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 3.5 Paladin and Monk multi-classing for Faerun

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T O P I C    R E V I E W
farhorizon Posted - 02 Jun 2015 : 02:25:33
I am DM'ing in a multi-DM environment & I am not interpreting the multi classing rules quite the same as other DMs. I'm curious to know what the generally accepted interpretation is.

1) You can take any classes you want initially and may multi-class into Monk or Paladin without any restriction. After this if you take another non-Monk or non-Paladin class, then you can no longer take further Monk or Paladin levels (except where specified by certain orders).

OR

2) If you have existing classes, you cannot multi-class into Monk or Paladin unless the classes you have already chosen match the classes specified as acceptable multi-class options by the Monk or Paladin order your character would be joining.

Thank you for your consideration!
4   L A T E S T    R E P L I E S    (Newest First)
farhorizon Posted - 05 Jun 2015 : 03:16:09
Thank you all for your help with this!
Diffan Posted - 02 Jun 2015 : 21:29:00
quote:
Originally posted by Cyrinishad

Interpretation #1 is the one that matches the Forgotten Realms rulebooks in 3rd edition...
I will also echo SaMoCon's comments. After playing an extensive amount of 3rd Edition games, I found zero instances where restrictions on multi-classing served any worthwhile purpose. Especially with the constant additions of classes and prestige classes in the various sourcebooks, it ultimately became meaningless. The characters that I saw extensively multi-classing (3 or more classes) ended up being on a fools errand, and were weaker than the focused characters (1 or 2 classes) that adopted a prestige class, over the long run.



This is my experience as well, as it pertains to 3rd Edition anyways. In some extreme cases I've seen 3 - 4 different class "dips" but it's mostly for cherry-picking front loaded classes. For example a human lion-totem barbarian 2 (pounce, rage, & uncanny dodge + d12 HD and 4+Int skills x 4 at 1st level) then Fighter 1 or 2 (bonus feats) then Cleric 1 (turn attempts, cleric wands) then finally Paladin 3 (divine grace, divine health). What you end up with is a character with BAB of 7, Good Fort and Will saves and adding Charisma to all saves, immunity to all diseases, and can get feats that are based off of Turning Attempts, not to mention 6 feats.

So #1 would be the correct answer, though there is still a restriction since they still have to be Lawful Good to enter Paladin and any Lawful to enter Monk.
Cyrinishad Posted - 02 Jun 2015 : 14:05:02
Interpretation #1 is the one that matches the Forgotten Realms rulebooks in 3rd edition...
I will also echo SaMoCon's comments. After playing an extensive amount of 3rd Edition games, I found zero instances where restrictions on multi-classing served any worthwhile purpose. Especially with the constant additions of classes and prestige classes in the various sourcebooks, it ultimately became meaningless. The characters that I saw extensively multi-classing (3 or more classes) ended up being on a fools errand, and were weaker than the focused characters (1 or 2 classes) that adopted a prestige class, over the long run.
SaMoCon Posted - 02 Jun 2015 : 10:57:49
Personally, #1 is how I read the multi-classing restriction on paladins & monks. It is the interpretation that hews closest to the direct quotation of the rule in the books. I won't speak for anyone else nor should my interpretation be considered what is generally accepted as I have no information about this practice outside a handful of other gamemasters.

I also consider that rule to be needlessly restrictive and something which needs to be cast into the trash can before the game begins. The only thing that should matter to being a paladin is the motivation for the actions of the paladin. 3rd Ed makes sure paladins, like fighters, have no aggregate of skills that would help in their missions (only 2 skill points per level for the average paladin). Many of the skills necessary to covertly infiltrate deep into enemy held territory, rally a militia into a stalwart defense line, or manage a temple/outpost/land in the allocation of manpower & resources fall under the ranger, bard, rogue, and aristocrat classes. Taking one or more levels in these other classes (training and developing these skills and abilities) does not mean the PC in question has abandoned their god and their faith if that effort is aimed at improving the effectiveness of the paladin. After all, there is no such restriction on clerics and druids despite the fact that these classes are supposedly dedicated to their god(s) and held to an ethos set forth by their deit(y/ies).

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