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 ATTACK BONUS

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

  • HARMONY POINTS

The number of Harmony points a character starts with and gains by advancement in a class. Each character gains 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 any class.

  • 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

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

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.

  • Hit Points

Each time you gain a new level, roll a hit point die (the size of the die depends on the class in which the level is gained) and add the result to your character's hit point total. Your character's Constitution modifier applies to each hit point die roll. For example, a 1st-level scout who becomes a 1st-level scout/1st-level soldier 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 scout class, becoming a 2nd-level scout/1st-level soldier, 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 noble/2nd-level soldier has a base attack bonus of +6 (+4 for noble, +2 for soldier).

  • 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 first 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.

  • 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 (page 88), you may choose your new trained skill from the class skill list of any class in which you have levels. For example, Arani is a multiclass noble/soldier who takes the Skill Training feat. Her new trained skill may be chosen from the noble's list of class skills or the soldier's list of class skills.

  • Starting Feats

When you select a new class, you do not gain all of its starting feats. Select one feat from the list of starting feats. For example, a 1st-level noble decides to take a level of soldier and gains one feat of his choice from the soldier's list of starting feats; he selects Weapon Proficiency (rifles).

  • 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, Arani is a 2nd-level noble who decides to take a level in the soldier class, which grants her a talent. She must select her new talent from the soldier talent trees (or from Force talent trees, if she has the Force Sensitivity feat), since it was a soldier 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 (see Table 3-1: Experience and Level-Dependent Benefits). A multiclass character that gains a class bonus feat must select it from the bonus feats available to that particular class. For example, Arani is a 2nd-level noble/1st-level soldier who decides to take a second level in the soldier class. Doing so grants her a bonus feat, which she must select from the soldier's list of bonus feats (page 53).

  • Ability Increases

For multiclass characters, abilities are increased every four character levels, regardless of individual class level (see Table 3-1: Experience and LevelDependent Benefits).

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 GM 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 GM 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 hit points 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 hero represent the advantage of training while young and fresh, with lots of time to practice. When picking up a new class, a hero does not receive the following starting benefits given to characters that begin their careers in that class.

• Starting feats (select only one of the starting feats)
• Maximum, tripled hit points from the first die
• Starting credits

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 hit points, 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.

HOW MULTICLASSING WORKS

Arani, a 4th-level noble, decides she wants to expand her repertoire by learning some soldiering. When Arani reaches 10,000 XP, she becomes a 5th-level character. Instead of becoming a 5th-level noble, however, she becomes a 4th-level noble/1st-level soldier. How exactly she picked up this new area of focus isn't critical to the campaign, though the player and GM are encouraged to create an in-game reason and opportunity for the hero to do so. Now, instead of gaining the benefits of a new level of noble, she gains the benefits of becoming a 1st-level soldier. She gains a 1st-level soldier's hit points (1 dlO + her Constitution modifier)' a 1st-level soldier's + 1 base attack bonus, a soldier's +2 class bonus to Fortitude Defense, and a soldier talent. Because she gained a level, all of her defenses (Reflex, Fortitude, and Will) increase by 1. The benefits described above are added to the scores Arani already had as a noble. She doesn't gain any of the benefits a 5th-level noble gains. On achieving 15,000 XP, Arani becomes a 6th-level hero. She decides she'd like to continue along the soldier path, so she increases her soldier level instead of her noble level. Again she gains the soldier's benefits for attaining a new level rather than the noble's. At this point, Arani is a 4th-level noble/2nd-level soldier. Her combat skill is a little better than a 4th - level noble's would be because she has learned something about fighting during her time as a soldier. Her base attack bonus is +5 (+3 from her noble class and +2 from her soldier class) . Her Reflex, Fortitude, and Will Defenses each increase by 1. At each new level, Arani decides whether to increase her noble level or her soldier level. Of course, if she wants to have even more diverse abilities, she could acquire a third class, such as scoundrel. At some point, she may also qualify for a prestige class (see MLP Prestige Classes). In general, a character can multiclass as many times as there are classes available.