Since there are 6 human groups on Crestar, some character classes/combos may not have all character classes available. Some live above the tree line, so druid character class may not be available, as an example.
Human multi-class is slightly different that of other character classes multi-classes.
Humans must do one level of the first class listed below, gaining second level. Then the second character class must be learned, and advance to second level. No adventuring in the first character class, until second level is reached in the second character class. When both classes are at second level, then human multi-class advances like other multi-class character races. The human must meet the stat and alignment requirements for both classes. Once both character classes are second level, then human multi-class advances the same as non-human multi-class characters. See the AD&D 1E PHB for details.
After reading a long discussion on Dragon’s Foot forums, I decided that one game month of training for the second multi-class for humans would be how I am ruling on this. This presumes the player character will be using some part of their first character class training time learning about the second character class. Therefore one game week will be added to training times for the first character class.
This character class is based on an article in Dragon magazine #56, also in Best of Dragon # III pages 56-58
arms, armor, and combat
hand axe, throwing axe, club, dagger, war hammer, javelin, knife, horseman’s mace, scimitar, sling, broad sword, long sword, short sword, and monster burn oil.
Can wear leather, magic leather, magic chain mail, and use a wooden shield. Attacks using fighter to hit table, but never gets multiple attacks per round nor can a minstrel use weapon specialization.
Starts with 2 weapons, at -4 to hit for non-proficiency, gain 1 weapon proficiency every 4 levels. of advancement.
magic items usable by this character class
potions, scrolls, rings, rods, wands, and miscellaneous magic items usable by all classes. Any books, librams, manuals, or tomes read by a minstrel have the same effects as on a druid. Can use the Rod of Beguiling, all types of the Horn of Valhalla, and instruments of the bards at the same level as 1E bards.
saving rolls
saves as a cleric, except saves as a magic-user versus paralyzation, poison, and death magic.
hit points are six-sided dice.
spells are limited.
This game world has had a number of invasions and counter invasions. Some parts of it this has not happened.
Unless I mention it, female characters get the same maximum Strength as male characters. I’m not interested in hearing your justifications for this to not be possible.
The other 5 stats for a character stay the same.
Page 13 of the PHB. Character limits for levels are gone. Crestar isn’t a humanocentric world. And no, elves don’t dominate. See each character race/class page for the changes.
There are many more character classes and combinations on this site than are listed in the PHB ( Players’ Handbook).
Note that I think the justifications for character class limits in the books are rather silly. In OD&D, they go up past level 30.
A character can use weapons in both the PHB and the UA. Buy a copy for reference.
Thief wearing armor and it affecting open locks, etc. Why ? I presume the thief would take off any gauntlets before searching a dungeon found chest for a lock and picking it. Of course, plate and banded would affect a number of things a thief does in this game. While I have seen video, on History channel, of people wearing plate turning cartwheels, that doesn’t mean a thief character wearing that could pick a lock and look for traps.
Spells per day: each character class article on this site shows an increase. I have added some spells to use in the game. I hope to make the Illusionist more viable a character class.
Bonus XP: Illusionist; Int 16 or greater. 10%. Monk: Str 16 and Wis 16+ gain +10%.
Bard gets +10% bonus XP if their fighter or thief character class has the bonus.
Available game spells: I hope to eventually list all of them available in my game world. The PHB and UA is a good start. There are some unofficial ones on this site. Some came from White Dwarf magazine, early issues.
We tried psionics and didn’t care for them. So they are not in use in my game world.
Treasure division after the adventure: All monies are divided up equally. Magic items are rolled for.
XP for Gold pieces. I calculate the XPGP equivalent for a treasure found by the characters. It is typically prorated according to difficulty of the encounter from 0.1 up to 2 times. 2 is rare and so is 0.1.
Typical would be 0.2 to 0.9.Surviving a dragon attack the characters would get 2 times XPGP.
Spells per level per day.
Spells per level per day.