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wiki:multi-classing [2016/06/12 21:01] caleymccready |
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| ======Multi-classing====== | ======Multi-classing====== | ||
| - | Multi-classing is the mixing of two classes together into one character. There are only five classes in Elemental D6, but there are still options for mixing these classes. Persons with the ability to manipulate more than one element are less common. Mixing the [[wiki:martial|martial]] class with one of the four elemental classes is more common | + | ===[rules]=== |
| - | When mixing two classes you would take a second class when leveling up. Your GM may require some event in your character's adventure's to unlock that skill if it is a second element, though no such event is required to mix the martial class with another element | + | \\ |
| + | Multi-classing is the mixing of two classes together into one character. There are six core classes in Elemental D6, and you are able to blend these classes at your discretion | ||
| - | When taking a level in another class, you take the level bonuses, skill bonuses, and talent points according to the level in your new class, starting at level one. You do not get additional bonuses associated with starting a character, your first level in a new class is treated as any other level in that regard | + | To multi-class, take an additional class when leveling up. When taking a level in another class, you take all the level bonuses according to the level in your new class, starting with the first level in that class. Your hit points and skill points continue to progress according to your total level |
| **Example**\\ | **Example**\\ | ||
| - | You have 4 levels in hydromancer and you level up to level 5. Instead of becoming a level 5 hydromancer, you put the level into the [[wiki:martial|martial]] class. You gain the bonuses associated with the first level of the martial class, instead of the hydromancer class). You do not gain the hit points associated with level 1 characters of your race | + | You have 4 levels in hydromancer and you level up to level 5. Instead of becoming a level 5 hydromancer, you put the level into the [[wiki:martial|martial]] class. You gain the bonuses associated with the first level of the martial class, instead of the hydromancer class). You do not gain the hit points associated with level 1 characters of your species |
| **Level Requirements**\\ | **Level Requirements**\\ | ||
| - | If a any talent, skill, or feat has a level requirement, use your total character level for this requirement | + | If a any talent, skill, or feat has an general level requirement, use your total character level for this requirement |
| **Restrictions**\\ | **Restrictions**\\ | ||
| - | * You cannot take more than 20 levels in a base class | + | * Once you have gained 20 total levels in core classes, you no longer gain BAB\BDB or Ability Bonuses granted by taking levels in a core class |
| - | * After level 20, you no longer gain BAB\BDB bonuses granted by taking levels in a base class | + | * After completing all the levels in class, you may start over in the class, treating it as if it were a new and separate class. Talents and talent points earned in the new class cannot be spent in the completed class and vice versa |
| - | * You can however, take more than 20 levels in a base class, treating it as if it were a new class. You may only do this once you have finished 20 levels in the class you wish to repeat. Talent points acquired in one instance of a base class cannot be spent in another class, even if the other class is the same class, but repeated | + | |
| + | \\ | ||
| =====Non combat binding===== | =====Non combat binding===== | ||
| Aside from the mechanics from leveling, characters can also manipulate the elements in smaller or creative ways, such as heating a cup of tea with flame, wafting the scent of a flower towards another creature, or freezing up some ice cubes for their beverage | Aside from the mechanics from leveling, characters can also manipulate the elements in smaller or creative ways, such as heating a cup of tea with flame, wafting the scent of a flower towards another creature, or freezing up some ice cubes for their beverage | ||
| - | When a character gains a new element from multiclassing, they do not have access to complete manipulation over the element until they select talents which grant mastery over various elements. A fresh hydromancer cannot create ice until they take one of the ice related talents. A fresh aeromancer cannot control currents of air if their only talents are Powerful Ki and Quick Mind | + | When a character gains control over a new element from multiclassing, they do not have access to complete manipulation over the element. A fresh hydromancer cannot create ice until they take one of the ice related talents. A fresh aeromancer cannot control currents of air if their only talents are Powerful Ki and Quick Mind |
| In general, a blast grants general control over the elements. Beyond that GM discretion should be exercised and should err on the side of restriction of access to the new element | In general, a blast grants general control over the elements. Beyond that GM discretion should be exercised and should err on the side of restriction of access to the new element | ||