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Version 1.25
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    • Revision History
  • Introduction
    • Introduction for Beginners
      • Creating a Character (Generic)
    • Creating a Character for the Campaign
      • MS-Word Character Sheet
      • Blank Character Sheet
      • Example Character
  • Ability Scores
    • Strength
    • Intelligence
    • Wisdom
    • Dexterity
    • Constitution
    • Charisma
  • Character Races
    • Dwarf
    • Elf
    • Gnome
    • Half-elf
    • Halfling
    • Half-orc
    • Human
    • Racial Preferences
  • Character Classes
    • Secondary Skills
    • Gaining Levels
    • The Cleric
    • The Druid
    • The Fighter
    • The Paladin
    • The Ranger
    • The Magic-user
    • The Illusionist
    • The Thief
    • The Assassin
    • The Monk
  • Equipment
    • Money
    • Character Expenses
    • Armor
    • Weapon Proficiency
    • Weapon Attributes
    • Missile Weapons
    • Melee Weapons I
    • Melee Weapons II
    • Weapon Descriptions
    • Miscellaneous Equipment
    • Encumbrance
  • Additional Rules
    • Alignment
    • Character Traits
    • Time
    • Distance
    • Movement
    • Exploration
    • Adjudicating Actions
    • Languages
    • Pursuit and Evasion
  • Combat
    • How Combat Works
      • Example of Combat
        • Aggro the Axe
        • Abner
        • Arkayn
        • Arlanni
        • Gutboy Barrelhouse
        • Balto
        • Blastum
        • Barjin
    • Hit Points
    • Saving Throws
    • Surprise
    • Encounter Setup
    • Encounter Reaction
    • Declare Intentions
    • Initiative
    • Combat Actions
      • Avoid
      • Parley and Gauge Reaction
      • Delay or Ready
      • Ranged Attacks or Abilities
      • Move or Manipulate
      • Melee
      • Typical Time Requirements
      • Combat Modifiers
      • Combat Modifier Tables
    • Morale
  • Magic
    • Preparing Spells
    • Casting Spells
    • Acquiring Spells
    • Spell Books
    • Adjudicating Spells
    • Magic Resistance
    • Spell Research
  • Spells
    • Cleric Spell List
    • Druid Spell List
    • Magic-user Spell List
    • Illusionist Spell List
  • Additional Classes
    • The Barbarian
    • The Bard
    • The Death Master
    • The Shaman
    • The Witch Doctor
  • Dungeonmastering
    • Encounter Design
    • Conducting the Game
    • The Campaign
    • Monsters and Organization
    • Construction and Siege
  • Playing the Game
    • Sample Dungeon I
  • Adventures
    • Dungeon/Underground Environments
    • Wilderness/Outdoor Environments
    • Aerial Environments
    • Waterborne Environments
    • Underwater Environments
    • Extraplanar Environments
  • Non-player Characters
    • Special Roles of the Dungeon Master
    • Player Character Interactions
    • Hirelings
    • Henchmen
    • Loyalty
  • Treasure and Magic Items
    • Treasure Tables
    • Potions
    • Scrolls
    • Rings
    • Rods, Staves, & Wands
    • Miscellaneous Magic Items
    • Armor and Shields
    • Swords
    • Miscellaneous Weapons
    • Fabrication of Magic Items
  • Conditions
  • Deities
    • Greyhawk Deities List
      • St. Cuthbert
      • Corellon Larethian
      • Fharlanghn
      • Trithereon
  • Random Encounters
    • Dungeon Generation
    • Wilderness Generation
    • Dungeon/Underground Encounters
    • Underwater Encounters
    • Astral/Ethereal Encounters
    • Outdoor Encounters
    • Waterborne Encounters
    • Airborne Encounters
    • City/Town Encounters
  • Character Sheet
    • Pregenerated Characters
      • 1A. Dwarf Fighter 2
      • 2A. Human Cleric 2
      • 3A. Elf Fighter 2, Magic-user 1
      • 4A. Halfling Thief 2
      • 1B. Human Ranger 1
      • 2B. Human Cleric 1
      • 3B. Gnome Illusionist 1, Thief 1
      • 4B. Human Magic-user 2
Version 1.25
Introduction | Ability Scores | Character Races | Character Classes | Equipment | Additional Rules | Combat | Magic | Spells | Dungeonmastering | Playing the Game | Adventures | Non-player Characters | Treasure and Magic Items | Conditions | Deities

Character Classes

Gaining Levels | The Cleric | The Druid | The Fighter | The Paladin | The Ranger | The Magic-user | The Illusionist | The Thief | The Monk

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.

Notes Regarding Character Class Table I

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.

Multi-class Characters

[This section represents Campaign Rules.]

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. A demi-human character must begin their career as multi-class or single class and cannot change thereafter.

Experience. Divide all experience points by number of classes and add the amount to each class. Even when a level limit is reached, continue to divide experience.

To-Hit (Attack Matrix). Use the most favorable THAC0 for all attacks.

Saving Throws. Use the most favorable save value for each category. (e.g. Poison or Spell.)

Hit Points. Each level, roll hit point dice, add Con modifier to each die, and divide by the number of classes.

Level or Hit Dice. A multi-class with two classes is highest class level +1 and a multi-class with 3 classes is highest class level +2.

Weapons Allowed. All class weapons allowed (even if a Cleric). Thieves must use thief weapons to back stab.

Armor Allowed. All armor allowed even if a magic-user (illusionists can only wear leather). Thieving must be done in thief armor (and no shield).

Weapon Proficiencies. A multi-class character will receive all weapon proficiencies for EACH class. However, they must select the weapons from the appropriate list. As the character gains levels, they receive weapon proficiencies from each class in a like manner. These characters use the most favorable non-proficiency penalty if using such a weapon.

Starting Wealth. Use the table provided in the Equipment section—However, a multi-class character will roll for all gold for each class and ADD this together to determine starting wealth.

[...]

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. (1)

  • 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. (2)
  • 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. (3)
  • 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. (4)
  • 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.

The Character With Two Classes (6)

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:

  1. 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
  2. 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.
  3. 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.

1. Dragon #139, Sage Advice: Q: “What are the rules for single-classed demi-humans adding a second class, or multi-classed demi-humans adding another class?” A: There are none. Multi-classed demi-humans must be multi-classed from the start; they can’t add more classes later.
2. Polyhedron #19, Dispel Confusion: ADQ: “On page 32 of the Players Handbook (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.
3. Dragon #139, Sage Advice: Q: “Can a multi-classed fighter/magic-user wear full plate armor?” A: Yes, multi-classed magic-users (not dual-classed) 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).
4. Polyhedron #24, Dispel Confusion: ADQ: “Can a multi-classed character, or a character with two classes (fighter/thief or fighter/assassin) attack on the fighter column, use weapons limited to his class only, and at the same time gain back stab multipliers or attempt assassination?” ADA: When a character has two or more professions and the abilities of one 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 the +4 bonus for a surprise rear attack, but no multiplier applies. In the case of surprise segments, only the first 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).
5. Dragon #139, Sage Advice: Q: “Do multi-classed 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: Multi-classed 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 non-proficiency 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.
6. Ed.: See "Notes for A Character With Two Classes" below.

Notes for A Character With Two Classes


A. Dragon #64, Sage Advice: Q: “Are all of the attributes having required minimums to be construed as “principal attributes” for that class with regard to two-classed characters?” A: Yes, with two exceptions. For the purpose of determining whether a character is eligible to take up a second class, principal attributes for each class are considered to be these: cleric, Wisdom only; druid, Wisdom and Charisma; fighter, Strength only; paladin, everything but Dexterity; ranger, everything but Dexterity and Charisma; magic-user, Intelligence only; illusionist, Dexterity and Intelligence; thief, Dexterity only; assassin, Dexterity, Intelligence, and Strength; and monk, everything but Charisma and Intelligence. This includes every ability for which a required minimum is given, except for the fighter’s constitution, which must be at least 7, and the magic-user’s Dexterity, which the Players Handbook says must be at least 6. The first exception is made because “The principal attribute of a fighter is Strength,” but Constitution isn’t mentioned in the same sentence (PH, page 22). A “minimum Dexterity of 6” is required for magic-users (page 25), but this is superfluous, since a character with a Dexterity of 5 or lower is always a cleric (page 11). Note that the principal attribute(s) for each class may include abilities in addition to those that apply toward a bonus to earned experience. To limit the definition of “principal attributes” to only those abilities that pertain to the experience bonus would make the system unbalanced and unplayable - unbalanced because then it would be easier to become a two-classed paladin than a two-classed ranger, and unplayable because the assassin and monk never get an experience bonus, and so by this definition would not have any “principal attributes.”
B. Dragon #43, Sage Advice: Q: “If a fighter has a basic Dexterity score of 16, but needs a Dexterity of 17 to change classes and become a thief, can he become a thief if he has a magic item that raises his Dexterity to 17?” A: No. If he raises his Dexterity to 17 by a wish or by drinking a potion whose effects are permanent, or by any other means which bring about a permanent change, then it is permissible to change to a thief. Simply possessing a magic item that raises Dexterity to 17 is not enough, since the raise in Dexterity would no longer apply if the character lost possession of that item.
C. Polyhedron #17, Dispel Confusion: ADQ: “With the dual-classed human option, can a character switch from a class to a subclass (fighter to paladin, for example)?” ADA: No. A character may not switch to a subclass of the original class.Polyhedron #22, Dispel Confusion: ADQ: “Is a monk or paladin who changes classes still restricted as to the number of magic items he may possess?” ADA: The answer (below) is official, and arose from a detailed discussion of the matter between E. Gary Gygax and Frank Mentzer. A druid, paladin, or monk cannot add another class without reverting to a cleric, fighter, or thief (respectively). When any character “goes dual”, the former class is totally ignored and forgotten while the new class is studied. The special abilities of a druid, paladin, or monk come from utter devotion to a specific philosophy. Thus, these characters obviously cannot totally ignore these philosophies and, at the same time expect to retain any benefits gained through them. A character of some other class, however, MAY add one of these three, as alignment and other factors permit. For example, a Lawful Good cleric can become a dual-class cleric-paladin, but a paladin cannot add the profession of cleric. (if a paladin abandons the “paladin way”, he or she voluntarily and permanently breaks the connection to the Positive Plane, thus losing all the special abilities of paladins and becoming a normal fighter (eventually, in this case, becoming a dual class fighter-cleric). Similarly, a druid loses the special attunement with nature, from whence comes the shape change and other abilities; and a monk loses much. The monk ‘s armor class and movement rate revert to normal once the Discipline is ignored, and all other special abilities fade quickly. When a character adds druid, paladin, or monk as a second class, the restrictions that apply to that class are enforced as soon as that class training is begun.
D. Polyhedron #21, Dispel Confusion: ADQ: “When a human non-fighter character with 18 Strength starts dual-class life as a 1st level fighter, does the 18 change to 18/01 or better? How?” ADA: Yes; the player rolls d% at the time of the change over, under DM observation. Once the fighter profession is begun, the Strength can only return to 18 if the character suffers enough energy drains to be forced back to a single class. If such a victim is restored to dual class (via the 7th level cleric spell), the same super-Strength returns; a new d% roll is not made.
E. Dragon #56, Sage Advice: Q: “Do ex-fighters (such as bards) keep their exceptional strength when they become a member of another class?” A: No. For bards, this is a case of giving up something to get something else: No character who is not an actual member of the fighter class can have Exceptional Strength. But when the ex-fighter becomes a bard, he does gain many benefits which are designed to make up for the prohibition on keeping his Exceptional Strength. The Players Handbook list 18 - not 18/01, or any other higher number - as the maximum Strength possible for all non-fighter characters. As soon as a bard-to-be switches to the thief class, the character becomes a non-fighter. And although there will come a time when the bard-to-be regains the ability to use the skills he had as a fighter, he will never again be a fighter.
F. Polyhedron #25, Dispel Confusion: ADQ: “Can a human character change classes more than once by the dual classed human rules?” ADA: No. Dual-classed means exactly that - two classes. No “triple-classed” character is mentioned, implied, or allowed by the rules. Certain exceedingly rare individuals might gain triple-class status, if the DM permits, but such a case should involve great personal service for and devotion to a deity of great power. This sort of thing is even beyond the powers of wishes, artifacts, and all other mortal means.
G. Polyhedron #18, Dispel Confusion: ADQ: “Are dual-classed characters entitled to additional weapon proficiencies when they start the second class? For example, suppose a 6th-level fighter with a Strength of 16 and a Wisdom of 17 becomes a cleric. He was proficient with six weapons as a fighter: longsword, long bow, dagger, crossbow, javelin, and medium lance. He cannot use any of those weapons and still gain experience as a cleric. Is he now eligible for the two weapon proficiencies that a first-level cleric can have in addition to the first six?” ADA: Yes. Weapon proficiencies for dual-classed and multi-classed characters are cumulative, so characters are entitled to proficiencies as per the appropriate levels for all classes professed. A dual-classed character gains additional weapon proficiencies as per the second class. Note that no further proficiencies for the original class may ever be gained after the character takes up the second profession.
H. Dragon #139, Sage Advice: Q: “I have a human 2nd-level fighter/8th-level cleric (using the dual-classed rules from the Players Handbook). Can he use edged weapons? Is there any penalty for their use?” A: The answers to these questions depend on which class the character followed first; it isn’t apparent from the order in which you list the levels. We’ll guess that the PC was a fighter first and a cleric second. In this case, the character can use edged weapons freely, since he is now a higher level in his second class (see the Players Handbook, page 33). There are no penalties whatsoever for using edged weapons. When using such weapons, however, the character attacks as a 2nd level fighter, not an 8th-level cleric.
I. Polyhedron #17, Dispel Confusion: ADQ: “If a dual-classed human character who is still operating only in the second class (i.e. not yet able to use the benefits of both classes) is hit by a vampire, from which class are the levels drained? If they are lost from the second class, are hit points lost as well (assuming the character has not yet gained any additional hit points from the second class)?” ADA: The levels come off the second class, since that is the one in which experience is currently being gained. If no new hit points were gained with those levels, none are lost in the level drain.

Original Text for Multi-classed Characters


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. (5)
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.
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