The list begins with classes which are essentially fighter-based and flows into those which emphasize more magic until reaching those which are entirely magic-based; it then progresses through those with stronger thief skills and moves back toward the fighter classes. Of course, there's a lot of fluctuation as it progresses--some classes and class combinations eliminate one aspect while adding another, while others combine all three aspects to some degree.
Also, it should be noted that this is not a list, but a circle--the last item on the list should be considered one step above the first.
For convenience, the entire list is presented here, divided into sections of primary focus--fighter, magic-user, or thief. Links in this chart connect to entries below; links below connect to individual class description pages. Multi-classed options are summarized and discussed on another page.
The Kensai is perhaps the ultimate fighter. He is dedicated solely to the development of his melee combat skill, his weapon technique, to the point that he will not wear armor or protective devices nor use a magic weapon of the sort to which he is dedicated. He may use other magic weapons, and may at middle levels fight with two weapons at once, but it is a dishonor for him to fight without his dedicated weapon. Martial arts are also available, and dedication may be taken in a martial arts style (or, under MyWorld rules, to a body part). Oriental humans may be kensai. Hengeyokai are also able to be kensai, to a moderate level.
The Fighter is built around basic combat, stripped of all pretension. He studies weapons, and uses any weapon available and whatever armor he can find. Almost any non-oriental race can pursue this class, and most of the non-human races have high limits on advancement.
The Cavalier is the true mounted knight, and as such is basically a fighter. However, there are certain aspects of him which seem somewhat magical, including an immunity to fear and a projected resistance for allies close at hand, and a resistance to mind-control techniques. Also, unlike other fighters, they evaluate armor on the basis of pride rather than protection. But they are ultimately fighters, driven to fight where others would flee. Also, the race options are very limited to Krynn races, elves, half-elves, and occidental humans. The requirements that he obey his liege and never withdraw from battle are serious limitations.
The Samurai is the oriental cavalier, true to his lord and the code of bushido. Limited to Oriental Humans and Korobokuru, they also have a strong loyalty to their daimyo and their code of honor. They also have the almost magical ki power to enhance their strength very briefly. They are devastating fighters.
The Knight of Solamnia is very like the cavalier, but connected to a religious order. They gain special abilities according to the level of the order they attain; those of the order of the sword gain limited clerical spell abilities. These cavaliers have a maximum level of advancement, and an authority structure requiring certain duties of their more powerful members; however, members of the orders may receive valuable and powerful and possibly magical equipment from the order for use in the right causes. Also, a large variety of races (all from Krynn) may pursue this class.
The Berserker is a Viking fighter able to work himself into a fierce frenzy before battle, and at times to change to a wolf or bear. They live for the thrill of the battle, seeking glory in victory.
The Ranger is a fighter with skills in tracking and other outdoor lore. At upper levels they gain a little magic from the magic-user and druid lists. Possible races include some humans, most elves, and half-elves.
The Paladin class combines the cavalry prowess and bravery of the cavalier with a limited form of the devotion and spiritual power of the cleric. It is characterized by combat, but includes healing, power over the undead, expanded immunities (over those of the cavalier), and at higher levels cleric spells. Racial options are limited, and the requirements that he obey his liege and never withdraw from battle are serious limitations.
The Fighter/Psionicist combination adds a pseudo-magical dimension to the otherwise mundane Hobbit and Dwarf fighters, or (seen the other way) provides stronger combat abilities to the somewhat vulnerable psionicist class. Armor restrictions and penalties (most of which concern the use of helmets and metal armor) limit the class, but the weapons and combat abilities of the fighter are fully available, and hit points are improved somewhat over the psionicist--most notably, the potent weapon specialization rules become available. Hobbits and Dwarfs may be Fighter/Psionicists. Level advancement is limited in both classes.
The Sohei is a trained temple guard, combining certain aspects of the cleric with some related to the fighter. Magic and combat skills are both limited somewhat, but the character combines them effectively. Sohei generally are assigned to specific tasks by their superiors, another significant limitation.
The Runecaster is a Viking magic user, considered more of a cleric because of the limited nature of his magic and the emphasis on fighting skills. He fights reasonably well, but is much weaker in that regard than the fighter. He also learns to carve magical runes--much slower than other types of magic, but able to perform some remarkable and useful things, especially when prepared in advance.
The Fighter/Magic-User/Thief combination is a swiss-army-knife approach. Advancement is extremely slow and hit points are not very strong, but by middle level the character can do nearly anything anyone else can do. It is restricted to the armor of the thief for the performance of thief functions, but not restricted to magic user armor restrictions. Still, the combination of potent fighting and spell capabilities is very strong, and the addition of thief skills will appeal to many players. The class is available to most Elves and Half-elves. Level advancement is limited in the first two named classes, and continues to be extremely slow as a thief.
The Fighter/Magic-User/Thief-Acrobat is very like the Fighter/Magic-User/Thief, with the interesting advantages of the acrobat split-class. The slow advancement and armor restrictions, as well as the potent fighting and spell capabilities, still apply, and it is available to the same races. Level advancement is limited in the first two named classes, and continues to be extremely slow as a thief-acrobat.
The Cleric/Fighter combination mixes strong fighting skills with supportive magic. Many Half-elves, Elves, and Dwarfs may be Cleric/Fighters. Cleric weapon restrictions do not apply. This combination is in many ways similar to the Ranger, the Paladin, and the Sohei, but that the magical abilities are present from first level. Level advancement is limited.
The Fighter/Illusionist adds potent magic to a basic fighter class. The armor restrictions of the illusionist do not apply, and all of the strengths of the fighter are available, except that hit points are held back some by the illusionist class. Only Gnomes may be Fighter/Illusionists. Note that many weapons have height restrictions, and would be prohibited to gnomes generally, and that advancement is limited somewhat in both classes.
The Fighter/Magic-User is one of the most popular combinations in the game. It creates the type of elf most players expect: one which combines the weapons and armor of the fighter with the powerful wizardry of the magic-user. The fact that hit points are reduced is a small matter in this context--elves are expected to be slightly less hardy than humans. In addition to most Elves, Half-elves may be Fighter/Magic-users, but advancement is limited in both classes.
The Cleric/Ranger is one of the most potent and underrated class combinations in the game, adding all of the ranger capabilities to the cleric/fighter combination. A character able to achieve higher levels will be able to cast many clerical spells plus quite a few magic-user and druid spells, and has access to full armor, all weapons, weapon specialization, and strong hit points (6.75 average starting hit points, plus 2.5 per level in each class, plus fighter constitution bonuses). Survivability is good at low levels; only the racial class advancement restrictions hold this combination back--very high ability scores are necessary to achieve the higher levels in this combination. Only Half-elves may be Cleric/Rangers.
The Cleric/Fighter/Magic-User is extremely slow to advance, results in very potent characters at middle levels, mixing two types of magic with full fighter abilities. Half-elves and Elves may be Cleric/Fighter/Magic-users. Neither the armor restrictions of the magic-user nor the weapon restrictions of the cleric apply, although hit points tend to be slightly low, averaging 4.3 to start. Advancement is limited in all three classes.
The Druid is a cleric with weaker defenses and stronger attacks than other clerics and magic slightly more offensive and less curative. They are able at higher levels to change to various animals. All Druids are limited in number in the higher levels, and it is not uncommon for a druid to have to defeat another in battle to reach these levels. There is a maximum level of advancement, but it is an extremely powerful character at that point.
The Cleric/Magic-User combination of magic plus magic is not popular, but has definite advantages for those interested in spell casting in the number and variety of available spells. It also gives a significantly expanded selection of weapons and armor to the magic-user, and increased hit points, improving survivability and combat potential at lower levels, although not to the same degree as the Fighter combinations. Half-elves and Elves may be Cleric/Magic-users.
The Cleric is actually a knight of holy orders, dedicated to his god and his faith more than to fighting. He combines magic of a supportive sort with fighting ability weaker than that of the fighter but still significant.
The Holy Order of the Stars is a class of clerics connected to the gods of Krynn, the world of the Dragonlance series. They receive additional spells related to those gods, but may also have responsibilities in the cause of the god they serve. These clerics have limits on their levels and a leadership structure limiting progress to those who assume authority positions in their faith. It is otherwise very like the cleric
The Alchemist/Cleric is a combination of two types of magic, potions and supportive magics. However, in view of the fact that only Half-orcs may be Alchemist/Clerics, it is generally the case that the provision of poisons as support for fighters and assassins is the principle appeal of this combination to the majority of those who practice it. It has fair combat potential, as the cleric.
The Alchemist is a practitioner of magic by chemistry, a compiler of potions and poultices. Although similar to other magic users in hit points and attack matrices, he has better weapon and armor selection; his use of magic is much weaker, based as it is on the ability to create and use magic items.
The Alchemist/Illusionist combines two disparate magical specialties. Most Gnomes may be Alchemist/Illusionists. This character may use any armor permitted the alchemist, something of a combat advantage over the illusionist, while at the same time the illusion magic is a potent addition to the alchemist's rather limited magical abilities.
The Alchemist/Magic-User is a very potent magical class which reflects the sage background of the Alchemist. Although the combat abilities of the alchemist are much the same as those of the mage, there are more choices for armor and weapons. Only Drow may be Alchemist/Magic-users.
The Wu Jen is the magic user of the oriental world. They may not be lawful, and are required to follow strange taboos. Their magic is closest in variety and power to that of magic users, and they gain additional power by mastering "elements", learning all of the spells connected to one of the oriental alchemic elements. They also have slightly better combat abilities than the magic-user classes, including slightly better hit points and a weapon of choice with an improved chance to hit; this is enhanced by the availability of martial arts.
The Psionicist is a unique class, using highly developed mental powers as if they were magic. As a fighter, the psionicist is better than typical magic-users, with greater options in armor, increased hit points, more weapons, and a better attack matrix; yet they are focused on their special powers above physical combat most of the time.
The Shukenja in some ways is ultimately dedicated to magic. Although trained to defend himself at need (indeed, using martial arts is a class requirement), it is a great dishonor to him to be forced to kill even an enemy. His spells are very similar to those of the clerics of the occident, but his armor and weapons are more limited.
The Illusionist is a magical specialist, relying primarily on making reality seem different. The spell selection is more limited than that of the magic user, but in some ways more powerful, and advancement is relatively more rapid. Combat is weak, although these characters tend to have higher dexterity than other magic-using classes, so have some skill with their limited missile weapons.
A Wizard of High Sorcery is the standard magic user of the Krynn world. These characters are more dedicated to the pursuit of magic than to any other thing, even gods and alignments. Their complicated initiation ritual at level three can be fatal. These characters gain or lose spell power with the phases of the moon. There is a maximum level for the leader of each order, and in order to achieve the highest levels, a character must become the leader of the order by the means appropriate to the alignment of each robe.
The Magic-user has a greater variety of magics available than any other single class. He is definitive of the concept of magic use, and is very poor at combat skills.
The Tinker is difficult to categorize. A strange Krynn class open only to Tinker Gnomes, they have a weird interest in technology, and design and build machines. To most other characters, this seems somewhat magical, although it is about as far from it as you can get. Still, these characters have few skills which would fall into any of our three categories.
The Wu Jen/Ninja combination of magic and thief abilities is very potent, although advancement is particularly slow. The combat abilities are stronger than the Magic-User/Thief; although the armor class restrictions of the Wu Jen are stricter, the availability of martial arts amply compensates for this. Of course, Ninja skills must be kept secret or explained away, and the character has an obligation to obey the orders of his clan. Only Oriental Humans may be Wu Jen/Ninja.
The Alchemist/Ninja has the ability to produce his own poison, and seems less an adventurer and more a sage trying to gather materials. The character has access to the martial arts to strengthen and protect himself. However, hit points are weak. Only Oriental Humans may be Alchemist/Ninja. The restrictions on armor for thief functions apply when the character is acting as a ninja, but not otherwise. (Note that a ninja may use restrictive armor for purposes of disguise, and may fight in it, but may not perform thief functions while so clad.) This combination brings weak magic skills together with secret thief skills.
The Magic-User/Thief-Acrobat adds ninja-like acrobatic skills to the Magic-User/Thief. Most Elves and Half-elves may be Magic-user/Thief-acrobats.
The Illusionist/Thief-Acrobat adds more ninja-like acrobatic abilities to the Illusionist/Thief at middle levels. Most Gnomes may be Illusionist/Thief-acrobats.
The Magic-User/Thief combination offers good support possibilities for most parties. It is weak in combat, but brings to bear powerful magical attacks. Hit points are terrible, and the armor is limited by thief restrictions. Most Elves and Half-elves may be Magic-user/Thieves.
The Illusionist/Thief is very like the Magic-User/Thief for those who prefer illusion or gnomes. It is restricted in armor by the thief class. Most Gnomes may be Illusionist/Thieves.
An Attorney is not at all magical, but is similar to a sage, able to do research effectively, so is more like a magic user than anything else. It also has a bit in common with the Yakuza, in that he is able to manipulate governments and legal systems in pursuit of his objectives.
The Assassin/Cleric is an uncommon and unusual combination which adds curative and damaging spell abilities to the assassin's significant thief and combat skills. Half-orcs may be Cleric/Assassins. Note that the assassin's alignment strictures control.
The Cleric/Thief-Acrobat combines support magic and thief skills. All that is said about Cleric/Thieves applies here. However, the acrobat variant brings very useful skills to a party; and since the decision to "go acrobat" isn't made until level 6 but the strong scores are rolled at level one, there may be an intrinsic advantage to selecting this combination in the creation process. (That is, under MyWorld rules, if you determine to create a thief-acrobat character, you will be permitted to roll until your scores meet the rather higher minimums for that class; if you decide later to stay with the thief class, your losses lie in less obvious areas, such as charisma.) Half-orcs may be Cleric/Thief-Acrobats. Note that Half-orcs are restricted in level as thieves, the only race for which this is the case. Thief armor restrictions apply for the performance of thief functions. The same alternates for the Cleric/Thief should be considered for the Cleric/Thief-Acrobat. The non-Acrobat variant should also be considered.
The Cleric/Thief is an unusual combination, characters who usually present themselves as one class with talents of the other--that is, a cleric who can also pilfer and open locks, or a thief with healing powers. The combination is a good choice for support personnel, especially for NPC's added to a weak party; to a party leader, this combination is particularly valuable in tactical situations in which the party will be divided--since each group should have a thief and a cleric, and those functions are rarely needed at the same instant, having one person fill both jobs is very useful. (Compare this to the fighter/magic-user--in combat, he will be wanted both to protect the spell casters and to be one of those casters himself, and so is considerably less useful tactically than two single-classed characters would be.) Additionally, this combines two rapid-advance classes, so the character may be able to keep pace with the slower advancing magic-users, paladins, and other classes. Half-orcs may be Cleric/Thieves. Note that Half-orcs are restricted in level as thieves, the only race for which this is the case. Thief armor restrictions apply for the performance of thief functions.
The Psionicist/Thief adds the nearest thing to magic available to a hobbit or dwarf thief. Since the hit points and armor restrictions are similar, this usually has little effect on the combat abilities, but can significantly supplement either class (but for the slower advancement rate). Hobbits and Dwarfs may be Psionicist/Thieves.
An Alchemist/Thief-Acrobat is very like the Alchemist/Thief; however, the acrobat aspect captures some of the feeling of the ninja, without the alignment and family structure complications. Only Hobbits may be Alchemist/Thief-acrobats. The restrictions on armor for thief functions apply. Since the Alchemist is an experimental MyWorld class, this combination may not be available.
The Alchemist/Thief is a good choice for those who enjoy playing good thieves but want to expand into some magical abilities. Only Hobbits may be Alchemist/Thieves. The restrictions on armor remain in effect for the performance of thief functions, and therefore at all times. Since the Alchemist is an experimental MyWorld class, this combination may not be available.
An Alchemist/Assassin appeals primarily because it gives the assassin the ability to identify and compound his own poisons early in his career. It is possible for assassins who have put a few levels behind them to attend a "poisoner's college" to learn to compound certain poisons, but this is additional time and money, and is less complete than the alchemist's understanding, and also does not give the advantages of magical potion creation. The character is restricted to armor permitted to the thief class if performing thief functions, but not otherwise. Only Half-orcs and Drow may be Alchemist/Assassins. Since the Alchemist is an experimental MyWorld class, this combination may not be available.
The Thief-Acrobat is at lowest levels indistinguishable from the thief. In middle levels, this character begins to specialize in cat-burglar skills, such as tightrope walking, jumping between rooftops, tumbling out of danger, and falling unharmed. Although the player has the option to roll dice for either the thief or the thief-acrobat class, the decision to "go acrobat" is technically not made until level six, at which time the character must qualify for this class if he wishes to choose it, but may in any event continue as a thief instead.
A Thief (call him an expert treasure finder if you prefer) is ultimately trained in arts of stealth. Bilbo Baggins of Tolkein's The Hobbit is a fair example, but there are many others. Moving stealthily, pilfering objects, and surprising opponents are all basic to the thief package.
Then Yakuza/Ninja combination puts together two thief classes. As an explanation for the use of ninja skills, this goes a long way--after all, what non-Yakuza would know which skills were not common to Yakuza? On the other hand, there is little respect for this class either, and the character will never be trusted. The skills of the Yakuza add little to those of the ninja, but do make for the safest ninja cover. Only Oriental Humans may be Yakuza/Ninja.
An Assassin earns his living by killing others. He is the ultimate spy, but must be evil in alignment regardless of his motivations for selecting his jobs. Assassins cooperate in guilds, but do not take kindly to other assassins working on their turf. Assassins are limited in their progression, and must defeat previous leaders to reach the highest levels.
The Yakuza is the member of the tong, the oriental street thug, the Chinese version of the Mafia. These characters have some thief skills, and skills related to the control of an area, usually within a city.
The Monk is modeled after Kwai Chang Kain of Kung Fu fame, a strong martial artist and skilled in certain stealth techniques in common with the thief classes. He may begin and equip either from the oriental monastery, or from the mission in the occident. Monks are limited in advancement, and often must defeat higher level monks in combat in order to progress to the highest levels.
A Fighter/Thief-Acrobat combination is very like the non-acrobat variant, but that it adds some interesting abilities at middle levels. Dwarfs, Elves, Gnomes except Tinker Gnomes, Half-elves, Hobbits, and Half-orcs may be Fighter/Thief-acrobats.
The Fighter/Thief combination is especially popular for Dwarfs and Hobbits, creating a character who can hold his own in combat, but also has additional skills in "acquisitions" or "treasure finding". Dwarfs, Elves, Gnomes except Tinker Gnomes, Half-elves, Hobbits, and Half-orcs may be Fighter/Thieves.
An Assassin/Fighter is the most survivable of assassins, since the weapons, combat tables, hit points, and armor of the fighter class are all commonly available. Half-orcs may be Assassin/Fighters. Note that the assassin's alignment strictures control, and that armor is limited when the character is performing thief functions.
A Bard is a minstrel/thespian pushed up a notch. These characters learn the arts of combat and stealth before pursuing a pseudo-religious career as musical magicians. The bard has a maximum level, but it is very remote.
A Sohei/Ninja combines the good combat abilities of the sohei including spell use at middle levels and respectability related to the temple with ninja abilities. However, the character will not have much excuse to cover his ninja abilities--caught with ninja weapons or equipment, he could only plead that he'd never seen such a thing, and had no idea what it was; use of thief skills would be indefensible. Only Oriental Humans may be Sohei/Ninja.
A Bushi/Ninja has the greatest variations in alignment and the strongest combat skills of all ninja combinations. Although it does not give the character any easy way to explain away his thief skills, making others particularly suspicious of the possibility that he might be a ninja, it does give him the scrounge rule and cutting cash strings ability to explain mysterious acquisitions. Only Oriental Humans may be Bushi/Ninja.
The Bushi is the standard peasant fighter of the orient. Poor and hard working, they have special skills which make them welcome in any non-hostile community, and reduce their expenses.
The Barbarian is modeled on the design of Conan. They are powerful brutish fighters from primitive areas who fear and disdain magic and civilization, but will band together for a good brawl. Many barbarian abilities are connected to the land or kind of land in which their tribe lives.
The Oriental Barbarian is best typified by Ghengis Khan and the Mongol hordes. These have much in common with the barbarian, but are more narrowly defined.
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Collection of such pages as the much-praised Alignment Quiz, What is an RPG? (excerpted from Multiverser), the highly valued Confessions of a Dungeons & Dragons™ Addict, along with special rules and player aids in both written and computer formats, this site was highly praised by RAWS, linked by Gary Gygax, and is worth a look even if you don't like what you found here.
The complexity of creating a D&D character always reminds me of how much simpler it is to play Multiverser®, the game which incorporates all other games, all other worlds, everything imaginable, with nothing else to buy.
There are enough time travel films out there now that most of the things which could go wrong in time have been shown on the silver screen. This page applies a new conception of how time works (discussed in the Multiverser® game system to help referees sort out game scenarios in which player characters travel in time) to unraveling the most popular of such movies. An Event Horizon Hot Spot and Sci Fi Weekly Site of the Week which has won the author national recognition as an authority on time travel in fiction.
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