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CHARACTER CLASSES (MULTI-CLASSES)protection, the use of weaponry, and spells. Hit points are good on theaverage (5% + 2% = 8 + 2 = 4 hit points per double-classed level). Elvesand half-elves may be fighter/magic-users.Fighter/lllusionist:fighter/illusionists.See Fighter/Magic-user above. Gnomes may beFighter/thief: By <strong>com</strong>bining these two classes- the armor, weapons, and<strong>com</strong>bat capabilities of the fighter with the stealth and other abilities of thethief - a very effective character is created, even though thievingfunctions restrict the character to leather armor and no shield. Hit pointsare good. Dwarves, elves, gnomes, half-elves, halflings, and half-orcs maybe fighter/thieves.Fighter/Assassin: This <strong>com</strong>bination gives excellent missile and melee<strong>com</strong>bat ability, plus assassination and stealth potential. Hit points aregood. Half-orcs may be fighter/assassins.Fighter/Magic-user/Thief:Combat, spell, and stealth capabgiven to the character who opts this multi-class <strong>com</strong>bination. This is a verypowerful mix. Hit points are good (5% + 2% + 3% = 11% + 3 = 4) onthe average. Elves and half-elves may be fighter/magic-user/thieves.Magic-user/Thief: This <strong>com</strong>bination does ngt offer all of the options opento 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 bemagic-user/thieves.IllusionisVThief: See Magic-User/Thief above. Gnomes may beillusionist/thieves.The Character With Two ClassesUnlike multi-classed characters who are of non- or semi-human race, thecharacter with two classes must be human. To attain the second class, thecharacter must switch his or her profession at some point. Thereafter noprogression in the original class is possible.In order to switch from one class to another, the character must have anability score of 15 or more in the principal attribute(s) ability of theoriginal class and a 17 or 18 in the principal attribute(s) of the classchanged to. Note that nearly any <strong>com</strong>bination of classes is thus possible,i.e. cleric 8 fighter, cleric & paladin, cleric & ranger, etc. Alignment willpreclude some <strong>com</strong>binations.When the character opts to cease his or her old profession and be<strong>com</strong>e anew class, the character retains the number of hit dice (and the<strong>com</strong>mensurate 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 ofexperience, for that is his or her ability in the newly espoused class.Furthermore, if, during the of any adventure, the character resortsto the use of any of the cap s of functions of his or her former class,the character gains no experience for the adventure. Having switchedclasses, the character must perform strictly within the parameters of his orher new profession. Reversion to the former class negates all experiencepotential for the new class with respect to the course of recent activities,i.e. the adventure during which original profession functions wereresorted to.At such time as the character has attained a level of experience in his orher new class which exceeds the character's former class level, the followingbenefits are gained:1. A hit die appropriate to the new class is gained for eachincrease in level of experience, up to the maximum normal forthe class in question (and thereafter hit points are likewisegained), and2. The character may mix functions freely and still gainexperience, although restrictions regarding armor, shield,and/or weapon apply with regard to operations particular toone or both classes.Example: A character with ability scores of 15 strength, 17 intelligence, 12wisdom, 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 otherrespects 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<strong>com</strong>bat opponents. When 7th level of experience is gained, however, theALIGNMENTcharacter gets a four-sided hit die for additional hit points he or she cansustain at the new level. Furthermore, the character can now carry (but notwear) armor and weapons not normally usable by magic-users, and resortto their use if the need arises and not be penalized in respect toexperience as a magic-user, for he or she has already surpassed in thenew class the disciplines of the former. Thus, no harm accrues to his or herexperience as a magic-user. Note that this does not allow spell use whilearmor clad, such as an elven fighter/magic user is able to-do.A 1 I G N M E N TAfter generating the abilities of your character, selecting his or her race,and deciding upon a class, it is necessary to determine the alignment ofthe character. It is possible that the selection of the class your characterwill profess has predetermined alignment: a druid is neutral, a paladin islawful good, a thief can be neutral or evil, an assassin is always evil. Yet,except for druids and paladins, such restrictions still leave latitude - thethief can be lawful neutral, lawful evil, neutral evil, chaotic evil, chaoticneutral, neutral, or even neutral good; and the assassin has nearly asmany choices. The alignments possible for characters are described below.Chaotic Evil: The major precepts of this alignment are freedom,randomness, and woe. Laws and order, kindness, and good deeds aredisdained. life has no value. By promoting chaos and evil, those of thisalignment hope to bring themselves to positions of power, glory, andprestige in a system ruled by individual caprice and their own whims.Chaotic Good: While creatures of this alignment view freedom and therandomness of action as ultimate truths, they likewise place value on lifeand the welfare of each individual. Respect for individualism is also great.By promoting the gods of chaotic good, characters of this alignment seekto spread their values throughout the world.Chaotic Neutral: Above respect for life and good, or disregard for life andpromotion of evil, the chaotic neutral places randomness and disorder.Good and evil are <strong>com</strong>plimentary balance arms. Neither are preferred,nor must either prevail, for ultimate chaos would then suffer.Lawful Evil: Creatures of this alignment are great respecters of laws andstrict order, but life, beauty, truth, freedom and the like are held asvalueless, or at least scorned. By adhering to stringent discipline, those oflawful evil alignment hope to impose their yoke upon the world.lawful Good: While as strict in their prosecution of law and order,characters of lawful good alignment follow these precepts to improve the<strong>com</strong>mon weal. Certain freedoms must, of course, be sacrificed in order tobring order; but truth is of highest value, and life and beauty of greatimportance. The benefits of this society are to be brought to all.lawful Neutral: Those of this alignment view regulation as all-important,taking a middle road betwixt evil and good. This is because the ultimateharmony of the world -and the whole of the universe - is considered bylawful neutral creatures to have its sole hope rest upon law and order. Evilor good are immaterial beside the determined purpose of bringing all topredictability and regulation.Neutral Evil: The neutral evil creature views law and chaos as unnecessaryconsiderations, for pure evil is all-in-all. Either might be used, but both aredisdained as foolish clutter useless in eventually bringing maximumevilness to the world.Neutral Good: Unlike those directly opposite them (neutral evil) inalignment, creatures of neutral good believe that there must be someregulation in <strong>com</strong>bination with freedoms if the best is to be brought to theworld - the most beneficial conditions for living things in general andintelligent creatures in particular.True Neutral: The "true" neutral looks upon all other alignments as facetsof the system of things. Thus, each aspect - evil and good, chaos and law- of things must be retained in balance to maintain the status quo; forthings as they are cannot be improved upon except temporarily, and eventhen but superficially. Nature will prevail and keep things as they weremeant to be, provided the "wheel" surrounding the hub of nature doesnot be<strong>com</strong>e unbalanced due to the work of unnatural forces - such ashuman and other intelligent creatures interfering with what is meant to be.Naturally, there are all variations and shades of tendencies within eachalignment. The descriptions are generalizations only. A character can be33

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