Character class refers to the profession of the player character. The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class (or multi-class).
Clerics principally function as supportive, although they have some offensive spell power and are able to use armor and weapons effectively. Druids are a sub-class of cleric who operate much as do other clerics, but they are less able in combat and more effective in wilderness situations.
Fighters generally seek to engage in hand-to-hand combat, for they have more hit points and better weaponry in general than do other classes. Paladins are fighters who are Lawful Good. At higher levels, they gain limited clerical powers as well. Rangers are another sub-class of fighter. They are quite powerful in combat, and at upper levels gain druidic and magic spell usage of a limited sort.
Magic-users cannot expect to do well in hand-to-hand combat, but they have a great number of magic spells of offensive, defensive, and informational nature. They use magic almost exclusively to solve problems posed by the game. Illusionists are a sub-class of magic-user, and they are different primarily because of the kinds of spells they use.
Thieves use cunning, nimbleness, and stealth. Assassins, a sub-class of thief, are quiet killers of evil nature.
Monks are aesthetic disciples of bodily training and combat with bare hands.
Each class is detailed fully in succeeding paragraphs. It is up to you to select what class you desire your character to be. Selection must be modified by abilities generated and possibly by the race of your character.
The following tables will enable you to determine the major differences between character classes at a glance. Specific comparisons must be done in light of the detailed information given in the sections which discuss the individual classes in question.
Note that non-human and semi-human race characters who are multi-classed are typically bound by the limitations of the thief class only. That is, a fighter/magic-user can benefit from both armor, weaponry and spells; a fighter/thief is limited by the constraints of the thief class.
Class of character is self-explanatory. Multi-classes have been omitted, but certain facts pertaining to them are given hereafter.
Hit Die type shows the type of die to be rolled by a character of the appropriate class at each level of experience he or she has gained so as to determine how many hit points the character has. [Multi-classed characters determine their hit points as specified in the section below, Multi-class Characters.]
Maximum number of hit dice assumes that the character has no racial limitation to prevent rise commensurate with the number of hit dice. Note that additional hit points are still gained with increase in level, even though no additional hit dice can be, in those cases where there is no class (or race) level limit.
Weapon Proficiencies. Initial [# Proficiencies] shows the number which the character may select to be proficient with, i.e. a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons. Non-proficiency Penalty indicates the subtraction from the character’s “to hit“ dice which applies to attacks by the character using such a weapon in missile or melee combat. [Additional Proficiencies] gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at 5th level the cleric selects another for a total of three, at 9th level the total is four, at 13th five, etc.
Weapons. This heading includes any magical weapons of the type named unless use by the class in question is specifically proscribed in the description of the magic weapon. A thief may use a short sword, broad sword, or long sword but not a bastard sword or a two-handed sword.
N.B. Characters under 5 ft. height cannot employ the longbow or any weapon over 12 ft. in length. Those under 100 pounds of body weight cannot use the heavy crossbow or pole arms in excess of 200 gold piece weight equivalent, including two-handed swords.
The choice of weapons used by your character might be circumscribed by the class of your character, but selection is otherwise a matter of your preferences based on various factors presented hereafter. Of course, the initial cost of the weapon might affect your selection at the beginning.
Beyond this consideration, there are factors of size and weight. The damage inflicted by the weapon is important, as is the amount of space required to wield it. These details are given hereafter.
At the start, your character will be able to employ but a limited number of weapons. The number is determined by class. When the character moves up in levels of experience to the next higher combat melee table, he or she is assumed to have acquired proficiency in an additional weapon. The new weapon is of his or her choice. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. If proficiency with any given weapon is not held by the character it is used at a penalty as shown on the table.
Initial Number of Weapons shows the number which the character may select to be proficient with, i.e. a cleric could select a flail and staff, club and mace, or any combination of two permitted weapons.
Non-proficiency Penalty indicates the subtraction from the character’s “to hit“ dice which applies to attacks by the character using such a weapon in missile or melee combat.
Added Proficiency in Weapons gives the number of additional weapons the character can use with proficiency upon attaining the indicated number of levels above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at 5th level the cleric selects another for a total of three, at 9th level the total is four, at 13th five, etc.
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.
All earned experience is always divided evenly between the classes of the multi-classed character, even though the character is no longer able to gain levels in one or more of the classes.
If the character is multi-classed, the following restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. Cleric combinations (with fighter types) may use edged weapons.
Multi-classed characters determine their hit points as follows:
Roll the hit die (or dice) appropriate to each class the character is professing.
Total the sum of all dice so rolled, and adjust for Constitution.
Divide the total by the character’s classes (two or three), dropping fractions under ½, rounding fractions of ½ or greater upwards to the next whole number.
The number derived (quotient) is the number of hit points the multi-classed character gains with the rise in that experience level.
Note that when multi-classed characters are no longer able to progress in any given class, they no longer gain the hit dice for that class.
Multi-class characters, characters with two classes, and bards check the [saving throw] matrix for each class possessed, and use the most favorable result for the type of attack being defended against.
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/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.
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.
Cleric/Ranger. See cleric/fighter above. This combination is potent in outdoor situations as well. Half-elves may be cleric/rangers.
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. Hit points are somewhat better than those of the magic-user class alone. Half-elves may be cleric/magic-users.
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.
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.
Fighter/Magic-user. Obviously, this combination allows excellent armor protection, the use of weaponry, and spells. Hit points are good on the average (5 ½ + 2 ½ = 8 ÷ 2 = 4 hit points per double-classed level). Elves and half-elves may be fighter/magic-users.
Fighter/Illusionist. See [also the] fighter/magic-user above. Gnomes may be fighter/illusionists.
Fighter/Thief. By combining these two classes - the armor, weapons, and combat capabilities of the fighter 4 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.
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 capabilities are given to the character who opts this multi-class combination. This is a very powerful mix. Hit points are good (5 ½ + 2 ½ + 3 ½ = 11 ½ ÷ 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.
Unlike multi-classed characters who are of non- or semi-human race, the character with two classes must be human. To attain the second class, the character must switch his or her profession at some point. Thereafter no progression in the original class is possible.
In order to switch from one class to another, the character must have an ability score of 15 or more in the principal attribute(s) ability of the original class and a 17 or 18 in the principal attribute(s) of the class changed to.
Note that nearly any combination of classes is thus possible, i.e. cleric & fighter, cleric & paladin, cleric & ranger, etc. Alignment will preclude some combinations.
When the character opts to cease his or her old profession and become a new class, the character retains the number of hit dice (and the commensurate hit points) due to a character of the level of his or her class.
However, all other functions of the character are at 1st level of experience, for that is his or her ability in the newly espoused class.
Furthermore, if, during the course of any adventure, the character resorts to the use of any of the capabilities of functions of his or her former class, the character gains no experience for the adventure. Having switched classes, the character must perform strictly within the parameters of his or her new profession. Reversion to the former class negates all experience potential for the new class with respect to the course of recent activities, i.e. the adventure during which original profession functions were resorted to.
At such time as the character has attained a level of experience in his or her new class which exceeds the character’s former class level, the following benefits are gained:
A hit die appropriate to the new class is gained for each increase in level of experience, up to the maximum normal for the class in question (and thereafter hit points are likewise gained), and
The character may mix functions freely and still gain experience, although restrictions regarding armor, shield, and/or weapon apply with regard to operations particular to one or both classes.
Multi-class characters, characters with two classes, and bards check the [saving throw] matrix for each class possessed, and use the most favorable result for the type of attack being defended against.
Example. A character with ability scores of 15 Strength, 17 Intelligence, 12 Wisdom, 10 Dexterity, 16 Constitution, and 7 Charisma is begun as a fighter. After attaining 6th level, the player switches the character to magic-user.
This allows the character to retain six ten-sided hit dice, but in all other respects he or she must be a 1st level magic-user, wearing no armor, carrying those weapons usable by his or her new class, and using spells to combat opponents.
When 7th level of experience is gained, however, the character gets a four-sided hit die for additional hit points he or she can sustain at the new level. Furthermore, the character can now carry (but not wear) armor and weapons not normally usable by magic-users, and resort to their use if the need arises and not be penalized in respect to experience as a magic-user, for he or she has already surpassed in the new class the disciplines of the former.
Thus, no harm accrues to his or her experience as a magic-user. Note that this does not allow spell use while armor clad, such as an elven fighter/magic user is able to do.