Would you allow this? Adventurers, a pseudo class for 2E multiclassing


Homebrew and House Rules


Hello everyone. I am looking for feedback. Would you allow this in to your home brew games? It is a take on morphing the gestalt rules to be more like the old 2E multi-classing. And, to allow them to work along side with normal characters. I am shooting for the class to end up like a bard/inquisitor/magus in terms of BAB and spell power. The reality is this class can gain 7th level spells at +15 BAB. However, they lack the synergy abilities a cohesive class has. But, they do have the breadth of multiple classes.

Anyway, thoughts?

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Adventurers (pseudo class)

Adventurers are a pseudo-class essentially taking two classes at every level, choosing the best aspects of each. Characters gain the full benefits of each class at each level. If the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The adventurer retains all aspects that don’t overlap. Adventurers have a breadth of skills. But, they do not necessarily have the depth of skills other classes have.

Leveling: Adventurers only earn 1/2 the XP of normal characters and must use the XP level track that is two below normal characters. For the standard campaign, this means using the slow XP track while the others characters use the fast XP track (by extension, this means adventurers are not available when the party is not using the fast track). While others are level 20, adventurer will be level 15/15. They have a character level equal to the level they would have on the fast XP track. For abilities, saving throws, DCs and etc..., they have a class level equal to their actual class level in their individual classes. They are usually listed like this: Adventurer 10 (Fighter 6/Rogue 6) or Adventurer 20 (Fighter 15/ Rogue 15).

Building an Adventurer: To make a 1st-level adventurer, choose two of the following classes: cavalier, oracle, druid, fighter, rogue, witch or sorcerer. Build your character according to the following guidelines.


  • Hit Dice: Choose the larger Hit Die.
  • Base Attack Bonus: Choose the better progression from the two classes
  • Base Saving Throw Bonuses: For each save bonus, choose the better progression from the two classes.
  • Class Skills: Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the adventurer.
  • Class Features: A adventurer gains the class features of both. Class- and ability-based restrictions (such as arcane spell failure chance) apply normally to a adventurer, no matter what the other class is.
  • Archetypes: Adventurers may not take archetypes for any of their classes.
  • Multiclassing: Adventurers may not take level dips in other classes or use the normal multiclassing rules.
  • Prestige classes: Adventurers may not take prestige classes.

Advancing class benefits: An adventurer follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.


  • Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
  • Adventurers with more than one spell casting class keep track of their spells per day separately.

Character level benefits: Adventurers do gain a number of feats and benefits based upon their adventurer level. These are in addition to the normal abilities gained from the individual class levels of the two comprising classes. Mostly, these are here to smooth out some of the gaps from not using a normal level progression.


  • Adventurers gain their level dependant stat bonuses and feat bonuses based on their adventurer level (character level) and not the levels of the comprising classes. For example, when an adventurer gains 11500 XP in both classes she gains her 4th bonus feat. Both of her classes will be be 3rd though and she will gain this bonus "mid level." This is the same time a normal 7th level character would gain the same 4th bonus feat.
  • Adventurers gains +4 bonus hit points at adventurer level 2, 6, 10, 14, and 18. In terms of their comprising classes, this is XP levels in each class of: 650, 7500, 35500, 147500, and 600000 respectively. This helps smooth the characters for losing out the hit points from the last 5 class levels.
  • Adventurers gain 2 bonus skill points at adventurer level 2, 6, 10, 14, and 18. In terms of their comprising classes, this is XP levels in each class: 650, 7500, 35500, 147500, 600000. This helps smooth the characters for losing out the skill points from the last 5 class levels.
  • For adventurers that can cast arcane spells, they gain the ability to cast their arcane spells in heavier armor without suffering arcane spell failure. At adventurer level 3, they gain this ability with light armor without suffering arcane spell failure. At level 9, they gain this ability with medium armor without suffering arcane spell failure. In terms of comprising classes, this is at XP levels 3000 and 25000. This represents a natural aptitude and learned experience to cast spells while dealing with heavier armor. Note, this does not grant them proficiency in the armor though (such as the case of a witch/sorcerer for example).
  • Adventurers receive no correction for their saves. Most adventurers will tend towards two "medium" saves capping at +9.


So whats with the class selection restrictions? For example, why sorcerer but not wizard.


+5 Toaster wrote:
So whats with the class selection restrictions? For example, why sorcerer but not wizard.

Thematic mostly. In my mind, I figured since the sorcerer and oracle are innately magical, it would be easier for them to multi-class. The cavalier is there for all the "knightly" hybrid ideas. The Druid is there to offer "nature" hybrids. The witch is there kind of on whim.

For mechanics reasons, all of these casters have a little more personality than the cleric and wizard. And, they also have some built in limitations.

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