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OD&D Multi-classing Optionsby Jim Bobb
IMC we allow the non-human character classes to multi-class in order to fill out the "missing" areas of their adventuring abilities. Even though the OD&D system is supposed to be more streamlined than it's AD&D counterpart, I have players ask why the Elf can't learn thief skills or why dwarves have no clerics (they have immortals). Even though the GAZ line expanded and created a lot of neat things, taken outside the area of each GAZ those expanded abilities sometimes caused more problems than they were worth. IMC we came up with this, a more general way that treats all the non-humans equal. While we use the GAZ series IMC, the major changes to each race and/or class are restricted to the NPCs that have spent their lives closely tied to their power/belief and lands. This then is geared towards the character that learns from the world, not just a small part of it.
Classes Allowed by Race and Maximum Level
Dwarves: Cleric (8) or Thief (10)
Elves, Sylvan: Cleric (8), Druid (12) or Thief (10)
Elves, Shadow: Cleric (12) or Thief (10)
Gnomes: Cleric (10), Magic-user (8), Thief (12)
Goblins: Shaman (Cleric 8), Wokan (Magic-user 6), Thief (10)
Halfling: Cleric (12), Druid (10) or Thief (12)
1) The character must meet ALL the requirements of his base class and the class he wishes to add. No character may have more than 2 total classes. The character still receives experience adjustments for ability scores.
2) The multi-classed character must abide by ALL of the restrictions of both classes, such as weapon, armour or alignment restrictions. There are 3 exceptions to this rule:
A) Multi-classed Magic-users may learn any weapon from the other class.
B) Racial weapons may be used by any type of character of the race in question. Dwarves may use Battle and Hand Axes; Elves may use Short Swords, Normal Swords, Long Bows and Short Bows; Gnomes may use War Hammers, Light Crossbows and Hand Crossbows; Halflings may use Daggers and Slings. (These are used IMC and are suggestions only!)
C) Shaman and Wokani may only use tribal weapons. What these are varies from campaign to campaign, ask your DM.
3) The character must begin at 1st level. The multi-classed character must add the experience charts of both his classes together to determine his new experience chart. When the needed amount of experience is gained, the multi-classed character advances in level in both classes at the same time. Example: a Dwarf Cleric needs 3,700 EP to advance to 2nd level, 2,200 EP for being a dwarf +1,500 EP for being a cleric. This continues even after the character reaches his maximum level in one of his classes, as he is still using the abilities that he has had all his life. The player notes the character's maximum level for the class he can no longer advance in and those abilities will remain unchanged when the character advances afterwards (short of Immortal intervention)..
4) The character still uses the same Attack Matrix and Saving Throw Table as a "Normal" member of his race.
5) The character gains Hit Points as a normal member of his race.
6) The character gains Weapon Skills and General Skills as a normal member of his race.
7) The character's stronghold and will reflect his classes. The exact extent is ultimately left to the DM, but as a suggestion, the stronghold will be based on the character's extra class with elements of his normal class. Example: An Elf Thief would construct his hideout in a forest and make it appear to be a natural part of the surrounding terrain as much as possible.