1st Level Multiclass rules?

JoeBlank

Explorer
No access to my 3.0 books, as I am at work, and I am attempting to advise a player who wants to create a rogue/cleric under the 3.0 rules for multiclassing at 1st level. If I am remembering right, these rules do not appear in 3.5, and are not in either SRD.

Anyone have access to your 3.0 DMG? I think all I need to know is the class features he gets, as skilll points, etc. are decided by his choice as to which class is treated as primary.

I know these rules are funky and a little unbalanced, but I am allowing it. Starting World's Largest Dungeon tonight, there will only be 3 players, none of them min/maxers, so they need all the help they can get. I had to prod them to convince at least one of them to take disable device and open lock.

Thanks for any help you can give!
 

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Right, only on 3.0 DMG p. 40.

Rogue (apprentice): BAB +0, Ref save +1, no special abilities.
Cleric (apprentice): BAB +0, Fort & Will save +1, Turn undead (0-level), Spells (2/0+1, ability mods apply).
Pick one as your "primary" class to determine starting hit points, skills, and starting gear.
 

And the fountain of knowledge that is EN World answers the call again.

Many thanks, dcollins. Exactly what I needed.

Now both my player and I can get on with game prep for tonight, rather than actually working today.
 

I replicated this (since it was dropped in 3.5) with a feat.

For example, if someone took the feat "Apprentice Wizard", they were effectively a 0-level caster, and gained 3 0-level spells and a spellbook, and if they later took a level of Wizard, I gave them +1 first level spell per day. I made these feats available at first level only.

I did up a rough sheet with similar effects for the other classes, giving a small class-related bonus if the PC followed up the apprentice feat with a level of the appropriate class...
 


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