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.
[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.
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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)
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:
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.
Notes for A Character With Two Classes
Original Text for Multi-classed Characters