User:Average/Multiclassing

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Multiclassing is a method to combine classes to make more sophisticated variants or to gain skills from other classes.

There are two ways to multi-class: as Ronin or as regular player. Ronin have no god -- they wander without the extra luck of the gods. Ronin have only one predominant class at any time and only get the advantages of their other classes when they re-earn XP. They can keep their XP between predominant class changes ONLY if they have enough gold (10gp per 1000XP). Other players earn XP on each class simultaneously and it takes work, not gold. They can choose to use to XP to level which ever class they desire, but they must give a certain minimum (generally whatever the cost is to make it past level 1) for each class each time. This is a maintenance fee for the DM.

There is one class where you can jump immediately to the same level as your present class: Cleric. If all your XP are exceedingly well-aligned, you can simply merge a cleric class right along your XP chain. Boom.

You can stack classes at any time, if you are under one of the gods. That new class starts at level 1 without XP. If you are ronin (without any gods), you have to sacrifice your XP to multi-class or sacrifice lots of gold. This is the primary method for those without any gods -- they level faster

If the former: the XP you get from your adventurers should be distributed as fairly as you can per your actual use of each classes skillsets. (Your fighter might only have 900XP, but your cleric has 10k XP. If choose to use an edged weapon, give the XP to your fighter, if you chose not to fight and healed 10000XP worth of HP, then give it to the cleric.) Your skills should all be distributed to one of your classes. If you want a skill outside the classes that you have, you have to multi-class or have another party member with the class. But that's fine: D&D is more fun with more people.

The latter, you get your skills back once you get to the old level.

STUB If you use the former, you're power is related to your fab. How much of your other class are you "wearing" on yourself? If y have to have a special piece of equipment that you must change to use it's power and adopt that class. OR you can use bits of equipment that always stays on but your power in the class is diluted.

other classes lose become super-classed and get to take one of the class-names below as part of your title.

There are two ways to combine classes: class-stacking and the multiclassing method written here. The former is for choosing at the beginning of your character. This method is for changing classes as you go. Whether you get to keep the skills/spells/etc gained from prior classes depends on whether you pay to keep the XP of that class. If you wish to keep your XP, you will have to pay 1% the amount in gold pieces STUB. Payment goes to the DM to acquire and build dwellings, nice weapons and artifacts, etc.

If you concoct perfect names for them, they don't cost you, but you may have to track different levels for each. It takes sacrificing some experience and/or money (if the DM has to imagine your tier path). STUB

If a player makes a perfect name for his multi-class, it can level normally. A Cleric + Explorer = Monk for example. In such cases, they may have to track two separate levels which need half of their normal experience. A Craftlan + Fighter, still has to sell wares, but may do so at a slower pace, while their fighter keeps levelling.

Leveling may require more effort, because you have to track the development of each.

Dragonkind race can sprout another head when multi-classing. For others, it transforms into epic appearance.

Some examples of double-classing, taking the predominant traits:


To get a sense of the power of these classes, combine these double-classes and these quadrupal-classes get so powerful, there's hardly names for them:

  • Politician + Star Explorer = Fleet Captain?
  • Politician + World-Keeper = God?
  • World-Keeper + Dreamer = Messiah?
  • Star-Explorer + Dreamer = Buddha?