Professional Documents
Culture Documents
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 stcooley@stcooleypublishing.com, 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.
Introduction
Im quite proud of this work, even if it is a very dry read. If youre willing to try to customize
characters EXACTLY the way you want them, this work is for you. Its 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, Ive 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 numbercrunching 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 youll 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 everyones 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 cant 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!
Effective 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
characters effective level and represents the
character level that a Buy the Numbers
characters 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
th
Rules who had earned 4,000 XP would be 4
level.
Hit 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 characters 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
th
characters of 5 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.
XP Cost
60
80
100
120
140
First HD
120
160
200
240
280
BAB
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
+13
+14
+15
+16
+17
+18
+19
+20
XP Cost
150
300
450
600
750
900
1,050
1,200
1,350
1,500
1,650
1,800
1,950
2,100
2,250
2,400
2,550
2,700
2,850
3,000
Total XP Cost
150
450
900
1,500
2,250
3,150
4,200
5,400
6,750
8,250
9,900
11,700
13,650
15,750
18,000
20,400
22,950
25,650
28,500
31,500
Base Save
+1
XP Cost
50
Total XP Cost
50
Purchased
st
1
50
50
nd
2
100
150
rd
3
300
450
th
4
600
1,050
th
5
1,000
2,050
th
6
1,500
3,550
th
7
2,100
5,650
th
8
2,800
8,450
th
9
3,600
12,050
th
10
4,500
16,550
th
11
5,500
22,050
th
12
6,600
28,650
th
13
7,800
36,450
th
14
9,100
45,550
th
15
10,500
56,050
th
16
12,000
68,050
th
17
13,600
81,650
th
18
15,300
96,950
th
19
17,100
114,050
th
20
19,000
133,050
th
For feats beyond the 20 feat, the XP Cost to
purchase the Feat is 50 XP times the number
of the Feat times one less than the number of
st
the Feat (e.g., the 21 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 characters 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
th
with 20 Feats paid 19,000 XP for the 20
st
Feat; the 21 Feat costs him 20 x 100 XP plus
19,000 XP or 21,000 XP).
+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)
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 humans 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
th
Feats must spend 1,500 XP to gain his 6
Feat, while a character with 0 Feats who
wishes to gain 6 Feats must spend 3,550 XP).
Feat
Int
Score
Skills
Base XP
Cost
XP Cost
Skill Ranks
Skill ranks, which are tied to a characters
Intelligence score in the core rules, are
partially tied to a characters 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).
Total XP Cost
0-1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20+
20
18
16
14
12
10
Attribute 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
st
1
nd
2
rd
3
th
4
th
5
XP Cost
Total XP Cost
400
800
1,200
1,600
2,000
400
1,200
2,400
4,000
6,000
th
Proficiencies
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
All Simple
Weapons
All Martial
Weapons
Single Simple
or Martial
Weapon of
choice
10
Prerequisites
XP
Cost
None
50
75
None
10
Single Exotic
Weapon of
choice
Light Armor
Medium Armor
Heavy Armor
Shields
100
50
50
50
25
11
12
Greater
Weapon
Camouflage
The character can use the Hide skill in any
sort of natural terrain, even if the terrain
doesnt grant cover or concealment.
XP Cost: 1,950 XP
Prerequisites: Trackless Step
Alignment-Based Aura
The character has a particularly powerful aura
corresponding his deitys (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
st
at least 1 level or the Divine Grace simple
ability (see below).
13
Fast Movement
The characters 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 characters speed because of
any load carried or armor worn.
XP Cost: 600 XP*
Greater Rage
The characters 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
Detect Evil
At will, a character can use detect evil, as the
spell, as though cast by a sorcerer of the
characters Effective Character Level.
XP Cost: 300 XP
Prerequisites: Good alignment, Divine Grace
Improved Evasion
The characters 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
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)
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*
14
Mighty Rage
The characters 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
Knowledge (nature) and Survival checks.
XP Cost: 300 XP
on
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 doesnt 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
15
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 rollif he is denied his
Dexterity bonus to AC, he cant 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 characters
attack of opportunity for that round.
Even a character with the Combat
Reflexes
feat
cant
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 rogues ability to wriggle free from
magical effects that would otherwise
control or compel him. If a rogue with
slippery mind is affected by an
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 characters 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
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
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
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
16
17
18
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
th
Starting Appropriate Level: 6
Prerequisites: Fast Movement
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
characters 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
19
level
is
Body,
Purity of
being
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 characters
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
20
Ki Strike
The characters 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
characters 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 doesnt 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 doesnt provoke an attack of opportunity.
The character decides how many of his daily
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 characters 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
21
22
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
23
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
(characters 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 characters 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 victims
saving throw succeeds, the attack is just a
normal sneak attack. Once the character has
24
25
Introduction
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.
Caster 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, well 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 casters ruling attribute as a
separate and distinct variable.
26
Caster Level
The most fundamental unit of measure as to
the competence of a spellcaster is his caster
level. As a characters 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.
27
28
Prerequisites
29
0 -level slots
st
1 -level slots
nd
2 -level slots
rd
3 -level slots
th
4 -level slots
th
5 -level slots
th
6 -level slots
th
7 -level slots
th
8 -level slots
th
9 -level slots
Intermediate
Spell List
th
0 -level slots
st
1 -level slots
nd
2 -level slots
rd
3 -level slots
th
4 -level slots
th
5 -level slots
th
6 -level slots
th
7 -level slots
th
8 -level slots
th
9 -level slots
Minor Spell List
th
th
0 -level slots
st
1 -level slots
XP Cost
th
3 x new total 0 level
spell slots
st
5 x (new total 1 level
spell slots plus 3)
nd
10 x (new total 2 level
spell slots plus 6)
rd
15 x (new total 3 level
spell slots plus 9)
th
20 x (new total 4 level
spell slots plus 12)
th
25 x (new total 5 level
spell slots plus 15)
th
30 x (new total 6 level
spell slots plus 18)
th
35 x (new total 7 level
spell slots plus 21)
th
40 x (new total 8 level
spell slots plus 24)
th
45 x (new total 9 level
spell slots plus 27)
nd
2 -level slots
rd
3 -level slots
th
4 -level slots
th
5 -level slots
th
6 -level slots
th
7 -level slots
th
8 -level slots
th
9 -level slots
Spells Known
XP Cost
th
Spell Level
th
0 -level
st
1 -level
nd
2 -level
XP Cost
30
3 -level
th
4 -level
th
5 -level
th
6 -level
th
7 -level
th
8 -level
th
9 -level
160
290
460
670
920
1210
1540
Spells
for
Domains
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
31
Grafting
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 Necromancer
32
Role--Building
Role
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 characters
effective level. Some examples of this are
given below to explain this better (all
characters are assumed to have completely
average stats of 10s across the board to
make calculation easier).
The 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.
33
JackJack-ofof-AllAll-Trades Magician
The concept: This is the character that can
do it all magically has the ability to access
rd
any spell list for spells up to 3 level and
casts up to three spells from any of those lists
each day. Well make him an adventuring
th
type with other abilities roughly equal to a 5 level wizard, but without a familiar.
th
34
35
36
Considering
the
characters
constant
exposure to cold, we might also consider
giving him the Endurance Feat for free. At his
th
level (8 ), we expect him to have three Feats
st
rd
th
(one each at 1 , 3 , and 6 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.
37
Class Features:
Level
st
1
BAB
+1
Fort
+2
Ref
+0
Will
+0
Special
Cold Resistance: 2, Additional Rage/Day, +1 arcane
spellcaster level
nd
2
+2
+3
+0
+0
Icy Burst (melee) 1/day, Endurance, +1 arcane
spellcaster level
rd
3
+3
+3
+1
+1
Icy Burst (ranged) 1/day, +1 arcane spellcaster level
with any other qualities including the icy
burst quality the weapon itself may have).
Class Abilities:
This ability may be used once per day and is
Cold Resistance: 2 (Su) The character
separate and distinct from his Icy Burst
(melee) ability.
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.
38
XP Cost
0 - 2,499
2,500 4,499
4,500 7,499
7,500 11,499
11,500 16,499
16,500 22,499
22,500 29,499
29,500 37,499
37,500 46,499
46,500 56,499
56,500 67,499
67,500 79,499
79,500 92,499
92,500 106,499
106,500 121,499
121,500 137,499
137,500 154,499
154,500 172,499
172,500 191,499
191,500 211,500
39
Barbarian
st
1 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)
nd
2 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)
rd
3 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)
th
4 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)
th
5 level (3,260 / 11,625): d12 Hit Die (700), 4 skill points (310), +1 to BAB (750), Improved
Uncanny Dodge (1,500)
th
6 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)
th
7 level (4,520 / 20,935): d12 Hit Die (980), 4 skill points (390), +1 to BAB (1050), Damage
Reduction 1/- (2100)
th
8 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)
th
9 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)
th
10 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)
th
11 level (7,040 / 48,190): d12 Hit Die (1540), 4 skill points (550), +1 to BAB (1650), Greater
Rage (3300)
th
12 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)
th
13 level (8,300 / 69,510): d12 Hit Die (1820), 4 skill points (630), +1 to BAB (1950), Damage
Reduction 3/- (3900)
th
14 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)
th
15 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)
th
16 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)
th
17 level (10,820 / 121,635): d12 Hit Die (2380), 4 skill points (790), +1 to BAB (2550), Tireless
Rage (5100)
th
18 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)
th
19 level (12,080 / 153,765): d12 Hit Die (2660), 4 skill points (870), +1 to BAB (2850), Damage
Reduction 5/- (5700)
th
20 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)
40
Bard
st
1 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
th
th
spontaneous arcane 0 -level slots (18), 4 0 -level known spells (20), first feat (50)
nd
2 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),
st
th
th
access to 1 -level bard spells (150), add third 0 -level spell slot (18), add 0 -level known spell (5)
st
and 2 1 -level known spells (20)
rd
3 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
st
th
arcane/spontaneous/Cha-based caster level to 3 (225), add first 1 -level spell slot (30), add 0 st
level spell known (5), add 1 -level spell known (10), second feat (100)
th
4 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
nd
trivia appropriate level to 4 (200), Increase caster level to 4 (300), access to 2 -level bard spells
st
nd
(600), add second 1 -level spell slot (40), add two 2 -level spells known (140), first ability score
increase (400)
th
5 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
st
nd
st
level to 5 (375), add third 1 -level spell slot (50), add first 2 -level spell slot (100), add 1 -level
nd
spell known (10), add 2 -level spell known (70)
th
6 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
nd
second 2 -level spell slot (120), third Feat (300)
th
7 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),
rd
nd
increase caster level to 7 (525), access to 3 -level bard spells (1350), add 2 -level known spell
rd
(70), add two 3 -level known spells (320)
th
8 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
nd
trivia appropriate level to 8 (400), increase caster level to 8 (600), add third 2 -level spell slot
rd
rd
(140), add first 3 -level spell slot (210), add one 3 -level known spell (160), second ability score
increase (400)
th
9 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
rd
(900), increase trivia appropriate level to 9 (450), increase caster level to 9 (675), add second 3 level spell slot (240), fourth feat (600)
th
10 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),
th
increase trivia appropriate level to 10 (500), increase caster level to 10 (750), access to 4 -level
rd
th
bard spells (2400), add one 3 -level known spell (160), add two 4 -level known spells (580)
th
11 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
rd
th
11 (550), increase caster level to 11 (825), add third 3 -level spell slot (270) and first 4 -level
th
spell slot (360), add one 4 -level known spell (290)
th
12 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
th
level to 12 (900), add second 4 -level spell slot (400), fifth feat (1000), third ability score increase
(1200)
41
th
13 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
th
th
caster level to 13 (975), access to 5 -level bard spells (3750), add one 4 -level known spell
th
(290), add two 5 -level known spells (920)
th
14 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),
th
increase trivia appropriate level to 14 (700), increase caster level to 14 (1050), add fourth 0 -level
th
th
th
spell slot (24), add third 4 -level spell slot (440), add first 5 -level spell slot (550), add one 5 level known spell (460)
th
15 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
st
th
to 15 (1125), add fourth 1 -level spell slot (60), add second 5 -level spell slot (600), sixth feat
(1500)
th
16 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),
th
increase trivia appropriate level to 16 (800), increase caster level to 16 (1200), access to 6 -level
nd
st
th
bard spells (5400), fourth 2 -level spell slot (160), add 1 -level known spell (10), add 5 -level
th
known spell (460), add two 6 -level known spells (1340), fourth attribute increase (1600)
th
17 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
rd
th
th
caster level to 17 (1275), fourth 3 -level spell slot (300), third 5 -level spell slot (650), first 6 nd
th
level spell slot (780), add one 2 -level known spell (70), add one 6 -level known spell (670)
th
18 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
th
th
rd
to 18 (1350), add fourth 4 -level spell slot (480), add second 6 -level spell slot (840), add 3 level known spell (160), seventh feat (2100)
th
19 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
th
th
19 (950), increase caster level to 19 (1425), add fourth 5 -level spell slot (650), add third 6 -level
th
th
spell slot (900), add 4 -level known spell (290), add 6 -level known spell (670)
th
20 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),
th
increase trivia appropriate level to 20 (1000), increase caster level to 20 (1500), add fourth 6 th
level spell slot (960), add 5 -level known spell (460), fifth ability score increase (2000)
42
Cleric
st
1 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
st
st
domain (400), access to 1 -level spells for two domains (100), 1 -level domain spell slot (10),
th
st
th
access to 0 -level and 1 -level cleric spells (250), first through third 0 -level spell slots (18), first
st
1 -level spell slot (20), spell conversion healing/inflict spells (300), Alignment-based Aura (200)
nd
2 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),
th
st
fourth 0 -level spell slot (12), second 1 -level spell slot (25)
rd
3 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
nd
nd
to 3 (225), access to 2 -level spells for two domains (400), first 2 -level domain spell slot (30),
nd
nd
access to 2 -level cleric spells (800), first 2 -level spell slot (70)
th
4 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
th
st
(200), increase caster level to 4 (300), fifth 0 -level spell slot (15), third 1 -level spell slot (30),
nd
second 2 -level spell slot (80)
th
5 level (4,115 / 14,780): d8 Hit Die (500), 2 skill points (80), increase Turn Undead appropriate
rd
level to 5 (250), increase caster level to 5 (375), access to 3 -level spells for two domains (900),
rd
rd
rd
first 3 -level domain spell slot (60), access to 3 -level cleric spells (1800), first 3 -level spell slot
(150)
th
6 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
nd
rd
to 6 (450), third 2 -level spell slot (90), second 3 -level spell slot (165)
th
7 level (7,638 / 27,713): d8 Hit Die (700), 2 skill points (100), +1 to BAB (750), increase Turn
th
Undead appropriate level to 7 (350), increase caster level to 7 (525), access to 4 -level spells for
th
th
two domains (1600), first 4 -level domain spell slot (100), access to 4 -level cleric spells (3200),
th
st
th
sixth 0 -level spell slot (18), fourth 1 -level spell slot (35), first 4 -level spell slot (260)
th
8 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
rd
th
8 (400), increase caster level to 8 (600), third 3 -level spell slot (180), second 4 -level spell slot
(280)
th
9 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),
th
th
access to 5 -level spells for two domains (2500), first 5 -level domain spell slot (150), access to
th
nd
th
5 -level cleric spells (5000), fourth 2 -level spell slot (100), first 5 -level spell slot (400)
th
10 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
th
th
to 10 (750), third 4 -level spell slot (300), second 5 -level spell slot (425)
th
11 level (15,630 / 71,413): d8 Hit Die (1100), 2 skill points (140), +1 to BAB (1200), increase
th
Turn Undead appropriate level to 11 (550), increase caster level to 11 (825), access to 6 -level
th
th
spells for two domains (3600), first 6 -level domain spell slot (210), access to 6 -level cleric
st
rd
th
spells (7200), fifth 1 -level spell slot (40), fourth 3 -level spell slot (195), first 6 -level spell slot
(570)
th
12 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
th
appropriate level to 12 (600), increase caster level to 12 (900), third 5 -level spell slot (450),
th
second 6 -level spell slot (600)
th
13 level (19,265 / 105,328): d8 Hit Die (1300), 2 skill points (160), increase Turn Undead
th
appropriate level to 13 (650), increase caster level to 13 (975), access to 7 -level spells for two
th
th
domains (4900), first 7 -level domain spell slot (280), access to 7 -level cleric spells (9800), fifth
nd
th
th
2 -level spell slot (110), fourth 4 -level spell slot (320), first 7 -level spell slot (770)
43
th
14 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
th
th
to 14 (1050), third 6 -level spell slot (630), second 7 -level spell slot (805)
th
15 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
th
th
caster level to 15 (1125), access to 8 -level spells for two domains (6400), first 8 -level domain
th
rd
th
spell slot (360), access to 8 -level cleric spells (12800), fifth 3 -level spell slot (210), fourth 5 th
level spell slot (475), first 8 -level spell slot (1000)
th
16 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
th
th
level to 16 (800), increase caster level to 16 (1200), third 7 -level spell slot (840), second 8 -level
spell slot (1040)
th
17 level (31,035 / 198,988): d8 Hit Die (1700), 2 skill points (200), increase Turn Undead
th
appropriate level to 17 (850), increase caster level to 17 (1275), access to 9 -level spells for two
th
th
domains (8100), first 9 -level domain spell slot (450), access to 9 -level cleric spells (16200), fifth
th
th
th
4 -level spell slot (340), fourth 6 -level spell slot (660), first 9 -level spell slot (1260)
th
18 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),
th
th
increase caster level to 18 (1350), fourth 7 -level spell slot (875), third 8 -level spell slot (1080),
th
second 9 -level spell slot (1305)
th
19 level (8,445 / 232,903): d8 Hit Die (1900), 2 skill points (220), +1 to BAB (2100), increase
th
Turn Undead appropriate level to 19 (950), increase caster level to 19 (1425), fifth 5 -level spell
th
slot (500), third 9 -level spell slot (1350)
th
20 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
th
th
level to 20 (1000), increase caster level to 20 (1500), fourth 8 -level spell slot (1120), fourth 9 level spell slot (1395)
44
Druid
st
1 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 natures ally
(300), Nature Sense (300), increase caster level for divine, prepared, Wis-based spells to 1 (75),
th
st
th
access to 0 -level and 1 -level druid spells (250), first through third 0 -level spell slots (18), first
st
1 -level spell slot (20)
nd
2 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),
th
st
increase caster level to 2 (150), fourth 0 -level spell slot (12), second 1 -level spell slot (25)
rd
3 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
nd
nd
(900), increase caster level to 3 (225), access to 2 -level druid spells (800), first 2 -level spell
slot (70)
th
4 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
th
(200), Resist Natures Lure (1200), increase caster level to 4 (300), fifth 0 -level spell slot (15),
st
nd
third 1 -level spell slot (30), second 2 -level spell slot (80)
th
5 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
rd
Wild Shape natural (250), increase caster level to 5 (375), access to 3 -level druid spells
rd
(1800), first 3 -level spell slot (150)
th
6 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
nd
rd
caster level to 6 (450), third 2 -level spell slot (90), second 3 -level spell slot (165)
th
7 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
th
(350), third daily use of Wild Shape natural (750), increase caster level to 7 (525), access to 4 th
st
th
level druid spells (3200), sixth 0 -level spell slot (18), fourth 1 -level spell slot (35), first 4 -level
spell slot (260)
th
8 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
rd
th
(600), third 3 -level spell slot (180), second 4 -level spell slot (280)
th
9 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
th
nd
th
5 -level druid spells (5000), fourth 2 -level spell slot (100), first 5 -level spell slot (400)
th
10 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),
th
th
increase caster level to 10 (750), third 4 -level spell slot (300), second 5 -level spell slot (425)
th
11 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
th
st
11 (550), increase caster level to 11 (825), access to 6 -level druid spells (7200), fifth 1 -level
rd
th
spell slot (40), fourth 3 -level spell slot (195), first 6 -level spell slot (570)
th
12 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),
th
th
increase caster level to 12 (900), third 5 -level spell slot (450), second 6 -level spell slot (600)
th
13 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
th
natural to 13 (650), increase caster level to 13 (975), access to 7 -level druid spells (9800), fifth
nd
th
th
2 -level spell slot (110), fourth 4 -level spell slot (320), first 7 -level spell slot (770)
45
th
14 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
th
th
caster level to 14 (1050), third 6 -level spell slot (630), second 7 -level spell slot (805)
th
15 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
th
rd
th
to 15 (1125), access to 8 -level druid spells (12800), fifth 3 -level spell slot (210), fourth 5 -level
th
spell slot (475), first 8 -level spell slot (1000)
th
16 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),
th
th
increase caster level to 16 (1200), third 7 -level spell slot (840), second 8 -level spell slot (1040)
th
17 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
th
th
th
(1275), access to 9 -level druid spells (16200), fifth 4 -level spell slot (340), fourth 6 -level spell
th
slot (660), first 9 -level spell slot (1260)
th
18 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
th
use of Wild Shape elemental (1600), increase caster level to 18 (1350), fourth 7 -level spell slot
th
th
(875), third 8 -level spell slot (1080), second 9 -level spell slot (1305)
th
19 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
th
th
to 19 (1425), fifth 5 -level spell slot (500), third 9 -level spell slot (1350)
th
20 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
th
th
elemental (2400), increase caster level to 20 (1500), fourth 8 -level spell slot (1120), fourth 9 level spell slot (1395)
46
Fighter
st
1 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)
nd
2 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)
rd
3 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)
th
4 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)
th
5 level (1,430 / 10,080): d10 Hit Die (600), 2 skill points (80), +1 to BAB (750)
th
6 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)
th
7 level (1,990 / 18,730): d10 Hit Die (840), 2 skill points (100), +1 to BAB (1050)
th
8 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)
th
9 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)
th
10 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)
th
11 level (3,110 / 48,740): d10 Hit Die (1320), 2 skill points (140), +1 to BAB (1650)
th
12 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)
th
13 level (3,670 / 77,500): d10 Hit Die (1560), 2 skill points (160), +1 to BAB (1950)
th
14 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)
th
15 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)
th
16 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)
th
17 level (4,790 / 133,930): d10 Hit Die (2040), 2 skill points (200), +1 to BAB (2550)
th
18 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)
th
19 level (5,350 / 179,600): d10 Hit Die (2280), 2 skill points (220), +1 to BAB (2850)
th
20 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)
47
Monk
st
1 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)
nd
2 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)
rd
3 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)
th
4 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)
th
5 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)
th
6 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)
th
7 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)
th
8 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)
th
9 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)
th
10 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)
th
11 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)
th
12 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)
48
th
13 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)
th
14 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)
th
15 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)
th
16 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)
th
17 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)
th
18 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)
th
19 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)
th
20 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)
49
Paladin
st
1 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)
nd
2 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),
rd
3 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)
th
4 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
st
to 1 -level paladin spells (100)
th
5 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)
th
6 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
st
Disease Ability (600), one use of Remove Disease Ability per week (300), first 1 -level spell slot
(10)
th
7 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)
th
8 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
nd
Mount to 8 (400), access to 2 -level paladin spells (400)
th
9 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)
th
10 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
nd
Mount to 10 (500), first 2 -level spell slot (30)
th
11 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
rd
Mount to 11 (550), access to 3 -level paladin spells (900)
th
12 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
50
Special Mount to 12 (600), third weekly use of Remove Disease Ability (900), first 3 -level spell
slot (60)
th
13 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)
th
14 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
th
11 (550), increase appropriate level for Special Mount to 14 (700), access to 4 -leel paladin
st
spells (1600), second 1 -level spell slot (15)
th
15 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
nd
(750), fourth weekly use of Remove Disease Ability (1200), second 2 -level spell slot (40), first
th
4 -level spell slot (100)
th
16 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)
th
17 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
rd
Mount to 17 (850), second 3 -level spell slot (75)
th
18 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
nd
(900), fifth weekly use of Remove Disease Ability (1500), third 2 -level spell slot (20)
th
19 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
nd
rd
th
Mount to 19 (950), third 2 -level spell slot (50), third 3 -level spell slot (90), second 4 -level spell
slot (120)
th
20 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
th
appropriate level for Special Mount to 20 (1000), third 4 -level spell slot (140)
51
Ranger
st
1 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)
nd
2 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)
rd
3 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)
th
4 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
st
(225), access to 1 -level ranger spells (100), increase Wild Empathy Appropriate level to 4 (200),
first ability score increase (400)
th
5 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)
th
6 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
st
Empathy Appropriate level to 6 (300), first 1 -level spell slot (10)
th
7 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)
th
8 level (10,860 / 39,070): d8 Hit Die (800), 6 skill points (960), +1 to BAB (1200), +1 to Fort and
nd
Ref Saves (3600), increase spellcaster level to 4 (300), access to 2 -level ranger spells (400),
increase Wild Empathy Appropriate level to 8 (400), Swift Tracker (2400), second ability score
increase (800)
th
9 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)
th
10 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),
nd
first 2 -level spell slot (30)
th
11 level (9,030 / 68,745): d8 Hit Die (1100), 6 skill points (1230), +1 to BAB (1650), access to
rd
3 -level ranger spells (900), increase Wild Empathy Appropriate level to 11 (550)
th
12 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
rd
Appropriate level to 12 (600), first 3 -level spell slot (60), third ability score increase (1200)
th
13 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)
th
14 level (21,440 / 115,775): d8 Hit Die (1400), 6 skill points (1500), +1 to BAB (2100), +1 to Fort
th
and Ref Saves (8100), increase spellcaster level to 7 (525), access to 4 -level ranger spells
st
(1600), increase Wild Empathy Appropriate level to 14 (700), second 1 -level spell slot (15)
th
15 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
nd
bonus to +8 (2000), increase Wild Empathy Appropriate level to 15 (750), second 2 -level spell
th
slot (40), first 4 -level spell slot (100)
th
16 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)
th
17 level (16,095 / 162,280): d8 Hit Die (1700), 6 skill points (1770), +1 to BAB (2550), increase
rd
Wild Empathy Appropriate level to 17 (850), Hide in Plain Sight (2550), second 3 -level spell slot
(75)
52
th
18 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
st
Appropriate level to 18 (900), third 1 -level spell slot (20)
th
19 level (79,10 / 192,045): d8 Hit Die (1900), 6 skill points (1950), +1 to BAB (2850), increase
nd
rd
Wild Empathy Appropriate level to 19 (950), third 2 -level spell slot (50), third 3 -level spell slot
th
(90), second 4 -level spell slot (120)
th
20 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
th
(1000), third 4 -level spell slot (140), fifth ability score increase (2000)
53
Rogue
st
1 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)
nd
2 level (2,700 / 5,245): d6 Hit Die (160), +1 to BAB (150), +1 to Ref Saves (450), 8 Skill Points
(740), Evasion (1200)
rd
3 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)
th
4 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)
th
5 level (2,070 / 13,785): d6 Hit Die (400), 8 skill points (1220), Sneak Attack increase to 3d6
(450)
th
6 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)
th
7 level (3,450 / 22,095): d6 Hit Die (560), 8 skill points (1540), +1 to BAB (750), Sneak Attack
increase to 4d6 (600)
th
8 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)
th
9 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)
th
10 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)
th
11 level (5,160 / 49,945): d6 Hit Die (880), 8 skill points (2180), +1 to BAB (1200), increase
Sneak Attack to 6d6 (900)
th
12 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)
th
13 level (8,490 / 71,735): d6 Hit Die (1040), 8 skill points (2500), increase Sneak Attack to 7d6
(1050), second Rogue Special Ability (3900)
th
14 level (9,330 / 81,065): d6 Hit Die (1120), 8 skill points (2660), +1 to BAB (1500), +1 to Ref
Saves (4050)
th
15 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)
th
16 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)
th
17 level (5,850 / 117,345): d6 Hit Die (1360), 8 skill points (3140), increase Sneak Attack to 9d6
(1350)
th
18 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)
th
19 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)
th
20 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)
54
Sorcerer
st
1 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
th
st
th
st
(75), access to 0 and 1 level sorcerer spells (250), four 0 -level known spells (20), two 1 -level
th
st
known spells (20), first through fifth 0 -level spell slots (90), first through third 1 -level spell slots
(150), simple weapons proficiency (50), first Feat (50)
nd
2 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
th
th
st
0 -level known spell (5), sixth 0 -level spell slot (36), fourth 1 -level spell slot (70)
rd
3 level (905 / 3,311): d4 Hit Die (180), 2 skill points (60), +1 to Fort and Ref Saves (100),
st
increase appropriate level for familiar to 3 (150), increase caster level to 3 (225), add one 1 -level
st
known spell (10), fifth 1 -level spell slot (80), second feat (100)
th
4 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
nd
th
nd
2 level sorcerer spells (800), add one 0 -level known spell (5), add one 2 -level known spell
st
nd
(70), sixth 1 -level spell slot (90), first through third 2 -level spell slots (480), first attribute
increase (400)
th
5 level (1,285 / 8,351): d4 Hit Die (300), 2 skill points (80), increase appropriate level for familiar
st
nd
to 5 (250), increase caster level to 5 (375), add one 1 -level known spell (10), add one 2 -level
nd
known spell (70), fourth 2 -level spell slot (200)
th
6 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
rd
th
rd
to 3 -level sorcerer spells (1800), add one 0 -level known spell (5), add one 3 -level known spell
nd
rd
(160), fifth 2 -level spell slot (220), first through third 3 -level spell slots (990), third Feat (300)
th
7 level (2,265 / 17,391): d4 Hit Die (420), 2 skill points (100), increase appropriate level for
st
familiar to 7 (350), increase caster level to 7 (525), add one 1 -level known spell (10), add one
nd
rd
nd
2 -level known spell (70), add one 3 -level known spell (160), sixth 2 -level spell slot (240),
rd
fourth 3 -level spell slot (390)
th
8 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),
th
th
th
access to 4 -level sorcerer spells (3200), add one 0 -level known spell (5), add one 4 -level
rd
th
known spell (290), fifth 3 -level spell slot (420), first through third 4 -level spell slots (1680),
second attribute increase (800)
th
9 level (4,895 / 32,671): d4 Hit Die (540), 2 skill points (120), +1 to Fort and Ref Saves (900),
nd
increase appropriate level for familiar to 9 (450), increase caster level to 9 (675), add one 2 rd
th
level known spell (70), add one 3 -level known spell (160), add one 4 -level known spell (290),
rd
th
sixth 3 -level spell slot (450), fourth 4 -level spell slot (640), fourth Feat (600)
th
10 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),
th
th
th
access to 5 -level sorcerer spells (5000), add one 0 -level known spell (5), add one 5 -level
th
th
known spell (460), fifth 4 -level spell slot (680), first through third 5 -level spell slots (2550)
th
11 level (4,825 / 51,371): d4 Hit Die (660), 2 skill points (140), increase appropriate level for
nd
familiar to 11 (550), increase caster level to 11 (825), add one 2 -level known spell (70), add one
rd
th
th
3 -level known spell (160), add one 4 -level known spell (290), add one 5 -level known spell
th
th
(460), sixth 4 -level spell slot (720), fourth 5 -level spell slot (950)
th
12 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),
th
th
th
access to 6 -level sorcerer spells (7200), add one 6 -level known spell (670), fifth 5 -level spell
th
slot (1000), first through third 6 -level spell slots (3600), fifth Feat (1000), third attribute increase
(1200)
th
13 level (6,355 / 80,466): d4 Hit Die (780), 2 skill points (160), increase appropriate level for
th
familiar to 13 (650), increase caster level to 13 (975), add one 4 -level known spell (290), add
th
th
th
one 5 -level known spell (460), add one 6 -level known spell (670), sixth 5 -level spell slot
th
(1050), fourth 6 -level spell slot (1320)
55
th
14 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
th
th
th
(1050), access to 7 -level sorcerer spells (9800), add one 7 -level known spell (920), fifth 6 th
level spell slot (1380), first through third 7 -level spell slots (4830)
th
15 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
th
th
th
one 5 -level known spell (460), add one 6 -level known spell (670), add one 7 -level known spell
th
th
(920), sixth 6 -level spell slot (1440), fourth 7 -level spell slot (1750), sixth Feat (1500)
th
16 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
th
th
th
(1200), access to 8 -level sorcerer spells (12800), add one 8 -level known spell (1210), fifth 7 th
level spell slot (1820), first through third 8 -level spell slots (6240), fourth attribute increase
(1600)
th
17 level (9,605 / 160,076): d4 Hit Die (1020), 2 skill points (200), increase appropriate level for
th
familiar to 17 (850), increase caster level to 17 (1275), add one 7 -level known spell (920), add
th
th
th
one 8 -level known spell (1210), sixth 7 -level spell slot (1890), fourth 8 -level spell slot (2240)
th
18 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
th
th
th
(1350), access to 9 -level sorcerer spells (16200), add one 9 -level known spell (1540), fifth 8 th
level spell slot (2320), first through third 9 -level spell slots (7830), seventh Feat (2100)
th
19 level (11,675 / 216,281): d4 Hit Die (1140), 2 skill points (220), increase appropriate level for
th
familiar to 19 (950), increase caster level to 19 (1425), add one 8 -level known spell (1210), add
th
th
th
one 9 -level known spell (1540), sixth 8 -level spell slot (2400), fourth 9 -level spell slot (2790)
th
20 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
th
th
(1500), add one 9 -level known spell (1540), fifth and sixth 9 -level spell slots (5850), fifth
attribute increase (2000)
56
Wizard
st
1 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),
th
st
th
st
access to 0 and 1 level wizard spells (250), first through third 0 -level spell slots (36), first 1 level spell slot (40), first and second Feats (150)
nd
2 level (1,094 / 2,265): d4 Hit Die (120), 2 skill points (50), +1 to BAB (150), +1 to Will Saves
th
(450), increase appropriate level for familiar to 2 (100), increase caster level to 2 (150), fourth 0 st
level spell (24), second 1 -level spell (50)
rd
3 level (1,955 / 4,220): d4 Hit Die (180), 2 skill points (60), +1 to Fort and Ref Saves (100),
nd
increase appropriate level for familiar to 3 (150), increase caster level to 3 (225), access to 2 nd
level wizard spells (800), first 2 -level spell slot (140), third Feat (300)
th
4 level (2,530 / 6,750): d4 Hit Die (240), 2 skill points (70), +1 to BAB (300), +1 to Will Saves
st
(800), increase appropriate level for familiar to 4 (200), increase caster level to 4 (300), third 1 nd
level spell slot (60), second 2 -level spell slot (160), first ability score increase (400)
th
5 level (3,705 / 10,455): d4 Hit Die (300), 2 skill points (80), increase appropriate level for
rd
familiar to 5 (250), increase caster level to 5 (375), access to 3 -level wizard spells (1800), first
rd
3 -level spell slot (300), fourth Feat (600)
th
6 level (4,810 / 15,265): d4 Hit Die (360), 2 skill points (90), +1 to BAB (450), +1 to all saves
nd
(1650), increase appropriate level for familiar to 6 (300), increase caster level to 6 (450), third 2 rd
level spell slot (180), second 3 -level spell slot (330), fifth Feat (1000)
th
7 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
th
st
th
to 4 -level wizard spells (3200), fourth 1 -level spell slot (70), first 4 -level spell slot (520)
th
8 level (5,710 / 26,160): d4 Hit Die (480), 2 skill points (110), +1 to BAB (600), +1 to Will Saves
rd
(1800), increase appropriate level for familiar to 8 (400), increase caster level to 8 (600), third 3 th
level spell slot (360), second 4 -level spell slot (560), second attribute increase (800)
th
9 level (10,185 / 36,345): d4 Hit Die (540), 2 skill points (120), +1 to Fort and Ref Saves (900),
th
increase appropriate level for familiar to 9 (450), increase caster level to 9 (675), access to 5 nd
th
level wizard spells (5000), fourth 2 -level spell slot (200), first 5 -level spell slot (800), sixth Feat
(1500)
th
10 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),
th
th
third 4 -level spell slot (600), second 5 -level spell slot (850), seventh Feat (2100)
th
11 level (10,905 / 55,980): d4 Hit Die (660), 2 skill points (140), increase appropriate level for
th
familiar to 11 (550), increase caster level to 11 (825), access to 6 -level wizard spells (7200),
th
th
third 4 -level spell slot (390), first 6 -level spell slot (1140)
th
12 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
th
th
5 -level spell slot (900), second 6 -level spell slot (1200), eighth Feat (2800), third ability score
increase (1200)
th
13 level (14,545 / 84,695): d4 Hit Die (780), 2 skill points (160), increase appropriate level for
th
familiar to 13 (650), increase caster level to 13 (975), access to 7 -level wizard spells (9800),
th
th
fourth 4 -level spell slot (640), first 7 -level spell slot (1540)
th
14 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
th
th
(1050), third 6 -level spell slot (1260), second 7 -level spell slot (1610)
th
15 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),
th
th
th
access to 8 -level wizard spells (12800), fourth 5 -level spell slot (950), first 8 -level spell slot
(2000), ninth and tenth Feats (8100)
th
16 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
th
th
(1200), third 7 -level spell slot (1680), second 8 -level spell slot (2080), fourth ability score
increase (1600)
57
th
17 level (23,385 / 162,825): d4 Hit Die (1020), 2 skill points (200), increase appropriate level for
th
familiar to 17 (850), increase caster level to 17 (1275), access to 9 -level spells (16200), fourth
th
6 -level spell slot (1320), first ninth-level spell slot (2520)
th
18 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
th
th
(1350), third 8 -level spell slot (2160), second 9 -level spell slot (2610), eleventh Feat (5500)
th
19 level (8,185 / 195,820): d4 Hit Die (1140), 2 skill points (220), increase appropriate level for
th
th
familiar to 19 (950), increase caster level to 19 (1425), fourth 7 -level spell slot (1750), third 9 level spell slot (2700)
th
20 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
th
th
(1500), fourth 8 -level spell slot (2240), fourth 9 -level spell slot (2790), twelfth Feat (6600), fifth
ability score increase (2000)
58
Appendix 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.
59
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 coadaptability 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 Cooks Arcana Unearthed and Monte Cooks 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)
60
Afterword
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
didnt 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
didnt 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
th
be going to print not just e-paper just a few days shy of my 30 birthday. Im 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
Ive gone from having one newborn in the home to having three children in the home, Ive moved
twice, Ive had one computer literally fry its innards on me, and all the while Ive 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 Ive 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 its a bad one, mind you, but I dont know that Ill
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 Ive written thank you for trusting me
to be a little part of your games. Thank you for your encouragement. And since youre 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.
61