answer
lies in the alignment
difference between rangers
and druids. The
gods who rule Nature recognized
that rangers
serve their purposes to a
degree: by battling the
creatures of evil, the rangers
help to restore the
balance. And so it was natural
for them to grant
rangers some druidic
spells.
On the other hand, rangers
are committed to
good, a commitment which
is only a little less
strong than a paladin?s,
if at all. Since rangers are
thus dedicated to upsetting
the balance of good
vs. evil, it is not in the
interests of these gods to
allow rangers to actually
become druids; to do so
would be to place them into
competition with the
gods? own servitors, the
pure neutral druids.
We may therefore understand
why druids and
rangers may cooperate, for
they often have
compatible interests. But
we must recognize that
their goals may also conflict.
In essence, to create
a druid/ranger multi-class
is to create a class with
a massive, inherent internal
contradiction. It
simply isn?t believable.
Anthony Ragan
Los Angeles, Calif.
Dragon
#102.
* * * *
Question: How do racial limits apply to multi-classed characters?
Answer: The same way
they apply to everybody else: absolutely.
XP are always divided evenly
between all the pro-
fessions of a multi-classed
character, even if the character is
not able to attain a higher
level in one or more of those classes
because of race. A half-orc
C/A
could become a
high-level assassin, but
would never achieve clerical expertise
of higher than 4th level.
A single-classed assassin needs 6,000
experience points to rise
from 4th to 5th level, but this half-orc
actually has to earn 12,000
experience points to get credit for
5th level, because half
of everything he gets must go toward
paying his dues to the cleric
class. (Only a half-orc can be smart
enough to be an assassin
and still dumb enough to want to be a
cleric at the same time.)
*
*
*
General Karthos wrote:
Hi Gary, I'm not sure if
I thanked you last time for the help with the large-sized human. If I didn't
thank you. If I did, thank you again. And now I have another debate-related
question.
If a fighter/thief attacks from behind with intent to backstab, must he use his thief Thac0 to make a backstabbing attack?
Those who say he must, say he must because backstabbing is a thief ability, so only thief Thac0 should be used to calculate chances of a hit, citing the Cleric 5/Magic-user 5 who can only cast magic-user spells as a 5th level magic-user because spell-casting is a magic-user only ability.
Then there are those (like myself) who say that fighter Thac0 can be used. A similarity I'd draw would be that a thief making a save to avoid a trap he sprung when trying to disarm it would use the most favorable save, even if it wasn't thief related. Attacking from behind is not a thief-only ability, just the backstab multiplier, (and the +4 bonus from behind), which do go up slower, as they are based only on thief level.
Finally, I thought that Thac0 was something where you ALWAYS use the best Thac0 when making an attack as a multi-class character.
Of course, I could be wrong, so I put it before you, to "settle the debate."
Welsome, of course:)
As backstab and its bonus
damage is a Thief ability, the thief PC must use his THAC0 number to determine
the success of the attack, indeed.
If the target is unsuspecting,
then there is a bonus to the roll, a +4 IIRR.
I was playing a thief in
a OAD&D game run on the tabletop by my
son, Ernie.
It was a large multi-player
miniatures-based one where a number of PCs and their associates were attempting
to gain a potent artifact.
I learned that a nighthag
PC had the item, attempted a backstab, and rolled a 1.
Needless to say, that was
the end of my character...
Cheers,
Gary
Fighter/Thief Note
Fighter/Assassin:
This combination gives excellent missile and melee
combat ability, plus assassination
and stealth potential. Hit points are
good. Half-orcs may be fighter/assassins.
Fighter/Magic-user/Thief:
Combat, spell, and stealth capability
given to the character who
opts this multi-class combination. This is a very
powerful mix. Hit points
are good (5% + 2% + 3% = 11% + 3 = 4) on
the average. Elves and half-elves
may be fighter/magic-user/thieves.
Magic-user/Thief:
This combination does not offer all of the options open
to a fighter/magic-user/thief,
but advancement is usually more rapid.
Average hit points are fair,
i.e. 3 per level. Elves and half-elves may be
magic-user/thieves.
Illusionist/Thief:
See Magic-User/Thief above.
Gnomes may be illusionist/thieves.
Optional Rule: Some
GMs limit elven and half-elven fighter/
magic-users and fighter/magic
user/clerics in respect of the
armour they may wear while
casting spells. If this optional rule
is in play, such a character
may only cast arcane spells if unarmoured--
unless they are wearing
elfin chain. The character may still
cast divine spells regardless
of the armour he or she
is wearing. (This rule assumes
that elfin chain is specially designed
to allow fighter/magic-users
to wear it.)
- OSRIC
Q: What multiclassed
options
open to thief-acrobats?
A: Thief-acrobats
are treated as thieves for
determining what multiclass
combinations
are available.
(139.68)
Q: Can assassins opt
to become thiefacrobats
as multi- or dual-classed
PCS?
A: No, they cannot.
A subclass cannot be
combined with another subclass.
(139.68)
Q: Are half-orcs the
only race that can
become cleric/thieves?
A: If you are using
just the Players Handbook,
this is indeed the case.
If you are
using Unearthed Arcana,
the following
races can become cleric/thieves:
gray
dwarves; dark, gray, high,
valley, and
wood elves; deep and surface
gnomes; all
types of halflings; and
half-orcs. Note that
an expanded table of allowable
multiclassed
options was published in
issue
#103 of DRAGON Magazine,
on page 49.
(139.68)
Q: Are druid/illusionists
possible in
the AD&D game?
There are druid/
magic-users.
A: No. A subclass
is not allowed in a multiclassed
combination just because
the main
class is. In the case of
the illusionist class,
only the gnome races can
be multiclassed
illusionists of any sort
because these races
have a predisposition toward
the illusionist
profession. Elves, who can
be druid/magicusers,
can?t become illusionists
at all.
(139.68)
Q: Which races can
become magicuser/
assassins?
A: Dark, gray, high,
valley, and wood elves
may become magic-user/assassins.
(139.68)
Q: Can a multiclassed
fighter/thief
use his specialization bonuses
in a
back-stab attempt?
A: No. Only single-classed
fighters may
specialize (see ?Arcana
update, part 1?
in DRAGON issue #103, page
113).
(139.68)
Q: Can a multiclassed
fighter/magicuser
wear full plate armor?
Yes, multiclassed magic-users
(not dualclassed)
may wear the best armor
allowed
by their classes, However,
only elves may
wear armor and cast magic-user
spells (see
the Players Handbook, page
33, top of
second column).
Q: What multiclass
options are open
to barbarians and cavaliers?
A: None, The barbarian
subclass is open
only to humans, and humans
are never
multiclassed characters.
An elven or halfelven
cavalier (strictly speaking)
cannot be
a multiclass character as
such a combination
is never mentioned in the
rules as a
possible combination; this
also applies to
half-elven paladins. Human
cavaliers and
paladins cannot be multiclassed,
but in
theory could be dual-classed.
However, a
dual-classed cavalier or
paladin also seems
to run against the single-minded
nature of
those classes. You might
consider a restriction
on dual-classed cavalier
types that
only the cleric class can
be adopted as the
other class.
(139.68)
Q: What are the rules
for singleclassed
demi-humans adding a second
class, or multiclassed
demi-humans adding another
class?
A: There are none.
Multiclassed demihumans
must be multiclassed from
the
start; they can?t add more
classes later.
(139.68)
Q: When can my fighter/illusionist
use weapon specialization?
Are
there any penalties for
doing so?
A: Your fighter/illusionist
might not be able
to use weapon specialization
at all. If he is
a multiclassed fighter/illusionist
(and therefore
a gnome, the only race in
which this
combination is allowed)
he is not singleclassed
and cannot specialize.
If he is a dual-classed
human he may
specialize only if he was
an illusionist first.
If the character started
play as an illusionist,
he could specialize in a
weapon when
he began learning the fighter
class, and
would not incur any penalty
except that
he would have an illusionist?s
hit points
(see the Players Handbook,
page 33).
(139.68)
Q: At what level do
multiclassed
spell-casters cast their
spells? I
assume that the levels are
cumulative,
so that a 7th-level fighter/7thlevel
mage would cast his spells
at
14th level.
A: A multiclassed
character?s levels are not
cumulative for any purpose.
The fighter/
mage in your example casts
magic-user
spells at 7th level. If
the character were a
7th-level cleric/6th-level
magic-user, he
would cast clerical spells
at 7th level and
magic-user spells at 6th
level.
(139.68)
Q: Do multiclassed
characters get all
of the proficiency slots
of all of their
classes? If so, are they
free to use
any of their slots for any
of their
classes?
A: Multiclassed characters
have proficiency
slots for all their classes.
All these slots are
not lumped together, however;
they
remain separated by class.
A fighter/thief,
for example, who chooses
to attack as a
fighter suffers the fighter
nonproficiency
penalty if he uses a weapon
with which he
is proficient only as a
thief. Likewise, the
fighter/thief may only back-stab
with a
weapon allowed to the thief
class.
(138.68)
BTW, for a multi-class character,
the highest level and half of the second and third levels are added to
discover effective level.
In such hase the uppermost
range might apply, viz. 3rd level fighter, 3rd level thief, = 4.5 which
falls into the uppermost rage above.
Cheers,
Gary
Dragon Fire wrote:
Mr. Gygax, we are debating
this in another thread:
Why are elven F/MU's (also
F/MU/T's I imagine) and Rangers allowed to cast magic-user spells while
wearing armor and other classes not?
Does this only apply to
elven F/MU and not half-elf ones also?
That rule was to stifle
complaints from Tolkienists about elves in the D&D game not being sper-human.
Half-elves
were not given such a break.
cheerio,
Gary
dcs wrote:
gideon_thorne wrote:
I dunno if its accurate.
But poke around on Page 16 of the AD&D 1e PHB and look under the strictures
of Elves via multiclassing.
As I thought, it is not just elves but all "non-human and semi-human race characters who are multi-classed." Under "Fighter/Magic-user" on pp. 32-33 this is stated explicitly without reference to a particular character race (although it notes that "Elves and half-elves may be fighter/magic-users"). So Elves aren't an exception, as they are in 2e AD&D; they follow the same rule as everyone else. All multi-classed characters, no matter what their race, can use the most favorable armor according to their character classes, with the exception of multi-classed thieves, who can't perform thief functions in armor heavier than leather armor.
The
fact is that only elven chain was allowed for castng of magic-user spells
in my capmaign.
A
multi-classed elf could manage to get away with wearing even plate armor
and casting, but not thieving, but not a half-elf, or gnome.
Actually, whatever suits
the DM and the player group works for me!
Cheers,
Gary
<confirm that is the full
quote>
Bombay wrote:
Hey Gary,
Hope your feeling better, i've put a good word in with the man upstairs.
I was Curious how you would tally up a multilcass 1st level Ftr/Magic user whos Con is 18. 1's rolled for each. Would it be:
(1+1+4)/2 = 3
HD+HD+con/2
or
(1+1+4+2)/2= 4
HD+HD+Con+Con/2
Are you suppose to give the
con bonus for each class? Or just the highest class? I have always played
it as the 1st example, but the more and more I read it and think about
it, I think it should be the 2nd example and give the con bonus to each
class.
Howdy bombat!
Thanks, and all the prayers
for me are truly appreciated.
I feel well enough, but
the condition is there...
As for the Con bonus, I would give it for both classes, the second example you state above.
Cheerio,
Gary
SemajTheSilent wrote:
O Worshipful One,
An AD&D question here...I know you're probably sick of them...but I'll ask anyway. ;)
In 1st edition, the rules for calculating HPs for multiclassed PCs are a little vague. Where does any adjustment for CON come into play at 1st level and gaining subsequent levels? For example:
1/1/1 C/F/MU with 18 CON. Is it:
(d8+d10+d4)+3 and then divide by three? Or...
[(d8+2)+(d10+4)+(d4+2)]/3?
In either case, how are CON bonuses handled with uneven level gain...which happens most of the time?
I appreciate any answer you
give.
Heh!
Spot on. I am truly bored
with answering OAD&D questions, as the
system is long gone from my purview.
Nonetheless, I shall oblige
a fellow gamer desiring my input in reagrd to it.
Each HD and Con bonus is calculated separately, so "[(d8+2)+(d10+4)+(d4+2)]/3" is correct.
When a level is gained in
one of the classes of the multiclassed character,
the HD and bonus are found,
then one-third of that total
is added to the HP total of the character.
I always round down below
.6, not .5...
Cheers,
Gary
uaintjak wrote:
Hello Gary, and welcome
back! Hope you're feeling much improved.
On the off chance that you do feel better, I figure I'll make you feel worse by asking you an AD&D question
I'm rereading your Gord novels and quite enjoying them (much more so than the first time I read them, actually), and I noticed that the cavalier Dierdre is mentioned as being a former cleric (so presumably you envisioned her as a character with two classes). Also, in Sea of Death, Eclavdra is mentioned as having a couple of half-drow minions, cavalier/magic-users.
I wondered if you included such multi-classes in your own game, and if so, how they worked out. I'm toying with the idea myself, but since you speak with the voice of experience, your input would be helpful.
<bold added>
Howdy!
While i was pretty liberal
in allowing dual- and multi-classed PCs in my campaign, those characters
mentioned in the Gord yarns were generally not even NPCs in it.
There are exceptions such
as Obmi and Keek, as well as actual PCs such as Curley Greenleaf and Melf.
I played a half-orc cleric-assassin PC for sa brief time in Rob's campaign.
Having such PCs in a campaign
shopuld cause no problem if the challenges they encounter are commensurate
with their abilities.
Rob saw to it that my half-orc
didn't survive very long...quite proper for such a villain that associated
with a pack of like scoundrels.
Cheers,
Gary
Joe Maccarrone wrote:
Ooh, I'll chime in with
a related question, as DA BEARS are down at the half...
Would you (if running the adventure today) change the Drow nobles to cleric/cavaliers instead of cleric/fighters, to bring them in line with UA, or leave 'em as written?
I like the idea of Drow cavaliers mounted on lizards or nightmares! I'm not sure about calling them multi-classed cavaliers (considering the training demands of the cavalier class), but could easily conceive of those dark elves as dual-classed -- first training as cavaliers, then gaining their (usually higher) cleric levels.
Thank you, kind Sir...
Back to DA BEARS!
Hi Joe,
Too bad that the only one on DA BEARS that showed up for the game yesterday against the Colts was Devin Hester
Anyway, I would probably
retain the bulk Drow male nobles as cleric/fighters
and make Drow female nobles cleric/cavaliers.
I prefer keeping the males
inferior thus to the Dark Elf females.
Cheers,
Gary
<bold added>
Quote:
Originally posted by
Cias the Noble
5. How do you handle the
attack/saving throw rolls for dual-classed humans?
I know the Oriental Adventures
book said that a dual-classed human always uses the best table, but the
earlier books do not mention anything about this;
I am coming to realize that
some of the later AD&D books deviated
from your original intent for the game on some issues.
On a related note, when
a dual-classed or multi-classed fighter/thief attempts a backstab, do you
roll on the thief attack matrix or the fighters?
Is the character restricted
to using only weapons allowed to thieves when backstabbing?
I always allowed the most
favorable saving throw number for dual/multu-classed PCs, just as is indicated
in the OA book.
When a PC is acting in a
way specific to one of his classes, the backstab you note being specific
to the thief class, then the attack would be as a thief backstabbing.
the multi-classed fighter-thief
can use all the weapos of both classes, but class specific actions performed
might well be hindered or impossible if such weapons (or armor) normally
excluded are there to interfere with them. For example, a dagger or short
sword is about all that can be used when backstabbing, nit a long sword,
as one needs to be up close and aim. attack unnoticed.
Cheers,
Gary
Quote:
Originally Posted by Melkor
Hi Gary,
I'm reading through the old AD&DPHB and DMG, and all these questions are popping up. I'll make this one a little less involved than my previous question.
I noticed that the DMG
states that a Multi-Class character uses the "best value" of his classes
on the Attack Matrix.....Is the same applied to Saving Throws ?
A multiclass character uses
the best value between the two classes ?
Thanks!
Originally Posted by ScottGLXIX
Melkor, check the DMG,
bottom left of p. 79,
"Multi-class characters,
characters with two classes, and bards check the matrix for each class
possessed, and use the most favorable result for the type of attack being
defended against."
Scott
Hi Melkor
ScottGLXIX covered the question
you had perfectly.
Indeed, the most favorable
number is used by those PCs with more than one possible for attacks and/or
saving throws.
Cheers,
Gary
<that specific quote (Case
C) actually applies to monsters [sic], not classed PCs or NPCs>
Quote:
Originally Posted by tenkar
Gary, you're making me want
to dig thru my closet to find my 1st Ed AD&D
books.
Back in the day my players
generally weren't looking to multi-class unless the group was small and
they needed the flexiblity.
That is a good point indeed!
When only two or three players
generally adventure it is typically necessary for them to play multiple
PCs or else be multi-classed.
Quote:
Originally Posted by tenkar
Ah well, it all went down
hill with the 2nd edition anyway
Now there's an observation
with which I have no disagreement <paranoid>
Cheerio,
Gary
Quote:
Originally Posted by Gray
Mouser
Good points here, Gary. I prefer level limits for demi-humans, and use either the PHB version or, depending on campaign and players, raise level limits for single-classed demi-humans by 2 but keep the multi-class level limits as is in the PHB. I can't recall when I came up with this rule, but I recently reread UA (which is where I originally though it was from) but the level limits there seem somewhat different (especially with all of the subraces added in). I think it was from a Dragon article you penned at some point, shortly before UA came out. You have any recollection of such an article by any chance?
Actually, I don't recall,
but your idea of raising the level limit by two for a single-classed eemi-himan
character is reasonable,
and upping it by another
step would be acceptable is the character had exceptional stats.
Quote:
Originally Posted by Gray
Mouser
Anyway, as you said above,
with no level limits demi-human races based on human mythology goes the
way of the Dodo, to say nothing of fantasy literature models. I can't remember
off hand any author who has demi-humans in control of their fantasy world
settings. Even JRRT, whose elves were fascinatingly powerful in the early
ages of Middle Earth, eventually gave way to the world of men. As an aside,
I think many (the majority?) of D&D players think of JRRT when they
think of elves. After reading Three Hearts and Three Lions and seeing
the presentation of elves, dwarves and trolls that Poul Anderson has I
think I have a better understanding of what you had in mind for D&D
races (at least to some extent). Any other literary works influence you
in this area? (And am I even right about it in the fiorst place?)
Gray Mouser
Indeed, I do not believe
that having unlimited levels for demi-humans can support a humanocentric
campaign.
without humanocentrism,
there are no sources availabel to the GM to create his world setting.
As for the depiction of elves,
I am not one who looks to Tolkien.
D&D elves are not super
beings, not taller or generally more powerful than humans.
I used myth, legend, folklore,
fairy tales, and authored fantasy such as Poul Anderson's works for inspiration
in regards the paramaters of elves.
Of course, the varieties
develped do reflect the Professor's work.
after all, I desired to
have the game to appeal to his fans.
Cheers,
Gary
Quote:
Originally Posted by Storm
Raven
And also not about arguably
multiclassed characters like Conan? I can come up with a dozen characters
from mainstream fantasy literature that are best represented by multiclassed
combinations, and none of them are comic book superheroes.
Conan multi-classed? you
must have read different REH yarns than I did.
Conan is an archetypical
swords & sorcery barbarian, and
his thievery was all by use of his brawn, superior reflexes, and savage
abilities.
Besides fighting and stealing,
what else could he do that is worthy of awarding another class?
Bah,
Gary
Quote:
Originally Posted by tenkar
Just an aside to the multi-class
issue:
Multi-classing in the 3rd edition rules is much more powerful then 1st edition rules. 3rd edition characters get a total some of class traits, including HP and THACO (or BAB) and the flexibility of using class abilities from the multiple classes. 1st edition characters had reduced HP and THACO compared to others of their EX Point totals. This balanced the advantage of flexibility that multi-classing gave.
3rd edition is a game that runs at a higher power level, which appeals to the masses.
Reminds me of the movie Spinal
Tap: "This one goes to 11"
Heh,
I'd describe the appeal as being to the munchkins and power-gamers, but that's just my opinion.
I can state with certainty
that the number of 3E players is less than the number that played OAD&D
in its heyday, c. 1983-5, so referring to "masses" is not correct.
"Masses" play computer seek
& destroy games
Cheers,
Gary
Reduce - Reuse - Recycle