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View Full Version : D&D 3.x Other Level 0 and Alternate Multiclassing System



Xuldarinar
2014-03-04, 06:03 PM
Level 0

{table=head]Character Level|Save Bonus|Base Attack Bonus|XP|Class Skill Max Ranks|Feats
0|+0|+0|0*|3|1st[/table]

Level 0 Skill Points: (2 + int mod) x 3
Level 0 'Class Skills': Any and all skills you have spent ranks in at 0 level are treated as class skills for you. These should reflect what your character is/was prior to becoming an adventurer.

Starting Hit Points: 4 + Con Modifier

Feats: Rather than acquiring a feat at 1st level, you gain one at level 0. If your race would provide bonus feats, these are also acquired at level 0.

XP: Upon acquiring 500 XP after character creation as a level 0 character, you acquire 1st level and are set to 0 XP.

Upon obtaining 1st level, you select a class as normal and gain hp and saves as appropriate. You are treated as having 1HD at both 0 and 1st level. You do not gain the usual x4 multiplier to the class skills acquired at 1st level, but you do however gain an additional +6 skill points per 2 higher than 4 the skill points per level provided by the class. For instance, a level 0 character who becomes a barbarian gains 4 + Int mod + 6 skill points upon reaching 1st level, where as a bard would gain 6 + Int mod + 12 skill points.

Alternate Multiclassing System

Rather than permitting standard multi-classing, at 1st level a character may pick up 2 classes instead of 1. At each level thereafter they advance all classes they currently possess. Follow the table below to determine attack bonus progression, saves, skill points, and hit die. Combine the class skill lists of both classes to determine your class skills. When multi classing in this manner, you suffer a -20% XP penalty. If one of your classes is a favored class for your race, you instead suffer only a -10% XP penalty.

Save Progression|Poor|Good
Poor|Poor|Average
Good|Average|Good

{table=head]|Base Save Bonus (Average)
1st|+0
2nd|+1
3rd|+1
4th|+2
5th|+2
6th|+3
7th|+3
8th|+3
9th|+4
10th|+4
11th|+5
12th|+5
13th|+6
14th|+6
15th|+6
16th|+7
17th|+7
18th|+8
19th|+8
20th|+9 [/table]

{table=head]Attack Bonus|Poor|Average|Good
Poor|Poor|Low-Average|Average
Average|Low-Average|Average|High-Average
Good|Average|High-Average|Good [/table]

{table=head]|Base Attack Bonus (Low-Average)|Base Attack Bonus (High-Average)
1st|+0|+0
2nd|+1|+1
3rd|+1|+2
4th|+2|+3
5th|+3|+4
6th|+3|+5
7th|+4|+6/+1
8th|+5|+7/+2
9th|+5|+8/+3
10th|+6/+1|+9/+4
11th|+7/+2|+9/+4
12th|+7/+2|+10/+5
13th|+8/+3|+11/+6/+1
14th|+9/+4|+12/+7/+2
15th|+9/+4|+13/+8/+3
16th|+10/+5|+14/+9/+4
17th|+11/+6/+1|+15/+10/+5
18th|+11/+6/+1|+16/+11/+6/+1
19th|+12/+7/+2|+17/+12/+7/+2
20th|+13/+8/+3|+18/+13/+8/+3 [/table]

{table=head]Skill points|2|4|6|8
2|2|3|4|5
4|3|4|5|6
6|4|5|6|7
8|5|6|7|8 [/table]

{table=head]HD|d4|d6|d8|d10|d12
d4|d4|d4|d6|d6|d8
d6|d4|d6|d6|d8|d8
d8|d6|d6|d8|d8|d10
d10|d6|d8|d8|d10|d10
d12|d8|d8|d10|d10|d12|[/table]

For Example: A Barbarian/Wizard 1 would have d8 HD, would have an average base attack bonus progression, average fortitude and will saves, a poor reflex save, (3+Int mod) x 4 skill points, and would gain all the class features of both a 1st level barbarian and a 1st level wizard.

If both of your classes are spellcasting classes, draw from the larger pool of a given level for the purposes of spells per day, but may receive bonus spell slots based on high ability score from both classes. You may only have one pool of spells. For instance, a Cleric/Wizard with 15 Intelligence and 13 Wisdom would gain 2 extra 1st level spell slots and 1 extra 2nd level spell slot. Furthermore, they would follow the cleric's spell per day chart since at any given level the cleric can cast as many if not more spells per day. If one class prepares spells and the other is spontaneous, you must decide at the beginning of each day which slots to prepare and which slots to remain open for spontaneous casting. If both classes are psionic, take the better power pool. If one manifests psionic powers and the other casts spells, use the spell point system (UA) and use the larger pool as the spell/power pool. If one of your classes uses mysteries, you must prepare your mysteries (taking 15 minutes) using spell slots, but regardless of how many uses a mystery may have, a mystery does not take up more than 1 spell slot. Just as you cannot skip mysteries in paths in selecting mysteries known, you cannot skip in preparation. For example, if a Shadowcaster/Wizard 7 chooses to prepare Flicker, an apprentice mystery, it occupies a single 3rd level spell slot but is usable 2/day as a spell-like ability. Furthermore, they must also prepare Voice of Shadow, and Congress of Shadows.