Multi-Class Characters
Multi-classing lets a character pursue two or three classes at once. It offers exceptional versatility, but requires separate experience records for each class. Before choosing to multi-class, make sure that you, and your GM are comfortable with the extra bookkeeping.
Choosing Classes
Section titled “Choosing Classes”When you create a multi-class character, you can select two or three classes for your character to be. You must meet the Class Requirements of every class you choose. Some classes cannot be part of a multi-class character; this is listed in their Class Requirements.
You cannot choose a class that grants a keyword you already have. For example, you cannot be a Cleric\Theurge, because both the Cleric and Theurge grant the Priest keyword. You can be a Cleric\Fighter, because the Cleric grants Priest and the Fighter grants Soldier.
Experience
Section titled “Experience”Track experience separately for each of your classes. Divide all general XP evenly between them. If the XP does not divide evenly, you choose which class receives the remainder.
For example, a two-class character that earns 100 general XP gives 50 XP to each class. A three-class character that earns 100 general XP gives 33 XP to two classes and 34 XP to the remaining class.
Keyword Experience
Section titled “Keyword Experience”Keyword XP is granted to the class that gave you the keyword. Do not divide keyword XP between your classes. Instead, reduce it by 30% if you have two classes, or 45% if you have three classes.
This is a reduction of 15% for each class in your multi-class. Keyword XP is not affected by the general XP division. Apply that class’s prime requisite bonus as normal.
Prime Requisites
Section titled “Prime Requisites”Each class earns bonus XP from its own prime requisite. This means you may apply a different bonus to each class.
For example, a Fighter (Brawn)\Magic-User (Logic)\Thief (Savvy) with 16 Brawn, 13 Logic, and 10 Savvy gains +10% more Fighter XP, +5% more Magic-User XP, and +0% more Thief XP.
Class Tables
Section titled “Class Tables”When you create a multi-class character, you are able to take aspects of each classes class table to determine your actual abilities.
Combat, Skill, and Saving Throws
Section titled “Combat, Skill, and Saving Throws”For Combat Bonus, Skill Bonus, and each Saving Throw, compare the values on all of your class tables and use the best one. Use the highest Combat Bonus and Skill Bonus. For Saving Throws, use the lowest target number.
You do not have to use all of these values from the same class. A Fighter\Cleric may use the Fighter’s Combat Bonus, the Cleric’s Skill Bonus, and whichever class has the best value for each Saving Throw. If either class gains a level, compare the tables again.
For example, a 5th-level Fighter\3rd-level Magic-User has a +4 Combat Bonus from Fighter and a +1 Skill Bonus from Magic-User. Their saving throws are Doom 12, Device 13, Binding 12, Breath 13, and Spell 13. The Fighter provides the best values for Doom, Device, Binding, and Breath, while the Magic-User provides the best Spell save.
When a class gains a level, roll its Grit as normal, then divide the result by the number of classes you have. At 10th level and beyond, divide that class’s static Grit gain by the number of classes instead.
If this division results in a partial number, track the remainder. When your tracked remainders add up to 1, you gain 1 Grit.
For example, when a Cleric\Fighter’s Cleric class gains a level, they roll 1d6 + 2 and divide the result by 2. If the result is 5, they gain 2 Grit and track a remainder of 0.5.
When their Fighter class later gains a level, they roll 1d8 + 3 and divide the result by 2. If the result is 7, they gain 3 Grit and track another remainder of 0.5. Their two remainders add up to 1, so they gain 1 additional Grit.
If the Fighter’s result had been 6 instead, they would gain 3 Grit and keep their existing remainder of 0.5. This can be trickier for three-class characters, but it is critical to track the remainders.
Class Features
Section titled “Class Features”When one of your classes reaches a new level, you gain all of that class’s features for the level it reached.
Keyword Feature and Establishment are character features, rather than class features. You gain each of these only once: Keyword Feature when the first of your classes reaches 5th level, and Establishment when the first of your classes reaches 10th level. When choosing either feature, you may choose from the options available to any keyword you possess, regardless of the level of the class that granted that keyword.
Spellcasting
Section titled “Spellcasting”Spellcasting is a class feature. If more than one of your classes grants spellcasting, treat each class’s spellcasting separately. Do not combine their spellcasting features, spellcasting tables, or other spellcasting benefits.
You cannot share spell slots between classes. Thus, if you are playing a Theurge\Magic-User, you can only prepare Theurge spells in Theurge spell slots, and Magic-User spells in Magic-User spell slots. Effectively, for all intents and purposes, you track spell casting separately for each class.