Table 1: RACE Race Multiple Other 1 Table 2: COMBAT VALUE USED Level Multiple Warrior +2 Table 3: SAVING THROW TABLE USED Level Multiple Any other saving throw table O Table 4: HIT DICE PER LEVEL Level Multiple 1d10 +2.5 Table 5: TOP OUT HIT DICE Level Multiple 7 -2 Table 6: ARMOR ALLOWED Level Multiple Limited AC* -0.5 *Limited AC means the character can only use armor of AC 5 or worse. Table 7: WEAPONS ALLOWED Level Multiple One class** -1 **The class is limited to one weapon category (slashing, piercing, bludgeoning, or martial arts types [common, chain, etc]). Table 8: HIT POINTS PER LEVEL BEYOND TOP OUT Degree Multiple +4 +4 Table 9: OPTIONAL ABILITIES Ability Multiple Allowed fighter exceptional Strength bonus +1 Allowed fighter Constitution bonus (at ninth level) +1 Initial proficiency slots +2.25 Use magical items allowed to an existing class +1 Specialization as fighter +1.5 Use any chi discipline +7.5 2 restrictions dropped at ninth level +.50 Table 11: RESTRICTIONS Restriction Multiplier Must donate 10% of all treasure -0.5 Has particular ethos that must be obeyed -1 Cannot own more than 10 magical items -0.5 Ability delayed to higher level** -0.5 **Delayed ability use prevents the character from having the power until he reaches the stated level. No more than two abilities can be delayed. The DM determines the level at which abilities become available for use. Experience Level Points Needed 1 0 2 3,350 3 6,700 4 13,400 5 33,500 6 67,000 7 134,000 8 251,250 9 469,000 10 971,500 11 1,474,000 12 1,976,500 13 2,479,000 14 2,981,500 15 3,484,000 16 3,986,500 17 4,489,000 18 4,991,500 19 5,494,000 20 5,996,500
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