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From 2E to 3E
By Dave Fried, IWD2 Forum Member
This describes the differences between 2E and 3E.
Note that in 3E, thieves are now called rogues and mages are called
wizards.
Ability Scores
2E and 3E use the same ability scores: Str, Dex, Con, Int, Wis,
and Cha. In 2E, to determine how a score in a stat affected your
character, you had to look on a very complex table that was different
for each stat. In general, in 2E, you only got bonuses and penalties
if your stat was really high (15 or greater) or really low (6 or
lower).
In 3E, all bonuses and penalties have been standardized to one
table. Any roll where there is a modifier due to a stat uses the
same modifier (so your bonus to hit and to damage from high strength
are the same). The way it works is this: If you have a 10 or an
11, you get no bonus or penalty. 12 or 13 is +1, 14 or 15 is +2,
8 or 9 is -1, etc. Each two points higher or lower gives you +1
or -1.
In 2E, stats only went up to 25, which was considered "godly."
Few characters, even with magic items, got stats that high. Very
few things could increase a stat permanently, either. Most magic
items that increased stats set them to a certain value, like the
girdle of frost giant strength, which IIRC set Str to 21.
In 3E, stats go as high as you want. Every four levels you gain,
you may increase one stat by a point. But you will have trouble
reaching "godly" levels, as there are common monsters
that have strength scores (for instance) in the 30's or even 40's.
Items that give bonuses to strength, such as girdles of giant strength,
give bonuses of +2, +4, or +6 rather than setting your ability score
to a particular value.
In general, since bonuses start at lower ability score values in
3E than in 2E, characters have similar power in 3E with lower stats
than in 2E. However, min-maxers beware: since penalties also start
at higher scores, you can't necessarily take a low score in a "dump
stat" and expect your character not to suck. All stats are
important for most characters in 3E, and other than the low-charisma
fighter, there aren't many characters that can safely take a very
low score in a stat and expect not to feel the effects.
Saves
In 2E, your saves were fixed based on your class, and went down
from near 20 to near 0 as you progressed. To save vs. a particular
thing (and there were a lot of random different things to save against--wands,
spells, breath, etc.) you had to roll below the number on a d20.
Some spells gave you a penalty to your save, but for most, if you
had a good save, you'd almost never be affected.
In 3E, there are only three types of saves: Fortitude, Reflex,
and Will. Warrior classes get good Fort saves, which measure physical
toughness, and the saves also depend on your character's Con score.
Rogueish classes get good Reflex saves, which measure your character's
ability to get out of the way of danger quickly; Ref saves also
depend on Dex bonus. Will saves reflect your character's ability
to resist many magical attacks--especially mind-affecting ones,
and is dependent on Wis bonus. Classes that require mental focus
(spellcasters and monks) have good Will saves.
In 3E, every save you make has a Difficulty Class (DC) that is
a number you must roll higher than to succeed. The Fort save to
resist a tiny scorpion's poison might be 15, but the DC against
poison on the dagger of a high-level assassin might be 25. To make
a save, roll 1d20 and add your class-derived bonuses and the stat
bonus (Con bonus for Fort saves). A first-level fighter with 14
Con would roll 1d20 and add 4 (2 for Con, 2 for a first-level fighter).
He would resist the scorpion's poison about half the time, but would
not be able to resist the assassin's.
The 3E saves are one reason that taking dump stats can be very
bad for characters. A low-Wis fighter will succumb to many mind-affecting
spells, since fighters get bad Will saves to begin with, and he
will suffer an additional penalty due to low Wis.
Hit Points
In 2E, after reaching a certain level (between 8th and 10th, depending
on the class), characters stop rolling dice for HP. In 3E, characters
roll a hit die and add their Con bonus every time they level up,
regardless of how high their level is. Exception: above level 20,
in the official rules, advancement isn't the same, though characters
can still gain HP (in IWD2, advancement is not likely to change
after 20th level, however).
Attack Bonus/THAC0 and AC
In 2E, armor class started at 10 and went down (unless you wore
no armor and had a bad Dex score, in which case you could have a
higher AC). Each character had a THAC0 score, which also went down
from 20. To determine if you hit, you roll 1d20, subtract your THAC0
from the target's AC, add your attack bonuses, do a little dance,
and pray that the DM did the math right because you had no clue
what you were doing.
In 3E, armor class starts at 10 and goes up (unless you have a
Dex penalty). Armor, defensive magic, and high dex all add to your
AC. It's not unusual to see characters and especially powerful monsters
with AC's in the 20's or even 30's. Bonuses to AC generally stack,
so you can wear that ring of protection with your magical armor,
but identical bonuses don't stack, so you can't cast armor while
in full plate and expect your AC to improve (and you won't derive
much benefit from wearing two rings of protection simultaneously,
though you can if you want).
In 3E, to see if you hit, you roll 1d20, add your attack bonuses
from your class and from either Str or Dex (ranged attacks use Dex),
and compare to the target's AC. If you roll at least this number,
you hit. This is identical to the system for saving throws (and
pretty much everything else in the 3E "d20 system"--hence
the name).
Attack Bonus/THAC0 and Multiple Attacks
In 2E, each character's THAC0 improves (goes down) at a different
rate. Fighters had the best progression, then clerics, then rogues,
then mages. Mages only got one point every three levels! The only
way to get more than one attack per round was to use a bow (bows
granted two attacks), to take weapon specialization, or to be a
fighter (fighters got additional attacks at certain levels). Each
time you got extra attacks (except from the bow) you got a "half-attack"--an
extra attack every other round. The best you could do without magic
was 3 attacks each round (at least 13th level fighter with grand
mastery).
In 3E, all that crap gets thrown out. Your class' base attack bonus
(BAB) is represented by a number that you add to your attack roll.
Fighter-types start at +1 and go up one each level. Clerics, Druids,
Rogues, and Monks start at +0 and go up three every four levels
(+0 +1 +2 +3 +3 +4 etc.). Mages start at +0 and go up every two
levels, starting at 2nd level (+0 +1 +1 +2 +2 etc.). Note that this
makes rogues, wizards, and sorcerers better fighters than before.
Every class can get extra attacks in 3E, but not from using a bow
or from weapon specialization. If your class' total BAB (whcih doesn't
include strength or other bonuses) is at least +6, you get an extra
attack at five less than your BAB. At +11 you start getting a third
attack at -10. A 20th-level fighter attacks at +20, +15, +10, and
+5. Nobody can get more than four attacks this way, though, so if
your BAB goes above 20, you don't get anything new. Monks get extra
attacks every 3 points of BAB rather than every 5, but only if they're
unarmed, and can get 5 attacks; 19th-level monk gets attacks at
+14, +11, +8, +5, and +2. Even mages can get extra attacks at high
levels.
Bonuses
In 2E, whenever you got a bonus to a stat, an ability, to attack
rolls, or to AC, you just got it. There were some restrictions,
like you couldn't wear rings of protection with magical armor, but
basically, you could combine pretty much any items.
Also, in 2E, many items and spells set a particular stat or ability
you had to a certian value. For instance, Gauntlets of Dexterity
set your Dex score to 18, regardless of what it was before. Certain
strength spells set your strength to 18/75, regardless of whether
your original score was lower, higher, or the same.
In 3E, any spell or item that grants a bonus or penalty to a particular
stat, ability, skill, to BAB, to saves, or to AC has a type. The
folowing are some of the available types: Arcane, Enhancement, Dodge
(AC), Divine, Deflection (AC), Masterwork (to hit/armor check penalty),
and Miscellaneous. Others exist as well. Except for Dodge and Miscellaneous,
two bonuses of the same type do not stack--if you have an item that
grants a +2 enhancement bonus to strength, and a spell that grants
a +4 enhancement bonus, then only the higher of the two bonuses
affects the character. In other words, you can wear two rings of
protection, but only the one with the higher bonus will affect your
AC.
In 3E, no item or spell sets a stat or bonus to a fixed number
(except for feeblemind, which drops the character's Int score to
1). Instead, spells and items give bonuses--usually in the range
of +1 to +8. All stat-boosting items (headbands of intellect, gauntlets
of dexterity, etc.) come in three flavors: +2, +4, and +6.
Note that for stat-boosting items, all bonuses are even. This guarantees
that the bonus or penalty associated with that ability score will
go up by exactly 1, 2, or 3, depending on whether the item grants
a bonus of +2, +4, or +6. For example, two characters have 16 and
17 Str, respectively, so both have a +3 ability bonus from strength.
If they each put on gauntlets of ogre power (+2), they will have
18 and 19 Str, respectively, and each enjoy a +4 bonus to melee
attacks, damage rolls, and strength-dependent skills. The ability
bonus goes up by one no matter what the character's original score
was.
Experience, Leveling Up, Multiclassing,
and Dual-Classing
In 2E, each class had a separate experience table. When you took
a class, you advanced on that experience table, and it told you
when you were ready to get a new level. Tables started out exponentially,
and then leveled off later (so experience needed to get to the next
level usually doubled for the first nine or ten levels, then a constant
amount of experience was needed to get to each new level). Experience
from monsters was the same no matter what level you were at, so
killing orcs at 20th level was still profitable as long as you killed
enough.
In 2E, demihumans could multiclass, splitting their experience
evenly between two or more classes. They advanced separately on
each table, getting the best saving throw and THAC0 of all their
classes, and taking HP equal to the average of the HP they rolled
in each class (so a level 1 fighter/mage would take the average
of 1d10 and 1d4 and then add his Con bonus). This form of advancement
meant that multicalss characters were always a level or two behind
single-classed characters between levels 1 and 9 or so, but then
advanced only half as fast (or one-third as fast for triple-classed
characters) after that, due to the nature of the experience tables.
Humans couldn't multiclass in 2E but they could dual-class, giving
up their original class (and all its abilities) to start over at
level 1 in a new class, starting at the beginning of the new experience
table. They could never go back or advance in their old class, and
only got the benefits of the old class (including favorable saves
and BAB) once their level in the new class passed the old one. Dual-classing
was the patient power-gamer's dream, since advancement in the new
class was often very rapid (due to the exponential nature of the
experience tables at low level) and the character usually caught
up or almost caught up with single-class characters while regaining
all his or her old class' abilities.
In 3E, there is only one experience table. A character starts at
level 1 and gets a new level every time he or she gets to the next
number on the table. The table increases geometrically and uniformly--it
takes 1000 Exp to level from 1 to 2, 2000 from 2 to 3, 3000 from
3 to 4, etc. The difference is that the experience from monsters
gets smaller (and eventually becomes zero) as a character levels
up, so you can't kill rats to go from level 19 to level 20. Likewise,
if the party defeats a very tough foe at a lower level, they will
get more experience.
In 3E, all races can multiclass, though the system is very different
from 2E multiclassing or dual-classing (neither exists in 3E). Every
time the character is eligible to level up, they may take a level
of an existing class, or they may start at level 1 in a new class.
They get all the benefits of the new class (though not the special
benefits all level 1 characters get, like extra skill points and
a free feat--they aren't level 1 characters anymore). They add the
new class' HP, BAB, and save bonuses to their existing ones.
For example, a second-level fighter gets enough experience to be
a 3rd-level character. Instead of becoming a Ftr3, he decides to
take a level of rogue. He adds 1d6 HP (plus his Con bonus), +0 BAB
(level 1 rogue has BAB +0) and +2 to his Reflex save bonus (what
the rogue gets at level 1). He is a level 3 character and has all
the abilities of both a level 2 fighter and a level 1 rogue. Later,
at level 4, he can choose to take a level of Ftr (making him a Ftr3/Rog1),
Rog (Ftr2/Rog2), or some other class.
The only limitation on multiclassing is that if two class levels
are more than one level apart (Ftr4/Rog1, for example), you get
a 20% penalty to experience. You can ignore this penalty if one
of the two classes is a "favored class" for your race,
so an elven Wiz17/Rog3 doesn't receive a penalty, since wizard is
the elf's favored class. For humans and half-elves, the favored
class is whatever the highest-level class you have is, so a Ftr13/Rog2/Wiz3
won't get a penalty but a Ftr6/Wiz6/Rog1 would. Penalties are cumulative,
so an elven Ftr10/Rog2/Brd2 would get 40%.
Weapon and Armor Proficiencies, Thief
Abilities, Skills, and Feats
In 2E, weapon proficiencies were a separate thing that each class
got at different intervals. You could add a new weapon or increase
your proficiency in an existing weapon. There were a number of non-weapon
proficiencies that involved role-playing aspects of the game but
are not in the IE games. Also, thieves, bards, and the like got
special thiefly abilities that they could add a certain nubmer of
percentage points to each level.
In 2E, the types of weapons and armor a character could use was
determined by the character's class. There were heavy restrictions
on weapon use by clerics and druids and armor usage by mages and
bards (if they wanted to cast spells, that is).
In 3E, weapon and armor proficiency is determined by class, but
no class is restricted from using any weapon or armor (except the
druid, though this restriction will not be in IWD2). Most classes
start proficient in a lot of different weapons and armor (fighters,
for instance, may use almost all weapons and all armor without a
penalty). Your proficiencies are the sum of what your class(es)
give you, so a fighter/wizard will be proficient in most weapons
and all armor. Arcane spellcasters may wear armor, but there is
a percentage chance of spell failure based on how heavy the armor
is. Using weapons or armor you are not proficient in will result
in penalties to attack and skill rolls.
Each character gets a number of skill points each level, based
on class and Int bonus (or penalty--another reason low Int is very
bad for fighters, who don't get a lot of skill points to begin with).
Skill points can be used to buy skills like Spot, Listen, Intimidate,
Swim, Jump, etc., but also thiefly skills like Pick Pocket and Move
Silently. Some skills are restricted to a single class, but most
can be taken by any class--at a cost. A fighter, for instance, would
pay double the skill points to learn the Hide or Move Silently skills
from what a rogue pays.
Any action involving a skill has a DC, like a saving throw. Using
the Spot skill to see a brightly-colored creature might only be
DC 5, but spotting a camoflaged creature in thick underbrush might
be DC 25. Each skill has an attached ability score, too (the Spot
skill uses Wis). To see if the task succeeds, roll 1d20, add the
ranks you have in the skill, and add the bonus from the ability
score. If you reach the DC or higher, you have succeeded. This is
the same mechanic as is used for saves and for to-hit rolls in 3E.
Feats are heroic or special abilities that a character can learn,
like the ability to wield two weapons effectively or the ability
to brew potions. Characters receive one feat at first level (humans
get two) and then an additional feat at 3rd, 6th, 9th, etc. Fighters
and Wizards (and the Monte Cook ranger, which IWD2 will use), get
additional feats. The feats each character gets from level do not
depend on levels in individual classes, and may be any feat the
character qualifies for. The feats from specific classes depend
on class level and are chosen from more restricted lists (the fighter's
bonus feats must be combat feats, like Cleave or Whirlwind Attack).
The old weapon proficiency points have been replaced by feats.
A character may take a feat to become proficient in shields, heavier
armor (none -> light -> medium -> heavy, each requires
a feat if the character is not already proficient), all simple weapons
(maces, daggers, etc.), or a single martial or exotic weapon (martial
weapons include swords and axes, while exotic weapons are things
like the spiked chain and nunchaku). Note that many characters already
start with proficiencies in many simple, martial, or even exotic
weapons (in the case of the monk). Additionally, any character with
proficiency in a weapon can take Weapon Focus as a feat, which gives
+1 to attack. Fighters can take Weapon Specialization starting at
level 4; they receive +2 to damage with one weapon they already
have Weapon Focus with. So a mage might learn to fight with a greatsword,
and a fighter can fight with pretty much any weapon but might be
especially good with a battle axe.
Weapon Damage
All weapons in 3E do even dice of damage, so instead of 1d6+1, a
heavy mace does 1d8. Magical weapons usually add bonuses equally
to attack and damage rolls. Each weapon type also has a critical
hit range and multiplier (for most weapons, the range is 20 and
the multiplier is x2). If your natural (unmodified) roll is in the
weapon's crit range, you roll again--if you hit the target's AC
again, you multiply your damage by the multiplier. The multiplier
is really additive, so x2 is +100% damage, and x3 is +200% damage,
and bonuses due to other factors (like spells) don't multiply--they
add. For example, if you have a crit multiplier of x3 on your weapon
and a spell that doubles damage, you do x4 and not x6 damage, since
you add +100% and +200%.
Undead, oozes, and creatures with no discernable weak points cannot
be criticalled. Critical hits do not multiply sneak attack or other
bonus damage, unless it is bonus damage done by the weapon itself
(like a flaming sword). Spells that require to-hit rolls (all touch
spells) can critical, and have a range of 20 and a multiplier of
x2 unless otherwise specified.
The advantage of using better weapons like the longsword or battle
axe vs. weapons like maces and staves is that the better (martial)
weapons tend to have larger crit ranges or higher multipliers. Longswords
will crit on a 19 or 20, and axes do triple damage on a critical
(the two are nearly equivalent in total damage done, BTW, which
can be seen if you do the math!)
Backstab and Sneak Attack
In 2E, thieves could attack an enemy from behind and multiply their
damage. In 3E, there are some classes (the rogue is the only basic
class that can do this) which, any time an opponent is surprised,
helpless, or flanked by party members, get bonus "sneak attack"
damage that starts at +1d6 and increases with class levels. Sneak
attacks cannot be used on any creature which cannot be criticalled
(see above).
Spellcasting
In 2E, spells took different amounts of time to cast depending on
the spell and the level, and could be interrupted by attacking the
caster. In 3E, most spells take one "standard action"
to cast, so the spellcaster will get the spell off on his turn,
but there are many other ways to counter or interrupt the spell
(which I won't get into here, because IWD2 will use something similar
to the 2E rules). There are also special feats that spellcasters
can take in 3E that raise the level of the spell slot the spell
takes up, but enhace the power of the spell (these are also not
in IWD2).
In 2E, only clerics got bonus spells for high ability scores (Wis).
Clerics and mages were restricted from high-level spells if they
had low Wis or Int (respectively), and mages could only know a certain
number of spells per level unless their Int was very high.
In 3E, each spellcasting class has its own ability score it relies
on--Int for Wizards, Cha for sorcerers and bards, and Wis for pretty
much everyone else. You need at least a score of 10 + spell level
to cast spells of that level. Wizards may know any number of spells
per level. All characters get bonus spells based on high ability
scores, not just clerics.
Clerics in 3E pick two "domains" at creation (this will
work slightly differently in IWD2). Each domain has some special
abilities and provides a list of one spell per level. Clerics get
an extra spell slot per spell level that can only be used to take
a spell from one of the two lists. Also, good and neutral clerics
can convert any spell on the fly to a cure spell (maximum is cure
critical wounds, not heal, so you need to memorize heal). Evil clerics
can convert to the equivalent inflict wounds spells, but must memorize
harm. Therefore, if you have a good or neutral cleric you may never
have to memorize a cure spell. You cannot convert domain spells
this way.
Another change from 2E to 3E spellcasting is in saving against
spells. In 2E, most spells requred the target to save vs. spell
or save vs. death to avoid or partially avoid the effect. The difficulty
of the save was determined by the spell itself and not the caster
(the difference between confusion and chaos was basically a penalty
to save).
In 3E, different spells use different saves. It takes a Reflex
save to dodge the effects of a fireball (half damage on success),
while a Will save resists the effects of confusion. A Fortitude
save might keep a finger of death spell from being fatal. The DC
to save against is 10 + the spell's level + the caster's ability
bonus.
Spell Lists
In 2E, or at least in the previous IE games, there were only two
spell lists--arcane and divine. Sorcerers added spells to their
repitoire each level, wizards and bards scribed scrolls to learn
them, and clerics, paladins, rangers, and druids either got access
to all cleric or druid divine spells. Cleric/rangers, due to engine
limitations, got access to all druid and cleric spells.
In 3E, each class has its own spell lists. Bards and wizards have
different spells to select from--bards, for instance, can cast some
simple cure spells, but lack fireball and other flashy mage spells.
Some spells are on multiple lists, such as the summon monster spells.
A spell might be different levels for different classes--some level
4 paladin spells are higher-level cleric spells, but the paladin
gets them much later and the save DC is lower (since they are lower-level
spells).
If you have more than one spellcasting class, the spells you know
from each class are separate, and the spells you memorize from each
class must come from the appropriate list. For instance, even though
the Sorcerer and Wizard lists are identical, you would need to choose
magic missle as a sorcerer spell and scribe it from a scroll as
a wizard spell to be able to cast it as a sorcerer and a wizard.
A ranger/cleric does not share his spell lists as in previous games.
Also, many spells and abilities refer to the level of the caster
(for instance, mage armor lasts for one hour per level of the caster).
If a character has more than one spellcasting class, this refers
only to the levels in the class from whose list the character is
casting. So a Wiz5/Sor2 who has mage armor on both spell lists would
have it last five hours as a wizard spell, but only two hours if
it is cast as a sorcerer spell.
Resistances
In 2E, elemental and magic resistance was a percentage chance that
the attack would fail or a reduction in the effectiveness of the
attack. So if a monster had 50% magic resistance, half the time
spells wouldn't work on it. If a monster had 50% fire resistance,
fire would only do half damage to it. Some monsters were immune
to weapons that didn't have enough of an enchantment--for instance,
a vampire would be completely unharmed by a physical attack unless
the weapon was at least +1.
In 3E, elemental resistances and damage resistance work differently,
but are similar to each other. A creature with fire resistance of
10 ignores the first 10 points of fire damage it takes each round.
A creature with damage reduction 5/- ignores the first five points
of damage from each attack. Most creatures with damage reduction
(DR) have something like 25/+3, which means that it ignores the
first 25 points of damage from any attack that's not made with a
+3 weapon or better. Another example: werewolves have 15/silver
DR, which means that they ignore the first 15 damage from any attack
not made with a silver or magical weapon (magical is "better"
than silver).
Characters can get elemental or damage resistance through spells,
feats, or by achieving high level in some classes (such as barbarian).
Spell resistance (SR) replaces magic resistance in 3E. Each creature
with SR has a SR rating. To affect the creature with a spell, the
caster rolls 1d20 + caster level + ability bonus--if the result
is greater or equal to the SR, the spell succeeds (this is the same
mechanism as attack rolls, skill checks, and saves). For example,
if a creature has SR 28 and a 14th-level wizard with 18 Int tries
to cast charm monster on it, then he would roll 1d20 + 14 + 4 (Int
bonus). He would need to roll at least a 10 to affect the creature.
Monsters and Experience
Monsters in 2E had arbitrary attack bonuses, numbers of attacks,
damage, and experience rewards. In 3E, this has been standardized.
First, all monsters in 3E have ability scores, just like characters.
Some have very low scores (a plant's Dex) or no score (a spectre's
Con), and some have very high scores (an adult dragon's Str). These
scores affect the creature's attack, AC, damage, hit points, and
saves, just the same as they would for a PC. Also, each type of
monster gets a different HD type (animals get d8 and undead get
d12--but undead have no Con scores so they get no Con bonus) and
BAB and save progressions based on HD. Monsters all have skills
and feats, too, in addition to their special abilities.
The Exp for a monster is determined by its Challenge Rating (CR),
a number that describes how hard it is for a standard party to defeat
it. A monster with a CR of 7, for instance would likely be a good
but not too dangerous encounter for four level 7 characters. The
experience given to the characters for defeating a monster is based
on its CR, the number of characters in the party, and the level
of each character (the more characters or the higher level, the
less experience, and vice-versa). It takes roughly 13 encounters
with CR equal to party level for a four character party to level
up in 3E.
Experience can also be given for thwarting traps and for story
awards, as per the 3E DMG. Generally, if you outsmart or avoid an
enemy, solve a difficult puzzle, or roleplay well, the DM is encouraged
to give you experience, though the main source of experience is
always killing, defeating, or otherwise beating enemies.
Magic Item Changes
Rings of protection no longer give bonuses to saves, but may be
worn with any armor. They grant a Deflection bonus to AC only.
Items that increase stats do not set them to a particular number,
but add +2, +4, or +6. Thus, Gauntlets of Ogre Power give a +2 Enhancement
bonus to strength rather than setting strength to 18.
General
Multipliers are percentage bonuses and add rather than multiply
(x3 and x2 gives x4, not x6, because x3 is +200%, x2 is +100%, and
+300% is x4).
Bonuses of the same type do not stack (except dodge & miscellaneous
bonuses). Thus, items and spells of the same or similar types tend
not to have stacking effects.
All fractions are rounded down.
Class level or caster level is the level in a particular class.
Caster levels for different classes do not add, so for a Wiz5/Sor3,
the caster level is 5 for wizard spells and 3 for sorcerer spells.
Character level is the sum of all class levels, so a Ftr8 and a
Ftr4/Rog4 are considered to be the same power (in 2E, a fighter
at 8th level was equivalent to a fighter/thief at 6/7 or 7/8). Mutliclass
characters sacrifice high-level abilities of either class for more
flexibility, but get the benefits of all their levels rather than
taking the best BAB and saves between the two.
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