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Multiclass in 5E
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<blockquote data-quote="Greg K" data-source="post: 5998195" data-attributes="member: 5038"><p>Base Classes: Base classes are based around one of the 6 ability scores (Strong Hero (Str), Fast Hero (Dex), Tough Hero (Con), Smart Hero (Int), Dedicated Hero (Wis), Charismatic Hero (Cha)). Base Class Levels go to level 10 and have multiple talent trees and a list of associated bonus feats (all characters also gain feats at level 1,2,3 and every additional 3 levels based on character level. These feats are not limited to the occupation feats). At odd levels a class grants a talent from one of its trees. At even levels, it grants a feat from its list. Despite the association, it is not necessary to put your highest ability core into the class associated with it, but you, probably, want to put something with a bonus. </p><p></p><p>By limiting a base class to 10th level, it is assumed that you are going to multi-class into an advanced class (a specialized experienced adventuring class that has some prescribed level abilities) or between multiple base classes (and taking their talents and feats rather than set class features).</p><p></p><p>The trees are</p><p>Strong Hero: </p><p>Extreme Effort (feats of strength)</p><p>Ignore Hardness</p><p>Melee Smash (increases melee damage)</p><p></p><p>Fast Hero: </p><p>Defensive Talent Tree (Evasion, Uncanny Dodge (2 levels), Defensive Roll, Opportunist (spend an action point to make an AoA against someone that has just been struck for damage)</p><p>Increased Speed Tree (3 levels): Each level increases base speed by 5 feet.</p><p></p><p>Tough Hero:</p><p> Damage Reduction Tree three levels starting at DR 1. Each time you take this DR increases by 1</p><p>Energy Resistance Tree: Choose one of the energy types listed and you ignore your con modifier in damage from that type. Each time you take this, you can add a new energy type.</p><p>Unbreakable Tree (Remain Concious, Robust (extra hit points), Second Wind (spend action point to recover hit points = to Con Mod , Stamina (increased healing))</p><p></p><p>Smart Hero: </p><p>Research Tree (Savant (add smart hero level to one skill from a list), Linguist (chance to understand encountered languages))</p><p>Stragegy Tree ( Exploit Weakness (use Smart Bonus instead of Strength or Dex on a DC15 Int check), Plan (when has time to plan, grants a bonus to an attack roll or skill check), Trick (opponent makes a save or is dazed for one round)</p><p></p><p>Dedicated Hero: </p><p>Empathetic Tree (Empathy, Improved Aid Another, Intuition)</p><p>Healing Tree (3 levels)</p><p>Insightful Tree (Skill Emphasis, Aware (add base Will bonus to Listen or spot to avoid surprise), Faith (spend action point to improve the result of an attack roll, skill check, saving throw, or ability check), Cool under Pressure (choose 3+wis modifier number of skills. The character can take 10 with them even when distracted or under stress)</p><p></p><p></p><p>Occupations: There are occupations which are the pre-cursor to 4e backgrounds. At first level , every character receives an occupation which makes at least two skills to the list of class skills and some other benefits (wealth bonus, additional feat, and or one or more additional skills). Say you take the Criminal occupation, you could apply it to any of the base classes. A strong hero with a Criminal background might be an enforcer. A fast hero might with Criminal be a burglar or pick pocket. A tough hero with Criminal might a gang member. An intelligent hero with Criminal might be a mastermind. A charismatic hero with Criminal might be a grifter. </p><p></p><p>Advanced classes : These are ten level classes that as mentioned represent experienced adventuring specialists. They can be entered as early as third level. However, Stan! points out in the Modern Player's Companion that many careers don't need to be represented by advanced classes (see below): </p><p></p><p>Examples: Soldier (someone trained to be be equally good in both melee and ranged), Martial Artist ( a melee combat) specialist), Gunslinger (a ranged combat specialist), Infiltrator (a cat burglar or spy), Daredevil (stuntment, Xtreme sports athtletes). Body Guard, Field Scientist (Indiana Jones, Steve Irwin, a storm chaser, etc.), Techie, Field Medic, Investigator (investigative reporters and journalists, detectives), Personality (TV star, Movie stars, Rock Stars, Politicians), Negotiator</p><p></p><p>There are multiple ways to enter Advanced Classes, but the fastest path for each of those listed above are each tied to one of the six base classes (there are two for each base class)</p><p></p><p></p><p>Advanced Class vs. Class Combos: As I mentioned above, many careers don't need to be advanced classes and can be handled by class combos (multiclassing between base classes). According to Stan! The Advanced Classes for a specific interpretation of a person with a specialty. If the vision of the advanced class does not fit the character and his variation of a type of specialist or a specialty doesn't exist as an advanced class, It is better to multiclass with base classes using talent and skill choices to model the character. Here are the examples Stan! provides for the use of Class combos in the Modern Player's Companion without his sample progression</p><p></p><p>Archaeologist: Smart/Dedicated/Charismatic</p><p>Bouncer: Tough/Charismatic/Strong</p><p>Counselor: Dedicated/Smart/Charismatic</p><p>Entrepreneur: Charismatic/Dedicated/Smart</p><p>Lay Clergy: Smart/Charismatic/Dedicated</p><p>Pro Athlete: Strong/Fast/Tough</p><p>Reporter: Dedicated/Charismatic</p><p>Rock Star: Charismatic/Dedicated/Tough</p><p></p><p>Fx users (Mages, Acolytes and Psis) </p><p>FX users are setting specific advanced classes. Prior to third level, a character with psionic power can take Wild Talent Feat which grants a 0-level psionic power useable 3/day. Surprisingly, there is no feat for casting 0-level arcane or divine spells in the core book although it would be easy to adapt the Wild Talent Feat. The supplement Urban Arcana, however, introduced the following for first level character</p><p>Divine Heritage: Prerequisite Wis 10. Choose 3 0-level Divine Spells. you can cast each 1/day. Must be taken at first level</p><p>Magical Heritage: Prerequisite Int 10. Choose 3 0-level Arcane spells. You can cast each 1/day. Must be taken at first level</p><p></p><p>Therefore, until 3rd level, FX users are going to only have access to 0-level spells.</p><p></p><p></p><p>For myself, I like the use of Talent Trees and Occupations rather than a lot of prescribed abilities. Advanced Classes are nice, but not truly necessary. I also like that spell casting is even weaker than D&D and characters have to start with their 0-level spells and have to wait to acquire their first level spells (then again, my house ruled 3e has spellcasters using the bards progression.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5998195, member: 5038"] Base Classes: Base classes are based around one of the 6 ability scores (Strong Hero (Str), Fast Hero (Dex), Tough Hero (Con), Smart Hero (Int), Dedicated Hero (Wis), Charismatic Hero (Cha)). Base Class Levels go to level 10 and have multiple talent trees and a list of associated bonus feats (all characters also gain feats at level 1,2,3 and every additional 3 levels based on character level. These feats are not limited to the occupation feats). At odd levels a class grants a talent from one of its trees. At even levels, it grants a feat from its list. Despite the association, it is not necessary to put your highest ability core into the class associated with it, but you, probably, want to put something with a bonus. By limiting a base class to 10th level, it is assumed that you are going to multi-class into an advanced class (a specialized experienced adventuring class that has some prescribed level abilities) or between multiple base classes (and taking their talents and feats rather than set class features). The trees are Strong Hero: Extreme Effort (feats of strength) Ignore Hardness Melee Smash (increases melee damage) Fast Hero: Defensive Talent Tree (Evasion, Uncanny Dodge (2 levels), Defensive Roll, Opportunist (spend an action point to make an AoA against someone that has just been struck for damage) Increased Speed Tree (3 levels): Each level increases base speed by 5 feet. Tough Hero: Damage Reduction Tree three levels starting at DR 1. Each time you take this DR increases by 1 Energy Resistance Tree: Choose one of the energy types listed and you ignore your con modifier in damage from that type. Each time you take this, you can add a new energy type. Unbreakable Tree (Remain Concious, Robust (extra hit points), Second Wind (spend action point to recover hit points = to Con Mod , Stamina (increased healing)) Smart Hero: Research Tree (Savant (add smart hero level to one skill from a list), Linguist (chance to understand encountered languages)) Stragegy Tree ( Exploit Weakness (use Smart Bonus instead of Strength or Dex on a DC15 Int check), Plan (when has time to plan, grants a bonus to an attack roll or skill check), Trick (opponent makes a save or is dazed for one round) Dedicated Hero: Empathetic Tree (Empathy, Improved Aid Another, Intuition) Healing Tree (3 levels) Insightful Tree (Skill Emphasis, Aware (add base Will bonus to Listen or spot to avoid surprise), Faith (spend action point to improve the result of an attack roll, skill check, saving throw, or ability check), Cool under Pressure (choose 3+wis modifier number of skills. The character can take 10 with them even when distracted or under stress) Occupations: There are occupations which are the pre-cursor to 4e backgrounds. At first level , every character receives an occupation which makes at least two skills to the list of class skills and some other benefits (wealth bonus, additional feat, and or one or more additional skills). Say you take the Criminal occupation, you could apply it to any of the base classes. A strong hero with a Criminal background might be an enforcer. A fast hero might with Criminal be a burglar or pick pocket. A tough hero with Criminal might a gang member. An intelligent hero with Criminal might be a mastermind. A charismatic hero with Criminal might be a grifter. Advanced classes : These are ten level classes that as mentioned represent experienced adventuring specialists. They can be entered as early as third level. However, Stan! points out in the Modern Player's Companion that many careers don't need to be represented by advanced classes (see below): Examples: Soldier (someone trained to be be equally good in both melee and ranged), Martial Artist ( a melee combat) specialist), Gunslinger (a ranged combat specialist), Infiltrator (a cat burglar or spy), Daredevil (stuntment, Xtreme sports athtletes). Body Guard, Field Scientist (Indiana Jones, Steve Irwin, a storm chaser, etc.), Techie, Field Medic, Investigator (investigative reporters and journalists, detectives), Personality (TV star, Movie stars, Rock Stars, Politicians), Negotiator There are multiple ways to enter Advanced Classes, but the fastest path for each of those listed above are each tied to one of the six base classes (there are two for each base class) Advanced Class vs. Class Combos: As I mentioned above, many careers don't need to be advanced classes and can be handled by class combos (multiclassing between base classes). According to Stan! The Advanced Classes for a specific interpretation of a person with a specialty. If the vision of the advanced class does not fit the character and his variation of a type of specialist or a specialty doesn't exist as an advanced class, It is better to multiclass with base classes using talent and skill choices to model the character. Here are the examples Stan! provides for the use of Class combos in the Modern Player's Companion without his sample progression Archaeologist: Smart/Dedicated/Charismatic Bouncer: Tough/Charismatic/Strong Counselor: Dedicated/Smart/Charismatic Entrepreneur: Charismatic/Dedicated/Smart Lay Clergy: Smart/Charismatic/Dedicated Pro Athlete: Strong/Fast/Tough Reporter: Dedicated/Charismatic Rock Star: Charismatic/Dedicated/Tough Fx users (Mages, Acolytes and Psis) FX users are setting specific advanced classes. Prior to third level, a character with psionic power can take Wild Talent Feat which grants a 0-level psionic power useable 3/day. Surprisingly, there is no feat for casting 0-level arcane or divine spells in the core book although it would be easy to adapt the Wild Talent Feat. The supplement Urban Arcana, however, introduced the following for first level character Divine Heritage: Prerequisite Wis 10. Choose 3 0-level Divine Spells. you can cast each 1/day. Must be taken at first level Magical Heritage: Prerequisite Int 10. Choose 3 0-level Arcane spells. You can cast each 1/day. Must be taken at first level Therefore, until 3rd level, FX users are going to only have access to 0-level spells. For myself, I like the use of Talent Trees and Occupations rather than a lot of prescribed abilities. Advanced Classes are nice, but not truly necessary. I also like that spell casting is even weaker than D&D and characters have to start with their 0-level spells and have to wait to acquire their first level spells (then again, my house ruled 3e has spellcasters using the bards progression. [/QUOTE]
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