# Pastebin CuY6PJ2r • You have two tracks of classes, track A and track B. * Pick a base class to be your favoured class for track A, then pick a different base class to be your favoured class for track B. If you have a means of picking more favoured classes, it applies to each track (so a half-elf might pick wizard and cleric for track A, then fighter and rogue for track B, instead of his normal selection of wizard and cleric. • At each level, advance one level in two base classes, one for track A and one for track B. Once you gain a level in a class in track A, you cannot select it in track B, and vice-versa. You cannot gain a level in a class that is effectively another class that you have (such as a level of ninja with levels of rogue, or paladin with antipaladin. As an example, a Fighter 2//Wizard 1/Cleric 1 would be a 2nd-level character, with two special class levels, Fighter 1//Wizard 1 and Fighter 2//Cleric 1. For class features (bonus feats) and prerequisites, he would effectively have a fighter level of 2, and a wizard level and a cleric level of 1 each.) * You take the better hit die size and better number of skill points between your A class and B class at each level, and add up all the proficiencies and class skills of both track A and track B. (For instance, Fighter 1//Wizard 1 would give a d10 hit die, 2 skill points, proficiency with martial weapons, all armour and all shields, and the class skills of both a fighter and a wizard.) * For track A, you gain a favoured class bonus of your choice for each level of your favoured class(es) in the track. Same procedure for track B. Yes, this allows you to gain two hit points each level, or two skill points each level, or one hit point and one skill point at each level, or any other combination of favoured class bonuses, including those your race might grant. * Write down the class features you gain at each level you possess. You gain all of them, with the normal limitations of each. (For instance, while a Fighter 3//Wizard 1/Cleric 1/Wizard +1 would reduce the armour check penalty and increase the max Dex bonus for full plate by 1 each, he would still suffer a 40% chance of failing to cast a wizard spell with a somatic component while wearing that full plate.) • Starting wealth is the higher number of dice between your first two classes, and the larger die size between those classes, with the higher multiplier and the higher base coin denomination between those classes (so if you pick a class with 6d4x15 cp and a class with 4d6x10 sp, you would begin play with 6d6x15 sp worth of equipment (full market price), plus an outfit worth up to 10 gp). • Base attack bonus is determined by counting levels in High BAB classes (+1 per level), Medium BAB classes (+3/4 per level) and Low BAB classes (+1/2 per level) in each track, and using the higher value of the two tracks. • For each save, count levels in classes with a good save (which count +1/2 per level) and classes with a poor save (which count +1/3 per level) in track A, then track B. You gain the higher of the two totals as your base saving throw bonuses. If you have at least one level in any class that grants that save a good progression in either track, you gain +2 to that base saving throw bonus in addition to the bonus gained from levels. As an example, Charity is a half-elf barbarian 2//rogue 1/paladin 1, with favoured classes barbarian/cleric and rogue/paladin. She would gain four opportunities to choose 1 hit point or 1 skill point, with two of those opportunities alternately granting +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense, the third alternately giving her +½ to Escape Artist and to Acrobatics to cross narrow surfaces, and the fourth alternately giving her +1 ft paladin aura radius. If she were to gain levels in Cleric in track A, she could choose 1 hit point, 1 skill point, or +1/3 channeled energy at each such level, but only if she were to take Cleric in track A. Taking it in track B wouldn't grant her a favored class bonus.