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Table of Contents

Multiclassing

Professions are a fundamental part of the game, and where the most fun can sometimes be had. It should be noted that when it comes to professions, multi-class characters are very uncommon among those few who go wandering out in the world. They do exist; however, one cannot start out multiclassed, even if making a new character at a higher level.

Multiclassing must be done in-game, and arise out of the needs, desires, or role playing involved in the story. Pretext counts, so do not think it is going to be hard, just be aware that part of the character’s story is why they chose to multiclass, and what it was that drove them to do so, and that it must happen during a session It is something your roleplay the basis for. Multiclassing is changing your mind about the direction of your life and starting over in earning respect and mastery, rediscovering things about yourself that you wanted to know. Multiclassing is a journey to find yourself.

To add a profession, you must be at least 5th level, you must have a score of 13 or better in all 3 primary abilities of both the profession you are leaving and the profession you are entering, and you cannot cross Affinity unless you have the Mystery that enables such. You must advance each profession individually, requiring more milestone points, and your levels are counted as a combined total for determining your effective level. A 3rd Level Cleric/ 7th level Paladin is a 10th level character.

To change a profession, you must have a score of 13 or better in all 3 primary abilities of both the profession you are leaving and the profession you are entering, and you cannot cross Affinity unless you have the Mystery that enables such. You must advance only in your new profession, and your levels are counted as a combined total for determining your effective level. A 3rd Level Cleric/ 7th level Paladin is a 10th level character.

When you multiclass, you may find yourself in trouble. Clerics may find themselves bereft of spells because they have told their Power that they are no longer serving them, and They take that poorly. Paladins will lose many of their abilities for breaking their oaths. Rangers may find the natural world does not respond as well or possibly with hostility. Nomads may no longer feel the Pale respond to their desire.

Sometimes some skills and abilities are transferable. Clerics may no longer be able to cast spells or may lose the ability to turn undead. They will still have the ability to wear armor if they gained such from their training for their deity, but they will still suffer from the armor reductions to rolls.

Your DM will have final say over what abilities are lost or gained.

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