Castles & Crusades Multi-Classing, Podreczniki RPG, Castles & Crusades
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Multi-Classing for Castles and Crusades
By Erac’s Cousin’s Uncle (Al Krombach)
This optional multi-classing system was
designed with this in mind: “Keeping it Simple”.
It was inspired by the original Fighter/Magic-
User class found in the Basic Dungeons and
Dragons rulebook: the “Elf.”
Wizard (d4, or 4max) yields a result of 7 max hit
points per level. Therefore, the Hit Die assigned
would be d6+1. If necessary, round down. For
hit points gained after 10
th
level, add the base
class hit points and divide by two (or more).
Round down if necessary.
I advise you to only allow the four “base”
classes (Fighter, Cleric, Rogue, and Wizard) to
be multi-classable, as other classes are more
specialized and focused, and therefore much
harder to effectively employ while dividing
time with another class. Three notable
exceptions I include here (mainly for 1E
nostalgia purposes) are the Gnome Rogue-
Illusionist, the Half-elf Ranger-Druid, and the
Half-orc Cleric-Assassin. That’s just my opinion,
though, and if you feel your campaign needs
Barbarian-Monks, this system is just as easy to
use for stuff like that, too.
BtH:
Use the best BtH available from either
class. For instance, a Fighter-Rogue would use
the Fighter’s BtH progression, not the Rogue’s.
EPP:
The multi-class uses the sum total of both
base classes to determine the experience
necessary to gain each level. For instance, a
Fighter (2,001) and Rogue (1,251) multi-class
must gain a total of 3,252 exp before leveling.
All level-related increases are gained ONLY
upon attaining the FULL required experience
point total.
Alignment:
The multi-class character must
abide by the alignment restrictions of both
classes. Classes with conflicting alignment
requirements (say, Druid and Paladin), should
NOT be multi-classed.
Race:
I’ve listed suggested races for each
multi-class, but this is based more on 1E
sensibilities (or literary examples) than on any
practical reason. It could be argued that
humans aren’t long-lived enough to train in
two classes, and that dwarves aren’t
inherently magical enough to train in spell-
using classes, but this is really dependent on
your own campaign, so use your best
discretion. For example, I listed human among
the races for Fighter-Rogues, for the
Swashbuckler/Musketeer-type characters, and
with the Cleric-Wizard, for the stereotypical
“Master of White Magic”.
Armor:
Use the most favorable class to
determine allowable armors, but allow for
common-sense restrictions according to the
base classes. For instance, multi-classes based
on Rogue, Monk, or Druid will have some
obvious restrictions. I do not impose armor
restrictions on multi-classed arcane spell users
(another nod to 1E), as this stems mainly from
a 2E “nerfing” of Fighter-Magic Users, rather
than from any actual literary or legendary
examples. Personally, I feel somatic
components to be hand-gestures rather than
intricate interpretive dance, so I do restrict
shield use to keep a hand free, but impose no
further restrictions. I have found that low-level
characters can’t afford really good armor and
high level characters choose between magic
chainmail and +8 bracers on a largely
cosmetic basis. Single-classed wizards and
illusionists don’t use armor for the same two
reasons they don’t use greatswords: they have
neither the training nor the interest to do so. If,
however, it just seems WRONG to you, feel free
to disallow armor use to the arcane multi-
classes in your campaign.
Prime Attribute:
The multi-class uses the Prime
Attributes from both base classes, and the
player must select them both. This can reduce
the flexibility of the character, but it is a
necessary sacrifice for the advantages of
multi-classing. If three classes are multi-classed,
and the character is non-human (receiving
only 2 primes), the CK must rule whether the
character must sacrifice the additional prime,
or just award it to the player as a “bonus” to
compensate for the resulting lag in levels.
Hit Dice:
Figure the multi-class’s Hit Dice per
level by adding the max result of each base
class’s Hit Dice together and dividing by 2 (or
3, in triple-multi-class situations), and then
apply the die type most appropriate. For
instance, a Fighter (d10, or 10 max) and
Page 1
Weapons:
As with armor, use the base class
with the best selection and make any
common-sense restrictions necessary.
Multi-class Tables:
For your convenience, the
most common multi-classes are detailed on
the following pages, with all the number-
crunching done for you already. If you want
some other combos, you’re on your own, but it
really doesn’t take long to do. Included here
are the following multi-classes: Fighter-Wizard,
Fighter-Rogue, Rogue-Illusionist, Fighter-Rogue-
Wizard, Fighter-Cleric, Rogue-Cleric, Rogue-
Wizard, Ranger-Druid, Cleric-Assassin, and
Cleric-Wizard.
Abilities:
The multi-class gains all abilities of
each base class, at the same level as the base
class. In the interest of “keeping things simple”
avoid the urge to rule-combine class abilities in
any way. While I’m sure there are some
interesting ways to mix druidic shapechanging
with assassin death attacks, or whatever, you
are probably better off not opening any
unnecessary doors of exploitation.
Fighter/Wizard
(Elf, Half-elf)
Prime Attributes: Strength and Intelligence
Alignment: Any
Hit Dice: d6+1
Weapons: Any
Armor: Any (no shields)
Abilities: As per Core Classes
Level
HD
BtH
EPP
Level/Spells per day
1
d6+1
+1
0
4/2
2
d6+1
+2
4,602
4/3
3
d6+1
+3
9,202
4/3/1
4
d6+1
+4
18,902
4/3/2
5
d6+1
+5
37,802
5/4/2/1
6
d6+1
+6
76,502
5/4/3/2
7
d6+1
+7
153,002
5/4/3/2/1
8
d6+1
+8
306,002
5/4/3/3/2
9
d6+1
+9
612,002
5/5/4/3/2/1
10
d6+1
+10
1,000,002
6/5/4/3/3/2
11
+2hp
+11
1,500,002
6/5/4/4/3/2/1
12
+2hp
+12
2,000,002
6/5/4/4/3/3/2
13+
500,000 per level
Page 2
Fighter/Rogue
(Half-elf, Human, Halfling, Half-orc)
Prime Attributes: Strength and Dexterity
Alignment: Any
Weapons: Any
Armor: As Rogue
Abilities: As per Core Classes
Rogue/Illusionist
(Gnome)
Prime Attributes: Dexterity and Intelligence
Hit Die: d4+1
Alignment: Any Chaotic
Weapons: As Rogue
Armor: As Rogue (no shields)
Abilities: As per Core Classes
Level
HD
BtH
EPP
1
d8
+1
0
Level
HD
BtH
EPP
2
d8
+2
3,252
1
d4+1
+0
0
3
d8
+3
6,502
2
d4+1
+1
3,852
4
d8
+4
14,502
3
d4+1
+1
7,702
5
d8
+5
29,002
4
d4+1
+1
16,402
6
d8
+6
58,002
5
d4+1
+2
32,802
7
d8
+7
116,002
6
d4+1
+2
66,502
8
d8
+8
216,002
7
d4+1
+2
133,002
9
d8
+9
392,002
8
d4+1
+3
250,002
10
d8
+10
675,002
9
d4+1
+3
460,002
11
+3hp
+11
1,075,002
10
d4+1
+4
675,002
12
+3hp
+12
1,450,002
11
+1hp
+4
1,075,002
13+
375,000 per level
12
+1hp
+4
1,350,002
13+
275,000 per level
Fighter/Rogue/Wizard
(Elf and Half-elf)
Prime Attributes: Choose 2: Strength, Dexterity, or Intelligence
Hit Die: d6
Alignment: Any
Weapons: Any
Armor: As Rogue (no shields)
Abilities: As per Core Classes
Level
HD
BtH
EPP
Level/Spells per day
1
d6
+1
0
4/2
2
d6
+2
5,801
4/3
3
d6
+3
11,502
4/3/1
4
d6
+4
24,902
4/3/2
5
d6
+5
49,802
5/4/2/1
6
d6
+6
100,502
5/4/3/2
7
d6
+7
201,002
5/4/3/2/1
8
d6
+8
386,002
5/4/3/3/2
9
d6
+9
732,002
5/5/4/3/2/1
10
d6
+10
1,175,002
6/5/4/3/3/2
11
+3hp
+11
1,825,002
6/5/4/4/3/2/1
12
+3hp
+12
2,450,002
6/5/4/4/3/3/2
13+
625,000 per level
Page 3
Fighter-Cleric (Dwarf, Half-elf, Human):
Prime Attributes: Strength and Wisdom
Hit Die: d8+1
Alignment: Any
Weapons: Any
Armor: Any
Abilities: As per Core Classes
Level
HD
BtH
EPP
Level/Spells per day
1
d8+1
+1
0
3/1
2
d8+1
+2
4,252
4/2
3
d8+1
+3
9,002
4/2/1
4
d8+1
+4
17,502
4/3/2
5
d8+1
+5
35,002
4/3/2/1
6
d8+1
+6
79,002
5/3/3/2
7
d8+1
+7
138,002
5/4/3/2/1
8
d8+1
+8
276,002
5/4/3/3/2
9
d8+1
+9
572,002
5/4/4/3/2/1
10
d8+1
+10
925,002
5/4/4/3/3/2
11
+3hp
+11
1,400,002
6/5/4/4/3/2/1
12
+3hp
+12
1,900,002
6/5/4/4/3/3/2
13+
500,000 per level
Rogue-Cleric (Half-elf, Half-orc, Halfling)
Prime Attributes: Dexterity and Wisdom
Hit Die: d6+1
Alignment: Any
Weapons: As per Core Classes
Armor: As per Rogue
Abilities: As per Core Classes
Level
HD
BtH
EPP
Level/Spells per day
1
d6+1
+0
0
3/1
2
d6+1
+1
3,502
4/2
3
d6+1
+1
7,502
4/2/1
4
d6+1
+2
15,002
4/3/2
5
d6+1
+2
30,002
4/3/2/1
6
d6+1
+3
59,002
5/3/3/2
7
d6+1
+3
118,002
5/4/3/2/1
8
d6+1
+4
220,002
5/4/3/3/2
9
d6+1
+4
420,002
5/4/4/3/2/1
10
d6+1
+5
600,002
5/4/4/3/3/2
11
+2hp
+5
775,002
6/5/4/4/3/2/1
12
+2hp
+6
1,350,002
6/5/4/4/3/3/2
13+
375,000 per level
Page 4
Rogue-Wizard (Elf, Half-elf)
Prime Attributes: Dexterity and Intelligence
Hit Die: d4+1
Alignment: Any
Weapons: As per Core Classes
Armor: As per Rogue (no shields)
Abilities: As per Core Classes
Level
HD
BtH
EPP
Level/Spells per day
1
d4+1
+0
0
4/2
2
d4+1
+1
3,852
4/3
3
d4+1
+1
7,702
4/3/1
4
d4+1
+1
16,402
4/3/2
5
d4+1
+2
32,802
5/4/2/1
6
d4+1
+2
66,502
5/4/3/2
7
d4+1
+2
133,002
5/4/3/2/1
8
d4+1
+3
250,002
5/4/3/3/2
9
d4+1
+3
460,002
5/5/4/3/2/1
10
d4+1
+3
675,002
6/5/4/3/3/2
11
+1hp
+4
1,075,002
6/5/4/4/3/2/1
12
+1hp
+4
1,450,002
6/5/4/4/3/3/2
13+
375,000 per level
Ranger-Druid (Half-elf)
Prime Attributes: Strength and Wisdom
Hit Die: d8+1
Alignment: Neutral (any)
Weapons: Any
Armor: As per Druid
Abilties: As per Core Classes
Level
HD
BtH
EPP
Level/Spells per day
1
d8+1
+0
0
3/1
2
d8+1
+1
4,252
4/2
3
d8+1
+2
8,752
4/2/1
4
d8+1
+3
17,502
4/3/2
5
d8+1
+4
35,002
4/3/2/1
6
d8+1
+5
75,002
5/3/3/2
7
d8+1
+6
145,002
5/4/3/2/1
8
d8+1
+7
330,002
5/4/3/3/2
9
d8+1
+8
525,002
5/4/4/3/2/1
10
d8+1
+9
900,002
5/4/4/3/3/2
11
+3hp
+10
1,250,002
6/5/4/4/3/2/1
12
+3hp
+11
1,600,002
6/5/4/4/3/3/2
13+
400,000 per level
Page 5
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