I believe I have finally found a multi-classing solution that people agree is fair. I'm testing out this idea on you.
Choose a class.
Barbarian(Berzerker), Fighter(Knight)
Dedicated Martial Class Bonus: +1 Strength
Starting Hit Points: constitution score+12
Hit Points Per Level-Up: con mod+12 hit points
Healer's Kit
Armor: up to plate armor
Weapon Damage: 1d12+ability mod+level mod/Spell Damageif you multi-class, and use spells, move to the mixed class table)
Class Powers: Martial Feats
Rogue(Assassin), Ranger(Scout)
Skilled Class Bonus: +1 Dexterity
Hit Points: constitution score+10
Starting Hit Points Per Level-Up: con mod+10 hit points
Healer's Kit
Armor: up to leather armor
Weapon Damage: 1d10+ability mod+level mod/Spell Damage: (if you multi-class and use spells, move to the mixed class table)
Class Powers: Rogue Skillsisable Device, Open Locks, Pick Pocket Ranger Skills:Forage Food, Track Quarry, Build Shelter
Cleric(Paladin), Monk
Mixed Class Bonus: +1 Wisdom
Starting Hit Points: constitution score+8
Hit Points Per Level-Up: con mod+8 hit points
Healing Spells
Armor: up to chain-mail
Weapon Damage: 1d8+ability mod+level mod/Spell Damage:1d10+ability mod+level mod
Class Powers: Healing, Cursing and Controlling Prayers/Class Restrictions:Your spells lose their area effect
Druid, Wizard
Dedicated Casting Class Bonus: +1 Intelligence
Starting Hit Points: constitution score+6
Hit Points Per Level-Up: con mod+6 hit points
Healer's Kit
Armor: bracers, jewelry, 1 plate armor piece, and magic abjuration spells
Weapon Damage: 1d6+ability mod+level mod/Spell Damage:1d12+ability mod+level mod/Class Powers: Burst Area Spells
Multi-Classing
Always use the mixed class table if you have martial and casting classes.
Otherwise, use the skilled class table if you have any rouge or ranger skills.
Choose a class.
Barbarian(Berzerker), Fighter(Knight)
Dedicated Martial Class Bonus: +1 Strength
Starting Hit Points: constitution score+12
Hit Points Per Level-Up: con mod+12 hit points
Healer's Kit
Armor: up to plate armor
Weapon Damage: 1d12+ability mod+level mod/Spell Damageif you multi-class, and use spells, move to the mixed class table)
Class Powers: Martial Feats
Rogue(Assassin), Ranger(Scout)
Skilled Class Bonus: +1 Dexterity
Hit Points: constitution score+10
Starting Hit Points Per Level-Up: con mod+10 hit points
Healer's Kit
Armor: up to leather armor
Weapon Damage: 1d10+ability mod+level mod/Spell Damage: (if you multi-class and use spells, move to the mixed class table)
Class Powers: Rogue Skillsisable Device, Open Locks, Pick Pocket Ranger Skills:Forage Food, Track Quarry, Build Shelter
Cleric(Paladin), Monk
Mixed Class Bonus: +1 Wisdom
Starting Hit Points: constitution score+8
Hit Points Per Level-Up: con mod+8 hit points
Healing Spells
Armor: up to chain-mail
Weapon Damage: 1d8+ability mod+level mod/Spell Damage:1d10+ability mod+level mod
Class Powers: Healing, Cursing and Controlling Prayers/Class Restrictions:Your spells lose their area effect
Druid, Wizard
Dedicated Casting Class Bonus: +1 Intelligence
Starting Hit Points: constitution score+6
Hit Points Per Level-Up: con mod+6 hit points
Healer's Kit
Armor: bracers, jewelry, 1 plate armor piece, and magic abjuration spells
Weapon Damage: 1d6+ability mod+level mod/Spell Damage:1d12+ability mod+level mod/Class Powers: Burst Area Spells
Multi-Classing
Always use the mixed class table if you have martial and casting classes.
Otherwise, use the skilled class table if you have any rouge or ranger skills.