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Buy the Numbers Spencer “The Sigil” Cooley 1 Buy the Numbers Buy the Numbers Buy the Numbers Buy the Numbers Using Experience Points to provide a Class-less, Level-less fantasy role-playing system Introduction ...................................................................................................................................... 3 Chapter One: Character Fundamentals .......................................................................................... 4 Effective Level .............................................................................................................................. 4 Character Generation in the Buy the Numbers System............................................................... 5 Converting Existing Characters ................................................................................................... 5 Notes about Buy the Numbers Spending .................................................................................... 5 Hit Dice......................................................................................................................................... 5 Hit Dice - Variants .................................................................................................................... 6 Base Attack Bonus ....................................................................................................................... 6 Base Attack Bonus – Variants .................................................................................................. 6 Saving Throws (Each) .................................................................................................................. 7 Feats (Each)................................................................................................................................. 8 Skill Ranks ................................................................................................................................... 8 Skill Ranks - Variants ............................................................................................................... 9 Attribute Increases ....................................................................................................................... 9 Attribute Increases - Variants ................................................................................................... 9 Proficiencies ............................................................................................................................... 10 How Far Have We Come? ......................................................................................................... 11 Advancing the Fighter to Second Level ................................................................................. 11 Advancing the Fighter to Third Level ..................................................................................... 12 Chapter Two: Simple Special Abilities ........................................................................................... 12 Abilities Not Listed ..................................................................................................................... 12 Converting Simple Abilities from other sources – an example .................................................. 17 Chapter Three: Complex Special Abilities ..................................................................................... 18 Converting complex abilities from other sources – an example ................................................ 24 Chapter Four: Spellcasting ............................................................................................................ 26 Introduction ................................................................................................................................ 26 Caster Types .......................................................................................................................... 26 Caster Level ............................................................................................................................... 27 Advancing Parameters Unequally or Later Adding of Parameters ........................................ 27 Access to Spell Lists .................................................................................................................. 28 The Specialist Wizard............................................................................................................. 28 Prerequisites........................................................................................................................... 29 Cost to Access Spell Lists ...................................................................................................... 29 Purchasing Spell Slots ............................................................................................................... 29 Spells Known ............................................................................................................................. 30 Domains ..................................................................................................................................... 31 Appendix A: Other Uses for these Rules ....................................................................................... 32 Grafting ...................................................................................................................................... 32 The Necromancer ................................................................................................................... 32 The Survivor ........................................................................................................................... 33 Role-Building .............................................................................................................................. 33 Master Dwarven Weaponsmith .............................................................................................. 33 Adept Peasant Longbowman ................................................................................................. 34 Jack-of-All-Trades Magician ................................................................................................... 34 Prestige Class Creation ............................................................................................................. 35 The Ice Reaver ....................................................................................................................... 35 Appendix B: Core Class Builds...................................................................................................... 39 Barbarian.................................................................................................................................... 40 Bard............................................................................................................................................ 41 Cleric .......................................................................................................................................... 43 Druid........................................................................................................................................... 45 Fighter ........................................................................................................................................ 47

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This is a free system that breaks down 3.0, 3.5, & Pathfinder systems. It is created by a player, not the company. It allows the creation of characters by letting you purchase Hit Dice, Base Saves, Attack Bonus, and Class Features with Experience Points.

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Page 1: Buy the Numbers - Print Friendly

Buy the Numbers Spencer “The Sigil” Cooley

1

Buy the NumbersBuy the NumbersBuy the NumbersBuy the Numbers Using Experience Points to provide a Class-less, Level-less fantasy role-playing system

Introduction ...................................................................................................................................... 3 Chapter One: Character Fundamentals .......................................................................................... 4

Effective Level.............................................................................................................................. 4 Character Generation in the Buy the Numbers System............................................................... 5 Converting Existing Characters ................................................................................................... 5 Notes about Buy the Numbers Spending .................................................................................... 5 Hit Dice......................................................................................................................................... 5

Hit Dice - Variants .................................................................................................................... 6 Base Attack Bonus....................................................................................................................... 6

Base Attack Bonus – Variants.................................................................................................. 6 Saving Throws (Each).................................................................................................................. 7 Feats (Each)................................................................................................................................. 8 Skill Ranks ................................................................................................................................... 8

Skill Ranks - Variants ............................................................................................................... 9 Attribute Increases ....................................................................................................................... 9

Attribute Increases - Variants ................................................................................................... 9 Proficiencies............................................................................................................................... 10 How Far Have We Come? ......................................................................................................... 11

Advancing the Fighter to Second Level ................................................................................. 11 Advancing the Fighter to Third Level ..................................................................................... 12

Chapter Two: Simple Special Abilities........................................................................................... 12 Abilities Not Listed ..................................................................................................................... 12 Converting Simple Abilities from other sources – an example .................................................. 17

Chapter Three: Complex Special Abilities ..................................................................................... 18 Converting complex abilities from other sources – an example ................................................ 24

Chapter Four: Spellcasting ............................................................................................................ 26 Introduction ................................................................................................................................ 26

Caster Types .......................................................................................................................... 26 Caster Level ............................................................................................................................... 27

Advancing Parameters Unequally or Later Adding of Parameters ........................................ 27 Access to Spell Lists .................................................................................................................. 28

The Specialist Wizard............................................................................................................. 28 Prerequisites........................................................................................................................... 29 Cost to Access Spell Lists ...................................................................................................... 29

Purchasing Spell Slots ............................................................................................................... 29 Spells Known ............................................................................................................................. 30 Domains ..................................................................................................................................... 31

Appendix A: Other Uses for these Rules....................................................................................... 32 Grafting ...................................................................................................................................... 32

The Necromancer................................................................................................................... 32 The Survivor ........................................................................................................................... 33

Role-Building.............................................................................................................................. 33 Master Dwarven Weaponsmith .............................................................................................. 33 Adept Peasant Longbowman ................................................................................................. 34 Jack-of-All-Trades Magician................................................................................................... 34

Prestige Class Creation ............................................................................................................. 35 The Ice Reaver ....................................................................................................................... 35

Appendix B: Core Class Builds...................................................................................................... 39 Barbarian.................................................................................................................................... 40 Bard............................................................................................................................................ 41 Cleric .......................................................................................................................................... 43 Druid........................................................................................................................................... 45 Fighter ........................................................................................................................................ 47

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Monk .......................................................................................................................................... 48 Paladin ....................................................................................................................................... 50 Ranger ....................................................................................................................................... 52 Rogue......................................................................................................................................... 54 Sorcerer ..................................................................................................................................... 55 Wizard ........................................................................................................................................ 57

Appendix C: Legal ......................................................................................................................... 59 Afterword ....................................................................................................................................... 61 This work copyright 2004, 2005 by Spencer “The Sigil” Cooley, originally published in PDF Form

by S.T. Cooley Publishing, visit http://www.stcooleypublishing.com/ for more information. This material is protected under international copyright laws. Any reproduction or unauthorized use is prohibited without the express written consent of Spencer T. Cooley, with the exception of use of Open Game Content according to the terms of the Open Gaming License or short quotation for review or scholarly purposes.

DESIGNATION OF S.T. COOLEY PUBLISHING PRODUCT IDENTITY The following terms are designated as Product Identity: Spencer “The Sigil” Cooley, S.T. Cooley Publishing, www.stcooleypublishing.com, Buy the Numbers

DESIGNATION OF OPEN GAME CONTENT Except for items designated as Product Identity above, text on this page displayed in a box, the e-mail address [email protected], and the text of the Open Gaming License itself, the entire text of this book is designated as Open Game Content. The black and white illustrations on pages 10 and 29 and all black and white illustrations appearing in Appendix B are also Open Game Content.

PERMISSION TO REFERENCE PRODUCT IDENTITY Any product which utilizes or derives from the rules presented herein may indicate compatibility with this product by utilizing either or both of the following phrases in a legible font sized between 9 and 12 points inclusive: “Adapted from the Buy the Numbers system (see www.stcooleypublishing.com for more information)” and/or “Uses the Buy the Numbers system (see www.stcooleypublishing.com for more information).” Marketing material for products containing either phrase may also include either phrase. It is requested, though not required, for the publisher to please inform S.T. Cooley Publishing of such works.

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IntroductionIntroductionIntroductionIntroduction I’m quite proud of this work, even if it is a very dry read. If you’re willing to try to customize characters EXACTLY the way you want them, this work is for you. It’s an exciting concept, though unfortunately the execution and the math involved makes things come off very dry. This was an interesting project for me; coming on the heels of an attempt to streamline and simplify the Core system by removing options, I’ve now tried the exact opposite approach - to break it down into its component parts and make it possible to create hideously complex combinations. I hope the reader will forgive the dryness and instead focus on the options and flexibility it represents. A couple of math tricks will be helpful to those wishing to use this work – it will make the number-crunching much, much simpler. The first is the “Gauss trick” – so named thanks to the famous story about Carl Frederich Gauss wherein he was asked to sum all the numbers from 1 through 100 and did it almost instantly. He did this by adding 1 to 100, 2 to 99, 3 to 98, and so on, noting that there were 50 such pairs and each pair totaled 101. Thus, the answer was simply 50 times 101. There are several instances in this work where it may be advantageous to know this trick; the general formula to add all the numbers from X through Y is simply:

(Y/2 times Y+1) minus ((X-1)/2 times X) Thus, summing all the numbers from 5 through 16 is simply (16/2 times 16+1) minus (4/2 times 5) or 8 times 17 minus 2 times 5 or 136 minus 10 or 126. Trust me when I tell you you’ll want to keep this formula handy later on in this book. I have tried to provide “variants” to the “basics” of the rules included here (in Chapter 1). The “base method” I have chosen may not (in fact, probably will not) reflect everyone’s views on what the correct treatment is; I have tried to offer alternatives where possible, with explanations of the ramifications of using the variants. I have tried to give you some examples in Appendix A of why you would even want to use these rules (as a player or a GM). Finally, I would like to issue a warning – if the “Core” rules are susceptible to “power-gaming” by picking just the right combinations of things, these rules are probably even more susceptible. Characters can narrow their focus exceptionally well under these rules. GMs should not feel bad at all about imposing restrictions on what a player can and can’t do. Probably the best way to do this is to require characters to make at least one purchase from five of the seven areas described in Chapter One before adding another Hit Die, and capping all “appropriate levels,” “Base Attack Bonuses, etc.” as less than or equal to Hit Dice. These two restrictions go a long way toward curbing abuses, but limit the flexibility of the system considerably. I would suggest that GMs start by giving players flexibility an only impose restrictions if the players start going overboard. With that said, enter, and enjoy!

Spencer “The Sigil” Cooley June 26th, 2004

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Chapter One: Character FundamentalsChapter One: Character FundamentalsChapter One: Character FundamentalsChapter One: Character Fundamentals This chapter deals with purchasing the “fundamental” bonuses and abilities that define a character – Hit Dice, Base Attack Bonus, Saving Throw bonuses, Feats, Skills, and Attribute Increases – things all characters receive as they increase in level under the Core Rules. Later chapters will cover all of the abilities that are specific to one or more classes.

Effective LevelEffective LevelEffective LevelEffective Level The first and most important thing to understand about the Buy the Number system is that it does away with the concept of “levels” as they are normally understood in the Core Rules. However, because so much depends upon levels (balance of encounters, appropriate treasures, etc.) it is important to know about how powerful a Buy the Numbers character is. This rating is called the character’s effective level and represents the character level that a Buy the Numbers character’s power is about equal to. Simply enough, it can be expressed by the character level that would have been obtained by a character who had earned the same number of experience points (XP) as the character; thus, a Buy the Numbers character who has earned 4,000 XP has an effective level of 4, just as a character created under the Core Rules who had earned 4,000 XP would be 4th level. In the Buy the Numbers system, players need to track two XP amounts; the first amount is the “total XP earned” through adventuring as this controls the character’s effective level. The second amount is the “unspent XP” total; i.e., the “total XP earned” less the amount spent for item creation (per the Core Rules) and purchasing abilities (per the rules presented here). The “spent XP” is unavailable to the character for item creation and ability purchase. This is not entirely unlike the “class and level” system where a first level character “spends” 1,000 XP to advance to 2nd level and gain the appropriate abilities; the character can no longer tap into that 1,000 XP to create magic items or for other purposes; it is, in effect, “spent.” The Buy the Numbers system simply breaks down the spending to a much more “granular” level,

allowing characters to buy things a little at a time, rather than make the character wait to enjoy one large purchase in a “set of abilities” achieved by advancing in level. This system, of course, leads to more “instant gratification” as characters are able to incrementally improve each adventure session (or more often, depending upon the tastes of the GM); rather than wait multiple sessions to accrue enough XP to advance in level, after each session, the characters will be able to improve slightly to reflect their growing competence. This also means that characters are more fluid - and requires a lot of bookwork on the part of the GM unless he trusts his players to handle the math themselves. Still, properly handled, the excitement of improvement can be seen after every session – and after all, that’s one of the incentives to play role-playing games – to see your character improve. It won’t be as dramatic an improvement as when the character “leveled up” in the Core System – but it will be more frequent. This also means that the GM must be a little more fluid; a 4th level character with 6,000 XP remains the same when he has 9,999 XP; by contrast, a character in the Buy the Numbers system with 9,999 XP has considerably more power than a character with 6,000 XP. Gradations and shadings of level become more important, so the GM must understand that not all “effectively 4th level characters” are created equal! Some (at the 6,000 XP mark) are closer to 3rd “level” characters in ability while others (at the 9,999 XP mark) are closer to 5th level characters. GMs must be prepared to handle characters that are constantly improving – what stymied a character last session may be easily handled this session by a new ability that has been added, even if the GM awarded only a few hundred XP last session! It keeps everyone on their toes, but I hope the flexibility and constant sense of accomplishment makes it worthwhile.

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Character Generation in the Buy Character Generation in the Buy Character Generation in the Buy Character Generation in the Buy the Numbers Systemthe Numbers Systemthe Numbers Systemthe Numbers System Since the Buy the Numbers method relies on spending XP to gain abilities, and normally first-level characters begin play with 0 XP, the question probably quickly arises, “how do we generate characters to begin with?” The answer is simple: characters begin play with 1,500 “generation points” with which to spend acquiring their initial abilities; these are spent just as XP are normally spent to acquire abilities. Any unspent “generation points” when the character begins play are lost, so it behooves those using this system to spend as many generation points as possible. It should be noted that the “average” build for a core class at first level is a touch over 2000 XP; however, the 1500 figure is given because while under the core system, a character sees no improvement at all until he hits 1000 accrued XP, under this system, a character can improve almost immediately; thus while a “starting character” is slightly weaker, a character “halfway to second level” is roughly the same.

Converting Existing CharactersConverting Existing CharactersConverting Existing CharactersConverting Existing Characters Rather than worrying about exactly how many XP an existing character “should” have spent acquiring his abilities, it is easiest to simply give existing characters converted to the Buy the Numbers system all of the abilities they currently possess. Any XP above and beyond the amount required for the character to advance to his current level should be converted to “unspent XP,” and the character should advance from that point forward by spending XP. This means that the character may be slightly more or less powerful than a character of his effective level created under this system, but over time, the differences quickly become so small as to be negligible.

Notes about Buy the Numbers Notes about Buy the Numbers Notes about Buy the Numbers Notes about Buy the Numbers SpendingSpendingSpendingSpending All bonuses, options, and other “abilities” purchased by characters by spending XP in the Buy the Numbers system overlap (do not stack) unless otherwise noted. It should also

be noted that the “Buy the Numbers” system requires that two separate tallies of XP be kept for each character; the first tally is simply the total XP earned by the character - it is this total that determines the character’s effective level (as described above). The second tally is “unspent XP” – this is the total XP earned by the character minus any expenditures that have been made in order to purchase abilities, bonuses, or to create magic items, and so forth; in other words, it is the amount the character has available to use improving himself or to create magic items.

Hit DiceHit DiceHit DiceHit Dice The XP Cost for Hit Dice is relatively straightforward; the cost to purchase a Hit Die is simply equal to the value on the table below multiplied by the character’s new Hit Dice total. The exception is the first Hit Die; the cost for the first Hit Die is doubled (because the character automatically gains full hit points from his first Hit Die and need not roll). A character is not required to take the same “size” Hit Die with each purchase. Thus, a character might choose to spend 280 XP to take a d12 as his first hit die (12 hit points), then take a d8 as his second hit die at a cost of 200 XP (100 XP times 2 total Hit Dice), and a d10 as his third hit die at a cost of 360 XP (120 XP times 3 total Hit Dice) for a total cost of 840 XP. Hit Dice in the Buy the Numbers system are used in lieu of character level when determining the effects and consequences of spells, magical effects, and so forth (e.g., a spell or effect that affects characters of 5th level or lower will affect a character with 5 or fewer Hit Dice; a character with 6 Hit Dice is unaffected). Hit points granted by Hit Dice purchased DO stack. Constitution bonuses apply to each Hit Die as usual; note that this gives some incentive to characters with high Constitution scores to purchase multiple smaller Hit Dice. This incentive is offset slightly by the fact that larger Hit Dice offer a slight “per hit point” discount on average; the average d4 has a base cost of 60 XP and yields 2.5 hit points, for an average base cost of 24 XP per hit point, while a d12 has a base cost of 140 XP and yields 6.5 hit points, for an average base cost of 21.5 XP per hit point.

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Consequences of this method: It should be noted immediately that it is “less expensive” in the long run to take larger Hit Dice before taking smaller Hit Dice; for example, compare the cost of taking a d12 as a first hit die (280 XP), with a d10 as the second Hit Die (240 XP) and a d8 as the third hit die (300 XP); the total is 720 XP, considerably less than the total of taking a d12, then a d8, then a d10. This is offset by the fact that a character will have to accumulate and expend more experience points “up front” to take the larger Hit Dice, leaving him with fewer hit points and more vulnerable to spells and affects until he is able to purchase the larger hit die, as well as being offset by the potential benefits that purchasing multiple smaller Hit Dice offer to characters with high Constitution scores.

Hit Die XP Cost First HD d4 60 120 d6 80 160 d8 100 200 d10 120 240 d12 140 280

Hit Dice Hit Dice Hit Dice Hit Dice ---- Variants Variants Variants Variants

1.) It is fairly obvious to note that the XP Cost of a given die is simply 20 times the mathematical average roll on the die plus 10 (or, if you prefer, 10 times two more than the number of sides on the die); the GM may decide if he so chooses to allow more “esoteric” die types, such as a d3 or a d7 or even a “d1” or a “d100” to be used as hit dice, should he so desire. Note that allowing small die types, such as a d2 or d3, could easily lead to abuse by characters with high Constitution scores.

2.) Buying hit points instead of Hit Dice is

also possible; characters are required pay 160 XP up front to start with 6 hit points. Each subsequent hit point purchased costs 25 XP times the total number of (purchased) hit points it brings the character to (i.e., ignore Constitution bonuses), thus the next hit point (the 7th) costs 175 XP. Constitution bonuses should accrue with every 6 hit points under this method, and a character’s effective Hit Dice total is equal to the number

of purchased hit points divided by 6 (round down). This is a slightly less expensive than using a d1 with the variant model above, but makes accruing Hit Dice and hit points move slightly slower than the normal model by removing the ability to choose Hit Die size and thereby removing the ability of a high-Constitution-score character to leverage the advantage offered by using smaller Hit Dice.

Base Attack BonusBase Attack BonusBase Attack BonusBase Attack Bonus The following chart shows the XP cost to obtain the listed value of Base Attack Bonus. There are two values to the right of each base save value; the first figure (“XP Cost”) is the cost to move from the previous bonus value to the listed bonus value (i.e,. to increment by one to the listed value); the second figure (“Total XP Cost”) is the cost to move from a value of +0 to the listed bonus value.

BAB XP Cost Total XP Cost +1 150 150 +2 300 450 +3 450 900 +4 600 1,500 +5 750 2,250 +6 900 3,150 +7 1,050 4,200 +8 1,200 5,400 +9 1,350 6,750 +10 1,500 8,250 +11 1,650 9,900 +12 1,800 11,700 +13 1,950 13,650 +14 2,100 15,750 +15 2,250 18,000 +16 2,400 20,400 +17 2,550 22,950 +18 2,700 25,650 +19 2,850 28,500 +20 3,000 31,500

The XP Cost for a base attack bonus past 20 is 150 XP times the character’s new base attack bonus (e.g., moving from BAB +20 to BAB +21 requires 21 x 150 XP or 3150 XP). Base Attack Bonus Base Attack Bonus Base Attack Bonus Base Attack Bonus –––– Variants Variants Variants Variants

1.) The GM may allow (but not require) players to purchase “melee BAB” and

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“ranged BAB” instead of “general BAB.” If this is allowed, the cost to purchase one or the other should be 2/3 the cost listed on the table above. The option to purchase a general BAB is still available in this instance; since general BAB and melee/ranged BAB do not stack, it is generally to a player’s advantage to purchase general BAB unless he wishes to specialize solely in one type of combat, as purchasing both separately will cost 133% of purchasing “general BAB” points and purchasing both one type of BAB and general BAB will cost 166% of purchasing “general BAB” points. A character with 5,000 XP to spend in this manner might choose to spend 4,500 XP to gain a +9 bonus to ranged attacks, neglecting his “melee BAB” entirely or perhaps raising it to a mere +2 (since he would not have sufficient XP to purchase more at 2/3 cost). This option allows players the freedom to specialize if they so desire, but imposes a “cost” along with that.

2.) The GM may require (as opposed to

allow) players to purchase “melee BAB” and “ranged BAB” instead of “general BAB.” In this instance, the cost to purchase each should be ½ the cost listed in the table above. A character with 5,000 XP to spend in this manner might choose a “balanced progression” and have a +7 BAB in both melee and ranged attacks or might opt for a less balanced progression such as +9 ranged BAB and +6 melee BAB. It must be noted that this option leads to slightly more high-powered characters, especially among those who specialize in a single mode of combat, as specialization is not as significantly penalized as it is with option #1 above.

3.) The GM may allow players to

purchase “single-weapon BAB” instead of (or in addition to) “general BAB” at a cost of 1/3 the cost listed on the table above. This “single-weapon BAB” is purchasing extra

BAB points with a single weapon; i.e., the player is allowed to rapidly become an expert with his weapon of choice, but at the cost of being “behind the curve” in all other weapons. The character must be proficient in the chosen weapon. This option allows representation of a character who dedicates his life to the study of a single weapon; a character who has 5,000 XP to spend in this manner could gain a +13 BAB with his weapon of choice but could purchase just a +2 BAB with all other weapons, for example. It is advisable that both player and GM be prepared to make extensive use of the “disarm” option in this scenario, as well. This variant may easily be used in combination with variants 1 and 2 above.

4.) With any of the variants described

above, the GM may choose to limit the impact of specialization in one type of combat by requiring that all BAB values (e.g., “ranged BAB” and “melee BAB” or “single-weapon BAB” and “general BAB”) must remain within some margin of each other – either a fixed margin (i.e., within 3 points of each other) or a ratio/percentage (i.e., the lower score must be at least ¾ of the higher score with exceptions for very low values such as when one score is +1 and the other is +0).

Saving Throws (Each)Saving Throws (Each)Saving Throws (Each)Saving Throws (Each) The following chart shows the cost to obtain saving throw bonuses in a single saving throw category (i.e., Fortitude, Reflex, or Will). Bonuses are purchased in each category separately. As with Base Attack Bonus, there are two values to the right of each base save value; the first figure (“XP Cost”) is the cost to move from the previous bonus value to the listed bonus value (i.e,. to increment by one to the listed value); the second figure (“Total XP Cost”) is the cost to move from a value of 0 to the listed saving throw bonus.

Base Save XP Cost Total XP Cost +1 50 50

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+2 200 250 +3 450 700 +4 800 1,500 +5 1,250 2,750 +6 1,800 4,550 +7 2,450 7,000 +8 3,200 10,200 +9 4,050 14,250 +10 5,000 19,250 +11 6,050 25,300 +12 7,200 32,500 +13 8,450 40,950 +14 9,800 50,750 +15 11,250 62,000

For adding more points to the Base Save, the XP Cost is 50 XP times the new Base Save squared (for example, the XP Cost to move from +15 to +16 is 16^2 times 50 XP or 12,800 XP).

Feats (Each)Feats (Each)Feats (Each)Feats (Each) One of the most commonly used methods of customizing characters in the Core Rules is the use of Feats. However, since most characters can only gain a few Feats over the course of their careers, the ability to harness Feats to gain special abilities can be somewhat stymied – or at least delayed a bit. In this system, however, any Feat from any source can be purchased (provided the prerequisites for the Feat are met, of course). The XP Cost to purchase Feats is listed on the table below. Note that bonus Feats due to race (e.g., a human’s Bonus Feat) are NOT considered when determining how many Feats a character has for the purposes of this table. As with previous tables, the “XP Cost” entry denotes the XP Cost a character must pay for just one Feat; the “Total XP Cost” entry denotes the Cost for obtaining that number of Feats assuming he has 0 total Feats to start with (i.e., a character with 5 Feats must spend 1,500 XP to gain his 6th Feat, while a character with 0 Feats who wishes to gain 6 Feats must spend 3,550 XP).

Feat XP Cost Total XP Cost

Purchased 1st 50 50 2nd 100 150 3rd 300 450 4th 600 1,050 5th 1,000 2,050 6th 1,500 3,550 7th 2,100 5,650 8th 2,800 8,450 9th 3,600 12,050 10th 4,500 16,550 11th 5,500 22,050 12th 6,600 28,650 13th 7,800 36,450 14th 9,100 45,550 15th 10,500 56,050 16th 12,000 68,050 17th 13,600 81,650 18th 15,300 96,950 19th 17,100 114,050 20th 19,000 133,050

For feats beyond the 20th feat, the XP Cost to purchase the Feat is 50 XP times the number of the Feat times one less than the number of the Feat (e.g., the 21st Feat has an XP Cost of 50 XP times 21 times 20 or 21,000 XP); alternatively, add 100 XP times the number of the character’s total current Feats to the cost of the last Feat the character purchased to find the cost of his next Feat (e.g., a character with 20 Feats paid 19,000 XP for the 20th Feat; the 21st Feat costs him 20 x 100 XP plus 19,000 XP or 21,000 XP).

Skill RanksSkill RanksSkill RanksSkill Ranks Skill ranks, which are tied to a character’s Intelligence score in the core rules, are partially tied to a character’s Intelligence score under the rules presented here. Humans should use the column that represents one Intelligence category greater than their actual Intelligence to represent their racial ability of gaining one extra skill point per level (other races that receive bonus skill points as a racial ability should use the column that represents one Intelligence category greater than their actual level for each bonus skill point per level provided by their race).

Int

Score 0-1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20+ Skills

Base XP Cost

20 18 16 14 12 10 9 8 7 6 5

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The XP Cost to purchase a pair of skill ranks (they are always purchased in pairs) is equal to the character’s total number of skill rank pairs (note: that’s half the total of the character’s skill ranks, not simply half the total skill ranks in a given skill) after the purchase times the Base Cost listed on the table above. Thus, a character of average (10-11) intelligence would have to spend 10 XP to gain their first two skill ranks (10 times 1 skill rank pair), an additional 20 XP to gain their next two skill ranks (10 times 2 pairs) and so on. A character of average intelligence with 98 total skill ranks (and thus, 49 pairs) would have to spend 500 XP gain his 50th pair of skill ranks. It should be noted that there are no “cross-class” skills in the Buy the Numbers system. Skill Ranks Skill Ranks Skill Ranks Skill Ranks ---- Variants Variants Variants Variants

1.) “Easier to Learn, Harder to Master” - For a game that places a greater emphasis on a lot of different skills, or for those who feel that it’s easier to gain the “basic knowledge” represented by the first rank of a skill than it is to gain the “advanced knowledge” represented by the fifteenth rank of a skill, the GM may wish to rule that characters should multiply 1.5 times the base cost for pairs on the table above by the total number of skill points in a given skill, instead counting pairs of total skill ranks. Under this method, for instance, the first rank in any skill would cost a character with average intelligence 15 XP (1.5 times the base price times the total skill ranks in that skill). The second rank in any skill would cost the character 30 XP, the third rank would cost 45 XP, and so on. Thus, a character could spend 150 XP gaining one rank in each of ten skills. He could spend his next 150 XP gaining a second rank in each of five skills, and so on. Using this method makes it “cheaper” than normal to acquire lots of skills with a few ranks in each, but more expensive to specialize in a given set of skills.

2.) Tying ranks to Hit Dice – For those GMs who like the “ceiling” that a character’s ranks in a certain skill can never exceed his character level plus three, simply add the rule that a character may not purchase more ranks in a single skill than his Hit Dice plus three; this will slow somewhat the development of the “all skills all the time” character.

Attribute IncreasesAttribute IncreasesAttribute IncreasesAttribute Increases Normally, characters are allowed to add one to any single attribute point at each level that is divisible by four (i.e., level 4, 8, 12 etc.) Since the Buy the Numbers system does not have levels, attribute increases may be purchased directly, with each increase requiring a progressively higher XP cost. Each attribute increase purchased raises one attribute (Strength, Intelligence, etc.) by one (which attribute is increased is the choice of the player). Note that this tracks all attribute increases, not just increases in an individual attribute; for example, purchasing the first attribute increase – regardless of the attribute – has an XP Cost of 400 XP. Purchasing a second attribute increase – regardless of whether this increase is applied to the same attribute or a different attribute – has a cost of 800 XP.

Attribute Increase XP Cost Total XP Cost

1st 400 400 2nd 800 1,200 3rd 1,200 2,400 4th 1,600 4,000 5th 2,000 6,000

For attribute increases beyond the 5th, continue to add 400 XP to the cost of each increase (i.e., the 6th increase costs 2,400 XP, the 7th increase costs 2,800 XP, etc.). Attribute Increases Attribute Increases Attribute Increases Attribute Increases ---- Variants Variants Variants Variants

1.) Separated Attribute Tracking – Instead of tracking total attribute increases to determine XP cost to raise an attribute by one point, track total attribute increases to that attribute only. If this method is used,

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it is recommended that all XP costs given be increased to 150% of the listed amount. For instance, normally, the first time a character raises an attribute (say, Dexterity) under the Buy the Numbers system, it costs 400 XP. The second time a character raises an attribute (whether Dexterity or another attribute, such as Charisma), it costs 800 XP to do so. The third increase (Dexterity, Charisma, or something else, like Wisdom) it costs 1,200 XP and so on. Using this variant, the first time a character raises his Dexterity, it costs 600 XP. The second time he raises his Dexterity, it costs 1,200 XP. However, should the character decide to raise his Charisma for the first time, it costs only 600 XP, regardless of the number of Dexterity increases he has purchased. This method allows character to raise several attributes more cheaply than the standard method; however, raising a single attribute by a large amount is more expensive.

2.) The Law of Diminishing Returns –

Instead of using the XP Cost listed on the table above, the character must pay half of the listed XP Cost for the attribute raise times his current attribute bonus for the attribute he wishes to raise (minimum of one; a character without an attribute bonus or with a penalty pays half the listed cost). All other calculations are the same; for example, a character who wished to purchase his fourth attribute increase would pay 800 XP (half of the 1,600 listed) times his current attribute modifier; if his attribute modifier were +3 (from a score of 17), it would require 2,400 XP to make the raise; however, if his attribute modifier were –2 or 0, he would pay just 800 XP (remember, the multiplier cannot be lower than 1). This method makes it slightly cheaper to raise ability scores to “average” levels – and even slightly above average levels - but harder to raise a score to extraordinary levels. It makes it easier for characters’ weaknesses to be shored up, but makes it harder for

them to achieve truly exceptional scores in any particular area.

3.) Separated Attribute Tracking and

the Law of Diminishing Returns – This simply combines both methods shown above; the cost to raise an attribute is 300 XP times the number of the attribute increase (i.e., the first attribute increase is 300 XP times 1, the second attribute increase is 300 XP times 2 and so on) times the character’s current attribute modifier (minimum of one) to the attribute in question (each attribute is tracked separately). Since separated attribute tracking makes it easier to raise several scores by a small amount than raise a single score by a large amount, and “Law of Diminishing Returns” variant makes it easier to improve weak scores than strong, the net result of this variant is that weaknesses can quickly be shored up (well, quickly relative to normal methods) but obtaining a single exceptional score is even more difficult to do than with either of the above methods alone (or with the normal method).

ProficienciesProficienciesProficienciesProficiencies Weapon and armor proficiency may be purchased at any time; however, it is cheapest to purchase during character generation, as its cost is based upon “effective character level.” Characters may purchase weapon and armor proficiencies during initial (i.e., first-level) character creation with the following costs. Note that some proficiencies have prerequisites; a character may not select a proficiency for which he does not meet the prerequisites.

Proficiency Prerequisites XP Cost

All Simple Weapons None 50

All Martial Weapons

Proficiency with All Simple Weapons 75

Single Simple or Martial

Weapon of choice

None 10

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Single Exotic Weapon of

choice

Proficiency with All Simple Weapons,

All Martial Weapons 100

Light Armor None 50

Medium Armor Proficiency with Light Armor and

Shields 50

Heavy Armor

Proficiency with Light Armor,

Medium Armor, and Shields

50

Shields None 25 A character that wishes to purchase proficiencies after character creation may do so through purchase of the appropriate Feat or may acquire the proficiencies through direct XP expenditure if unwilling to make the purchase via Fat. If the character is to acquire proficiencies through direct XP expenditure, the character must pay the XP Cost times the effective level of the character squared (i.e., acquiring proficiencies “later in life” quickly becomes very expensive). Thus, a character with 8,000 XP (effectively a 4th level character) who wishes to purchase proficiency with shields must pay 4 squared (or 16) times 25 XP (a total of 400 XP) to acquire that proficiency.

How Far Have We Come?How Far Have We Come?How Far Have We Come?How Far Have We Come? It should be noted that with only the rules above, we have already laid 99% of the groundwork to handle the simplest of character classes – the fighter. Let’s look quickly at how a fighter would be constructed under these rules. We’ll assume we start with a new character with 1,500 generation points. Step 1: Purchase Hit Dice. We begin by purchasing a single d10 hit die; as this is the first Hit Die purchased, it costs 240 XP, leaving us with 1,260 generation points to spend. Step 2: Purchase Base Attack Bonus: A fighter has a Base Attack Bonus of +1, which costs 150 XP to acquire. We are left with 1,110 generation points to spend. Step 3: Purchase Saving Throws: A fighter begins with a +2 bonus to Fortitude saves; this costs 250 XP (50 XP for increasing a +0 to a +1 and another 200 XP for increasing a +1 to a +2 for a total of 250 XP). We are left with 860 generation points to spend.

Step 4: Purchase Feats: A fighter begins play with two Feats; one from the “first level Feat” given to all characters, and a second “fighter bonus Feat.” Acquiring our first two Feats costs 150 XP (50 for the first feat, 100 for the second Feat). This leaves us with 710 generation points to spend. Step 5: Purchase Skills: A fighter (of normal intelligence) begins play with 8 skill ranks. This has a cost of 100 XP (remember, each pair of ranks costs an amount equal to 10 XP times the new total number of pairs, so the cost is 10+20+30+40 XP). This leaves us with 610 generation points. Step 6: Purchase Proficiencies: A fighter has proficiency with all simple (50 XP) and martial (75 XP) weapons, as well as with light (50 XP), medium (50 XP), and heavy (50 XP) armor and shields (25 XP). This costs 300 XP, leaving us with 310 “extra” generation points… we might choose to spend the extra points to gain a +1 to Will or Reflex saves (or both), for instance. It’s obviously not a “perfect” fit… but the “fit” is fairly close. Advancing the Fighter to Second Level Advancing the Fighter to Second Level Advancing the Fighter to Second Level Advancing the Fighter to Second Level Let’s take the fighter above and advance him to the abilities of a second level fighter, just to see how many XP it would take (remember, it takes 1,000 XP for a first-level character to advance to second level). Step 1: Add a hit die. He gains a second Hit Die, a d10, at a cost of 2 (total Hit Dice) times 120 XP (from the Hit Die table) for a cost of 240 XP. Step 2: Increase Base Attack Bonus. His Base Attack Bonus increases from +1 to +2 at a cost of 300 XP (total to this point is 540 XP). Step 3: Increase his Fortitude Save. His Fortitude Save increases from +2 to +3 at a cost of 450 XP (total to this point is 990 XP) Step 4: Add a Feat. The character picks up a bonus Fighter Feat at 2nd level so we need another Feat; this is the character’s third Feat overall. The cost is 300 XP (total to this point is 1,290 XP). Step 5: Add two more Skill Ranks. These are his 9th and 10th skill ranks, or his fifth pair, for a cost of 50 XP (total: 1,340 XP). This method makes it a little more expensive for our fighter to advance to 2nd level, but he still picks up all the abilities well within the XP parameters of a 2nd level character (between 1,000 and 2,999 XP).

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Advancing the Fighter to Third Level Advancing the Fighter to Third Level Advancing the Fighter to Third Level Advancing the Fighter to Third Level Now that we have a second-level equivalent fighter, we’ll advance his abilities to match those of a third level fighter. Step 1: Add a hit die. He gains a third Hit Die, another d10, at a cost of 3 (total Hit Dice) times 120 XP (from the Hit Die table) for a cost of 360 XP. Step 2: Increase Base Attack Bonus. His Base Attack Bonus increases from +2 to +3 at a cost of 450 XP (total 810 XP).

Step 3: Increase his Reflex and Will Saves. His Reflex and Will Saves increase from +0 to +1 at a cost of 50 XP each (total 910 XP). Step 4: Add a Feat. The character picks up a Feat at 3rd level, so we buy the character’s 4th overall Feat for 600 XP (total to this point is 1,510 XP). Step 5: Add two more Skill Ranks. These are his 11th and 12th skill ranks, or his sixth pair, for a cost of 60 XP (total: 1,570 XP). This is slightly less than the “normal” cost of 2,000 XP to advance from 2nd to 3rd level, but things stay fairly close.

Chapter Two: Simple Special AbilChapter Two: Simple Special AbilChapter Two: Simple Special AbilChapter Two: Simple Special Abilitiesitiesitiesities “Simple” special abilities are abilities that are not level-dependent, and that are “always on” (i.e., do not require the character to activate them in any way) or are “at will” abilities with no limitation on uses per day. For example, a paladin’s Divine Grace ability is always active; it is therefore classed as a simple ability. The abilities granted by the Core Classes have been broken down here with appropriate XP Cost pricing. Some abilities have prerequisites; the character must meet the prerequisites before purchasing the ability and if a character somehow becomes unable to perform the prerequisites to the ability, he cannot use the ability until he is able to again meet the prerequisites.

Abilities Not ListedAbilities Not ListedAbilities Not ListedAbilities Not Listed It is possible to incorporate abilities from other rulebooks into this ruleset as well. The general rule of thumb to use when pricing a simple ability is that the XP Cost to obtain the ability is equal to 300 XP times the minimum character level at which the ability can be obtained under the Core Rules. For instance, a prestige class might grant an ability at the 4th level of the prestige class; entry to the prestige class might require the character to be at least 5th level. Thus, the ability should be priced as a 9th-level ability, with a cost of 300 XP times 9 or 2700 XP. When determining prerequisites for an ability, look for earlier-gained class abilities that seem to indicate a progression into the ability (the obvious example is a Fighter gaining access first to Weapon Specialization, then Greater

Weapon Focus, followed by Greater Weapon Specialization; each of these builds on the character’s ability to use a weapon, and so is an appropriate prerequisite for the next ability in the chain). Some abilities with exceptional utility or ability to stack with other bonuses or allow leveraging of a single score (e.g., a paladin’s Divine Grace ability), may be priced as much as double the normal cost, while abilities that are perhaps less useful or specific o a single task with several restrictions (e.g., a ranger’s Camouflage ability), may be priced at half normal cost. Abilities that have been priced at double the non-standard cost below have an asterisk (*) next to the XP cost entry; those that have been priced at half the standard cost have a dagger (†) next to the XP cost entry. A Thousand Faces (Su) The character gains the ability to alter his appearance at will as if using the alter self spell as though cast by a sorcerer of a level equal the character’s Hit Dice. XP Cost: 3,900 XP Access to Feat: Greater Weapon Focus The character gains the ability to take the Greater Weapon Focus Feat (he does not gain the Feat itself, merely access to the Feat; the character must still spend a Feat to take it). XP Cost: 2,400 XP Prerequisites: Access to Feat: Weapon Specialization Access to Feat: Greater Weapon Specialization

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The character gains the ability to take the Greater Weapon Specialization Feat (he does not gain the Feat itself, merely access to the Feat; the character must still spend a Feat to take it). XP Cost: 3,600 XP Prerequisites: Access to Feat: Weapon Specialization, Access to Feat: Greater Weapon Focus Access to Feat: Weapon Specialization Feat The character gains the ability to take the Weapon Specialization Feat (he does not gain the Feat itself, merely access to the Feat; the character must still spend a Feat to take it). XP Cost: 1,200 XP Prerequisites: Base Attack Bonus +4 or higher Alignment-Based Aura The character has a particularly powerful aura corresponding his deity’s (or his own, if he does not worship a deity) alignment (see the detect evil spell for details) as though he were a cleric of a level equal to his Effective Character Level. XP Cost: 200 XP Prerequisites: Ability to cast divine spells of at least 1st level or the Divine Grace simple ability (see below). Armor Class Enhancement (Monkish) The character gains an unnamed bonus to AC (unnamed bonuses stack with all other bonuses and with other unnamed bonuses). This bonus to AC applies even against touch attacks or when the character is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This bonus may be increased by spending the amount of XP noted below. XP Cost: 1,500 XP for a +1 bonus; 3,000 XP to increase from +1 to +2; 4,500 XP to increase from +2 to +3, and 6,000 XP to increase from +3 to +4 Prerequisite: Armor Class Enhancement (Simple) Armor Class Enhancement (Simple) When unarmored and unencumbered, the character adds his Wisdom bonus (if any) to his AC. This bonus to AC applies even against touch attacks or when the character is

flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. XP Cost: 300 XP Aura of Courage (Su) The character is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the character is conscious, but not if he is unconscious or dead. XP Cost: 900 XP Prerequisites: Divine Grace Camouflage The character can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. XP Cost: 1,950 XP† Prerequisites: Trackless Step Damage Reduction 1/- The character gains Damage Reduction. Subtract 1 from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. XP Cost: 2,100 XP Damage Reduction 2/- The character improves his existing Damage Reduction. Subtract 2 from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. XP Cost: 3,000 XP Prerequisites: Damage Reduction 1/- Damage Reduction 3/- The character continues to improve his existing Damage Reduction. Subtract 3 from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. XP Cost: 3,900 XP Prerequisites: Damage Reduction 1/-, Damage Reduction 2/- Damage Reduction 4/- The character’s existing Damage Reduction improves again when this ability is taken.

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Subtract 4 from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. XP Cost: 4,800 XP Prerequisites: Damage Reduction 1/-, Damage Reduction 2/-, Damage Reduction 3/- Damage Reduction 5/- The character’s existing Damage Reduction improves for a final time when this ability is taken. Subtract 5 from the damage the character takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0. XP Cost: 5,700 XP Prerequisites: Damage Reduction 1/-, Damage Reduction 2/-, Damage Reduction 3/-, Damage Reduction 4/-, Detect Evil At will, a character can use detect evil, as the spell, as though cast by a sorcerer of the character’s Effective Character Level. XP Cost: 300 XP Prerequisites: Good alignment, Divine Grace Diamond Body (Su) When the character takes this ability, he gains immunity to poisons of all kinds. XP Cost: 3,300 XP Prerequisites: Purity of Body, Still Mind Divine Grace (Su) The character gains a bonus equal to her Charisma bonus (if any) on all saving throws. XP Cost: 1,200 XP* Prerequisites: Good alignment Divine Health (Su) The character gains immunity to all diseases, including supernatural and magical diseases. XP Cost: 1,800 XP Prerequisites: Divine Grace Evasion If a character with the Evasion ability makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion. XP Cost: 1,200 XP*

Fast Movement The character’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the character’s speed because of any load carried or armor worn. XP Cost: 600 XP* Greater Rage The character’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2. XP Cost: 3,300 XP Prerequisites: Rage (see the “complex abilities” section) Hide in Plain Sight While in any sort of natural terrain, the character can use the Hide skill even while being observed. XP Cost: 2,550 XP† Prerequisites: Camouflage, Trackless Step Improved Evasion The character’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion. XP Cost: 2,700 XP Prerequisites: Evasion ability Improved Uncanny Dodge The character can no longer be flanked. This defense denies the ability to sneak attack the character by flanking him, unless the attacker has at least four more Hit Dice than the target. XP Cost: 1,500 XP Prerequisites: Uncanny Dodge ability Indomitable Will While in a rage, the character gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage. XP Cost: 4,200 XP Prerequisites: Rage (see the “complex abilities” section)

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Mighty Rage The character’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2. XP Cost: 6,000 XP Prerequisites: Rage, Greater Rage Nature Sense The character gains a +2 bonus on Knowledge (nature) and Survival checks. XP Cost: 300 XP Perfect Self The character becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever his creature type was) for the purpose of spells and magical effects. Additionally, the character gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the character can still be brought back from the dead as if he were a member of her previous creature type. XP Cost: 6,000 XP Prerequisites: Diamond Body, Diamond Soul, Empty Body, Purity of Body, Still Mind Purity of Body The character gains immunity to all diseases except for supernatural and magical diseases. XP Cost: 1,500 XP Prerequisites: Still Mind Resist Nature’s Lure The character gains a +4 bonus on saving throws against the spell-like abilities of fey. XP Cost: 1,200 XP Rogue Special Abilities The character gains a special ability of choice from among the following options.

• Crippling Strike: The character can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

PREREQUISITE: Sneak Attack Damage of at least +4d6

• Defensive Rol): The character can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the character can attempt to roll with the damage. To use this ability, the character must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute a defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll. PREREQUISITE: Evasion

• Opportunist: Once per round, the character can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the character’s attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

• Skill Mastery: The character becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

• Slippery Mind: This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel him. If a rogue with slippery mind is affected by an

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enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

XP Cost: 3,000 XP for the first ability, this can be taken multiple times with each subsequent ability taken seeing the cost rise by 900 XP (i.e., the second ability costs 3,900 XP, the third ability costs 4,800 XP, etc.) Spell Conversion – healing/inflict spells The character may convert any prepared divine spell into a “Cure” spell of the same level (identical to the cleric ability in the Core Rules). XP Cost: 300 XP Prerequisite: Ability to cast prepared divine spells Spell Conversion – summon nature’s ally spells The character may convert any prepared divine spell into a “Summon Nature’s Ally” spell of the same level (identical to the druid ability in the Core Rules). XP Cost: 300 XP Prerequisite: Ability to cast prepared divine spells Still Mind The character gains a +2 bonus on saving throws against spells and effects from the school of enchantment. XP Cost: 900 XP Swift Tracker The character can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. XP Cost: 2,400 XP Prerequisites: Trackless Step Timeless Body The character no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the character still dies of old age when his time is up. XP Cost: 4,500 XP

Prerequisites: Venom Immunity and Wild Shape Ability or all of the following: Diamond Body, Diamond Soul, Purity of Body, Still Mind Tireless Rage The character no longer becomes fatigued at the end of his rage. XP Cost: 5,100 XP Prerequisites: Rage, Improved Rage Tongue of the Sun and Moon The character higher can speak with any living creature. XP Cost: 5,100 XP Prerequisites: Diamond Body, Still Mind Trackless Step The character leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. XP Cost: 900 XP Trapfinding The character’s intimate familiarity with traps allows him to use the Search skill to locate traps when the task has a Difficulty Class higher than 20. XP Cost: 300 XP Uncanny Dodge The character retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. XP Cost: 600 XP Venom Immunity The character gains immunity to all poisons. XP Cost: 2,700 XP Woodland Stride The character may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him. XP Cost: 600 XP

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Converting Simple Abilities from Converting Simple Abilities from Converting Simple Abilities from Converting Simple Abilities from other sources other sources other sources other sources –––– an example an example an example an example Most abilities that are not level-dependent can be easily converted into simple abilities. As an example, let us convert the Arcane Reach ability of an Archmage (a prestige class in the Core Rules). The archmage can gain this ability as early as 1st level (in the prestige class), and the prerequisites for the archmage class can be satisfied no earlier than 13th level (as the character must be able cast 7th-level spells and under the Core Rules, no character can cast 7th-level spells before 13th level). Thus, the minimum level that must normally be achieved to gain this ability is 14 and so the XP Cost is simply 300 XP times 14 or 4200 XP. We note that the ability requires the sacrifice of a 7th-level spell slot, so it seems self-evident that we must make a prerequisite for this ability of at least one 7th-level spell slot. We also note that the ability can be selected a second time (though a character would have to be 15th level to do so, so the cost for selecting it a second time would be 300 XP times 15 or 4500 XP). We’ll call the second entry “Improved Arcane Reach” and split the entry into two. Our entries look like this: Arcane Reach (Su) The character can use spells with a range of touch on a target up to 30 feet away. The character must make a ranged touch attack. In addition to paying the XP cost, the character must sacrifice one 7th-level spell slot. XP Cost: 4200 XP Prerequisites: At least one 7th-level spell slot Improved Arcane Reach (Su) As Arcane Reach (above), except the range is increased to 60 feet. In addition to paying the XP cost, the character must sacrifice one 7th-level slot (this is in addition to the slot sacrificed to gain the Arcane Reach ability). XP Cost: 4500 XP Prerequisites: Arcane Reach, at least one 7th-level spell slot As you can see, converting simple abilities is usually quick and relatively painless.

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Chapter Three: Complex SpChapter Three: Complex SpChapter Three: Complex SpChapter Three: Complex Special Abilitiesecial Abilitiesecial Abilitiesecial Abilities “Complex” special abilities are abilities that are either level-dependent, have limitations on uses per day, or that otherwise require activation of some sort on the part of the character. The abilities granted by the Core Classes are presented here with appropriate XP Cost pricing. Like simple abilities, some complex abilities have prerequisites; the character must meet the prerequisites before purchasing the ability and if a character somehow becomes unable to perform the prerequisites to the ability, he cannot use the ability until he is able to again meet the prerequisites. Unlike simple special abilities, which require a “one-time” entry cost, complex special abilities require at least two XP expenditures to be made. The first XP expenditure a character must make is the XP Cost to have access to the ability; this cost is always listed first below the ability description. Other costs that may be required include: 1.) The cost for each daily use of the ability

(“Base XP Cost for Single Daily Use”). This cost escalates as the character purchases more uses of the ability each day; the second entry below the ability description is the “Base XP Cost for Single Daily Use.” Purchasing one use of the ability per day has an XP Cost equal to the new total number of daily uses times the Base XP Cost; thus each successive purchase of a daily use increases the XP Cost (i.e., if an ability has a Base XP Cost of 500 XP, it requires a payment of 500 XP to use the ability once per day, an additional 1,000 XP to use the ability twice per day, another 1,500 XP to use the ability three times per day, and so forth).

2.) Increasing the effective caster/character level with which the ability is measured. Some abilities have a Starting Caster level listed; this level is subsumed in the cost of purchasing access to the ability and is the minimum level at which the ability operates (if no entry appears, and a level is necessary assume the starting level is one). If the description of the

ability references “appropriate level,” this is the level used. A character may improve the effective level for one ability only by paying an XP Cost equal to 50 times the new effective level (i.e., raising the effective level from 1 to 2 requires 100 XP, raising it from 2 to 3 requires another 150 XP, and so forth).

3.) Increases that do not follow a “caster level” pattern are also possible; the cost for these is usually noted in the text.

When pricing complex special abilities, the general rule of thumb is that the cost for access should be 100 XP times the minimum level required under the Core Rules to achieve the ability if the ability is “level-dependent” and 150 XP times the minimum level required if it is not. The base cost for uses per day should be priced at half the cost for access. Exceptionally useful abilities (such as sneak attack) may see an increase in cost but never more than double. As with simple abilities, prerequisites for complex abilities should “make sense” as much as possible, usually being drawn from earlier abilities on a class list or in exceptional cases, from other areas (e.g., since being an arcane spellcaster is part of acquiring a familiar, the familiar ability requires some ability with arcane spells). Remember when converting abilities granted by a prestige class to find the minimum character level at which the ability can be acquired (not just prestige class level). For instance, a prestige class with prerequisites that cannot be met until 12th level and that grants an ability at 2nd level in the prestige class should see that ability treated as a 14th level ability when determining the XP Cost for access. However, the “starting appropriate level” should remain at the level of the prestige class, not the total character level, if the ability follows the character’s class level. Thus, while an XP Cost to Access might be priced as a 14th-level ability, the starting appropriate level might be much lower than 14th (see the example at the end of this section of the Death Attack of an assassin for an illustration of this concept).

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Abundant Step The character gains the ability to slip magically between spaces, as if using the spell dimension door, once per day as the spell cast by a sorcerer of the appropriate level. XP Cost for Access: 1,200 XP Base XP Cost for Single Daily Use: 600 XP Starting Appropriate Level: 6th Prerequisites: Fast Movement Bardic Music (Basic) The character may use the Countersong, Fascinate, and Inspire Courage abilities as described under “bard” in the Core Rules; use the character’s appropriate level to determine how many targets may be affected by his Fascinate ability. XP Cost for Access: 100 XP Base XP Cost for Single Daily Use: 50 XP Starting Appropriate Level: 1st Prerequisites: At least 3 Ranks in Perform Skill Bardic Music: Inspire Competence The character may use his Bardic Music (Basic) ability to create the Inspire Competence effect as described under “bard” in the Core Rules. XP Cost for Access: 300 XP Prerequisites: At least 6 ranks in the Perform Skill, Bardic Music (Basic) with a caster level of at least three. Bardic Music: Inspire Greatness The character may use his Bardic Music (Basic) ability to create the Inspire Greatness effect as described under “bard” in the Core Rules, using the character’s “caster level” with bardic music in place of the phrase “bard level” when determining the number of targets can be affected. XP Cost for Access: 900 XP Prerequisites: At least 12 ranks in the Perform Skill, Bardic Music (Basic) with a caster level of at least nine. Bardic Music: Inspire Heroics The character may use his Bardic Music (Basic) ability to create the Inspire Heroics effect as described under “bard” in the Core Rules, using the character’s “caster level” with bardic music in place of the phrase “bard level” when determining the number of targets can be affected. XP Cost for Access: 1,500 XP

Prerequisites: At least 18 ranks in the Perform Skill, Bardic Music (Basic) with a caster level of at least fifteen and Bardic Music: Inspire Greatness. Bardic Music: Mass Suggestion The character may use his Bardic Music (Basic) ability to create the Mass Suggestion effect as described under “bard” in the Core Rules, using the character’s “caster level” with bardic music in place of the phrase “bard level” when determining the number of targets can be affected. XP Cost for Access: 1,800 XP Prerequisites: At least 21 ranks in the Perform Skill, Bardic Music (Basic) with a caster level of at least eighteen and Bardic Music: Suggestion. Bardic Music: Song of Freedom The character may use his Bardic Music (Basic) ability to create the Song of Freedom effect as described under “bard” in the Core Rules, using the character’s “caster level” with bardic music in place of the phrase “bard level.” XP Cost for Access: 1,200 XP Prerequisites: At least 15 ranks in the Perform Skill, Bardic Music (Basic) with a caster level of at least twelve. Bardic Music: Suggestion The character may use his Bardic Music (Basic) ability to create the Suggestion effect as described under “bard” in the Core Rules, using the character’s “caster level” with bardic music in place of the phrase “bard level” when determining the number of targets can be affected. XP Cost for Access: 600 XP Prerequisites: At least 9 ranks in the Perform Skill, Bardic Music (Basic) with a caster level of at least six. Diamond Soul The character gains spell resistance equal to the appropriate level + 10. In order to affect the character with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the character’s spell resistance. XP Cost for Access: 2,600 XP* Starting Appropriate Level:13 (increases require double the normal expenditure; i.e., increases cost 100 XP times the level to

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which the “appropriate level” is being increased) Prerequisites: Diamond Body, Purity of Body, Still Mind Empty Body (Su) The character gains the ability to assume an ethereal state for 1 round per appropriate level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his appropriate level. XP Cost for Access: 1,900 XP Starting Appropriate Level: 19 Prerequisites: Diamond Body, Diamond Soul, Purity of Body, Still Mind Familiar A character can obtain a familiar as a sorcerer of his appropriate level; he chooses the kind of familiar he gets and as he increases his appropriate level, his familiar also increases in power. If the familiar dies or is dismissed by the character, he must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per appropriate level; success reduces the loss to one-half that amount (the character’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal). A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character may have only one familiar at a time. XP Cost for Access: 100 XP Starting Appropriate Level: 1 Prerequisites: Ability to cast at least two first-level spells from the wizard or sorcerer spell lists. Fast Movement (Monkish) The character gains an enhancement bonus to his speed equal to 10 feet for every three appropriate levels, but only while unarmored and unencumbered; a character in armor or carrying a medium or heavy load loses this extra speed. XP Cost for Access: 300 XP Starting Appropriate Level: 3 Favored Enemy

The character may select a type of creature from among those given as favored enemies for a ranger, gaining a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. If the character chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a character has multiple favored enemies, and a specific creature falls into more than one category of favored enemy, the character’s bonuses do not stack; he simply uses whichever bonus is higher. The character may increase the bonus against a favored enemy by paying the amount indicated below. XP Cost for Access: 150 XP for the first favored enemy, 750 XP for the second, 1,500 XP for the third; add 750 XP for each additional enemy thereafter. Improving Bonuses: Bonuses may only be improved in increments of +2. Improving the bonus against a given favored enemy requires 250 XP times the new total bonus against that enemy (i.e., increasing a bonus from +2 to +4 requires 1,000 XP). Flurry of Blows When unarmored and unarmed, the character may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the character might make before her next action. A character must use a full attack action to strike with a flurry of blows. The –2 penalty may be reduced through additional XP expenditure; once it has been reduced to zero, a second extra attack at the character’s Full Base Attack Bonus can be purchased (usable only during the Flurry of Blows). When using flurry of blows, a character may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a character applies his Strength bonus

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(not Str bonus x 1-1/2 or x 1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The character can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a character may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his flurry of blows routine to do so. XP Cost for Access: 150 XP XP Cost to Reduce Penalty from –2 to –1: 1,050 XP XP Cost to Reduce Penalty from –1 to 0: 2,250 XP XP Cost to add a second extra attack: 1,575 XP Prerequisites: Monkish Unarmed Damage Ki Strike The character’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s appropriate level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. XP Cost for Access: 400 XP Starting Appropriate Level: 4 Prerequisites: Monkish Unarmed Damage Lay on Hands (Su) The character gains the ability to heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his appropriate level x his Charisma bonus. The character may choose to divide her healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, the character can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The character decides how many of his daily

allotment of points to use as damage after successfully touching an undead creature. XP Cost for Access: 200 XP Starting Appropriate Level: 2 Prerequisites: Divine Grace, Charisma 12 or higher Monkish Unarmed Damage The character gains the ability to deal lethal damage with his unarmed strikes as though a monk of the appropriate level. XP Cost for Access: 100 XP Starting Appropriate Level: 1 Prerequisites: Improved Unarmed Strike (Feat) Quivering Palm (Su) The character gains the ability to set up vibrations within the body of another creature that can thereafter be fatal if he so desires. He must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the character strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his appropriate level. To make such an attempt, the character merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the appropriate level + the character’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. XP Cost for Access: 1,500 XP Base XP Cost for Single Weekly Use: 750 XP Starting Appropriate Level: 15 Rage The character can fly into a rage. In a rage, a character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the character’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a

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character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A character may prematurely end his rage. At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level character, at which point this limitation no longer applies; see below). A character can fly into a rage only once per encounter. XP Cost for Access: 150 XP Base XP Cost for Single Daily Use: 75 XP Remove Disease (Sp) The character can produce a remove disease effect, as the spell cast by a sorcerer of the appropriate level. XP Cost for Access: 600 XP Base XP Cost for Single Weekly Use: 300 XP Starting Appropriate Level: 6 Slow Fall When the character is within arm’s reach of a wall, he can use it to slow his descent, as a monk of the appropriate level. XP Cost for Access: 400 XP Starting Appropriate Level: 4 Smite Evil (Su) The character may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per appropriate level. If the character accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. XP Cost for Access: 100 XP Base XP Cost for Single Daily Use: 100 XP* Starting Appropriate Level: 1 Prerequisites: Detect Evil Sneak Attack

If a character rogue can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage. The character’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks his target. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. A character can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. XP Cost for Access: 150 XP Base XP Cost for 1d6 Extra Damage: 150 XP* (increasing by one the dice of damage requires an expenditure of 150 XP times the new total extra d6 of damage, i.e., increasing from 1d6 to 2d6 requires 300 XP; increasing again from 2d6 to 3d6 requires 450 XP, etc.) Special Mount (Sp) The character gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). Once per day, as a full-round action, a character may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the appropriate level. The mount immediately appears adjacent to the character and remains for 2 hours per appropriate level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the character may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may

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have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the character’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The character may not summon another mount for thirty days or until he increases this ability’s appropriate level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the character takes a –1 penalty on attack and weapon damage rolls. XP Cost for Access: 500 XP Starting Appropriate Level: 5 Prerequisites: Divine Grace, Aura of Courage Trap Sense The character gains a bonus on Reflex saves made to avoid traps and a dodge bonus to AC against attacks made by traps. This bonus is equal to 1/3 the character’s appropriate level (rounded down). XP Cost for Access: 300 XP Starting Appropriate Level: 3 Trivia (Bardic Knowledge) A character may make a special trivia check with a bonus equal to his appropriate level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the character has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful trivia check will not reveal the powers of a magic item but may give a hint as to its general function. A character may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The character may make one such check on any given person, item or place, but has no limit on the number of times per day or number of persons, items, or places, that this ability may be applied to. XP Cost for Access: 100 XP Starting Appropriate Level: 1 Turn or Rebuke Undead (Su) The character has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol as a cleric of the appropriate level. A character with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. A good character (or a neutral character who

worships a good deity) can turn or destroy undead creatures. An evil character (or a neutral character who worships an evil deity) instead rebukes or commands such creatures. A neutral character of a neutral deity must choose whether his turning ability functions as that of a good character or an evil character. Once this choice is made, it cannot be reversed. A character gains a number of bonus daily uses of this ability equal to his Charisma modifier (i.e., the character need not purchase these uses and they are not counted when determining the XP cost to purchase a daily use). XP Cost for Access: 100 XP Base XP Cost for Single Daily Use: 50 XP Starting Appropriate Level: 1 Prerequisites: Divine Grace ability or ability to cast at least two first-level spells from the cleric spell list. Wholeness of Body (Su) The character gains the ability to heal his own wounds. He can heal a number of hit points of damage equal to twice his appropriate level, and he can spread this healing out among several uses. XP Cost for Access: 700 XP Base XP Cost for Single Daily Use: 700 XP* Starting Appropriate Level: 7 Prerequisites: Purity of Body, Still Mind Wild Empathy The character with this ability can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The character rolls 1d20 and adds his appropriate level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the character and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. A character can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. XP Cost for Access: 100 XP Starting Appropriate Level: 1 Wild Shape: Elemental (Su)

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The character becomes able to use change into a Small, Medium, or Large elemental (air, earth, fire, or water). In addition to the normal effects of wild shape, the character gains all the elemental’s extraordinary, supernatural, and spell-like abilities. He also gains the elemental’s feats for as long as he maintains the wild shape, but retains his own creature type. At 20th effective level, a character may use this ability to change into a Huge elemental. XP Cost for Access: 1,600 XP Base XP Cost for Single Daily Use: 800 XP Starting Appropriate Level: 16 Prerequisites: Wild Empathy, Trackless Step, Wild Shape: Natural with the ability to transform into a Plant creature Wild Shape: Natural (Su) The character gains the ability to turn himself into any Small or Medium animal and back again. His options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per appropriate level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the character is familiar with. A character loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) The character gains the ability to take the shape of a Large animal when the character’s appropriate level reaches 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form’s Hit Dice can’t exceed the character’s appropriate level. When the character’s appropriate level reaches 12th, he becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A character can’t use this ability to take the form of a plant that isn’t a creature.) XP Cost for Access: 500 XP Base XP Cost for Single Daily Use: 250 XP Starting Appropriate Level: 5 Prerequisites: Wild Empathy, Trackless Step

Converting complex abilities from Converting complex abilities from Converting complex abilities from Converting complex abilities from other sources other sources other sources other sources –––– an example an example an example an example Converting complex abilities is slightly harder than converting simple abilities, but still, in general, remains relatively simple. Almost any level-dependent ability from any source can be quickly and easily converted; for this example, let’s choose the Assassin prestige class and its Death Attack ability. An assassin gains the death attack ability at 1st level; however, a character cannot take a level in assassin without first fulfilling the class prerequisites. The highest “bar” to entry is the required 8 ranks in Hide and Move Silently. Since a character can only have (level + 3) ranks in any given skill, we know that a character must gain at least 5 levels before becoming an assassin. So the “Death Attack” is really a 6th level ability (5 levels to qualify, followed by 1 level of assassin). This ability scales with level, so its base cost to access should be 100 XP times the level (6) or 600 XP. Since the ability relies upon the assassin class level (not character level), the ability starts out at appropriate level 1. The ability may be used as often as desired, so we need no cost for each daily use. Finally, we note that the Death Attack must be a sneak attack, so we should make “Sneak Attack” a prerequisite. Having done all this, we can re-write the assassin’s Death Attack ability as a complex ability that looks like this: Death Attack If the character studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (character’s choice). While studying the victim, the character can undertake other actions so long as his attention stays focused on the target and the target does not detect the character or recognize the character as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the appropriate level + the character’s Int modifier) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per appropriate level. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the character has

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completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the character does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. XP Cost for Access: 600 XP Starting Appropriate Level: 1 Prerequisites: Sneak Attack

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Chapter Four: SpellcastingChapter Four: SpellcastingChapter Four: SpellcastingChapter Four: Spellcasting

IntroductionIntroductionIntroductionIntroduction Perhaps the most difficult area of the Buy the Numbers system – or at least the one that requires the most bookkeeping – is the spellcasting section. To minimize the confusion and the effort, keep in mind that there are four basic factors that must be tracked to determine how spellcasters work in the Buy the Numbers system.

1.) Caster level – This is relatively straightforward and something you’ll recognize immediately from the Core Rules. It works just like caster level in the Core Rules – the only difference here is that you don’t automatically increment it when you level; instead, you purchase your caster levels with XP (which by now, shouldn’t be that big a surprise). Caster levels are bought relative to spell lists (i.e., you buy “wizard levels” or “cleric levels”) or, if you’re using variants presented here, multiple spell lists.

2.) Access to Spell Lists – A character purchases his access to spell lists one list and one spell level at a time. A character must meet minimum caster level prerequisites to gain access to a given level of a spell list, for example, a character must have a minimum caster level of one for the appropriate spell list to access a spell list at all! A character normally does not purchase access to a given level of a spell list until he’s close to adding spell slots.

3.) Spell slots – these are of course the slots that “power” spells – they are the slots in which a wizard-type caster prepares spells, and the slots that a sorcerer-type caster uses to spontaneously power spells; each spell slot has a particular spell level associated with it, just as with the core rules.

4.) Spells known – For spontaneous casters (only), spells known are required to use spontaneous spell

slots… and you must have access to the appropriate level spell list to know a given spell.

If that all seems confusing it’s not too surprising, but we’ll take it slow and let you see how the system works, using examples along the way. Caster TypesCaster TypesCaster TypesCaster Types Spellcasters in the “Core” rules can be represented by four basic variables; the one most of us are familiar with is “arcane/divine.” A wizard is an “arcane” caster, while a cleric is a “divine” caster. The second is “prepared caster/spontaneous caster” – a wizard or druid is a prepared caster (though druids have a very limited spontaneous ability, we’ll ignore that for the moment) – i.e., they prepare spells into their spell slots in advance, while a bard or sorcerer is a spontaneous caster – i.e., they decide what spell to cast as they cast the spell using one of their spell slots. The third variable is the mental attribute a class bases its spells from (including setting spell DCs, gaining bonus spells, and checking to see whether a character can cast spells of a given spell level); Intelligence, Wisdom, or Charisma. In the Core Rules, all divine casters use Wisdom and all arcane casters use Intelligence or Charisma (by the same token, any caster that uses Wisdom is considered a divine caster, while any caster who uses Intelligence or Charisma is considered an arcane caster), though other rulebooks outside the core rules do not always follow this form. For greatest interoperability among as many sourcebooks as possible, the Buy the Number system treats the caster’s “ruling attribute” as a separate and distinct variable. The fourth variable is an “unofficial” variable, but one that is useful for converting classes from any other supplement into the Buy the Numbers system – a caster can be a minor, intermediate, or major spellcaster. The highest level spells available to a minor caster at 20th level are 4th level spells, and minor casters have a spellcaster level equal to half

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of their class level (e.g., ranger, paladin). The highest level spells available to an intermediate spellcaster at 20th level are 6th level spells, and intermediate have a spellcaster level equal to their class level (e.g., bard). The highest level spells available to a major spellcaster at 20th level are 9th level spells, and major casters have a spellcaster level equal to their class level (e.g., clerics, sorcerers). Any prestige class with its own spell list (as opposed to a prestige class that grants “+1 caster level to existing class) is a minor or intermediate spellcasting class but never a major spellcasting class. Thus, the “Core” classes can be defined in terms of these four variables as follows: Bard: Arcane, spontaneous, Charisma-based, Intermediate Spellcaster Cleric: Divine, prepared, Wisdom-based, Major Spellcaster Druid: Divine, prepared, Wisdom-based, Major Spellcaster Paladin: Divine, prepared, Wisdom-based, Minor Spellcaster Ranger: Divine, prepared, Wisdom-based, Minor Spellcaster Sorcerer: Arcane, spontaneous, Charisma-based, Major Spellcaster Wizard: Arcane, prepared, Intelligence-based, Major Spellcaster

Caster LevelCaster LevelCaster LevelCaster Level The most fundamental “unit of measure” as to the competence of a spellcaster is his caster level. As a character’s caster level goes up, the efficacy of his spells improves, just like the “Core” system. Normally, when a character gains a level in the “Core” rules, he must choose a single class and it is that class that sees the caster level increase. In the “Buy the Numbers” system, characters may instead up their caster level in a way that increases the efficacy in several magical areas at once. The formula looks complex, but once an understanding of the “basic four variables” is gained, the formula becomes easier to follow. A character’s Buy the Numbers caster level is defined by three of the four parameters listed above: Arcane/Divine, prepared/spontaneous, Int/Wis/Cha-based spells. A character must choose at least one entry of each of the three parameters, and may choose more than one

entry for any or all of the parameters. A character’s “caster level” affects any portion of a spell determined by “caster level” (e.g., damage, range, duration), but does not affect anything else (e.g., it does not give spell slots to a character; these are purchased separately). The base cost to gain a caster level (including a character’s first caster level) is simply 25 XP times new caster level times the total number of parameters (across all categories) to which the increase applies. If all of that seems confusing, an example or two might help to clear things up. A character might wish to have a caster level as a first-level wizard. If he chooses to do so, he would have a caster level in “Arcane, prepared, Int-based spells.” That’s one parameter in each of the three categories, so the XP cost is 25 * 1 (the new caster level) * 3 (arcane, prepared, Int-based) or 75 XP. To have the equivalent of a second level wizard’s caster level would require an additional 25 * 2 (the new caster level) * 3 or 150 XP. Similarly, gaining a caster level equivalent to a first level cleric would require 25 * 1 (new caster level) * 3 (divine, prepared, Wis-based) or 75 XP. However, gaining the ability to cast spells as both a 1st-level cleric AND a 1st-level wizard simultaneously would require 25 * 1 (new caster level) * 5 (arcane and divine, prepared, Int- or Wis- based) or 125 XP. Gaining the ability to cast spells as both a 2nd-level cleric and a 2nd-level wizard simultaneously requires an additional 25 * 2 * 5 or 250 XP. It should be noted that this cost for gaining “multiple caster levels” is often a little bit less expensive than purchasing the levels individually. Advancing Parameters Unequally or Advancing Parameters Unequally or Advancing Parameters Unequally or Advancing Parameters Unequally or Later Adding of ParametersLater Adding of ParametersLater Adding of ParametersLater Adding of Parameters When advancing a caster level, a minimum of three parameters – one from each category – must be factored into the advancement cost, as well as the new caster level. A player may choose to advance some parameters more than others; this is acceptable, though the “rule of thumb” is that to gain caster level X with any set of parameters, that character

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must already have purchased caster level X-1 with at least those same parameters. For instance, a player might want to gain the ability to cast spells as a 1st-level wizard and a 1st-level cleric for 125 XP then add to that only the ability to cast spells as a 2nd-level wizard – i.e., adding caster level two for arcane, prepared, Int-based spells – for an additional 150 XP (being unwilling or unable to pay the 250 XP cost that would advance him across all five parameters). This is acceptable, however, should that player later decide to advance his “clerical” casting, he would have to pay an additional cost of 150 XP – 25 XP times level 2 times the three clerical parameters (divine, prepared, Wis-based spells). Thus “splitting up” the advancement has a total cost of 300 XP instead of 250 XP – this encourages game balance by not allowing players to specialize in one area and escape penalty for neglecting another. Similarly, later on, the character might wish to add the ability to cast spells as a 1st-level sorcerer. He would have to pay 75 XP (25 times 1st level times the three parameters of arcane, spontaneous, Cha-based). Had he decided to add casting ability equivalent to a 1st-level wizard, sorcerer, and cleric at the outset, the cost would have been 175 XP (25 XP times 1st level times seven parameters – arcane, divine, prepared, spontaneous, Int-, Wis-, and Cha- based). That’s considerably less than the 200 XP he would have paid to purchase “wizard” and “clerical” casting together followed by “sorcerer” casting – and much less than the 225 XP he would have paid to purchase each one individually. Again, it’s always a good idea for a character who wants to have caster levels across “multiple classes” to purchase levels together. This means that “multiclassed” spellcasters – those with access to multiple spell lists – generally have a little better spell access than their multiclassed “Core” equivalents but that it is not nearly as good as their “single-classed” brethren provided they advance all parameters together.

Access to Spell ListsAccess to Spell ListsAccess to Spell ListsAccess to Spell Lists Caster levels alone, of course, are not enough to cast spells (though they are sufficient to meet prerequisites for other abilities, such as

an item creation Feat). The next thing a character must purchase is “access to spell lists.” Even if a character has purchased 5 caster levels with all seven parameters (arcane, divine, spontaneous, prepared, Int- Wis- and Cha- based spells), if he has not purchased access to spell lists, he cannot cast spells. Simply put, purchasing access to a spell list means that a character purchases the ability to cast spells of a particular level from a particular spell list. Characters purchase access to each “level” of spells individually. Spell lists have prerequisites that must be satisfied before access to a particular list may be purchased, and the cost for access to a particular spell list depends on the type of spell list (minor, intermediate, major) and the spell level on the list that the character wishes to purchase access to. When a character purchases access to a given level of a spell list, he is treated as having 0 slots available at that level, but immediately gains any bonus spells for that level that a high ability score might entitle him to. It is also worth noting that even though wizards and sorcerers have identical spells on their spell lists, because wizard spells use different parameters than sorcerer spells (wizard spells are arcane, prepared, Int-based spells while sorcerer spells are arcane, spontaneous, Cha-based spells), access to “wizard spells” and “sorcerer spells” must be purchased separately. The Specialist WizardThe Specialist WizardThe Specialist WizardThe Specialist Wizard The specialist wizard in the Core Rules gains a few extra abilities in exchange for sacrificing access to some spell schools. No great changes are needed to apply these rules to specialist wizards; simply note that the player’s “access to Wizard spells” comes with the bonuses and drawbacks normally associated with specialists; i.e., when the character purchases access to a spell list, he gains one “free” spell slot usable only to prepare spells from his chosen school, he casts spells of his chosen school with a +1 bonus to caster level, and he cannot access spells of his forbidden school(s). There is no extra XP cost (or discount) associated with

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specialist wizards; simply note when purchasing access to spells of a given level that the character is acting as a specialist and note the “specialist” school and opposed schools. PrerequisitesPrerequisitesPrerequisitesPrerequisites The following prerequisites are true of all spell lists.

1.) In order to purchase access to spells of level X on a particular spell list, a character must have access to spells of level X-1 on that same list (EXCEPTION: A character need not fulfill this prerequisite to gain access to the lowest level of spells available on the spell list; for instance this prerequisite is waived for 0th level wizard spells and 1st level ranger spells).

2.) In order to purchase access to spells of level X on a particular spell list, a character must have a caster level with parameters that match the spell list’s equal to at least 2X-1 (minimum of one).

3.) In order to purchase access to spells of level X on a particular spell list, a character must have a minimum number of spell slots for level X-1; for minor spell lists, the minimum is one, for intermediate spell lists, the minimum is two, while for major spell lists, the minimum is three (subject to the same exception as requirement #1 above). Bonus spells granted by high ability scores do not count towards fulfilling this requirement.

Thus, let us take as an example the wizard spell list. A character that wishes to gain access to 0-level wizard spells need not fulfill prerequisites 1 and 3 since 0-level wizard spells are the lowest level spells available on the wizard list. The wizard list is an “arcane, prepared, Int-based, major spellcaster” list so the character must fulfill requirement #2 by having a caster level of at least one (the formula gives 2 times 0 minus 1 or negative one but remember, the minimum is one) for arcane, prepared, Int-based spells. To add access to 1st-level wizard spells, the character DOES have to fulfill requirements 1 and 3, and so would have to have purchased access

to 0th level wizard spells (prerequisite one) and have purchased at least 3 0th-level spell slots (since the wizard list is considered a “major” list). Cost to Access Spell ListsCost to Access Spell ListsCost to Access Spell ListsCost to Access Spell Lists The XP cost to purchase access to a spells of a given level from a spell list varies depending upon the type of the spell list – minor, intermediate, or major. Purchasing access to a minor spell list has an XP cost of 100 times the spell level to be accessed squared; purchasing access to an intermediate spell list has an XP cost of 150 times the spell level to be accessed squared; purchasing access to a major spell list has an XP cost of 200 times the spell level to be accessed squared. When purchasing access to 0 level spells, multiply the base cost by ¼ instead of by 0 squared. Thus, access to 0th-level wizard spells (a major spell list) has an XP cost of 200 times ¼ or 50 XP. Access to 1st-level wizard spells (provided the prerequisites are met) costs 200 times 1 squared or 200 XP. Access to 2nd-level wizard spells costs 200 times 2 squared or 800 XP, and so forth.

Purchasing Spell SlotsPurchasing Spell SlotsPurchasing Spell SlotsPurchasing Spell Slots Once a character has a caster level to power spells and has purchased access to a spell list, he can begin to purchase spell slots. The cost to purchase spell slots depends on both the level of spell slot purchased and the total number of spell slots for that level that a character has purchased. The spell lists below list the costs for spells from 0th to 9th level for completeness; in the core rules, not all spell lists go to 9th level or have 0th level spells; however, a GM might wish to create his own list and make it available under one of these categories, hence the need for all ten levels of spells to be accounted for. Spell slots are always purchased for a single specific spell list (except in the case of domain spells; see below) – a character who purchases a spell slot for “cleric spells” cannot use that slot to cast “wizard spells” even if he has access to the wizard spell list.

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Note that the amounts listed below are for divine spell slots; arcane spell slots cost double the amount listed. Major Spell List XP Cost

0th-level slots 3 x new total 0th level spell slots

1st-level slots 5 x (new total 1st level spell slots plus 3)

2nd-level slots 10 x (new total 2nd level spell slots plus 6)

3rd-level slots 15 x (new total 3rd level spell slots plus 9)

4th-level slots 20 x (new total 4th level spell slots plus 12)

5th-level slots 25 x (new total 5th level spell slots plus 15)

6th-level slots 30 x (new total 6th level spell slots plus 18)

7th-level slots 35 x (new total 7th level spell slots plus 21)

8th-level slots 40 x (new total 8th level spell slots plus 24)

9th-level slots 45 x (new total 9th level spell slots plus 27)

Intermediate Spell List XP Cost

0th-level slots 3 x new total 0th level spell slots

1st-level slots 5 x (new total 1st level spell slots plus 2)

2nd-level slots 10 x (new total 2nd level spell slots plus 4)

3rd-level slots 15 x (new total 3rd level spell slots plus 6)

4th-level slots 20 x (new total 4th level spell slots plus 8)

5th-level slots 25 x (new total 5th level spell slots plus 10)

6th-level slots 30 x (new total 6th level spell slots plus 12)

7th-level slots 35 x (new total 7th level spell slots plus 14)

8th-level slots 40 x (new total 8th level spell slots plus 16)

9th-level slots 45 x (new total 9th level spell slots plus 18)

Minor Spell List XP Cost

0th-level slots 3 x new total 0th level spell slots

1st-level slots 5 x (new total 1st level spell slots plus 1)

2nd-level slots 10 x (new total 2nd level spell slots plus 2)

3rd-level slots 15 x (new total 3rd level spell slots plus 3)

4th-level slots 20 x (new total 4th level spell slots plus 4)

5th-level slots 25 x (new total 5th level spell slots plus 5)

6th-level slots 30 x (new total 6th level spell slots plus 6)

7th-level slots 35 x (new total 7th level spell slots plus 7)

8th-level slots 40 x (new total 8th level spell slots plus 8)

9th-level slots 45 x (new total 9th level spell slots plus 9)

Spells KnownSpells KnownSpells KnownSpells Known For all spontaneous casters, arcane and divine, each spell known (i.e., the spells from which they may select when casting spontaneously) has associated with it an XP cost. Spellcasters that use prepared spells do not need to pay this cost; divine casters, for example, can generally select any spell from their spell list to prepare, while wizards have a spellbook from which they learn spells (and can add spells to their spellbook that they find, purchase, or otherwise acquire). An arcane caster that uses a spellbook, such as a wizard, may add two spells to his spellbook of any level that he has access to each time he increases his caster level. Arcane prepared casters automatically have all 0th-level spells on their spell list in their spellbooks.

Spell Level XP Cost per spell known

0th-level 5 1st-level 10 2nd-level 70

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3rd-level 160 4th-level 290 5th-level 460 6th-level 670 7th-level 920 8th-level 1210 9th-level 1540

As a side note, the XP Cost per spell known is equal to 10 times (2^X minus 2^{x-1}) where X is the spell level of the known spell. Systems with Readied Spells for Spontaneous Casters For systems that use spontaneous casters with access to large spell lists, but have only a certain number of spells “readied” at any given time from which they may select their spells as they spontaneously cast, it is suggested that spellcasters should purchase “readied slots” at the same XP cost as “known spells” since they serve much the same purpose.

DomainsDomainsDomainsDomains Domains, used by Clerics under the Core Rules, are mostly treated as exceptionally minor spell lists. However, because they also grant a domain ability to the character, they have to be handled slightly differently. The XP cost to gain access to a domain is equal to 200 times the total number of domains a character has access to. Access to a domain grants the character the ability to make use of the domain power – for domain powers that

are tied to character level, use the character’s caster level instead. A character purchases access to domain spell levels at a somewhat reduced cost (since each domain’s spell level has but one spell associated with it). Gaining access to a spell level in a given domain requires access to the domain itself (i.e., the ability to use the domain power). The cost for access is equal to 50 XP times the spell level squared, but is otherwise treated as a minor spell list as far as prerequisites to access spell levels and purchase spell slots for domain spells. Domain spells are divine, prepared, Wisdom-based spells. Example: The “Core” cleric pays 200 XP to access his first domain and gain its associated domain power. He then pays 50 XP (50 times 1 squared) to gain access to first-level spells from that domain. He pays 400 XP to access his second domain and gain its associated domain power. He pays 50 XP to gain access to first-level spells from that second domain (not 100 XP; the number of domains a character already has affects only the XP cost of access to subsequent domains, not the XP cost of access to spell levels). He could then add one 1st-level domain spell slot by paying 10 XP (5 XP times the new total domain spell slots plus one 5 times 2). He can prepare a spell from any of his domains in this spell slot. If he wished to add a third domain, the cost would be 600 XP for domain access (and he would gain the ability for that domain). Adding access to first level spells from that third domain would cost an additional 50 XP. He could then prepare a spell from any of the three domains in his 1st-level domain spell slot.

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Appendix A: Other Uses for these RulesAppendix A: Other Uses for these RulesAppendix A: Other Uses for these RulesAppendix A: Other Uses for these Rules Aside from the obvious uses of these rules by players to customize their characters, these rules make things a lot easier on the overworked GM. The two most common techniques for the GM are what I like to call “grafting” and “building.” The process of “Grafting” is simply granting a normal “class & level” character extra abilities that he might not normally have; simply figure the XP cost required to purchase these abilities and see if it is sufficient to increase the character’s level. “Building” is quickly creating an NPC from the ground up that acts exactly the way the GM would like, with no “excess baggage” to track.

GraftingGraftingGraftingGrafting Grafting is a great way for GMs to add a twist to an NPC or simply keep the PCs on their toes. Start with a “normal” NPC built on the class & level system, then add abilities as desired. Compute only the cost of the “extra” abilities and see if the NPC would have to have accumulated enough experience points to have a higher effective character level in order to use these abilities. Some simple, classic examples may be in order. The NecromancerThe NecromancerThe NecromancerThe Necromancer The concept: The “problem child” of the system presented in the core rules – an arcane caster who exerts exceptional control over the undead. The needs: We can take a wizard or sorcerer as our “base” character and simply “graft” on a cleric’s rebuke (command) undead ability to the character to represent his ability to control the undead. Since working with the (un)dead often exacts a toll on the body, we may also want to strengthen the character’s Fortitude Saves (normally a weak save for arcane casters) to allow him a better chance to withstand the energies he channels. We’ll calculate just this, but we’re also curious what would happen if we wanted to give him access to the “Death” and “Evil” domains, so we’ll consider that too. We want him to have all of these abilities as a cleric of his wizard/sorcerer level.

The build: Let’s make this guy a high-level necromancer; say, a 13th-level specialist wizard in the school of necromancy. First, we add the “turning” ability as a cleric. The turning ability is a complex special ability that requires 100 XP to access. We then tally 50 XP to add his first use of rebuke undead per day, tally 100 XP to add his second use, and 150 XP to add his third use. We then need to raise his appropriate level in turning from 1 to 13. Since that’s a cost of 50 XP times the effective level each time we increase, we can use the Gauss mathematical shortcut mentioned in the Introduction of this work – we have 50 times (2+13 plus 3+12 plus 4+11 plus 5+10 plus 6+9 plus 7+8 or 6 sets of 15) or 50 times 6 times 15 for a total of 4500 XP. Thus, to gain the ability to turn undead as a 13th level cleric requires a total of 4900 XP (100 for access, 300 for three uses per day, and 4500 to raise the appropriate level to 13). Next, his Fortitude Save of +4 needs to be bumped up to +8; reading along the “total XP” column, we find that purchasing a +8 save bonus outright would cost 10,200 XP. However, the character already has a +4 bonus (which costs 1500 XP). The difference, then, is the amount that must be spent to “bump up” the Fortitude save – 9700 XP. The result: We start by considering only the Fortitude Save increase and the Turn Undead ability. The total XP spent is 9700 XP plus 4900 XP or 14,600 XP. A 13th-level wizard needs to earn 13,000 XP to advance to the next level; since it requires the expenditure of 14,600 XP to grant him these abilities, he would have had to increase his appropriate level by one and thus becomes the equivalent of a 14th-level character. The remaining 1600 XP is not enough to move him significantly toward 15th level, so if we’re just stopping with adding the Turn Undead ability and Fortitude Save bonus, we leave him as the equivalent of 14th level, though in all his abilities, he functions as a 13th-level character (he simply has MORE functions that he can do than a standard 13th-level character). The build, continued: Finally, we approach the domains; domain access costs 200 XP for the first domain and 400 XP for the second domain. He will need to add 13 levels of “divine, prepared, Wis-based” casting. We

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start by spending 75 XP for his first caster level and we remember from our mathematical shortcut from above that going from level 2 to 13 was 6 sets of 15, meaning he will have to spend another 75 XP times 6 times 15 to gain 13th caster level – this total is, of course, 6000 XP. We then need to pick up access to domain spells; a 13th-level cleric has access to domain spells of 1st through 7th level. Each domain, then, requires 50 XP times the level accessed squared, or 50 XP times (1 + 4 + 9 + 16 + 25 + 36 + 49) for a total of 140 times 50 XP or 7000 XP for each domain – since he has two domains, that’s 14,000 XP in total. He must also spend XP to pick up one spell slot for each spell level one through seven. The cost is 20 XP for the first-level slot, 30 XP for the second-level slot, and 60, 100, 150, 210, and 280 XP for the subsequent spell slots for a total of 850 XP on spell slots. Thus, his domains cost him a grand total of 21,450 broken down as follows: 600 XP (for domain access) plus 6,000 XP (caster level 13th) plus 14,000 XP (access to spells of each domain up to level 7) plus a modest 850 XP for spell slots. The result, continued: Now, if we attempt to add the ability to access domains and cast domain spells as a 13th-level cleric, it costs an additional 21,450 XP. Since a 14th-level character would need level after acquiring 14,000 XP, he would obviously be the equivalent of a 15th-level character. We note that we haven’t accounted for an additional 1600 XP from his Fortitude Save increase and his Turn Undead ability; in addition, we still have a shortfall of 7,450 XP he would need to gain his domain abilities – a total of 9,050 XP. This is more than half of what a 15th-level character would need to advance to 16th-level, so we should probably consider a the necromancer to be the equivalent of a 16th-level character if we add the domain access and casting ability. The SurvivorThe SurvivorThe SurvivorThe Survivor The Concept: Any “trapfinding” rogue that goes adventuring in a dungeon is bound to be exposed to all sorts of nasty traps that require saving throws. Rogues normally excel at Reflex Saves, but lag behind in Fortitude and Will Saves. Perhaps we want a rogue that has Fortitude and Will saves equal to his Reflex saves – to keep him alive longer.

The needs: Easy. Bump up those Fort and Will saves! The build: Let’s start with a relatively low-level rogue; say, 4th level. A 4th level rogue normally has Reflex Save bonus of +4 and Fortitude and Will Save bonuses of +1 each. We quickly check our Save table and note that the increasing each save to +2 will cost 200 XP, increasing again to +3 will cost 450 XP, and increasing a final time to +4 will require 800 XP – a total of 1450 XP per save. Since we have two saves, the total is a cool 2900 XP. The result: A 4th-level rogue would normally require 4000 XP to increase to level five; increasing his saves to +4 across the board would require the rogue to accumulate 2900 XP above and beyond his 4th level totals; that’s about ¾ of the way to 5th level, so we should probably consider him a 5th-level equivalent character.

RoleRoleRoleRole----BuildingBuildingBuildingBuilding Rather than ensure that an NPC has all of the class levels needed to fulfill his role in the campaign, and having to track “extraneous” things that come with those levels, the GM can simply provide the character with the tools (in the form of skill ranks, Feats, hit dice, abilities, etc.) that are needed, and then “price” the character to figure the character’s effective level. Some examples of this are given below to explain this better (all characters are assumed to have completely “average” stats of 10’s across the board to make calculation easier). Master Dwarven WeaponsmithMaster Dwarven WeaponsmithMaster Dwarven WeaponsmithMaster Dwarven Weaponsmith The concept: This might be a concept for a “traditional” dwarven weaponsmith in a world where dwarves are generally averse to magic, but the GM still wants to have certain dwarven master smiths that are able to create magic weapons of great puissance. The master smith has dedicated his life to the forging of weapons, rather than combat. The needs: This character will need several ranks of the weaponsmithing skill to forge weapons, and the Craft Magic Arms and Armor Feat to make them magical. He’ll probably also need a few Ranks in Sense

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Motive, Appraise, and Profession: Merchant to operate his business effectively. Since creating a weapon of +x enhancement bonus requires a caster level of at least 3x, and the GM wants this NPC to be able to craft any power of weapon up to +4, the character will need 12 caster levels (though no spells; dwarves don’t like spells). As this is a dwarf who spends lots of time around a forge, he’ll probably have a couple extra hit dice, being tougher than a normal human due to the rigors of his work. The build: The GM starts by giving the dwarf 3d8 Hit Dice. This costs 200 XP for the first die, 200 XP for the second, and 300 XP for the third die (700 XP for Hit Dice). He figures that the weaponsmith will probably have some passing skill with blades; that means a BAB of +1 (150 XP). He next decides that the dwarf’s work with fire and heat has probably improved his Fortitude Saves (say, to +4) and his experience negotiating probably adds a bit to his Will Saves (say, +2) – his Reflex saves are no better than any other dwarf (+0). The +4 Save requires a total XP expenditure of 1500 XP, while the +2 Save requires 250 XP. The GM then adds 15 ranks in Weaponsmithing, and 7 ranks each in Sense Motive, Appraise, and Profession: Merchant. The total is 36 ranks, or 18 pairs (cost: 10+20+30+…+170+180 XP or 1710 XP). He then gives the dwarf the 12 spellcaster levels he’ll need to craft +4 weapons (cost: 75+150+…+825+900 XP or 5850 XP) and the Craft Magic Arms and Armor Feat (50 XP). For good measure, he throws in the Skill Focus: Weaponsmithing feat (100 XP). The Result: The dwarf, then, has been built with 700 plus 150 plus 1750 plus 1710 plus 5850 plus 50 plus 100 XP for a total of 10,310 XP. This makes him the “equivalent” of about a 4th-level character. While he’s far above a 4th-level character’s crafting ability when it comes to magic items, he’s severely deficient almost everywhere else. Adept Peasant LongbowmanAdept Peasant LongbowmanAdept Peasant LongbowmanAdept Peasant Longbowman The concept: Perhaps a peasant has spent years honing his skills with the longbow, to the point where he’s considered the best shot in the kingdom. He is otherwise completely unexceptional.

The needs: The only thing the character really needs is a high BAB and Dexterity score. Perhaps also the Precise Shot feat would represent this character. The build: This one’s pretty simple; a d4 for hit dice (120 XP), and a high BAB – let’s say 12 (11,700 XP). No bonuses on Saving Throws (he’s worked on hitting things, not avoiding them), and maybe a couple of skill ranks in each of Profession: Farmer and Craft: Fletcher (4 total skill ranks for 30 XP). He’s obviously proficient in the longbow (5 XP) and has the Point Blank Shot Feat (50 XP) as a prerequisite to the Precise Shot Feat (100 XP). He also has increased his Dexterity score a couple of notches (1200 XP for two increases). The Result: The longbowman has been built on 120 plus 11,700 XP plus 30 XP plus 5 XP plus 50 XP plus 100 XP plus 1200 XP. That’s 13,205 XP for those scoring at home, putting him somewhere in the neighborhood of a 5th-level character. He’s deadly firing arrows at a distance, but again, offers nothing else. JackJackJackJack----ofofofof----AllAllAllAll----Trades MagicianTrades MagicianTrades MagicianTrades Magician The concept: This is the character that can “do it all” magically – has the ability to access any spell list for spells up to 3rd level and casts up to three spells from any of those lists each day. We’ll make him an adventuring type with other abilities roughly equal to a 5th-level wizard, but without a familiar. The needs: To match a 5th-level wizard, he’ll need 5d4 Hit Dice, a +2 BAB score, Will Save bonuses of +4 and Fortitude and Reflex Save bonuses of +1, as well as 16 skill points (8 pairs). He’ll need proficiencies with simple weapons as well. He gets a total of four Feats; Scribe Scroll like a 1st-level wizard, two feats for levels 1 and 3, and one bonus wizard Feat at level 5. He also gets one ability score increase. Of course, he’ll also have to buy access to every spell list up to third level and will need to purchase “all parameters” caster levels up to 5. The build: Let’s start with the simple stuff… the 5d4 Hit Dice run him 960 XP. The +2 BAB costs 450 XP. The Will Save is 1500 XP, and the Fort and Reflex Saves total 100 XP. The Skill points are 360 XP, and the simple weapon proficiencies cost 50. Four

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Feats run him 1050 total XP. One attribute increase is 400 XP. That was the easy part. An “all parameters” caster level will run him 25 XP times 7 parameters (divine, arcane, prepared, spontaneous, Int-, Wis-, Cha-based) times the spellcaster level. Thus, his first level costs 175 XP. His second level costs 350 XP. The third, fourth, and fifth levels cost him 525, 700, and 875 XP respectively for a total of 3325 XP. Access to 0th-level through 3rd-level spells for the cleric, druid, sorcerer, and wizard spell lists (the major casters) runs him 2,850 XP each or 11,400 for all four (this is rapidly getting very expensive). Access to the bard spell list levels 0th through 3rd runs him a comparatively moderate 2,118 XP. Access to the paladin and ranger lists (minor lists) for levels 1 through 3 costs 1,400 XP each or 2,800 XP in total. Now, he goes about purchasing 3 spell slots of every level for every list. For the wizard spells, that’s 36 XP for the 0th-level slots, 150 XP for the 1st-level spells, 480 XP for the 2nd-level spells, and 990 XP for 3rd-level spells (total: 1656 XP). The sorcerer slots, of course, cost the same (another 1656 XP). The bard spell slots require 1236 XP (let’s not break it down), while the cleric slots require 828 XP, the druid slots require 828 XP, the paladin slots require 390 XP and the ranger slots require 390 XP. For the sake of argument, let’s assume that he picks up 6 known spells of each level for bard and sorcerer (a cost of 1470 XP for each class). Yes, multiclassing spellcasters can be painful! The Result: Tallying all the costs above gives us 34,437 XP (ouch), making him roughly the equivalent of an 8th-level character. While he can cast a great variety of spells, his hit points, saves, BAB, and “highest-level spells” lag behind most other 8th-level characters.

Prestige Class CreationPrestige Class CreationPrestige Class CreationPrestige Class Creation If you prefer the classic “class and level” system, the methods presented here can still be of use to you. When creating new prestige classes specific to your campaign, the question of “balance” frequently comes up – you don’t want the class to be too weak compared to the “core” classes or no one will want to take it. Similarly, you don’t want the class to be too strong, or everyone will want to take it. Using the guidelines found in these

rules can really help building prestige classes that are not too strong, nor too weak. When designing a prestige class, figure out what the lowest possible level for entry into the class can be based on the prerequisites; for example, if a prestige class requires only a BAB of +7, it could be entered by an 8th level character, so the “first level” of the prestige class should be built around an XP value of an eighth-level character; that is to say, the total cost of the abilities, when added to those of an 7th-level character, should be about 7,000 XP. For figuring out the cost of added Hit Dice, BAB, Saves, etc., figure out the optimum “core class combo” to get into the class – then use that build as the “base” to which you are adding. The toughest trick, however, when designing a prestige class, is gauging how much of an XP cost to assign to special class abilities. Probably the best way to do this is to consult the abilities section of this work and try to find one ability that you think is just a little better, and one that you think is just a little worse. The proper cost is probably somewhere between the two. We’ll try running a couple of examples here. The Ice ReaverThe Ice ReaverThe Ice ReaverThe Ice Reaver The concept: We want to create a class of semi-mystical berserkers from the polar tundra. Through exposure – and ritual magic – they have become creatures of cold themselves, with the ability to harness its power. The needs: We should first decide what the prerequisites are for this class. Since it’s a combat-oriented class, we’ll set a BAB requirement of +5. Since it deals with berserkers, we’ll also set a requirement that the character must possess the ability to enter a rage (like a barbarian) prior to entering the class. Since we want these to be semi-mystical berserkers, we might also require them to be able to spontaneously cast first-level arcane spells (rather than memorize, since raging and memorization don’t seem to feel like they mesh well together). Finally, living in the harsh arctic climate will require considerable survival skill, so we’ll require 5 ranks of Survival.

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We now need to determine the optimal build for entry to the class. One level of barbarian will satisfy the rage requirement, and since Survival is a class skill for barbarians, a second level barbarian can achieve the 5 survival ranks. The spontaneous spellcasting requirement can be met by a single level in the sorcerer class. A character with two levels in barbarian and one level of sorcerer has a BAB of +2; at least three more levels are required to reach the BAB level. For the sake of simplicity, we will assume that the character uses Barbarian levels (we could add fighter, ranger, or paladin levels instead, or even one level of sorcerer, but we have to make some baseline assumption and the “simplest” route is usually best) to add the three more points of BAB required to satisfy the class prerequisites, making him a 5th-level Barbarian/1st-level sorcerer. Thus, a character can qualify for the Ice Reaver prestige class with 6 levels in other classes, meaning that we should build the first level of the Ice Reaver prestige class on about 6,000 XP. The build: When building, it is always best to start by focusing on the four things every class grants a character – a chance to advance BAB, a chance to improve Saves, a chance to add Hit Dice, and a chance to add Skill Points. We’ll start by emphasizing the combat aspect of the prestige class. As a berserker-type, it makes sense to give the class a d12 Hit Die. In addition, martial characters generally have good Fortitude saves and advance in BAB every level. So we’ll start with those; a Barbarian 5/Sorcerer 1 has 6 Hit Dice, a BAB of +5 and a Fortitude Save of +4. Adding a 7th Hit Die (with 12 sides) costs us 140 x 7 or 980 XP. Moving from a +5 BAB to a +6 BAB runs us another 900 XP. Finally, improving a +4 save to a +6 Save (Fortitude) costs us 2050 XP. The total to this point is thus 3930 XP. We also need to consider skill points; assuming a 10 in Intelligence, the character has received 34 skill points (at best) from the barbarian/sorcerer combination (less if he took his first level in sorcerer). Since we’re going to make this class rely on magic more than skills (like a barbarian does), we’ll go with 2 skill points per level. The cost to purchase this pair of skill points is 10

(assuming average intelligence) times 18 (the character is buying his 18th “pair” of skill points) or 180 XP, bringing our total cost to 4110 XP. Having emphasized the combat/berserker aspect, of the class, it’s now time to turn our attention to the “mystic” aspects of the class. We might start out by assuming that since they live in the cold, they have to have some form of cold resistance. We decide to give them Cold Resistance: 2 at first level. This is a simple special ability (always on), so now we just need to figure out how to cost it. It’s not as good as DR 1/- (costs 2,100 XP) because it only works against cold attacks, but it’s probably better than Resist Nature’s Lure (costs 1,200 XP), because it doesn’t just help you make a save, it actually blocks damage. We’ll cost it at 1,500 XP, leaning more toward Resist Nature’s Lure because of its limited effect. Total cost is now 5610 XP. We also decide to give the character an additional daily use of rage (base cost 75 XP). As the character likely already has two daily uses of rage, the cost will be 3 (this is his third use) times 75 XP (the base cost) or 225 XP. Our total cost is now 5835 XP; that’s pretty close to our total, so we have to be careful what we add now. We might wrap up by adding +1 arcane spellcaster level; for the sorcerer that’s the equivalent of adding one arcane caster level (cost 150 XP), adding one 0th-level known spell (5 XP), adding sixth 0th-level spell slot (36 XP) and a fourth 1st-level spell slot (70 XP) – a total of 261 XP to add that caster level. Our total is now 6,096 XP – just a shade over the 6,000 we were supposed to work with, so we stop adding abilities. We now look at adding a second level to the ice reaver prestige class – this would be moving to 8th character level from 7th, so we work on the assumption that we have 7,000 XP to play with. Once again, we add a d12 Hit Die and an additional point of BAB and 2 skill points. The “good” Saving Throws at the second level of a class only increase by one, and the “bad” ones not at all, so we once again cost these out… adding an 8th Hit Die with a d12 costs us 8 * 140 (1120 XP), going from +6 to +7 in BAB runs us 1050 XP, picking up our 19th pair of skill points is 190 XP, and increasing Fort save from +6 to +7 is

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2,450 XP. Total cost for the “basic four things” is then 4,810 XP. We also can’t forget that at this character level (8th), we expect the character to see the second attribute increase (800 XP); while not a class ability, it needs to be accounted for, so we’re sitting on 5,610 XP – leaving us 1,390 to “play with.” We consider the giving the ice reaver the ability to make any melee weapon he wields – including his unarmed strikes – the equivalent of an icy burst weapon once per day. This looks somewhat like the smite evil, but is probably a bit better, since the damage potential is a bit greater at low levels and it can be used against a variety of foes, not just evil ones. It is also not tied to level, so it should be a little more expensive (as “appropriate level” increases are not built into the equation). Just as a “gut call” we’ll make the XP cost for access 300 XP, so each daily use has a base cost of half that - 150 XP. Thus giving the character the ability itself plus one use per day costs a total of 450 XP, bringing our total up to 6,060 XP. Considering the character’s constant exposure to cold, we might also consider giving him the Endurance Feat for free. At his level (8th), we expect him to have three Feats (one each at 1st, 3rd, and 6th character levels), so this will be his fourth Feat – meaning it should cost 600 XP. Total spent to this point is now 6,660 XP. We still have enough “leftovers” to allow him another +1 arcane spellcaster level; increasing his caster level to 3 costs us 225 XP, add one 1st-level known spell costs 10 XP, and a fifth 1st-level spell slot runs us 80 XP. The total for spellcaster level advancement in this manner is 315 XP, and our grand total spent to this point is 6,975 XP. Since we went slightly over last time, we’ll go slightly under this time. We’ll do one final level – the third level of the ice reaver class – to continue the example. We expect to spend 8,000 XP this time, as this time the character will be advancing from 8th to 9th level. The character’s BAB increases from +7 to +8, costing us 1,200 XP. His “bad saves” each increase by one; as a Barbarian 5/Sorcerer 1 coming in, we anticipate his

Reflex save to be +1 and his Will save to be +3. Raising the Reflex Save from +1 to +2 costs 200 XP, and upping the Will Save from +3 to +4 runs us 800. His d12 Hit Die – his 9th – costs us 1260 XP, and his 20th skill rank pair is another 200 XP. Total for the “four basics” is thus 3,660 XP. We also remember that the character will be picking up another Feat at 9th character level, which will be his fifth overall (because he picked up Endurance last level). That fifth Feat is another 1,000 XP, so our total is 4,660 XP. We continue the trend of advancing the character’s spellcasting level, in this case, moving his sorcerer casting abilities from level 3 to level 4. There’s a big bump in cost here because he picks up the ability to throw second-level spells. We increase caster level to 4 (300 XP), add access to 2nd level sorcerer spells (800 XP), add one 0th-level known spell (5 XP), add one 2nd-level known spell (70 XP), give him his sixth 1st-level spell slot (90 XP), and his first through third 2nd-level spell slots (480 XP), for a total cost of 1,745 XP; our total is now sitting at 6,405 XP. We decide that it might be kind of cool (no pun intended) to extend the character’s ability to create icy burst weapons a bit; instead of melee weapons only, perhaps he should also be able to use such an ability on ranged weapons. We’re now going into more or less unexplored territory; there aren’t really any abilities similar to this in the core classes. Again, using a gut call, we decide that this ability is probably considerably more useful than using it on ranged weapons alone; let’s just call it three times as useful and make the cost 900 XP for access. Each daily use will thus have a base cost of 450 XP. We’ll keep the melee and ranged uses separate, and allow him to imbue one ranged weapon per day with icy burst energy (in addition to the melee weapon). Total cost is 1,350 (900 XP for access, 450 XP for the first daily use). Total XP spent on this build is now 7,755 XP, and that’s probably a good point to stop at… just shy of 8,000 XP. Thus, our icy reaver class build would read something like this:

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Prerequisites: Ability to cast 1st-level arcane spells, Ability to Rage, Base Attack Bonus +5, Survival: 5 Ranks. Class Features:

Hit Die: d12 Skill Points: 2 points per level Weapon/Armor Proficiency: None

Level BAB Fort Ref Will Special 1st +1 +2 +0 +0 Cold Resistance: 2, Additional Rage/Day, +1 arcane

spellcaster level 2nd +2 +3 +0 +0 Icy Burst (melee) 1/day, Endurance, +1 arcane

spellcaster level 3rd +3 +3 +1 +1 Icy Burst (ranged) 1/day, +1 arcane spellcaster level Class Abilities: Cold Resistance: 2 (Su) – The character gains cold resistance: 2. This is a supernatural ability. Additional Rage/Day (Ex): The character gains the ability to rage an additional time per day. This is an extraordinary ability. Spells per Day/Spells Known: When a new ice reaver level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 1st-level spells before he added the prestige class level. He does not gain any other benefits of that class (Feats, improvement of his familiar, etc.). Icy Burst (melee): At second level, the ice reaver gains the ability to imbue any melee weapon that he wields (including unarmed attacks) with the polar frost to which he is accustomed. The weapon is treated as an icy burst weapon for one round (this ability stacks with any other qualities – including the icy burst quality – the weapon itself may have). This ability may be used once per day. Endurance: At second level, the icy reaver gains the Endurance feat, if he does not already have it. Icy Burst (ranged): At third level, the ice reaver gains the ability to imbue any ranged weapon he uses with the polar frost to which he is accustomed. The weapon is treated as an icy burst weapon for one round (this stacks

with any other qualities – including the icy burst quality – the weapon itself may have). This ability may be used once per day and is separate and distinct from his Icy Burst (melee) ability.

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Appendix B: Core Class BuildsAppendix B: Core Class BuildsAppendix B: Core Class BuildsAppendix B: Core Class Builds To help players convert existing characters, or for a quick purchase of abilities equal to “core” characters, we have provided tables for all 11 core classes, together with the abilities they receive at each level and the XP Cost for each. The XP Cost listed for all levels (except first level) is split with a slash – the number in front of the slash is the number of XP needed to “increment” from the previous level, while the number after the slash is the number required for a starting character to purchase the level in question. For instance, the entry for a second-level barbarian reads “2370 XP / 5535 XP” – this means it requires 2370 XP to increment a 1st-level barbarian to second level or 5,535 for a “starting character” to achieve the equivalent of two levels in barbarian. As a reminder, the “Core” XP chart, when adjusted for the 1,500 “generation points” a character can spend, looks like this:

Level XP Cost 1st 0 - 2,499 2nd 2,500 – 4,499 3rd 4,500 – 7,499 4th 7,500 – 11,499 5th 11,500 – 16,499 6th 16,500 – 22,499 7th 22,500 – 29,499 8th 29,500 – 37,499 9th 37,500 – 46,499 10th 46,500 – 56,499 11th 56,500 – 67,499 12th 67,500 – 79,499 13th 79,500 – 92,499 14th 92,500 – 106,499 15th 106,500 – 121,499 16th 121,500 – 137,499 17th 137,500 – 154,499 18th 154,500 – 172,499 19th 172,500 – 191,499 20th 191,500 – 211,500

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BarbarianBarbarianBarbarianBarbarian 1st level (2,165): d12 Hit Die (280), 16 skill points (360), +1 BAB (150), +2 Fort Save (250), Fast Movement (600), Rage 1/day (225), simple weapon proficiency (50), martial weapon proficiency (75), light armor proficiency (50), medium armor proficiency (50), shield proficiency (25), first feat (50) 2nd level (1,820 / 3,985): d12 Hit Die (280), 4 skill points (190), +1 to BAB (300), +1 to Fort Save (450), Uncanny Dodge (600) 3rd level (1,600 / 5,585): d12 Hit Die (420), 4 skill points (230), +1 to BAB (450), +1 to Reflex, Will Saves (100), Trap Sense +1 (300), second feat (100) 4th level (2,780 / 8,365): d12 Hit Die (560), 4 skill points (270), +1 to BAB (600), +1 to Fort Save (800), Second Use of Rage (150), Attribute Increase (400) 5th level (3,260 / 11,625): d12 Hit Die (700), 4 skill points (310), +1 to BAB (750), Improved Uncanny Dodge (1,500) 6th level (4,790 / 16,415): d12 Hit Die (840), 4 skill points (350), +1 to BAB (900), +1 to all saves (1650), Trap Sense increase to +2 (to increase “appropriate level” from 3 to 6, costs 200+250+300 or 750), third feat (300) 7th level (4,520 / 20,935): d12 Hit Die (980), 4 skill points (390), +1 to BAB (1050), Damage Reduction 1/- (2100) 8th level (5,575 / 26,510): d12 Hit Die (1120), 4 skill points (430), +1 to BAB (1200), +1 to Fort Saves (1800), Third Daily Use of Rage (225), second attribute increase (800) 9th level (5,780 / 32,290): d12 Hit Die (1260), 4 skill points (470), +1 to BAB (1350), +1 to Ref and Will Saves (900), Trap Sense increase to +3 (1200), fourth feat (600) 10th level (8,860 / 41,150): d12 Hit Die (1400), 4 skill points (510), +1 to BAB (1500), +1 to Fort Saves (2,450), Damage Reduction 2/- (3000) 11th level (7,040 / 48,190): d12 Hit Die (1540), 4 skill points (550), +1 to BAB (1650), Greater Rage (3300) 12th level (13,020 / 61,210): d12 Hit Die (1680), 4 skill points (590), +1 to BAB (1800), +1 to all saves (4800), Fourth Daily Use of Rage (300), Trap Sense increase to +4 (1650), fifth feat (1000), third attribute increase (1200) 13th level (8,300 / 69,510): d12 Hit Die (1820), 4 skill points (630), +1 to BAB (1950), Damage Reduction 3/- (3900) 14th level (12,980 / 82,490): d12 Hit Die (1960), 4 skill points (670), +1 to BAB (2100), +1 to Fort Saves (4050), Indomitable Will (4,200) 15th level (11,160 / 93,650): d12 Hit Die (2100), 4 skill points (710), +1 to BAB (2250), +1 to Ref and Will Saves (2500), Increase Trap Sense to +5 (2100), sixth feat (1500) 16th level (17,165 / 110,815): d12 Hit Die (2240), 4 skill points (750), +1 to BAB (2400), +1 to Fort Saves (5000), Damage Reduction 4/- (4800), Fifth Daily Use of Rage (375), fourth attribute increase (1600) 17th level (10,820 / 121,635): d12 Hit Die (2380), 4 skill points (790), +1 to BAB (2550), Tireless Rage (5100) 18th level (20,050 / 141,685): d12 Hit Die (2520), 4 skill points (830), +1 to BAB (2700), +1 to all saves (9650), Increase Trap Sense to +6 (2550), seventh feat (2100) 19th level (12,080 / 153,765): d12 Hit Die (2660), 4 skill points (870), +1 to BAB (2850), Damage Reduction 5/- (5700) 20th level (22,360 / 176,125): d12 Hit Die (2800), 4 skill points (910), +1 to BAB (3000), +1 to Fort Saves (7200), Mighty Rage (6000), Sixth Daily use of Rage (450), fifth attribute increase (2000)

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BardBardBardBard 1st level (2,046): d6 Hit Die (160), 24 skill points (780), +2 to Ref and Will Saves (500), Simple Weapon Proficiency (50), Six individual weapon proficiencies (30), Light Armor Proficiency (50), Shields Proficiency (25), Bardic Music (Basic) 1/day (150), Trivia with appropriate level: 1 (100), arcane/spontaneous/Cha-based caster level 1 (75), access to 0-level bard spells (38), 2 spontaneous arcane 0th-level slots (18), 4 0th-level known spells (20), first feat (50) 2nd level (2,273 / 4,319): d6 Hit Die (160), 6 skill points (420), +1 to BAB (150), +1 to Ref and Will Saves (900), increase Bardic Music uses to 2/day and appropriate level 2 (200), Increase trivia appropriate level to 2 (100), increase arcane/spontaneous/Cha-based caster level to 2 (150), access to 1st-level bard spells (150), add third 0th-level spell slot (18), add 0th-level known spell (5) and 2 1st-level known spells (20) 3rd level (2,220 / 6,539): d6 Hit Die (240), 6 skill points (510), +1 to BAB (300), +1 to Fort Saves (50), increase Bardic Music uses to 3/day and appropriate level 3 (300), Bardic Music: Inspire Competence ability (300), increase trivia appropriate level to 3 (150), increase arcane/spontaneous/Cha-based caster level to 3 (225), add first 1st-level spell slot (30), add 0th-level spell known (5), add 1st-level spell known (10), second feat (100) 4th level (5,050 / 11,589): d6 Hit Die (320), 6 skill points (600), +1 to BAB (450), +1 to Ref and Will Saves (1600), increase Bardic Music uses to 4/day and appropriate level 4 (400), increase trivia appropriate level to 4 (200), Increase caster level to 4 (300), access to 2nd-level bard spells (600), add second 1st-level spell slot (40), add two 2nd-level spells known (140), first ability score increase (400) 5th level (2,445 / 14,034): d6 Hit Die (400), 6 skill points (690), increase Bardic Music uses to 5/day and appropriate level 5 (500), increase trivia appropriate level to 5 (250), increase caster level to 5 (375), add third 1st-level spell slot (50), add first 2nd-level spell slot (100), add 1st-level spell known (10), add 2nd-level spell known (70) 6th level (6,930 / 20,964): d6 Hit Die (480), 6 skill points (780), +1 to BAB (600), +1 to all Saves (1800), increase Bardic Music uses to 6/day and appropriate level 6 (600), add Bardic Music: Suggestion (600), increase trivia appropriate level to 6 (300), increase caster level to 6 (450), add second 2nd-level spell slot (120), third Feat (300) 7th level (5,495 / 26,459): d6 Hit Die (560), 6 skill points (870), +1 to BAB (750), increase Bardic Music uses to 7/day and appropriate level 7 (700), increase trivia appropriate level to 7 (350), increase caster level to 7 (525), access to 3rd-level bard spells (1350), add 2nd-level known spell (70), add two 3rd-level known spells (320) 8th level (9,210 / 35,669): d6 Hit Die (640), 6 skill points (960), +1 to BAB (900), +1 to Ref and Will saves (3600), increase Bardic Music uses to 8/day and appropriate level 8 (800), increase trivia appropriate level to 8 (400), increase caster level to 8 (600), add third 2nd-level spell slot (140), add first 3rd-level spell slot (210), add one 3rd-level known spell (160), second ability score increase (400) 9th level (5,985 / 41,654): d6 Hit Die (720), 6 skill points (1050), +1 to Fort Saves (450), increase Bardic Music uses to 9/day and appropriate level 9 (900), add Bardic Music: Inspire Greatness (900), increase trivia appropriate level to 9 (450), increase caster level to 9 (675), add second 3rd-level spell slot (240), fourth feat (600) 10th level (13,280 / 54,934): d6 Hit Die (800), 6 skill points (1140), +1 to BAB (1050), +1 to Ref and Will Saves (4900), increase Bardic Music uses to 10/day and appropriate level 10 (1000), increase trivia appropriate level to 10 (500), increase caster level to 10 (750), access to 4th-level bard spells (2400), add one 3rd-level known spell (160), add two 4th-level known spells (580) 11th level (6,705 / 61,639): d6 Hit Die (880), 6 skill points (1230), +1 to BAB (1200), increase Bardic Music uses to 11/day and appropriate level 11 (1100), increase trivia appropriate level to 11 (550), increase caster level to 11 (825), add third 3rd-level spell slot (270) and first 4th-level spell slot (360), add one 4th-level known spell (290) 12th level (17,330 / 78,969): d6 Hit Die (960), 6 skill points (1320), +1 to BAB (1350), +1 to all Saves (7200), increase Bardic Music uses to 12/day and appropriate level 12 (1200), add Bardic Music: Song of Freedom (1200), increase trivia appropriate level to 12 (600), increase caster level to 12 (900), add second 4th-level spell slot (400), fifth feat (1000), third ability score increase (1200)

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13th level (10,335 / 89,304): d6 Hit Die (1040), 6 skill points (1410), increase Bardic Music uses to 13/day and appropriate level 13 (1300), increase trivia appropriate level to 13 (650), increase caster level to 13 (975), access to 5th-level bard spells (3750), add one 4th-level known spell (290), add two 5th-level known spells (920) 14th level (16,844 / 106,148): d6 Hit Die (1120), 6 skill points (1500), +1 to BAB (1500), +1 to Ref and Will Saves (8100), increase Bardic Music uses to 14/day and appropriate level 14 (1400), increase trivia appropriate level to 14 (700), increase caster level to 14 (1050), add fourth 0th-level spell slot (24), add third 4th-level spell slot (440), add first 5th-level spell slot (550), add one 5th-level known spell (460) 15th level (12,725 / 118,873): d6 Hit Die (1200), 6 skill points (1590), +1 to BAB (1650), +1 to Fort Saves (1250), increase Bardic Music uses to 15/day and appropriate level 15 (1500), add Bardic Music: Inspire Heroics (1500), increase trivia appropriate level to 15 (750), increase caster level to 15 (1125), add fourth 1st-level spell slot (60), add second 5th-level spell slot (600), sixth feat (1500) 16th level (27,330 / 146,203): d6 Hit Die (1280), 6 skill points (1680), +1 to BAB (1800), +1 to Ref and Will Saves (10000), increase Bardic Music uses to 16/day and appropriate level 16 (1600), increase trivia appropriate level to 16 (800), increase caster level to 16 (1200), access to 6th-level bard spells (5400), fourth 2nd-level spell slot (160), add 1st-level known spell (10), add 5th-level known spell (460), add two 6th-level known spells (1340), fourth attribute increase (1600) 17th level (9,425 / 155,628): d6 Hit Die (1360), 6 skill points (1770), increase Bardic Music uses to 17/day and appropriate level 17 (1700), increase trivia appropriate level to 17 (850), increase caster level to 17 (1275), fourth 3rd-level spell slot (300), third 5th-level spell slot (650), first 6th-level spell slot (780), add one 2nd-level known spell (70), add one 6th-level known spell (670) 18th level (28,580 / 184,208): d6 Hit Die (1440), 6 skill points (1860), +1 to BAB (1950), +1 to all Saves (13900), increase Bardic Music uses to 18/day and appropriate level 18 (1800), add Bardic Music: Mass Suggestion (1800), increase trivia appropriate level to 18 (900), increase caster level to 18 (1350), add fourth 4th-level spell slot (480), add second 6th-level spell slot (840), add 3rd-level known spell (160), seventh feat (2100) 19th level (12,355 / 196,563): d6 Hit Die (1520), 6 skill points (1950), +1 to BAB (2100), increase Bardic Music uses to 19/day and appropriate level 19 (1900), increase trivia appropriate level to 19 (950), increase caster level to 19 (1425), add fourth 5th-level spell slot (650), add third 6th-level spell slot (900), add 4th-level known spell (290), add 6th-level known spell (670) 20th level (28,210 / 224,773): d6 Hit Die (1600), 6 skill points (2040), +1 to BAB (2250), +1 to Ref and Will Saves (14400), increase Bardic Music uses to 20/day and appropriate level 20 (2000), increase trivia appropriate level to 20 (1000), increase caster level to 20 (1500), add fourth 6th-level spell slot (960), add 5th-level known spell (460), fifth ability score increase (2000)

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ClericClericClericCleric 1st level (3,048): d8 Hit Die (200), 8 skill points (100), +2 to Fort and Will Saves (500), first Feat (50), Turn Undead with appropriate level 1 and 3 uses/day (400), increase spellcaster level for divine, prepared, Wis-based spells to 1 (75), access to first domain (200), access to second domain (400), access to 1st-level spells for two domains (100), 1st-level domain spell slot (10), access to 0th-level and 1st-level cleric spells (250), first through third 0th-level spell slots (18), first 1st-level spell slot (20), spell conversion – healing/inflict spells (300), Alignment-based Aura (200) 2nd level (1,587 / 4,635): d8 Hit Die (200), 2 skill points (50), +1 to BAB (150), +1 to Fort and Will Saves (900), increase Turn Undead appropriate level to 2 (100), increase caster level to 2 (150), fourth 0th-level spell slot (12), second 1st-level spell slot (25) 3rd level (2,485 / 7,120): d8 Hit Die (300), 2 skill points (60), +1 to BAB (300), +1 to Ref Saves (50), second Feat (100), increase Turn Undead appropriate level to 3 (150), increase caster level to 3 (225), access to 2nd-level spells for two domains (400), first 2nd-level domain spell slot (30), access to 2nd-level cleric spells (800), first 2nd-level spell slot (70) 4th level (3,545 / 10,665): d8 Hit Die (400), 2 skill points (70), +1 to BAB (450), +1 to Fort and Will Saves (1600), first ability score increase (400), increase Turn Undead appropriate level to 4 (200), increase caster level to 4 (300), fifth 0th-level spell slot (15), third 1st-level spell slot (30), second 2nd-level spell slot (80) 5th level (4,115 / 14,780): d8 Hit Die (500), 2 skill points (80), increase Turn Undead appropriate level to 5 (250), increase caster level to 5 (375), access to 3rd-level spells for two domains (900), first 3rd-level domain spell slot (60), access to 3rd-level cleric spells (1800), first 3rd-level spell slot (150) 6th level (5,295 / 20,075): d8 Hit Die (600), 2 skill points (90), +1 to BAB (600), +1 to all Saves (2700), third Feat (300), increase Turn Undead appropriate level to 6 (300), increase caster level to 6 (450), third 2nd-level spell slot (90), second 3rd-level spell slot (165) 7th level (7,638 / 27,713): d8 Hit Die (700), 2 skill points (100), +1 to BAB (750), increase Turn Undead appropriate level to 7 (350), increase caster level to 7 (525), access to 4th-level spells for two domains (1600), first 4th-level domain spell slot (100), access to 4th-level cleric spells (3200), sixth 0th-level spell slot (18), fourth 1st-level spell slot (35), first 4th-level spell slot (260) 8th level (7,670 / 35,383): d8 Hit Die (800), 2 skill points (110), +1 to BAB (900), +1 to Fort and Will Saves (3600), second ability score increase (800), increase Turn Undead appropriate level to 8 (400), increase caster level to 8 (600), third 3rd-level spell slot (180), second 4th-level spell slot (280) 9th level (11,345 / 46,728): d8 Hit Die (900), 2 skill points (120), +1 to Ref Saves (450), fourth Feat (600), increase Turn Undead appropriate level to 9 (450), increase caster level to 9 (675), access to 5th-level spells for two domains (2500), first 5th-level domain spell slot (150), access to 5th-level cleric spells (5000), fourth 2nd-level spell slot (100), first 5th-level spell slot (400) 10th level (9,055 / 55,783): d8 Hit Die (1000), 2 skill points (130), +1 to BAB (1050), +1 to Fort and Will Saves (4900), increase Turn Undead appropriate level to 10 (500), increase caster level to 10 (750), third 4th-level spell slot (300), second 5th-level spell slot (425) 11th level (15,630 / 71,413): d8 Hit Die (1100), 2 skill points (140), +1 to BAB (1200), increase Turn Undead appropriate level to 11 (550), increase caster level to 11 (825), access to 6th-level spells for two domains (3600), first 6th-level domain spell slot (210), access to 6th-level cleric spells (7200), fifth 1st-level spell slot (40), fourth 3rd-level spell slot (195), first 6th-level spell slot (570) 12th level (14,650 / 86,063): d8 Hit Die (1200), 2 skill points (150), +1 to BAB (1350), +1 to all Saves (7200), fifth Feat (1000), third ability score increase (1200), increase Turn Undead appropriate level to 12 (600), increase caster level to 12 (900), third 5th-level spell slot (450), second 6th-level spell slot (600) 13th level (19,265 / 105,328): d8 Hit Die (1300), 2 skill points (160), increase Turn Undead appropriate level to 13 (650), increase caster level to 13 (975), access to 7th-level spells for two domains (4900), first 7th-level domain spell slot (280), access to 7th-level cleric spells (9800), fifth 2nd-level spell slot (110), fourth 4th-level spell slot (320), first 7th-level spell slot (770)

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14th level (14,355 / 119,683): d8 Hit Die (1400), 2 skill points (170), +1 to BAB (1500), +1 to Fort and Will Saves (8100), increase Turn Undead appropriate level to 14 (700), increase caster level to 14 (1050), third 6th-level spell slot (630), second 7th-level spell slot (805) 15th level (29,200 / 148,883): d8 Hit Die (1500), 2 skill points (180), +1 to BAB (1650), +1 to Ref Saves (1250), sixth Feat (1500), increase Turn Undead appropriate level to 15 (750), increase caster level to 15 (1125), access to 8th-level spells for two domains (6400), first 8th-level domain spell slot (360), access to 8th-level cleric spells (12800), fifth 3rd-level spell slot (210), fourth 5th-level spell slot (475), first 8th-level spell slot (1000) 16th level (19,070 / 167,953): d8 Hit Die (1600), 2 skill points (190), +1 to BAB (1800), +1 to Fort and Will Saves (10000), fourth ability score increase (1600), increase Turn Undead appropriate level to 16 (800), increase caster level to 16 (1200), third 7th-level spell slot (840), second 8th-level spell slot (1040) 17th level (31,035 / 198,988): d8 Hit Die (1700), 2 skill points (200), increase Turn Undead appropriate level to 17 (850), increase caster level to 17 (1275), access to 9th-level spells for two domains (8100), first 9th-level domain spell slot (450), access to 9th-level cleric spells (16200), fifth 4th-level spell slot (340), fourth 6th-level spell slot (660), first 9th-level spell slot (1260) 18th level (25,470 / 224,458): d8 Hit Die (1800), 2 skill points (210), +1 to BAB (1950), +1 to all Saves (13900), seventh Feat (2100), increase Turn Undead appropriate level to 18 (900), increase caster level to 18 (1350), fourth 7th-level spell slot (875), third 8th-level spell slot (1080), second 9th-level spell slot (1305) 19th level (8,445 / 232,903): d8 Hit Die (1900), 2 skill points (220), +1 to BAB (2100), increase Turn Undead appropriate level to 19 (950), increase caster level to 19 (1425), fifth 5th-level spell slot (500), third 9th-level spell slot (1350) 20th level (25,895 / 258,998): d8 Hit Die (2000), 2 skill points (230), +1 to BAB (2250), +1 to Fort and Will Saves (14400), fifth ability score increase (2000), increase Turn Undead appropriate level to 20 (1000), increase caster level to 20 (1500), fourth 8th-level spell slot (1120), fourth 9th-level spell slot (1395)

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DruidDruidDruidDruid 1st level (2,393): d8 Hit Die (200), 16 skill points (360), +2 to Fort and Will Saves (500), first Feat (50), Wild Empathy Ability with appropriate level 1 (100), spell conversion – summon nature’s ally (300), Nature Sense (300), increase caster level for divine, prepared, Wis-based spells to 1 (75), access to 0th-level and 1st-level druid spells (250), first through third 0th-level spell slots (18), first 1st-level spell slot (20) 2nd level (2,327 / 4,720): d8 Hit Die (200), 4 skill points (190), +1 to BAB (150), +1 to Fort and Will Saves (900), increase Wild Empathy appropriate level to 2 (100), Woodland Stride (600), increase caster level to 2 (150), fourth 0th-level spell slot (12), second 1st-level spell slot (25) 3rd level (3,125 / 7,845): d8 Hit Die (300), 4 skill points (230), +1 to BAB (300), +1 to Ref Saves (50), second Feat (100), increase Wild Empathy appropriate level to 3 (150), Trackless Step (900), increase caster level to 3 (225), access to 2nd-level druid spells (800), first 2nd-level spell slot (70) 4th level (4,945 / 12,790): d8 Hit Die (400), 4 skill points (270), +1 to BAB (450), +1 to Fort and Will Saves (1600), first ability score increase (400), increase Wild Empathy appropriate level to 4 (200), Resist Nature’s Lure (1200), increase caster level to 4 (300), fifth 0th-level spell slot (15), third 1st-level spell slot (30), second 2nd-level spell slot (80) 5th level (4,135 / 16,925): d8 Hit Die (500), 4 skill points (310), increase Wild Empathy appropriate level to 5 (250), Wild Shape – natural with appropriate level 5 (500), first daily use of Wild Shape – natural (250), increase caster level to 5 (375), access to 3rd-level druid spells (1800), first 3rd-level spell slot (150) 6th level (6,355 / 23,280): d8 Hit Die (600), 4 skill points (350), +1 to BAB (600), +1 to all Saves (2700), third Feat (300), increase Wild Empathy appropriate level to 6 (300), increase appropriate level of Wild Shape – natural to 6 (300), second daily use of Wild Shape – natural (500), increase caster level to 6 (450), third 2nd-level spell slot (90), second 3rd-level spell slot (165) 7th level (7,328 / 30,608): d8 Hit Die (700), 4 skill points (390), +1 to BAB (750), increase Wild Empathy appropriate level to 7 (350), increase appropriate level of Wild Shape – natural to 7 (350), third daily use of Wild Shape – natural (750), increase caster level to 7 (525), access to 4th-level druid spells (3200), sixth 0th-level spell slot (18), fourth 1st-level spell slot (35), first 4th-level spell slot (260) 8th level (8,390 / 38,998): d8 Hit Die (800), 4 skill points (430), +1 to BAB (900), +1 to Fort and Will Saves (3600), second ability score increase (800), increase Wild Empathy appropriate level to 8 (400), increase appropriate level of Wild Shape – natural to 7 (400), increase caster level to 8 (600), third 3rd-level spell slot (180), second 4th-level spell slot (280) 9th level (12,195 / 51,193): d8 Hit Die (900), 4 skill points (470), +1 to Ref Saves (450), fourth Feat (600), increase Wild Empathy appropriate level to 9 (450), Venom Immunity (2700), increase appropriate level of Wild Shape – natural to 9 (450), increase caster level to 9 (675), access to 5th-level druid spells (5000), fourth 2nd-level spell slot (100), first 5th-level spell slot (400) 10th level (10,935 / 62,128): d8 Hit Die (1000), 4 skill points (510), +1 to BAB (1050), +1 to Fort and Will Saves (4900), increase Wild Empathy appropriate level to 10 (500), increase appropriate level of Wild Shape – natural to 10 (500), fourth daily use of Wild Shape – natural (1000), increase caster level to 10 (750), third 4th-level spell slot (300), second 5th-level spell slot (425) 11th level (12,780 / 74,908): d8 Hit Die (1100), 4 skill points (550), +1 to BAB (1200), increase Wild Empathy appropriate level to 11 (550), increase appropriate level of Wild Shape – natural to 11 (550), increase caster level to 11 (825), access to 6th-level druid spells (7200), fifth 1st-level spell slot (40), fourth 3rd-level spell slot (195), first 6th-level spell slot (570) 12th level (15,690 / 90,598): d8 Hit Die (1200), 4 skill points (590), +1 to BAB (1350), +1 to all Saves (7200), fifth Feat (1000), third ability score increase (1200), increase Wild Empathy appropriate level to 12 (600), increase appropriate level of Wild Shape – natural to 12 (600), increase caster level to 12 (900), third 5th-level spell slot (450), second 6th-level spell slot (600) 13th level (19,105 / 109,703): d8 Hit Die (1300), 4 skill points (630), increase Wild Empathy appropriate level to 13 (650), Thousand Faces (3900), increase appropriate level of Wild Shape – natural to 13 (650), increase caster level to 13 (975), access to 7th-level druid spells (9800), fifth 2nd-level spell slot (110), fourth 4th-level spell slot (320), first 7th-level spell slot (770)

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14th level (16,805 / 126,508): d8 Hit Die (1400), 4 skill points (670), +1 to BAB (1500), +1 to Fort and Will Saves (8100), increase Wild Empathy appropriate level to 14 (700), increase appropriate level of Wild Shape – natural to 14 (700), fifth daily use of Wild Shape – natural (1250), increase caster level to 14 (1050), third 6th-level spell slot (630), second 7th-level spell slot (805) 15th level (28,220 / 154,728): d8 Hit Die (1500), 4 skill points (710), +1 to BAB (1650), +1 to Ref Saves (1250), sixth Feat (1500), increase Wild Empathy appropriate level to 15 (750), Timeless Body (4500), increase appropriate level of Wild Shape – natural to 15 (750), increase caster level to 15 (1125), access to 8th-level druid spells (12800), fifth 3rd-level spell slot (210), fourth 5th-level spell slot (475), first 8th-level spell slot (1000) 16th level (22,830 / 177,558): d8 Hit Die (1600), 4 skill points (750), +1 to BAB (1800), +1 to Fort and Will Saves (10000), fourth ability score increase (1600), increase Wild Empathy appropriate level to 16 (800), increase appropriate level of Wild Shape – natural to 16 (800), Wild Shape – elemental with appropriate level 16 (1600), first daily use of Wild Shape – elemental (800), increase caster level to 16 (1200), third 7th-level spell slot (840), second 8th-level spell slot (1040) 17th level (24,775 / 202,333): d8 Hit Die (1700), 4 skill points (790), increase Wild Empathy appropriate level to 17 (850), increase appropriate level of Wild Shape – natural to 17 (850), increase appropriate level of Wild Shape – elemental to 17 (850), increase caster level to 17 (1275), access to 9th-level druid spells (16200), fifth 4th-level spell slot (340), fourth 6th-level spell slot (660), first 9th-level spell slot (1260) 18th level (30,990 / 233,323): d8 Hit Die (1800), 4 skill points (830), +1 to BAB (1950), +1 to all Saves (13900), seventh Feat (2100), increase Wild Empathy appropriate level to 18 (900), increase appropriate level of Wild Shape – natural to 18 (900), sixth daily use of Wild Shape – natural (1500), increase appropriate level of Wild Shape – elemental to 18 (900), second daily use of Wild Shape – elemental (1600), increase caster level to 18 (1350), fourth 7th-level spell slot (875), third 8th-level spell slot (1080), second 9th-level spell slot (1305) 19th level (10,995 / 244,318): d8 Hit Die (1900), 4 skill points (870), +1 to BAB (2100), increase Wild Empathy appropriate level to 19 (950), increase appropriate level of Wild Shape – natural to 19 (950), increase appropriate level of Wild Shape – elemental to 19 (950), increase caster level to 19 (1425), fifth 5th-level spell slot (500), third 9th-level spell slot (1350) 20th level (30,975 / 275,293): d8 Hit Die (2000), 4 skill points (910), +1 to BAB (2250), +1 to Fort and Will Saves (14400), fifth ability score increase (2000), increase Wild Empathy appropriate level to 20 (1000), increase appropriate level of Wild Shape – natural to 20 (1000), increase appropriate level of Wild Shape – elemental to 20 (1000), third daily use of Wild Shape – elemental (2400), increase caster level to 20 (1500), fourth 8th-level spell slot (1120), fourth 9th-level spell slot (1395)

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FighterFighterFighterFighter 1st level (1,190): d10 Hit Die (240), 8 skill points (100), +1 to BAB (150), +2 to Fort Saves (250), Simple Weapons proficiency (50), Martial Weapons proficiency (75), Light Armor Proficiency (50), Medium Armor Proficiency (50), Heavy Armor Proficiency (50), Shield Proficiency (25), first and second feats (150) 2nd level (1,340 / 2,530): d10 Hit Die (240), 2 skill points (50), +1 to BAB (300), +1 to Fort Saves (450), third feat (300) 3rd level (1,570 / 4,100): d10 Hit Die (360), 2 skill points (60), +1 to BAB (450), +1 to Ref and Will Saves (100), fourth feat (600) 4th level (4,550 / 8,650): d10 Hit Die (480), 2 skill points (70), +1 to BAB (600), +1 to Fort Saves (800), Access to Weapon Specialization Feat (1200), fifth feat (1000), first ability score increase (400) 5th level (1,430 / 10,080): d10 Hit Die (600), 2 skill points (80), +1 to BAB (750) 6th level (6,660 / 16,740): d10 Hit Die (720), 2 skill points (90), +1 to BAB (900), +1 to all Saves (1350), sixth and seventh feats (3600) 7th level (1,990 / 18,730): d10 Hit Die (840), 2 skill points (100), +1 to BAB (1050) 8th level (10,070 / 28,800): d10 Hit Die (960), 2 skill points (110), +1 to BAB (1200), +1 to Fort Saves (1800), Access to Greater Weapon Focus Feat (2400), eighth feat (2800), second ability score increase (800) 9th level (7,050 / 35,850): d10 Hit Die (1080), 2 skill points (120), +1 to BAB (1350), +1 to Ref and Will saves (900), ninth feat (3600) 10th level (9,780 / 45,630): d10 Hit Die (1200), 2 skill points (130), +1 to BAB (1500), +1 to Fort Saves (2450), tenth feat (4500) 11th level (3,110 / 48,740): d10 Hit Die (1320), 2 skill points (140), +1 to BAB (1650) 12th level (25,090 / 73,830): d10 Hit Die (1440), 2 skill points (150), +1 to BAB (1800), +1 to all saves (4800), Access to Greater Weapon Specialization Feat (3600), eleventh and twelfth feats (12100), third ability score increase (1200) 13th level (3,670 / 77,500): d10 Hit Die (1560), 2 skill points (160), +1 to BAB (1950) 14th level (15,800 / 93,300): d10 Hit Die (1680), 2 skill points (170), +1 to BAB (2100), +1 to Fort Saves (4050), thirteenth feat (7800) 15th level (15,830 / 109,130): d10 Hit Die (1800), 2 skill points (180), +1 to BAB (2250), +1 to Ref and Will Saves (2500), fourteenth feat (9100) 16th level (20,010 / 129,140): d10 Hit Die (1920), 2 skill points (190), +1 to BAB (2400), +1 to Fort Saves (5000), fifteenth feat (10500) 17th level (4,790 / 133,930): d10 Hit Die (2040), 2 skill points (200), +1 to BAB (2550) 18th level (40,320 / 174,250): d10 Hit Die (2160), 2 skill points (210), +1 to BAB (2700), +1 to all saves (9650), sixteenth and seventeenth feats (25,600) 19th level (5,350 / 179,600): d10 Hit Die (2280), 2 skill points (220), +1 to BAB (2850) 20th level (28,130 / 207,730): d10 Hit Die (2400), 2 skill points (230), +1 to BAB (3000), +1 to Fort Saves (7200), eighteenth feat (15300)

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MonkMonkMonkMonk 1st level (2375): d8 Hit Die (200), 16 skill points (360), +2 to all Saves (750), first through third Feats (450), thirteen individual weapon proficiencies (65), Armor Class Enhancement – Simple, Wisdom (300), Flurry of Blows (150), Monkish Unarmed Damage with appropriate level 1 (100) 2nd level (2590 / 4965): d8 Hit Die (200), 4 skill points (190), +1 to BAB (150), +1 to all Saves (1350), fourth Feat (600), increase Monkish Unarmed Damage appropriate level to 2 (100), Evasion (1200) 3rd level (2280 / 7245): d8 Hit Die (300), 4 skill points (230), +1 to BAB (300), fifth Feat (1000), increase Monkish Unarmed Damage appropriate level to 3 (150), Fast Movement – Monkish with appropriate level 3 (300), Still Mind (900) 4th level (4320 / 11565): d8 Hit Die (400), 4 skill points (270), +1 to BAB (450), +1 to all Saves (2400), first ability score increase (400), increase Monkish Unarmed Damage appropriate level to 4 (200), increase appropriate level for Fast Movement – Monkish to 4 (200), Slow Fall with appropriate level 4 (400), Ki Strike with appropriate level 4 (400) 5th level (3860 / 15425): d8 Hit Die (500), 4 skill points (310), Armor Class Enhancement - Monkish +1 (1500), Reduce Penalty of Flurry of Blows from –2 to –1 (1050), increase Monkish Unarmed Damage appropriate level to 5 (250), increase appropriate level for Fast Movement – Monkish to 5 (250), increase appropriate level on Slow Fall to 5 (250), increase appropriate level on Ki Strike to 5 (250), Purity of Body (1500) 6th level (9500 / 24925): d8 Hit Die (600), 4 skill points (350), +1 to BAB (600), +1 to all Saves (3750), sixth and seventh Feats (3600), increase Monkish Unarmed Damage appropriate level to 6 (300), increase appropriate level for Fast Movement – Monkish to 6 (300), increase appropriate level on Slow Fall to 6 (300), increase appropriate level on Ki Strike to 6 (300) 7th level (2540 / 27465): d8 Hit Die (700), 4 skill points (390), +1 to BAB (750), increase Monkish Unarmed Damage appropriate level to 7 (350), increase appropriate level for Fast Movement – Monkish to 7 (350), increase appropriate level on Slow Fall to 7 (350), increase appropriate level on Ki Strike to 7 (350), Wholeness of Body with appropriate level (700) 8th level (9130 / 36595): d8 Hit Die (800), 4 skill points (430), +1 to BAB (900), +1 to all Saves (5400), second ability score increase (800), increase Monkish Unarmed Damage appropriate level to 8 (400), increase appropriate level for Fast Movement – Monkish to 8 (400), increase appropriate level on Slow Fall to 8 (400), increase appropriate level on Ki Strike to 8 (400), increase Wholeness of Body appropriate level to 8 (400) 9th level (7320 / 43915): d8 Hit Die (900), 4 skill points (470), eighth Feat (2800), Remove Penalty on Flurry of Blows usage (2250), increase Monkish Unarmed Damage appropriate level to 9 (450), increase appropriate level for Fast Movement – Monkish to 9 (450), increase appropriate level on Slow Fall to 9 (450), increase appropriate level on Ki Strike to 9 (450), increase Wholeness of Body appropriate level to 9 (450), Improved Evasion (2700) 10th level (13910 / 57825): d8 Hit Die (1000), 4 skill points (510), +1 to BAB (1050), +1 to all Saves (7350), Armor Class Enhancement - Monkish +2 (3000), increase Monkish Unarmed Damage appropriate level to 10 (500), increase appropriate level for Fast Movement – Monkish to 10 (500), increase appropriate level on Slow Fall to 10 (500), increase appropriate level on Ki Strike to 10 (500), increase Wholeness of Body appropriate level to 10 (500) 11th level (5525 / 63350): d8 Hit Die (1100), 4 skill points (550), +1 to BAB (1200), add second attack at Base Attack Bonus when using Flurry of Blows (1575), increase Monkish Unarmed Damage appropriate level to 11 (550), increase appropriate level for Fast Movement – Monkish to 11 (550), increase appropriate level on Slow Fall to 11 (550), increase appropriate level on Ki Strike to 11 (550), increase Wholeness of Body appropriate level to 11 (550), Diamond Body (3300) 12th level (18740 / 82090): d8 Hit Die (1200), 4 skill points (590), +1 to BAB (1350), +1 to all Saves (9600), ninth Feat (3600), third ability score increase (1200), increase Monkish Unarmed Damage appropriate level to 12 (600), increase appropriate level for Fast Movement – Monkish to 12 (600), increase appropriate level on Slow Fall to 12 (600), increase appropriate level on Ki Strike to 12 (600), increase Wholeness of Body appropriate level to 12 (600), Abundant Step with appropriate level 12 (1200)

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13th level (3230 / 85320): d8 Hit Die (1300), 4 skill points (630), increase Monkish Unarmed Damage appropriate level to 13 (650), increase appropriate level for Fast Movement – Monkish to 13 (650), increase appropriate level on Slow Fall to 13 (650), increase appropriate level on Ki Strike to 13 (650), increase Wholeness of Body appropriate level to 13 (650), increase appropriate level on Abundant Step to 13 (650), Diamond Soul with appropriate level 13 (2600) 14th level (17120 / 102440): d8 Hit Die (1400), 4 skill points (670), +1 to BAB (1500), +1 to all Saves (12150), increase Monkish Unarmed Damage appropriate level to 14 (700), increase appropriate level for Fast Movement – Monkish to 14 (700), increase appropriate level on Slow Fall to 14 (700), increase appropriate level on Ki Strike to 14 (700), increase Wholeness of Body appropriate level to 14 (700), increase appropriate level on Abundant Step to 14 (700), increase appropriate level on Diamond Soul to 14 (1400) 15th level (14360 / 116800): d8 Hit Die (1500), 4 skill points (710), +1 to BAB (1650), tenth Feat (4500), Armor Class Enhancement - Monkish +3 (4500), increase Monkish Unarmed Damage appropriate level to 15 (750), increase appropriate level for Fast Movement – Monkish to 15 (750), increase appropriate level on Slow Fall to 15 (750), increase appropriate level on Ki Strike to 15 (750), increase Wholeness of Body appropriate level to 15 (750), increase appropriate level on Abundant Step to 15 (750), increase appropriate level on Diamond Soul to 15 (1500), Quivering Palm with appropriate level 15 (1500), One use of Quivering Palm per week (750) 16th level (22350 / 139150): d8 Hit Die (1600), 4 skill points (750), +1 to BAB (1800), +1 to all Saves (15000), fourth ability score increase (1600), increase Monkish Unarmed Damage appropriate level to 16 (800), increase appropriate level for Fast Movement – Monkish to 16 (800), increase appropriate level on Slow Fall to 16 (800), increase appropriate level on Ki Strike to 16 (800), increase Wholeness of Body appropriate level to 16 (800), increase appropriate level on Abundant Step to 16 (800), increase appropriate level on Diamond Soul to 16 (1600), increase appropriate level of Quivering Palm to 16 (800) 17th level (4190 / 143340): d8 Hit Die (1700), 4 skill points (790), increase Monkish Unarmed Damage appropriate level to 17 (850), increase appropriate level for Fast Movement – Monkish to 17 (850), increase appropriate level on Slow Fall to 17 (850), increase appropriate level on Ki Strike to 17 (850), increase Wholeness of Body appropriate level to 17 (850), increase appropriate level on Abundant Step to 17 (850), increase appropriate level on Diamond Soul to 17 (1700), increase appropriate level of Quivering Palm to 17 (850), Timeless Body (4500), Tongue of Sun and Moon (5100) 18th level (30030 / 173370): d8 Hit Die (1800), 4 skill points (830), +1 to BAB (1950), +1 to all Saves (18150), eleventh Feat (5500), increase Monkish Unarmed Damage appropriate level to 18 (900), increase appropriate level for Fast Movement – Monkish to 18 (900), increase appropriate level on Slow Fall to 18 (900), increase appropriate level on Ki Strike to 18 (900), increase Wholeness of Body appropriate level to 18 (900), increase appropriate level on Abundant Step to 18 (900), increase appropriate level on Diamond Soul to 18 (1800), increase appropriate level of Quivering Palm to 18 (900) 19th level (6770 / 180140): d8 Hit Die (1900), 4 skill points (870), +1 to BAB (2100), increase Monkish Unarmed Damage appropriate level to 19 (950), increase appropriate level for Fast Movement – Monkish to 19 (950), increase appropriate level on Slow Fall to 19 (950), increase appropriate level on Ki Strike to 19 (950), increase Wholeness of Body appropriate level to 19 (950), increase appropriate level on Abundant Step to 19 (950), increase appropriate level on Diamond Soul to 19 (1900), increase appropriate level of Quivering Palm to 19 (950), Empty Body with appropriate level 19 (1900) 20th level (36760 / 216900): d8 Hit Die (2000), 4 skill points (910), +1 to BAB (2250), +1 to all Saves (21600), fifth ability score increase (2000), Armor Class Enhancement - Monkish +4 (6000), increase Monkish Unarmed Damage appropriate level to 20 (1000), increase appropriate level for Fast Movement – Monkish to 20 (1000), increase appropriate level on Slow Fall to 20 (1000), increase appropriate level on Ki Strike to 20 (1000), increase Wholeness of Body appropriate level to 20 (1000), increase appropriate level on Abundant Step to 20 (1000), increase appropriate level on Diamond Soul to 20 (2000), increase appropriate level of Quivering Palm to 20 (1000), increase appropriate level of Empty Body to 20 (1000), Perfect Self (6000)

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PaladinPaladinPaladinPaladin 1st level (1,840): d10 Hit Die (240), 8 skill points (100), +1 to BAB (150), +2 to Fort Saves (250), first Feat (50), Aura of Grace (200), Detect Evil (300), Smite Evil with appropriate level 1 (100), 1 use of Smite Evil per day (100), simple weapons proficiency (50), martial weapons proficiency (75), light armor proficiency (50), medium armor proficiency (50), heavy armor proficiency (50), shields proficiency (25) 2nd level (2,540 / 4,380): d10 Hit Die (240), 2 skill points (50), +1 to BAB (300), +1 to Fort Saves (450), increase Smite Evil appropriate level to 2 (100), Divine Grace (1200), Lay on Hands with appropriate level 2 (200), 3rd level (4,070 / 8,450): d10 Hit Die (360), 2 skill points (60), +1 to BAB (450), +1 to Ref and Will Saves (100), second Feat (100), increase Smite Evil appropriate level to 3 (150), increase lay on hands appropriate level to 3 (150), Aura of Courage (900), Divine Health (1800) 4th level (3,475 / 11,925): d10 Hit Die (480), 2 skill points (70), +1 to BAB (600), +1 to Fort Saves (800), first ability score increase (400), caster level increase to 1 then 2 (225), increase Smite Evil appropriate level to 4 (200), increase lay on hands appropriate level to 4 (200), access to Turn Undead ability with appropriate level 1 (100), 3 uses of Turn Undead ability per day (300), access to 1st-level paladin spells (100) 5th level (2,730 / 14,655): d10 Hit Die (600), 2 skill points (80), +1 to BAB (750), increase Smite Evil appropriate level to 5 (250), second use of Smite Evil per day (200), increase lay on hands appropriate level to 5 (250), increase appropriate level for Turn Undead to 2 (100), Special Mount ability with appropriate level 5 (500) 6th level (5,845 / 20,500): d10 Hit Die (720), 2 skill points (90), +1 to BAB (900), +1 to all saves (2900), third Feat (300), caster level increase to 3 (225), increase Smite Evil appropriate level to 6 (300), increase lay on hands appropriate level to 6 (300), increase appropriate level for Turn Undead to 3 (150), increase appropriate level for Special Mount to 6 (300), Access to Remove Disease Ability (600), one use of Remove Disease Ability per week (300), first 1st-level spell slot (10) 7th level (3,240 / 23,740): d10 Hit Die (840), 2 skill points (100), +1 to BAB (1050), increase Smite Evil appropriate level to 7 (350), increase lay on hands appropriate level to 7 (350), increase appropriate level for Turn Undead to 4 (200), increase appropriate level for Special Mount to 7 (350) 8th level (7,020 / 30,760): d10 Hit Die (960), 2 skill points (110), +1 to BAB (1200), +1 to Fort Saves (1800), second ability score increase (800), caster level increase to 4 (300), increase Smite Evil appropriate level to 8 (400), increase lay on hands appropriate level to 8 (400), increase appropriate level for Turn Undead to 5 (250), increase appropriate level for Special Mount to 8 (400), access to 2nd-level paladin spells (400) 9th level (6,300 / 37,060): d10 Hit Die (1080), 2 skill points (120), +1 to BAB (1350), +1 to Ref and Will Saves (900), fourth Feat (600), increase Smite Evil appropriate level to 9 (450), increase lay on hands appropriate level to 9 (450), increase appropriate level for Turn Undead to 6 (300), increase appropriate level for Special Mount to 9 (450), second weekly use of Remove Disease Ability (600) 10th level (7,835 / 44,895): d10 Hit Die (1200), 2 skill points (130), +1 to BAB (1500), +1 to Fort Saves (2450), caster level increase to 5 (375), increase Smite Evil appropriate level to 10 (500), third use of Smite Evil per day (300), increase lay on hands appropriate level to 10 (500), increase appropriate level for Turn Undead to 7 (350), increase appropriate level for Special Mount to 10 (500), first 2nd-level spell slot (30) 11th level (6,060 / 50,955): d10 Hit Die (1320), 2 skill points (140), +1 to BAB (1650), increase Smite Evil appropriate level to 11 (550), increase lay on hands appropriate level to 11 (550), increase appropriate level for Turn Undead to 8 (400), increase appropriate level for Special Mount to 11 (550), access to 3rd-level paladin spells (900) 12th level (14,050 / 65,005): d10 Hit Die (1440), 2 skill points (150), +1 to BAB (1800), +1 to all saves (4800), fifth Feat (1000), third ability score increase (1200), caster level increase to 6 (450), increase Smite Evil appropriate level to 12 (600), increase lay on hands appropriate level to 12 (600), increase appropriate level for Turn Undead to 9 (450), increase appropriate level for

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Special Mount to 12 (600), third weekly use of Remove Disease Ability (900), first 3rd-level spell slot (60) 13th level (6,120 / 71,125): d10 Hit Die (1560), 2 skill points (160), +1 to BAB (1950), increase Smite Evil appropriate level to 13 (650), increase lay on hands appropriate level to 13 (650), increase appropriate level for Turn Undead to 10 (500), increase appropriate level for Special Mount to 13 (650) 14th level (12,790 / 83,915): d10 Hit Die (1680), 2 skill points (170), +1 to BAB (2100), +1 to Fort Saves (4050), caster level increase to 7 (525), increase Smite Evil appropriate level to 14 (700), increase lay on hands appropriate level to 14 (700), increase appropriate level for Turn Undead to 11 (550), increase appropriate level for Special Mount to 14 (700), access to 4th-leel paladin spells (1600), second 1st-level spell slot (15) 15th level (12,820 / 96,735): d10 Hit Die (1800), 2 skill points (180), +1 to BAB (2250), +1 to Ref and Will Saves (2500), sixth Feat (1500), increase Smite Evil appropriate level to 15 (750), fourth use of Smite Evil per day (400), increase lay on hands appropriate level to 15 (750), increase appropriate level for Turn Undead to 12 (600), increase appropriate level for Special Mount to 15 (750), fourth weekly use of Remove Disease Ability (1200), second 2nd-level spell slot (40), first 4th-level spell slot (100) 16th level (14,760 / 111,495): d10 Hit Die (1920), 2 skill points (190), +1 to BAB (2400), +1 to Fort Saves (5000), fourth ability score increase (1600), caster level increase to 8 (600), increase Smite Evil appropriate level to 16 (800), increase lay on hands appropriate level to 16 (800), increase appropriate level for Turn Undead to 13 (650), increase appropriate level for Special Mount to 16 (800) 17th level (8,115 / 119,610): d10 Hit Die (2040), 2 skill points (200), +1 to BAB (2550), increase Smite Evil appropriate level to 17 (850), increase lay on hands appropriate level to 17 (850), increase appropriate level for Turn Undead to 14 (700), increase appropriate level for Special Mount to 17 (850), second 3rd-level spell slot (75) 18th level (22,465 / 142,075): d10 Hit Die (2160), 2 skill points (210), +1 to BAB (2700), +1 to all saves (9650), seventh Feat (2100), caster level increase to 9 (675), increase Smite Evil appropriate level to 18 (900), increase lay on hands appropriate level to 18 (900), increase appropriate level for Turn Undead to 15 (750), increase appropriate level for Special Mount to 18 (900), fifth weekly use of Remove Disease Ability (1500), third 2nd-level spell slot (20) 19th level (9,260 / 151,335): d10 Hit Die (2280), 2 skill points (220), +1 to BAB (2850), increase Smite Evil appropriate level to 19 (950), increase lay on hands appropriate level to 19 (950), increase appropriate level for Turn Undead to 16 (800), increase appropriate level for Special Mount to 19 (950), third 2nd-level spell slot (50), third 3rd-level spell slot (90), second 4th-level spell slot (120) 20th level (20,070 / 171,405): d10 Hit Die (2400), 2 skill points (230), +1 to BAB (3000), +1 to Fort Saves (7200), fifth ability score increase (2000), caster level increase to 10 (750), increase Smite Evil appropriate level to 20 (1000), fifth use of Smite Evil per day (500), increase lay on hands appropriate level to 20 (1000), increase effective level for Turn Undead to 17 (850), increase appropriate level for Special Mount to 20 (1000), third 4th-level spell slot (140)

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RangerRangerRangerRanger 1st level (2,180): d8 Hit Die (200), 24 skill points (780), +1 to BAB (150), +2 to Fort and Ref Saves (500), first and second Feats (150), Wild Empathy Ability with appropriate level 1 (100), first favored enemy (150), simple weapons proficiency (50), martial weapons proficiency (75), light armor proficiency (50), Shield proficiency (25) 2nd level (2,220 / 4,400): d8 Hit Die (200), 6 skill points (420), +1 to BAB (300), +1 to Fort and Ref Saves (900), +1 to Will Saves (50), third Feat (300), increase Wild Empathy Appropriate level to 2 (100) 3rd level (3,060 / 7,460): d8 Hit Die (300), 6 skill points (510), +1 to BAB (450), fourth and fifth Feats (1600), increase Wild Empathy Appropriate level to 3 (150) 4th level (4,125 / 11,585): d8 Hit Die (400), 6 skill points (600), +1 to BAB (600), +1 to Fort and Ref Saves (1600), increase divine, prepared, Wis-based spellcaster level to 1 and again to 2 (225), access to 1st-level ranger spells (100), increase Wild Empathy Appropriate level to 4 (200), first ability score increase (400) 5th level (3,940 / 15,525): d8 Hit Die (500), 6 skill points (690), +1 to BAB (750), second favored enemy (750), increase one favored enemy bonus to +4 (1000), increase Wild Empathy Appropriate level to 5 (250) 6th level (9,115 / 24,640): d8 Hit Die (600), 6 skill points (780), +1 to BAB (900), +1 to all Saves (2700), sixth and seventh Feats (3600), increase spellcaster level to 3 (225), increase Wild Empathy Appropriate level to 6 (300), first 1st-level spell slot (10) 7th level (3,570 / 28,210): d8 Hit Die (700), 6 skill points (870), +1 to BAB (1050), increase Wild Empathy Appropriate level to 7 (350), Woodland Stride (600) 8th level (10,860 / 39,070): d8 Hit Die (800), 6 skill points (960), +1 to BAB (1200), +1 to Fort and Ref Saves (3600), increase spellcaster level to 4 (300), access to 2nd-level ranger spells (400), increase Wild Empathy Appropriate level to 8 (400), Swift Tracker (2400), second ability score increase (800) 9th level (8,200 / 47,270): d8 Hit Die (900), 6 skill points (1050), +1 to BAB (1350), +1 to Will Saves (450), eighth Feat (2800), increase Wild Empathy Appropriate level to 9 (450), Evasion (1200) 10th level (12,445 / 59,715): d8 Hit Die (1000), 6 skill points (1140), +1 to BAB (1500), +1 to Fort and Ref Saves (4900), third favored enemy (1500), increase one favored enemy bonus to +6 (1500), increase spellcaster level to 5 (375), increase Wild Empathy Appropriate level to 10 (500), first 2nd-level spell slot (30) 11th level (9,030 / 68,745): d8 Hit Die (1100), 6 skill points (1230), +1 to BAB (1650), access to 3rd-level ranger spells (900), increase Wild Empathy Appropriate level to 11 (550) 12th level (18,330 / 87,075): d8 Hit Die (1200), 6 skill points (1320), +1 to BAB (1800), +1 to all Saves (7200), ninth Feat (3600), increase spellcaster level to 6 (450), increase Wild Empathy Appropriate level to 12 (600), first 3rd-level spell slot (60), third ability score increase (1200) 13th level (72,60 / 94,335): d8 Hit Die (1300), 6 skill points (1410), +1 to BAB (1950), tenth Feat (4500), increase Wild Empathy Appropriate level to 13 (650), Camouflage (1950) 14th level (21,440 / 115,775): d8 Hit Die (1400), 6 skill points (1500), +1 to BAB (2100), +1 to Fort and Ref Saves (8100), increase spellcaster level to 7 (525), access to 4th-level ranger spells (1600), increase Wild Empathy Appropriate level to 14 (700), second 1st-level spell slot (15) 15th level (11,730 / 127,505): d8 Hit Die (1500), 6 skill points (1590), +1 to BAB (2250), +1 to Will Saves (1250), eleventh Feat (5500), fourth favored enemy (2250), increase one favored enemy bonus to +8 (2000), increase Wild Empathy Appropriate level to 15 (750), second 2nd-level spell slot (40), first 4th-level spell slot (100) 16th level (18,680 / 146,185): d8 Hit Die (1600), 6 skill points (1680), +1 to BAB (2400), +1 to Fort and Ref Saves (10000), increase spellcaster level to 8 (600), increase Wild Empathy Appropriate level to 16 (800), fourth ability score increase (1600) 17th level (16,095 / 162,280): d8 Hit Die (1700), 6 skill points (1770), +1 to BAB (2550), increase Wild Empathy Appropriate level to 17 (850), Hide in Plain Sight (2550), second 3rd-level spell slot (75)

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18th level (21,855 / 184,135): d8 Hit Die (1800), 6 skill points (1860), +1 to BAB (2700), +1 to all Saves (13850), twelfth Feat (6600), increase spellcaster level to 9 (675), increase Wild Empathy Appropriate level to 18 (900), third 1st-level spell slot (20) 19th level (79,10 / 192,045): d8 Hit Die (1900), 6 skill points (1950), +1 to BAB (2850), increase Wild Empathy Appropriate level to 19 (950), third 2nd-level spell slot (50), third 3rd-level spell slot (90), second 4th-level spell slot (120) 20th level (30,830 / 222,875): d8 Hit Die (2000), 6 skill points (2040), +1 to BAB (3000), +1 to Fort and Ref Saves (14400), fifth favored enemy (3000), increase one favored enemy bonus to +10 (2500), increase spellcaster level to 10 (750), increase Wild Empathy Appropriate level to 20 (1000), third 4th-level spell slot (140), fifth ability score increase (2000)

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RogueRogueRogueRogue 1st level (2,545): d6 Hit Die (160), +2 to Ref Saves (250), 32 Skill Points (1360), Simple Weapon Proficiency (50), Five single weapon proficiencies (25), Light Armor Proficiency (50), Sneak Attack +1d6 (300; 150 for access, 150 for 1d6 damage), Trapfinding (300), first feat (50) 2nd level (2,700 / 5,245): d6 Hit Die (160), +1 to BAB (150), +1 to Ref Saves (450), 8 Skill Points (740), Evasion (1200) 3rd level (2,240 / 7,485): d6 Hit Die (240), +1 to BAB (300), +1 to Fort and Will saves (100), 8 skill points (900), Sneak Attack increase to 2d6 (300), Trap Sense +1 (300), second feat (100) 4th level (4,230 / 11,715): d6 Hit Die (320), +1 to BAB (450), +1 to Ref Saves (800), 8 skill points (1060), Uncanny dodge (600), first ability score increase (400) 5th level (2,070 / 13,785): d6 Hit Die (400), 8 skill points (1220), Sneak Attack increase to 3d6 (450) 6th level (4,860 / 18,645): d6 Hit Die (480), 8 skill points (1380), +1 to BAB (600), +1 to all Saves (1350), Trap Sense increase to +2 (750), third feat (300) 7th level (3,450 / 22,095): d6 Hit Die (560), 8 skill points (1540), +1 to BAB (750), Sneak Attack increase to 4d6 (600) 8th level (7,340 / 29,435): d6 Hit Die (640), 8 skill points (1700), +1 to BAB (900), +1 to Ref Saves (1800), Improved Uncanny Dodge (1500), second ability score increase (800) 9th level (6,030 / 35,465): d6 Hit Die (720), 8 skill points (1860), +1 to Fort and Will saves (900), increase Sneak Attack to 5d6 (750), increase Trap Sense to +3 (1200), fourth feat (600) 10th level (9,320 / 44,785): d6 Hit Die (800), 8 skill points (2020), +1 to BAB (1050), +1 to Ref Saves (2450), first Rogue Special Ability (3000) 11th level (5,160 / 49,945): d6 Hit Die (880), 8 skill points (2180), +1 to BAB (1200), increase Sneak Attack to 6d6 (900) 12th level (13,300 / 63,245): d6 Hit Die (960), 8 skill points (2340), +1 to BAB (1350), +1 to all saves (4800), increase Trap Sense to +4 (1650), fifth feat (1000), third attribute increase (1200) 13th level (8,490 / 71,735): d6 Hit Die (1040), 8 skill points (2500), increase Sneak Attack to 7d6 (1050), second Rogue Special Ability (3900) 14th level (9,330 / 81,065): d6 Hit Die (1120), 8 skill points (2660), +1 to BAB (1500), +1 to Ref Saves (4050) 15th level (12,970 / 94,035): d6 Hit Die (1200), 8 skill points (2820), +1 to BAB (1650) +1 to Fort and Will Saves (2500), Increase Sneak Attack to 8d6 (1200), Increase Trap Sense to +5 (2100), sixth feat (1500) 16th level (17,460 / 111,495): d6 Hit Die (1280), 8 skill points (2980), +1 to BAB (1800), +1 to Ref Saves (5000), third Rogue Special Ability (4800), fourth attribute increase (1600) 17th level (5,850 / 117,345): d6 Hit Die (1360), 8 skill points (3140), increase Sneak Attack to 9d6 (1350) 18th level (20,990 / 138,335): d6 Hit Die (1440), 8 skill points (3300), +1 to BAB (1950), +1 to all saves (9650), Increase Trap Sense to +6 (2550), seventh feat (2100) 19th level (14,280 / 152,615): d6 Hit Die (1520), 8 skill points (3460), +1 to BAB (2100), increase Sneak Attack to 10d6 (1500), fourth Rogue Special Ability (5700) 20th level (16,670 / 169,285): d6 Hit Die (1600), 8 skill points (3620), +1 to BAB (2250), +1 to Ref Saves (7200), fifth ability score increase (2000)

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SorcererSorcererSorcererSorcerer 1st level (1,275): d4 Hit Die (120), 8 skill points (100), +2 to Will Saves (250), Familiar with appropriate level 1 (100), increase caster level for spontaneous, arcane, Cha-based spells to 1 (75), access to 0th and 1st level sorcerer spells (250), four 0th-level known spells (20), two 1st-level known spells (20), first through fifth 0th-level spell slots (90), first through third 1st-level spell slots (150), simple weapons proficiency (50), first Feat (50) 2nd level (1,131 / 2,406): d4 Hit Die (120), 2 skill points (50), +1 to BAB (150), +1 to Will Saves (450), increase appropriate level for familiar to 2 (100), increase caster level to 2 (150), add one 0th-level known spell (5), sixth 0th-level spell slot (36), fourth 1st-level spell slot (70) 3rd level (905 / 3,311): d4 Hit Die (180), 2 skill points (60), +1 to Fort and Ref Saves (100), increase appropriate level for familiar to 3 (150), increase caster level to 3 (225), add one 1st-level known spell (10), fifth 1st-level spell slot (80), second feat (100) 4th level (3,755 / 7,066): d4 Hit Die (240), 2 skill points (70), +1 to BAB (300), +1 to Will Saves (800), increase appropriate level for familiar to 4 (200), increase caster level to 4 (300), access to 2nd level sorcerer spells (800), add one 0th-level known spell (5), add one 2nd-level known spell (70), sixth 1st-level spell slot (90), first through third 2nd-level spell slots (480), first attribute increase (400) 5th level (1,285 / 8,351): d4 Hit Die (300), 2 skill points (80), increase appropriate level for familiar to 5 (250), increase caster level to 5 (375), add one 1st-level known spell (10), add one 2nd-level known spell (70), fourth 2nd-level spell slot (200) 6th level (6,775 / 15,126): d4 Hit Die (360), 2 skill points (90), +1 to BAB (450), +1 to all saves (1650), increase appropriate level for familiar to 6 (300), increase caster level to 6 (450), access to 3rd-level sorcerer spells (1800), add one 0th-level known spell (5), add one 3rd-level known spell (160), fifth 2nd-level spell slot (220), first through third 3rd-level spell slots (990), third Feat (300) 7th level (2,265 / 17,391): d4 Hit Die (420), 2 skill points (100), increase appropriate level for familiar to 7 (350), increase caster level to 7 (525), add one 1st-level known spell (10), add one 2nd-level known spell (70), add one 3rd-level known spell (160), sixth 2nd-level spell slot (240), fourth 3rd-level spell slot (390) 8th level (10,385 / 27,776): d4 Hit Die (480), 2 skill points (110), +1 to BAB (600), +1 to Will Saves (1800), increase appropriate level for familiar to 8 (400), increase caster level to 8 (600), access to 4th-level sorcerer spells (3200), add one 0th-level known spell (5), add one 4th-level known spell (290), fifth 3rd-level spell slot (420), first through third 4th-level spell slots (1680), second attribute increase (800) 9th level (4,895 / 32,671): d4 Hit Die (540), 2 skill points (120), +1 to Fort and Ref Saves (900), increase appropriate level for familiar to 9 (450), increase caster level to 9 (675), add one 2nd-level known spell (70), add one 3rd-level known spell (160), add one 4th-level known spell (290), sixth 3rd-level spell slot (450), fourth 4th-level spell slot (640), fourth Feat (600) 10th level (13,875 / 46,546): d4 Hit Die (600), 2 skill points (130), +1 to BAB (750), +1 to Will Saves (2450), increase appropriate level for familiar to 10 (500), increase caster level to 10 (750), access to 5th-level sorcerer spells (5000), add one 0th-level known spell (5), add one 5th-level known spell (460), fifth 4th-level spell slot (680), first through third 5th-level spell slots (2550) 11th level (4,825 / 51,371): d4 Hit Die (660), 2 skill points (140), increase appropriate level for familiar to 11 (550), increase caster level to 11 (825), add one 2nd-level known spell (70), add one 3rd-level known spell (160), add one 4th-level known spell (290), add one 5th-level known spell (460), sixth 4th-level spell slot (720), fourth 5th-level spell slot (950) 12th level (22,740 / 74,111): d4 Hit Die (720), 2 skill points (150), +1 to BAB (900), +1 to all Saves (4800), increase appropriate level for familiar to 12 (600), increase caster level to 12 (900), access to 6th-level sorcerer spells (7200), add one 6th-level known spell (670), fifth 5th-level spell slot (1000), first through third 6th-level spell slots (3600), fifth Feat (1000), third attribute increase (1200) 13th level (6,355 / 80,466): d4 Hit Die (780), 2 skill points (160), increase appropriate level for familiar to 13 (650), increase caster level to 13 (975), add one 4th-level known spell (290), add one 5th-level known spell (460), add one 6th-level known spell (670), sixth 5th-level spell slot (1050), fourth 6th-level spell slot (1320)

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14th level (24,790 / 105,256): d4 Hit Die (840), 2 skill points (170), +1 to BAB (1050), +1 to Will Saves (4050), increase appropriate level for familiar to 14 (700), increase caster level to 14 (1050), access to 7th-level sorcerer spells (9800), add one 7th-level known spell (920), fifth 6th-level spell slot (1380), first through third 7th-level spell slots (4830) 15th level (12,195 / 117,451): d4 Hit Die (900), 2 skill points (180), +1 to Fort and Ref Saves (2500), increase appropriate level for familiar to 15 (750), increase caster level to 15 (1125), add one 5th-level known spell (460), add one 6th-level known spell (670), add one 7th-level known spell (920), sixth 6th-level spell slot (1440), fourth 7th-level spell slot (1750), sixth Feat (1500) 16th level (33,020 / 150,471): d4 Hit Die (960), 2 skill points (190), +1 to BAB (1200), +1 to Will Saves (5000), increase appropriate level for familiar to 16 (800), increase caster level to 16 (1200), access to 8th-level sorcerer spells (12800), add one 8th-level known spell (1210), fifth 7th-level spell slot (1820), first through third 8th-level spell slots (6240), fourth attribute increase (1600) 17th level (9,605 / 160,076): d4 Hit Die (1020), 2 skill points (200), increase appropriate level for familiar to 17 (850), increase caster level to 17 (1275), add one 7th-level known spell (920), add one 8th-level known spell (1210), sixth 7th-level spell slot (1890), fourth 8th-level spell slot (2240) 18th level (44,530 / 204,606): d4 Hit Die (1080), 2 skill points (210), +1 to BAB (1350), +1 to all Saves (9650), increase appropriate level for familiar to 18 (900), increase caster level to 18 (1350), access to 9th-level sorcerer spells (16200), add one 9th-level known spell (1540), fifth 8th-level spell slot (2320), first through third 9th-level spell slots (7830), seventh Feat (2100) 19th level (11,675 / 216,281): d4 Hit Die (1140), 2 skill points (220), increase appropriate level for familiar to 19 (950), increase caster level to 19 (1425), add one 8th-level known spell (1210), add one 9th-level known spell (1540), sixth 8th-level spell slot (2400), fourth 9th-level spell slot (2790) 20th level (22,020 / 238,301): d4 Hit Die (1200), 2 skill points (230), +1 to BAB (1500), +1 to Will Saves (7200), increase appropriate level for familiar to 20 (1000), increase caster level to 20 (1500), add one 9th-level known spell (1540), fifth and sixth 9th-level spell slots (5850), fifth attribute increase (2000)

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WizardWizardWizardWizard 1st level (1,171): d4 Hit Die (120), 8 skill points (100), +2 to Will Saves (250), Familiar with appropriate level 1 (100), increase caster level for prepared, arcane, Int-based spells to 1 (75), access to 0th and 1st level wizard spells (250), first through third 0th-level spell slots (36), first 1st-level spell slot (40), first and second Feats (150) 2nd level (1,094 / 2,265): d4 Hit Die (120), 2 skill points (50), +1 to BAB (150), +1 to Will Saves (450), increase appropriate level for familiar to 2 (100), increase caster level to 2 (150), fourth 0th-level spell (24), second 1st-level spell (50) 3rd level (1,955 / 4,220): d4 Hit Die (180), 2 skill points (60), +1 to Fort and Ref Saves (100), increase appropriate level for familiar to 3 (150), increase caster level to 3 (225), access to 2nd-level wizard spells (800), first 2nd-level spell slot (140), third Feat (300) 4th level (2,530 / 6,750): d4 Hit Die (240), 2 skill points (70), +1 to BAB (300), +1 to Will Saves (800), increase appropriate level for familiar to 4 (200), increase caster level to 4 (300), third 1st-level spell slot (60), second 2nd-level spell slot (160), first ability score increase (400) 5th level (3,705 / 10,455): d4 Hit Die (300), 2 skill points (80), increase appropriate level for familiar to 5 (250), increase caster level to 5 (375), access to 3rd-level wizard spells (1800), first 3rd-level spell slot (300), fourth Feat (600) 6th level (4,810 / 15,265): d4 Hit Die (360), 2 skill points (90), +1 to BAB (450), +1 to all saves (1650), increase appropriate level for familiar to 6 (300), increase caster level to 6 (450), third 2nd-level spell slot (180), second 3rd-level spell slot (330), fifth Feat (1000) 7th level (5,185 / 20,450): d4 Hit Die (360), 2 skill points (90), +1 to BAB (450), +1 to all saves (1650), increase appropriate level for familiar to 6 (300), increase caster level to 6 (450), access to 4th-level wizard spells (3200), fourth 1st-level spell slot (70), first 4th-level spell slot (520) 8th level (5,710 / 26,160): d4 Hit Die (480), 2 skill points (110), +1 to BAB (600), +1 to Will Saves (1800), increase appropriate level for familiar to 8 (400), increase caster level to 8 (600), third 3rd-level spell slot (360), second 4th-level spell slot (560), second attribute increase (800) 9th level (10,185 / 36,345): d4 Hit Die (540), 2 skill points (120), +1 to Fort and Ref Saves (900), increase appropriate level for familiar to 9 (450), increase caster level to 9 (675), access to 5th-level wizard spells (5000), fourth 2nd-level spell slot (200), first 5th-level spell slot (800), sixth Feat (1500) 10th level (8,730 / 45,075): d4 Hit Die (600), 2 skill points (130), +1 to BAB (750), +1 to Will Saves (2450), increase appropriate level for familiar to 10 (500), increase caster level to 10 (750), third 4th-level spell slot (600), second 5th-level spell slot (850), seventh Feat (2100) 11th level (10,905 / 55,980): d4 Hit Die (660), 2 skill points (140), increase appropriate level for familiar to 11 (550), increase caster level to 11 (825), access to 6th-level wizard spells (7200), third 4th-level spell slot (390), first 6th-level spell slot (1140) 12th level (14,170 / 70,150): d4 Hit Die (720), 2 skill points (150), +1 to BAB (900), +1 to all Saves (4800), increase appropriate level for familiar to 12 (600), increase caster level to 12 (900), third 5th-level spell slot (900), second 6th-level spell slot (1200), eighth Feat (2800), third ability score increase (1200) 13th level (14,545 / 84,695): d4 Hit Die (780), 2 skill points (160), increase appropriate level for familiar to 13 (650), increase caster level to 13 (975), access to 7th-level wizard spells (9800), fourth 4th-level spell slot (640), first 7th-level spell slot (1540) 14th level (10,730 / 95,425): d4 Hit Die (840), 2 skill points (170), +1 to BAB (1050), +1 to Will Saves (4050), increase appropriate level for familiar to 14 (700), increase caster level to 14 (1050), third 6th-level spell slot (1260), second 7th-level spell slot (1610) 15th level (29,305 / 124,730): d4 Hit Die (900), 2 skill points (180), +1 to Fort and Ref Saves (2500), increase appropriate level for familiar to 15 (750), increase caster level to 15 (1125), access to 8th-level wizard spells (12800), fourth 5th-level spell slot (950), first 8th-level spell slot (2000), ninth and tenth Feats (8100) 16th level (14,710 / 139,440): d4 Hit Die (960), 2 skill points (190), +1 to BAB (1200), +1 to Will Saves (5000), increase appropriate level for familiar to 16 (800), increase caster level to 16 (1200), third 7th-level spell slot (1680), second 8th-level spell slot (2080), fourth ability score increase (1600)

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17th level (23,385 / 162,825): d4 Hit Die (1020), 2 skill points (200), increase appropriate level for familiar to 17 (850), increase caster level to 17 (1275), access to 9th-level spells (16200), fourth 6th-level spell slot (1320), first ninth-level spell slot (2520) 18th level (24,810 / 187,635): d4 Hit Die (1080), 2 skill points (210), +1 to BAB (1350), +1 to all Saves (9650), increase appropriate level for familiar to 18 (900), increase caster level to 18 (1350), third 8th-level spell slot (2160), second 9th-level spell slot (2610), eleventh Feat (5500) 19th level (8,185 / 195,820): d4 Hit Die (1140), 2 skill points (220), increase appropriate level for familiar to 19 (950), increase caster level to 19 (1425), fourth 7th-level spell slot (1750), third 9th-level spell slot (2700) 20th level (26,260 / 222,080): d4 Hit Die (1200), 2 skill points (230), +1 to BAB (1500), +1 to Will Saves (7200), increase appropriate level for familiar to 20 (1000), increase caster level to 20 (1500), fourth 8th-level spell slot (2240), fourth 9th-level spell slot (2790), twelfth Feat (6600), fifth ability score increase (2000)

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Appendix C: LegalAppendix C: LegalAppendix C: LegalAppendix C: Legal OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE

• Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. • System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors

Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

• Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

• Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing • Character Portraits: Fantasy Heroines copyright 2003, Mongoose Publishing • Monte Cook’s Arcana Unearthed and Monte Cook’s Arcana Unearthed: Way of the

Staff Copyright 2003 Monte J. Cook. All rights reserved. Buy the Numbers Copyright 2004, 2005, Spencer T. Cooley, Originally published in Electronic Form by S.T. Cooley Publishing, http://www.stcooleypublishing.com/ (END OF LICENSE)

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AfterwordAfterwordAfterwordAfterword Little did I know when I released Buy the Numbers as an electronic book in the middle of 2004 that it would become by far the best-received work of my little stable of releases. I was rather surprised – pleasantly so, but still surprised – that there seemed to be such an interest in a work that was, at best, rather math-heavy and made a rather complicated rule set even more complicated. Then the e-mails started rolling in. Apparently the ability to truly break free of (nearly) all restrictions imposed by the “class and level” system – and to build a character exactly the way you want to – was a powerful idea. I myself cut my teeth on “class and level” gaming, but had liked the flexibility of a la carte systems as I grew in gaming, so I understood the appeal, but I didn’t know that it was so broad. When the 2005 ENnie awards nomination period rolled around, I already knew I had an electronic “best-seller” on my hands. I had several people encourage me to submit this work for nomination. I did, and to my great delight, I received a nomination for “Best Electronic Product.” I didn’t’ win, but hey, just being in the race was an honor for me. It was at that point that I realized just how powerful this little product of mine had become – despite the inadequacies of the author, the ideas blazed through wonderfully. Moreover, the recognition was a high point for me – I felt like I produced quality work, but I worried that, much like I do with my children, I see my work through prejudiced and idealized eyes. It was nice to have someone else, in effect, tell me that “yeah, you did good.” So here I am, putting the finishing touches on the slightly revised-and-expanded version that will be going to print – not just e-paper – just a few days shy of my 30th birthday. I’m excited, a little nervous, but mostly just relieved to be able to have a print product to point to. Life has changed so much for me since I published my first electronic product, the Enchiridion of Mystic Music – I’ve gone from having one newborn in the home to having three children in the home, I’ve moved twice, I’ve had one computer literally fry its innards on me, and all the while … I’ve had a blast. On the down side, all of this business in my life has largely kept me away from gaming – both writing and playing – and I’ve had to make use of what limited time I can squeeze in around my family to prep these works. My time is becoming increasingly limited, though, and so I somewhat fear this may be my magnum opus. Not that it’s a bad one, mind you, but I don’t know that I’ll have the time to do something this time-consuming again in the near future. To all those who have written me e-mails – about anything I’ve written – thank you for trusting me to be a little part of your games. Thank you for your encouragement. And since you’re reading this – thank you for your purchase. I appreciate it, I truly do. May you find the same joy and wonder in your games that I have found in mine.

Spencer “The Sigil” Cooley

December 15th, 2005