Dual-Path and Multipath are options available to characters who want to switch Paths completely or want to start off working towards multiple ends. Not everyone is meant to be one thing or knows what they want at the outset. These options allow for flexibility given changing attitudes or modes of living.
The Dual-Path is for characters who start along one Path and then events, personal inclination, or other circumstances convince them that a big change is needed. A Fighter wants to heal instead of destroy, a wandering Troubadour yearns for stability and a code to follow, necessity demands a Scienseer pick up the bow and patrol the forest; anything can be the catalyst for change.
A character may Dual-Path at any time after 1st Level and this decision permanently closes off advancement along the previous Path, however, a character may still use the skills they already know. This signifies an appreciation of past experience, but also a firm decision to leave that way of life behind. It is encouraged, but not mandatory, that there be a narrative reason for the switch, however, there must be some way in the game for the character to learn about the new Path. This could be seeking out an NPC teacher, learning from another party member, or coming across some kind of comprehensive treatise. Each character may only Dual-Path once and may Dual-Path into a Path that is not part of their current Archetype or Background. They may also Dual-Path into a different Element Focus as long as they have at least 1 point in the corresponding Element modifier.
A character may decide to Dual-Path at any time, but nothing happens until they have a teacher or method of switching, if necessary, and are ready to advance to the next level. When that time comes, their previous Path Level is frozen and they cannot advance further down that Path again. They are considered now to be Level 1 in their new Path and gain the first Path skill. If they switched Archetypes, they may not take Archetype skills from their previous Archetype, only the new one.
A player who wishes to do this should know that no matter when they Dual-Path, they will never be able to attain the third Path skill for any Path. This represents that a change of Path, regardless of the reason, has some friction and a character who never strays from their Path will likely attain a higher level of skill in a given field compared to a character who switches. The Dual-Path character will undoubtedly be more versatile, but this is at the cost of mastery.
Character Level and Path Level are the same for characters who choose not to Dual-Path. If a character Dual-Paths, their Character Level is the sum of their Path Levels.
For example, a Level 6 Freeblade wishes to Dual-Path to Shaman and has a mentor to lead them on this Path. At Level 7, whenever that Advancement occurs, the Freeblade Path is closed to them and they start on the Shaman's Path Advancement Table at Level 1, receiving the first Path skill listed there. The Character Level for the new Freeblade-Shaman is still 7 (Freeblade Level 6 + Shaman Level 1) for the purposes of the General Advancement Table. The next time this character advances in level, they will be a Freeblade Level 6 and a Shaman Level 2 and have a Character Level of 8, and so on. In this example, the Freeblade-Shaman will receive their second Path skill as per the Shaman's Path Advancement Table at Character Level 16 (Freeblade Level 6 - Shaman Level 10).
The Multipath is for characters who want to pursue multiple professions at once. They are people who prize versatility and are willing to sacrifice depth for breadth. Those who choose to Multipath will develop more slowly and never achieve the depth of a specialist in any area, but once a critical mass of experience has been reached, their power makes significant jumps and they are usually the most adaptable members of a party.
The choice to Multipath is one that must be made during character creation and cannot be undertaken after that. If a character Multipaths, they may choose either two or three Paths to advance down. They must choose Paths from the same Background, as thematically many combinations do not make sense. For example, it is impossible for a Soldier/Shaman/Troubadour to exist in the world while advancing simultaneously down all three Paths. These three are mutually exclusive as a starting point and have incompatible world views. This character may also choose a different Element Focus for each of these Paths, as long as they have at least 1 point in the corresponding Element modifier.
At Level 1, a character takes the first Path skill for each Path they have selected but not the Archetype skill listed on the General Advancement Table for Level 1. If they chose one additional Path, so two total, they sacrifice their Archetype skills at Levels 2 and 11 on the General Advancement Table. If they chose two additional Paths, or three total, they sacrifice their Archetype skill at Levels 2, 8, 11, and 17 on the General Advancement Table.