Demi-humans have special racial abilities, speak multiple languages, and may operate in more than one class at a time. Most demi-human races can live much longer than humans. However, demi-humans have class level limitations depending upon race, class, and ability scores. This means their power will be limited once higher levels are achieved. Furthermore, if operating in multiple classes, any experience gained must be split between the classes chosen and this generally means such characters will gain levels more slowly. This all balances the fact that the combination of multiple classes and racial abilities make for a powerful starting character.
See the Class Level Limits by Race table for a summary of multi-class combinations allowed by race and level limitations.
Experience. Divide all experience points by number of classes and add the amount to each class. Even when a level limit is reached and one class can go no higher, continue to divide experience. For fractions, always round up.
Bonus experience for high ability scores for certain classes are added to the net value after division for the affected class only (this will create a disparity in the number of XP between classes).
Attacks. Use the most favorable Attack Table (of any selected class) for any attack.
Saving Throws. Use the most favorable base saving throw for each save category.
Hit Points. Each level, roll hit point dice (or take the average), add the Constitution modifier to each die, and divide by the number of classes.
After division, any time a 0.5 or less is factored in, round up to the next whole number. For characters not starting at 1st level do this only once for the starting level, then continue this going forward. In any case, fractions are always kept track of and rounding never changes the value (ie. you only round when hit points are added and previous rounding is nullified).
If a character class is high enough level that dice are no longer rolled for hit points, do not divide class hit points but apply the Constitution modifier only once (if different due to class [e.g. fighter], use the higher value no matter which class is advancing).
Example. Ada the Elf is a fighter 1/magic-user 1 with an 18 Intelligence and 17 Constitution, thus her hit points (maximum) are 10 (fighter hit die) +4 (magic-user hit die) +2 (magic-user Constitution adjustment) +3 (fighter Constitution adjustment) ÷ 2 = 7.5; rounded up to 8 hp. When Ada becomes a 10th level magic-user (fighter 6/magic-user 10), she gains (assuming she takes the average) 2.5 hp for the level and +2 for her Constitution for a total of 4.5 ÷ 2 = 2.25 or 3 hit points. When Ada becomes a 12th level magic-user (fighter 6/magic-user 12), she gains 1 hp for the level (no rolling) and +3 for her Constitution (taking the best value) for a total of 4 hit points (no dividing hit points at this point forward).
Bonus Hit Points. If a character gains bonus hit points for any reason (a familiar, etc.), these are not divided but add to the character's total.
Weapons Allowed. A multi-class character can use any weapon available by one of his or her selected classes for any class function (as appropriate—a back stab attack must be performed with a piercing weapon for example).
Multi-class characters use the best available non-proficiency penalty and gain the sum of weapon proficiencies for each class when creating the character and through advancement.
Weapon proficiencies must be chosen from the appropriate class list (fighter proficiencies select any weapon, but thief proficiencies must select on thief allowed weapons).
Armor Allowed. Multi-class characters may employ the most advantageous armor or shields available to any of their classes without affecting any of their class abilities.
Thus, multi-class mages may wear any sort of armor available to their other class(es) and use shields (of course they will need their hands free to cast many spells).
An exception to this rule is that Thief Skills cannot be used while wearing armor other than leather armor, studded leather armor, or elven chain mail (ie. multi-class thieves can wear studded or elven chain without affecting their abilities). Thief Skills requiring hands cannot be employed if holding a shield.
Level or Hit Dice. With regards to effects that require knowing a creature’s level or hit dice, a multi-class with two classes is highest class hit dice +1 and a multi-class with 3 classes is highest class level +2.
Exception. A multi-class character is considered to be 1 hit dice if all classes are 1st level—unless one class has 2 hit dice at 1st level (i.e. a ranger). Ranger/clerics at 1st level are considered to be 2 HD.
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.