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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