MLP Classes

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Character Classes

A character class is the frame upon which you build your pony character. It isn't meant to be rigid and confining. Instead, a class provides a starting point, from which you can develop in any direction you see fit. Don't think of a class a restrictive; instead a class is defining. When you choose a class for your character, you're laying the foundation of a concept that will grow and expand as you play. A class provides structure. How you develop your character is entirely up to you. You get to choose talents and feats as you advance - and you can take levels in other classes as you go along if that better serves the concept at the core of your pony.

CHOOSING A CLASS

Nine basic classes are available in the My Little Pony Roleplaying Game: Artisan, Athlete, Commoner, Diplomat, Entertainer, Guard, Ranger, Scholar, and Scoundrel. At first level and every level thereafter you must choose a class for your character.

THE MULTICLASS CHARACTER

As your character advances in level, he or she may add new classes. Adding a new class gives the character a broader range of abilities, but all advancement in the new class is at the expense of advancement in the character's other class or classes. A commoner, for example, might become a commoner/athlete. Adding the athlete class would give her a better Reflex Defense and Reputation Bonus, and so on, but it would also mean that she doesn't gain new commoner talents and is thus not as powerful as commoner, as she otherwise would have become. Rules for creating and advancing multiclass characters can be found later in this chapter.

CLASS LEVEL vs. CHARACTER LEVEL

The My Little Pony Roleplaying Game uses the terms class level and character level to mean different things. Class level pertains to a character's level in a particular class. Character level pertains to a character's total experience. So, a character who has only one class has a character level and a class level that are the same. (A 7th-level diplomat has a character level of 7th and a class level of 7th.) But for a character with more than one class, class level and character level are different. A 4th-level diplomat/3rd level scholar has a character level of 7th, with a diplomat class level of 4th and a scholar class level of 3rd.

CLASS LEVEL AND BONUSES

An attack roll is a combination of three numbers, each representing a different factor: a random factor (the number you roll on the d20), a number representing the character's innate abilities (the ability modifier)' and a bonus representing the character's experience and training. This third factor depends on the character's class and level. Each class table summarizes the figures for this third factor.

BASE BONI

Check the table for your character's class. Your character's physical and mental base bonus applies to all appropriate rolls. Use the bonus that corresponds to the character's class level. If a character has more than one class, add the base bonuses for each class together to determine the character's base bonus.

DEFENSES

Your character has three defense scores. Defenses are discussed fully in MLP Mechanics and MLP Combat. Reflex Defense, Fortitude Defense and Will Defense. When you take your first level in a heroic class, and any level thereafter you gain class bonuses on your defenses. Class bonuses from different classes do not stack; you only apply the best bonus from all your classes to each defense score.

LEVEL-DEPENDENT BENEFITS

In addition to attack bonuses and saving throw bonuses, all characters gain other benefits from advancing in level. The following table Experience and Level-Dependent Benefits summarizes these additional benefits.

  • XP: This column shows the experience point total needed to achieve a given character level. For multiclass characters, XP determines overall character level, not individual class levels.
  • Feats: This column indicates the levels at which a character gains feats. These feats are in addition to any bonus feats granted in the class descriptions and the bonus feat granted to Humans at 1st level.
  • Ability Increases: This column indicates the levels at which a character gains ability score increases. Upon gaining 4th, 8th, 12th, 16th, and 20th level, a character increases two of his or her ability scores by 1 point each. The player chooses which two ability scores to improve. A player cannot apply both ability increases to a single ability score, and the ability improvements are permanent.
Character LevelXPFeatsAbility Increases
1st01st
2nd1,000
3rd3,0002nd
4th6,000 1st, 2nd
5th10,000
6th15,0003rd
7th21,000
8th28,000 3rd, 4th
9th36,0004t
10th45,000
11th55,000
12th66,0005th5th, 6th
13th78,000
14th91,000
15th105,0006th
16th120,000 7th, 8th
17th136,000
18th153,0007th
19th171,000
20th190,000 9th, 10th

For example, a diplomat with a starting Dexterity of 13 and a starting Charisma of 15 might improve to Dex 14 and Cha 16 at 4th level. At 8th level, the same character might improve Charisma again (from 16 to 17) and increase anyone of the other five abilities by 1 as well. Ability score increases are retroactive. For example, if you increase your Intelligence score from 13 to 14, you immediately gain an additional trained skill chosen from your class skills and an additional language. Similarly, if a Unicorn with two instances of the Spell Training feat increased his Intelligence score from 13 to 14, he would gain two spells and spell slots (for a total of six). Multiclass Characters: For multiclass characters, ability increases are gained according to overall character level, not class level. Thus, a 3rd-level diplomat/1st-level scholar is a 4th-level character overall and eligible for her first two ability score boosts.

CLASS DESCRIPTIONS

The rest of this chapter, up to the section on multiclass characters, describes each class. These descriptions are general. Individual members of a class may differ in their attitudes, outlooks, and other aspects.

  • GAME RULE INFORMATION

Game rule information follows the general class description. Not all of the following categories apply to every class.

  • ABILITIES

This entry tells you which abilities are most important for a character of that class. Players can "play against type," but a typical character of a class puts his or her highest ability scores where they'll do the most good. (Or, in game-world terms, the character is attracted to the class that most suits his or her talents, or for which he or she is best qualified.)

  • FATIGUE DIE

A character's hit points increase each time he or she gains a level. The type of die rolled depends on the class in which the level is gained. The character always gets at least 1 hit point with each new level, regardless of the player's die roll and the character's Constitution modifier.

  • CLASS SKILLS

Every class has a list of class skills . Once a player selects a class for his character, he chooses a number of trained skills from the character's list of class skills. The exact number of trained skills a player can choose at 1st level depends on the character's class. Put another way, a character's trained skills represent a subset of that character's class skills. Every time a character picks up a new class, his list of class skills grows to include those of the new class, but the only way to gain new trained skills after 1st level is to take the Skill Training feat (see MLP Feats). For example, a diplomat gets 6 trained skills at 1st level. If she has a + 1 Intelligence modifier, her total becomes 7 trained skills. The noble then selects 7 skills from her list of class skills, which then become trained skills for her. For more information on trained skills, see MLP Skills.

  • WEALTH BONUS INCREASE
  • STARTING FEATS

This entry details special characteristics of the class, including starting feats that the character gets for free at 1st level, special talents uniquely flavored to the class, and bonus feats.

  • CLASS TABLE

This table details how a character improves as he or she gains levels. Class tables include the following information:

    • Level: The character's level in the class.
    • Base Attack Bonus: The character's base attack bonus. Apply this bonus to the character's attack rolls and damage rolls.
    • Fortitude Defense Bonus:
    • Reflex Defense Bonus:
    • Will Defense Bonus:
    • Class Features: Level-dependent class abilities, alternating between talents and bonus feats.
    • Reputation Bonus:
  • TALENT TREES

The special class features that class grants access to for more information on talents see MLP Talents.


Artisan

Fatigue Die: 1d6
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (8 + Int modifier) {d12}. {1} Appraise, {2} Concentration, {3} Craft (any), {4} Initiative, {5} Knowledge (any), {6} Mechanics, {7} Perception, {8} Persuasion, {9} Profession (any), {10} Sense Motive, {11} Use Magic, {12} Racal Skill, or DM's choice.
Wealth Bonus Increase: +3.
Starting Feats:

Table: The Artisan

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +0      +1	+1	+1	 Talent		+2
2nd            +1      +2	+2	+2	 Feat		+3
3rd            +1      +2	+2	+2	 Talent		+3
4th            +2      +3	+3	+3	 Feat		+4
5th            +2      +3	+3	+3	 Talent		+4
6th            +3      +3	+3	+3	 Feat		+5
7th            +3      +4	+4	+4	 Talent		+5
8th            +4      +4	+4	+4	 Feat		+6
9th            +4      +5	+5	+5	 Talent		+6
10th           +5      +5	+5	+5	 Feat		+7
11th           +5      +5	+5	+5	 Talent		+7
12th           +6      +6	+6	+6	 Feat		+8
13th           +6      +6	+6	+6	 Talent		+8
14th           +7      +7	+7	+7	 Feat		+9
15th           +7      +7	+7	+7	 Talent		+9
16th           +8      +7	+7	+7	 Feat		+10
17th           +8      +8	+8	+8	 Talent		+10
18th           +9      +8	+8	+8	 Feat		+11
19th           +9      +9	+9	+9	 Talent		+11
20th           +10     +9	+9	+9	 Feat		+12

Talent Trees

  • Artistry
  • Function
  • Jury-Rig

Athlete

Fit, trim and sporty, these ponies know that sport is not a pain in the flank. Keeping themselves in shape is their pleasure and often also their job - since being a competetive athlete is a common way for them to make their bread. Though not all of them can be famous sports stars, they loathe nothing more than lazily goofing off. They love being in action, staying in motion and to prove and improve themselves. While some can selfish and overtly vying - sometimes outright cheating to gain their goal of sitting pretty infront of other, many are true teamplayers, rather loosig a match, than letting one of their crew down. However being competitive is a common trait for those mares and stallions that not all, but many will display, both during work and in their free time.

Except for the track or playing field, you can find these jocks working as messengers or heralds, where their speed comes in handy, on plantations, where a strong hoof is always needed or using their skills they gained while playing in a team to motivate their co-workers during important projects in many businesses. Athletic Pegasi are also often found in the weather patrol, using their strength and agility to move clouds swiftly.


Fatigue Die: 1d8
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (6 + Int modifier) {d12}. {1} Acrobatics, {2} Climb, {3} Concentration, {4} Drive, {5} Endurance, {6} Fly, {7} Heal, {8} Initiative, {9} Jump, {10} Knowledge (related), {11} Perform, {12} Swim.
Wealth Bonus Increase: +1.
Starting Feats:

Table: The Athlete

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +1      +1	+2	+0	 Talent		+2
2nd            +2      +2	+3	+0	 Feat		+3
3rd            +3      +2	+3	+1	 Talent		+3
4th            +4      +3	+4	+1	 Feat		+4
5th            +5      +3	+4	+1	 Talent		+4
6th            +6      +3	+5	+2	 Feat		+5
7th            +7      +4	+5	+2	 Talent		+5
8th            +8      +4	+6	+2	 Feat		+6
9th            +9      +5	+6	+3	 Talent		+6
10th           +10     +5	+7	+3	 Feat		+7
11th           +11     +5	+7	+3	 Talent		+7
12th           +12     +6	+8	+4	 Feat		+8
13th           +13     +6	+8	+4	 Talent		+8
14th           +14     +7	+9	+4	 Feat		+9
15th           +15     +7	+9	+5	 Talent		+9
16th           +16     +7	+10	+5	 Feat		+10
17th           +17     +8	+10	+5	 Talent		+10
18th           +18     +8	+11	+6	 Feat		+11
19th           +19     +9	+11	+6	 Talent		+11
20th           +20     +9	+12	+6	 Feat		+12

Talent Trees

  • Endurance
  • Agility
  • Team Sport

Commoner

Fatigue Die: 1d6
Harmony Points: gain a number of harmony points equal to + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (6 + Int modifier) {d12]. {1} Appraise, {2} Craft (any), {3} Drive, {4} Endurance, {5} Gather Information, {6} Initiative, {7} Knowledge (related), {8} Mechanics, {9} Perception, {10} Persuasion, {11} Profession (any), {12} Sense Motive.
Wealth Bonus Increase: +2.
Starting Feats:

Table: The Commoner

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +0      +1	+1	+1	 Talent		+0
2nd            +1      +2	+2	+2	 Feat		+0
3rd            +2      +2	+2	+2	 Talent		+1
4th            +3      +3	+3	+3	 Feat		+1
5th            +3      +3	+3	+3	 Talent		+1
6th            +4      +3	+3	+3	 Feat		+2
7th            +5      +4	+4	+4	 Talent		+2
8th            +6      +4	+4	+4	 Feat		+2
9th            +6      +5	+5	+5	 Talent		+3
10th           +7      +5	+5	+5	 Feat		+3
11th           +8      +5	+5	+5	 Talent		+3
12th           +9      +6	+6	+6	 Feat		+4
13th           +9      +6	+6	+6	 Talent		+4
14th           +10     +7	+7	+7	 Feat		+4
15th           +11     +7	+7	+7	 Talent		+5
16th           +12     +7	+7	+7	 Feat		+5
17th           +12     +8	+8	+8	 Talent		+5
18th           +13     +8	+8	+8	 Feat		+6
19th           +14     +9	+9	+9	 Talent		+6
20th           +15     +9	+9	+9	 Feat		+6

Talent Trees

  • Jack of all trades
  • Professional
  • Socialite

Diplomat

Fatigue Die: 1d6
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (6 + Int modifier) (d12). {1} Appraise, {2} Deception, {3} Gather Information, {4} Heal, {5} Handle Animal, {6} Initiative, {7} Knowledge (any), {8} Perception, {9} Perform, {10} Persuasion, {11} Sense Motive, {12} Racial Skill or DM's choice.
Wealth Bonus Increase: +3.
Starting Feats:

Table: The Diplomat

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +0      +1	+0	+2	 Talent		+1
2nd            +1      +2	+0	+3	 Feat		+2
3rd            +1      +2	+1	+3	 Talent		+2
4th            +2      +3	+1	+4	 Feat		+3
5th            +2      +3	+1	+4	 Talent		+3
6th            +3      +3	+2	+5	 Feat		+3
7th            +3      +4	+2	+5	 Talent		+4
8th            +4      +4	+2	+6	 Feat		+4
9th            +4      +5	+3	+6	 Talent		+5
10th           +5      +5	+3	+7	 Feat		+5
11th           +5      +5	+3	+7	 Talent		+5
12th           +6      +6	+4	+8	 Feat		+6
13th           +6      +6	+4	+8	 Talent		+6
14th           +7      +7	+4	+9	 Feat		+7
15th           +7      +7	+5	+9	 Talent		+7
16th           +8      +7	+5	+10	 Feat		+7
17th           +8      +8	+5	+10	 Talent		+8
18th           +9      +8	+6	+11	 Feat		+8
19th           +9      +9	+6	+11	 Talent		+9
20th           +10     +9	+6	+12	 Feat		+9

Talent Trees

  • Etiquette
  • Leadership
  • Negotiation

Entertainer

Fatigue Die: 1d6
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (6 + Int modifier) {d12}. {1} Appraise, {2} Acrobatics, {3} Concentration, {4} Deception, {5} Initiative, {6} Knowledge, {7} Perception, {8} Perform, {9} Persuasion, {10} Profession, {11} Sense Motive, {12} Use Magic.
Wealth Bonus Increase: +1.
Starting Feats:

Table: The Entertainer

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +0      +0	+2	+1	 Talent		+2
2nd            +1      +0	+3	+2	 Feat		+3
3rd            +2      +1	+3	+2	 Talent		+3
4th            +3      +1	+4	+3	 Feat		+4
5th            +3      +1	+4	+3	 Talent		+4
6th            +4      +2	+5	+3	 Feat		+5
7th            +5      +2	+5	+4	 Talent		+5
8th            +6      +2	+6	+4	 Feat		+6
9th            +6      +3	+6	+5	 Talent		+6
10th           +7      +3	+7	+5	 Feat		+7
11th           +8      +3	+7	+5	 Talent		+7
12th           +9      +4	+8	+6	 Feat		+8
13th           +9      +4	+8	+6	 Talent		+8
14th           +10     +4	+9	+7	 Feat		+9
15th           +11     +5	+9	+7	 Talent		+9
16th           +12     +5	+10	+7	 Feat		+10
17th           +12     +5	+10	+8	 Talent		+10
18th           +13     +6	+11	+8	 Feat		+11
19th           +14     +6	+11	+9	 Talent		+11
20th           +15     +6	+12	+9	 Feat		+12

Talent Trees

  • Inspiration
  • Performance
  • Presence

Guard

To protect and serve: That is task and motivation of a guard. These righteous ponies have set themselves to defend the innocent and bring evil doers to justice. Especially in larger cities their gleaming poitrels are an inherent part of the cityscape, where they proudly guard their lords or investigate crime scenes, always striving to make their town a safer place. To reach that goal, they stay alert at all times and also do not refrain from using violence, though that is for most of them only a last resort. While fighting they keep it fair and honorable, mostly relying on a defensive strategy and on their strong armor to protect themselves and - even more importantly - their wards.

During work and often also in private, guards can be recognized by their courage, their strong sense of justice and honor, but also their pride - after all every guard made it through a tough training that only few pass. In combination with their tendency not to show their emotions too openly and to stay rather reticent, that may come off as arrogance. But at the end of the day, guards are reliable protectors that might not be liked by everypony, but still justifiably seen as a vital part of equestrian society.

For those who pass the demanding drill of the equestrian military academy, it is not hard to find a job most of the times, since their reputation as the best of the best precedes them. They can find work as police men, body guards, investigators or in any other field of work that requires a brave heart, a bright mind and a strong hoof. And of course it is the ambition of every guard to one day become part of the Royal Guard and protect their beloved princesses of impeding danger.


Fatigue Die: 1d10
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (4 + Int modifier) {d10}. {1} Drive, {2} Endurance, {3} Fly, {4} Gather Information, {5} Heal, {6} Initiative, {7} Jump, {8} Perception, {9} Persuasion, {10} Sense Motive.
Wealth Bonus Increase: +2.
Starting Feats:

Table: The Guard

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +1      +2	+1	+0	 Talent		+0
2nd            +2      +3	+2	+0	 Feat		+0
3rd            +3      +3	+2	+1	 Talent		+1
4th            +4      +4	+3	+1	 Feat		+1
5th            +5      +4	+3	+1	 Talent		+1
6th            +6      +5	+3	+2	 Feat		+2
7th            +7      +5	+4	+2	 Talent		+2
8th            +8      +6	+4	+2	 Feat		+2
9th            +9      +6	+5	+3	 Talent		+3
10th           +10     +7	+5	+3	 Feat		+3
11th           +11     +7	+5	+3	 Talent		+3
12th           +12     +8	+6	+4	 Feat		+4
13th           +13     +8	+6	+4	 Talent		+4
14th           +14     +9	+7	+4	 Feat		+4
15th           +15     +9	+7	+5	 Talent		+5
16th           +16     +10	+7	+5	 Feat		+5
17th           +17     +10	+8	+5	 Talent		+5
18th           +18     +11	+8	+6	 Feat		+6
19th           +19     +11	+9	+6	 Talent		+6
20th           +20     +12	+9	+6	 Feat		+6

Talent Trees

  • Armor
  • Authority
  • Sentinel

Ranger

Fatigue Die: 1d8
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (6 + Int modifier) {d12}. {1} Climb, {2} Craft (related), {3} Endurance, {4} Handle Animal, {5} Initiative, {6} Jump, {7} Knowledge (related, {8} Perception, {9} Profession (related), {10} Stealth, {11} Survival, {12} Swim.
Wealth Bonus Increase: +2.
Starting Feats:

Table: The Ranger

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +1      +1	+1	+1	 Talent		+1
2nd            +2      +2	+2	+2	 Feat		+2
3rd            +3      +2	+2	+2	 Talent		+2
4th            +4      +3	+3	+3	 Feat		+3
5th            +5      +3	+3	+3	 Talent		+3
6th            +6      +3	+3	+3	 Feat		+3
7th            +7      +4	+4	+4	 Talent		+4
8th            +8      +4	+4	+4	 Feat		+4
9th            +9      +5	+5	+5	 Talent		+5
10th           +10     +5	+5	+5	 Feat		+5
11th           +11     +5	+5	+5	 Talent		+5
12th           +12     +6	+6	+6	 Feat		+6
13th           +13     +6	+6	+6	 Talent		+6
14th           +14     +7	+7	+7	 Feat		+7
15th           +15     +7	+7	+7	 Talent		+7
16th           +16     +7	+7	+7	 Feat		+7
17th           +17     +8	+8	+8	 Talent		+8
18th           +18     +8	+8	+8	 Feat		+8
19th           +19     +9	+9	+9	 Talent		+9
20th           +20     +9	+9	+9	 Feat		+9

Talent Trees

  • Farmer
  • Herder
  • Scout

Scholar

Fatigue Die: 1d6
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (8 + Int modifier) (d12). {1} Appraise, {2} Concentration, {3} Craft, {4} Gather Information, {5} Heal, {6} Initiative, {7} Knowledge, {8} Mechanics, {9} Perception, {10} Profession, {11} Use Magic, {12} Racial Skill or DM's choice.
Wealth Bonus Increase: +3.
Starting Feats:

Table: The Scholar

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +0      +1	+0	+2	 Talent		+1
2nd            +1      +2	+0	+3	 Feat		+2
3rd            +1      +2	+1	+3	 Talent		+2
4th            +2      +3	+1	+4	 Feat		+3
5th            +2      +3	+1	+4	 Talent		+3
6th            +3      +3	+2	+5	 Feat		+3
7th            +3      +4	+2	+5	 Talent		+4
8th            +4      +4	+2	+6	 Feat		+4
9th            +4      +5	+3	+6	 Talent		+5
10th           +5      +5	+3	+7	 Feat		+5
11th           +5      +5	+3	+7	 Talent		+5
12th           +6      +6	+4	+8	 Feat		+6
13th           +6      +6	+4	+8	 Talent		+6
14th           +7      +7	+4	+9	 Feat		+7
15th           +7      +7	+5	+9	 Talent		+7
16th           +8      +7	+5	+10	 Feat		+7
17th           +8      +8	+5	+10	 Talent		+8
18th           +9      +8	+6	+11	 Feat		+8
19th           +9      +9	+6	+11	 Talent		+9
20th           +10     +9	+6	+12	 Feat		+9

Talent Trees

  • Healer
  • Organizer
  • Researcher

Scoundrel

Fatigue Die: 1d6
Harmony Points: gain a number of harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: (8 + Int modifier) {d12}. {1} Appraise, {2} Acrobatics, {3} Deception, {4} Gather Information, {5} Initiative, {6} Knowledge (related), {7} Perception, {8} Persuasion, {9} Profession, {10} Sense Motive, {11} Stealth, {12} Racial skill or DM's choice.
Wealth Bonus Increase: +1.
Starting Feats:

Table: The Scoundrel

Class Level	BAB	Fort	Ref	Will	Class Features	Reputation
1st            +0      +0	+2	+1	 Talent		+0
2nd            +1      +0	+3	+2	 Feat		+0
3rd            +2      +1	+3	+2	 Talent		+1
4th            +3      +1	+4	+3	 Feat		+1
5th            +3      +1	+4	+3	 Talent		+1
6th            +4      +2	+5	+3	 Feat		+2
7th            +5      +2	+5	+4	 Talent		+2
8th            +6      +2	+6	+4	 Feat		+2
9th            +6      +3	+6	+5	 Talent		+3
10th           +7      +3	+7	+5	 Feat		+3
11th           +8      +3	+7	+5	 Talent		+3
12th           +9      +4	+8	+6	 Feat		+4
13th           +9      +4	+8	+6	 Talent		+4
14th           +10     +4	+9	+7	 Feat		+4
15th           +11     +5	+9	+7	 Talent		+5
16th           +12     +5	+10	+7	 Feat		+5
17th           +12     +5	+10	+8	 Talent		+5
18th           +13     +6	+11	+8	 Feat		+6
19th           +14     +6	+11	+9	 Talent		+6
20th           +15     +6	+12	+9	 Feat		+6

Talent Trees

  • Evasive
  • Fortune
  • Trickster

MULTICLASS CHARACTERS

A character may add new classes as he or she progresses in levels. Multiclassing improves a character's versatility at the expense of focus.

CLASS AND LEVEL FEATURES

As a general rule, the abilities of a multiclass character are the sum of the abilities of each of the character's classes.

  • Level

"Character level" is a character's total number of levels. It derives from overall XP earned and is used to determine when feats and ability score boosts are gained, as per Table 3-1: Experience and Level-Dependent Benefits. "Class level" is the character's level in a particular class, as per the individual class tables. For the single-class hero, character level and class level are the same.

  • Fatigue

Each time you gain a new level, roll a fatigue die (the size of the die depends on the class in which the level is gained) and add the result to your character's fatigue total. Your character's Constitution modifier applies to each fatigue die roll. For example, a 1st-level ranger who becomes a 1st-level ranger/1st-level guard gains a number of additional hit points equal to 1d10 + the character's Constitution modifier. A few game sessions later, the character gains a second level in the ranger class, becoming a 2nd-level ranger/1st-level guard, whereupon her hit points increase by 1d8 + the character's Constitution modifier.

  • Base Attack Bonus

Add the base attack bonus of each class to get the character's base attack bonus. For instance, a 6th-level diplomat/2nd-level entertainer has a base attack bonus of +4 (+3 for diplomat, +1 for entertainer).

  • Defenses

Each time a character gains a new level, his Reflex Defense, Fortitude Defense, and Will Defense need to be adjusted to account for the increase in character level. A character who takes his a level of a new class also gains a class bonus to one or more of his defenses; however, this class bonus does not stack with other class bonuses. You always take the better bonus from either class you have.

  • Skills

When you select a new class, you do not gain any new trained skills. However, your list of class skills expands to include those of the new class. If you take the Skill Training feat, you may choose your new trained skill from the class skill list of any class in which you have levels. For example, Fancy Jumper is a multiclass athlete/entertainer who takes the Skill Training feat. His new trained skill may be chosen from the athlete's list of class skills or the entertainer's list of class skills.

  • Starting Feats

When you select a new class, you gain all of its starting feats.

  • Talents

If a character gains a talent as a consequence of gaining a level, he must select a talent associated with the class in which he gained the level. For example, Tea Spoon is a 2nd-level commoner who decides to take a level in the artisan class, which grants her a talent. She must select her new talent from the artisan talent trees (or from any Element or Racial talent trees, she has access to), since it was a artisan level that granted her the talent.

  • Feats

For multiclass characters, feats are received at 3rd level and every three character levels thereafter, regardless of individual class level. A multiclass character that gains a class bonus feat must select it from the bonus feats available to that particular class. For example, Tea Spoon is a 2nd-level commoner/1st-level artisan who decides to take a second level in the artisan class. Doing so grants her a bonus feat, which she must select from the artisan's list of bonus feats.

  • Ability Increases

For multiclass characters, abilities are increased every four character levels, regardless of individual class level.

  • Wealth Bonus

A character who takes a level of a new class also gains a class bonus to his Wealth modifier; however, this class bonus does not stack with other class bonuses. You always take the better bonus from either class you have.

ADDING A SECOND CLASS

When a single-class character gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. The Stablemaster may restrict the choices available according to how he or she handles classes, skills, experience, and training. For instance, the character may need to find a teacher to instruct him in the ways of the new class. Additionally, the Stablemaster may require the player to declare what class his or her hero is "working on" before he or she makes the jump to the next level, so the character has time to practice new skills. In this way, gaining the new class is the result of previous effort rather than a sudden development. The character gains the base attack bonus, class bonuses to defense, and class skills, as well as fatigue of the appropriate die type and a talent associated with the new class. Picking up a new class is not exactly the same as starting a character in that class. Some of the benefits for a 1 st-Ievel character represent the advantage of training while young and fresh, with lots of time to practice. When picking up a new class, a character does not receive the Maximum, tripled fatigue from the first die given to characters that begin their careers in that class, or the starting skills and feats of that class.

ADVANCING A LEVEL

Each time a multiclass character achieves a new level, he either increases one of his current class levels by one or picks up a new class at 1st level. When a multiclass character increases one of his classes by one level, he gets all the standard benefits that characters get for achieving that level in that class: more fatigue, possible bonuses on attack rolls, better defense scores, and one or more new class features (such as a talent or bonus feat). In addition, a multiclass character has the option to take any starting feat for that class as a bonus feat.