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Buy the Numbers

Spencer The Sigil Cooley

Buy the Numbers

Using Experience Points to provide a Class-less, Level-less fantasy role-playing system


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

Buy the Numbers

Spencer The Sigil Cooley

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
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all black and white illustrations appearing in Appendix B are also Open Game Content.
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Buy the Numbers

Spencer The Sigil Cooley

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!

Spencer The Sigil Cooley


June 26th, 2004

Buy the Numbers

Spencer The Sigil Cooley

Chapter One: Character Fundamentals


allowing characters to buy things a little at a
time, rather than make the character wait to
enjoy one large purchase in a set of abilities
achieved by advancing in level.

This chapter deals with purchasing the


fundamental bonuses and abilities that
define a character Hit Dice, Base Attack
Bonus, Saving Throw bonuses, Feats, Skills,
and Attribute Increases things all characters
receive as they increase in level under the
Core Rules. Later chapters will cover all of
the abilities that are specific to one or more
classes.

This system, of course, leads to more instant


gratification as characters are able to
incrementally
improve
each
adventure
session (or more often, depending upon the
tastes of the GM); rather than wait multiple
sessions to accrue enough XP to advance in
level, after each session, the characters will
be able to improve slightly to reflect their
growing competence. This also means that
characters are more fluid - and requires a lot
of bookwork on the part of the GM unless he
trusts his players to handle the math
themselves.
Still, properly handled, the
excitement of improvement can be seen after
every session and after all, thats one of the
incentives to play role-playing games to see
your character improve.
It wont be as
dramatic an improvement as when the
character leveled up in the Core System
but it will be more frequent.

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.

This also means that the GM must be a little


th
more fluid; a 4 level character with 6,000 XP
remains the same when he has 9,999 XP; by
contrast, a character in the Buy the Numbers
system with 9,999 XP has considerably more
power than a character with 6,000 XP.
Gradations and shadings of level become
more important, so the GM must understand
th
that not all effectively 4 level characters are
created equal! Some (at the 6,000 XP mark)
rd
are closer to 3 level characters in ability
while others (at the 9,999 XP mark) are closer
th
GMs must be
to 5 level characters.
prepared to handle characters that are
constantly improving what stymied a
character last session may be easily handled
this session by a new ability that has been
added, even if the GM awarded only a few
hundred XP last session! It keeps everyone
on their toes, but I hope the flexibility and
constant sense of accomplishment makes it
worthwhile.

In the Buy the Numbers system, players need


to track two XP amounts; the first amount is
the total XP earned through adventuring as
this controls the characters effective level.
The second amount is the unspent XP total;
i.e., the total XP earned less the amount
spent for item creation (per the Core Rules)
and purchasing abilities (per the rules
presented here).
The spent XP is
unavailable to the character for item creation
and ability purchase. This is not entirely
unlike the class and level system where a
first level character spends 1,000 XP to
nd
advance to 2 level and gain the appropriate
abilities; the character can no longer tap into
that 1,000 XP to create magic items or for
other purposes; it is, in effect, spent. The
Buy the Numbers system simply breaks down
the spending to a much more granular level,

Buy the Numbers

Spencer The Sigil Cooley

Character Generation in the Buy


the Numbers System

be noted that the Buy the Numbers system


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

Since the Buy the Numbers method relies on


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

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.

Converting Existing Characters


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

Constitution bonuses apply to each Hit Die as


usual; note that this gives some incentive to
characters with high Constitution scores to
purchase multiple smaller Hit Dice. This
incentive is offset slightly by the fact that
larger Hit Dice offer a slight per hit point
discount on average; the average d4 has a
base cost of 60 XP and yields 2.5 hit points,
for an average base cost of 24 XP per hit
point, while a d12 has a base cost of 140 XP
and yields 6.5 hit points, for an average base
cost of 21.5 XP per hit point.

Notes about Buy the Numbers


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

Buy the Numbers

Spencer The Sigil Cooley

Consequences of this method: It should be


noted immediately that it is less expensive in
the long run to take larger Hit Dice before
taking smaller Hit Dice; for example, compare
the cost of taking a d12 as a first hit die (280
XP), with a d10 as the second Hit Die (240
XP) and a d8 as the third hit die (300 XP); the
total is 720 XP, considerably less than the
total of taking a d12, then a d8, then a d10.
This is offset by the fact that a character will
have to accumulate and expend more
experience points up front to take the larger
Hit Dice, leaving him with fewer hit points and
more vulnerable to spells and affects until he
is able to purchase the larger hit die, as well
as being offset by the potential benefits that
purchasing multiple smaller Hit Dice offer to
characters with high Constitution scores.
Hit Die
d4
d6
d8
d10
d12

XP Cost
60
80
100
120
140

of purchased hit points divided by 6


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

Base Attack Bonus


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

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

Hit Dice - Variants


1.) It is fairly obvious to note that the XP
Cost of a given die is simply 20 times
the mathematical average roll on the
die plus 10 (or, if you prefer, 10 times
two more than the number of sides on
the die); the GM may decide if he so
chooses to allow more esoteric die
types, such as a d3 or a d7 or even a
d1 or a d100 to be used as hit
dice, should he so desire. Note that
allowing small die types, such as a d2
or d3, could easily lead to abuse by
characters with high Constitution
scores.
2.) Buying hit points instead of Hit Dice is
also possible; characters are required
pay 160 XP up front to start with 6 hit
points. Each subsequent hit point
purchased costs 25 XP times the total
number of (purchased) hit points it
brings the character to (i.e., ignore
Constitution bonuses), thus the next
th
hit point (the 7 ) costs 175 XP.
Constitution bonuses should accrue
with every 6 hit points under this
method, and a characters effective
Hit Dice total is equal to the number

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

The XP Cost for a base attack bonus past 20


is 150 XP times the characters new base
attack bonus (e.g., moving from BAB +20 to
BAB +21 requires 21 x 150 XP or 3150 XP).

Base Attack Bonus Variants


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

Buy the Numbers

Spencer The Sigil Cooley

BAB points with a single weapon; i.e.,


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

ranged BAB instead of general


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

4.) With any of the variants described


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

2.) The GM may require (as opposed to


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

Saving Throws (Each)


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

3.) The GM may allow players to


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

Base Save
+1

XP Cost
50

Total XP Cost
50

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

2.) Tying ranks to Hit Dice For those


GMs who like the ceiling that a
characters ranks in a certain skill can
never exceed his character level plus
three, simply add the rule that a
character may not purchase more
ranks in a single skill than his Hit Dice
plus three; this will slow somewhat
the development of the all skills all
the time character.

The XP Cost to purchase a pair of skill ranks


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

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.

Skill Ranks - Variants


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

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

For attribute increases beyond the 5 ,


continue to add 400 XP to the cost of each
th
increase (i.e., the 6 increase costs 2,400 XP,
th
the 7 increase costs 2,800 XP, etc.).

Attribute Increases - Variants


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

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them to achieve truly exceptional


scores in any particular area.

it is recommended that all XP costs


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

3.) Separated Attribute Tracking and


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

2.) The Law of Diminishing Returns


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

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

Proficiency with All


Simple Weapons

75

None

10

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Single Exotic
Weapon of
choice
Light Armor
Medium Armor

Heavy Armor
Shields

Spencer The Sigil Cooley

Proficiency with All


Simple Weapons,
All Martial Weapons
None
Proficiency with
Light Armor and
Shields
Proficiency with
Light Armor,
Medium Armor, and
Shields
None

Step 4: Purchase Feats: A fighter begins


play with two Feats; one from the first level
Feat given to all characters, and a second
fighter bonus Feat. Acquiring our first two
Feats costs 150 XP (50 for the first feat, 100
for the second Feat). This leaves us with 710
generation points to spend.
Step 5: Purchase Skills: A fighter (of normal
intelligence) begins play with 8 skill ranks.
This has a cost of 100 XP (remember, each
pair of ranks costs an amount equal to 10 XP
times the new total number of pairs, so the
cost is 10+20+30+40 XP). This leaves us
with 610 generation points.
Step 6: Purchase Proficiencies: A fighter
has proficiency with all simple (50 XP) and
martial (75 XP) weapons, as well as with light
(50 XP), medium (50 XP), and heavy (50 XP)
armor and shields (25 XP). This costs 300
XP, leaving us with 310 extra generation
points we might choose to spend the extra
points to gain a +1 to Will or Reflex saves (or
both), for instance.
Its obviously not a
perfect fit but the fit is fairly close.

100
50
50

50
25

A character that wishes to purchase


proficiencies after character creation may do
so through purchase of the appropriate Feat
or may acquire the proficiencies through direct
XP expenditure if unwilling to make the
purchase via Fat. If the character is to
acquire proficiencies through direct XP
expenditure, the character must pay the XP
Cost times the effective level of the character
squared (i.e., acquiring proficiencies later in
life quickly becomes very expensive). Thus,
th
a character with 8,000 XP (effectively a 4
level character) who wishes to purchase
proficiency with shields must pay 4 squared
(or 16) times 25 XP (a total of 400 XP) to
acquire that proficiency.

Advancing the Fighter to Second Level


Lets take the fighter above and advance him
to the abilities of a second level fighter, just to
see how many XP it would take (remember, it
takes 1,000 XP for a first-level character to
advance to second level).
Step 1: Add a hit die. He gains a second Hit
Die, a d10, at a cost of 2 (total Hit Dice) times
120 XP (from the Hit Die table) for a cost of
240 XP.
Step 2: Increase Base Attack Bonus. His
Base Attack Bonus increases from +1 to +2 at
a cost of 300 XP (total to this point is 540 XP).
Step 3: Increase his Fortitude Save. His
Fortitude Save increases from +2 to +3 at a
cost of 450 XP (total to this point is 990 XP)
Step 4: Add a Feat. The character picks up a
nd
bonus Fighter Feat at 2 level so we need
another Feat; this is the characters third Feat
overall. The cost is 300 XP (total to this point
is 1,290 XP).
Step 5: Add two more Skill Ranks. These
th
th
are his 9 and 10 skill ranks, or his fifth pair,
for a cost of 50 XP (total: 1,340 XP). This
method makes it a little more expensive for
nd
our fighter to advance to 2 level, but he still
picks up all the abilities well within the XP
nd
parameters of a 2 level character (between
1,000 and 2,999 XP).

How Far Have We Come?


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

11

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Spencer The Sigil Cooley

Step 3: Increase his Reflex and Will Saves.


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

Advancing the Fighter to Third Level


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

Chapter Two: Simple Special Abilities


Abilities
Weapon Focus, followed by Greater Weapon
Specialization; each of these builds on the
characters ability to use a weapon, and so is
an appropriate prerequisite for the next ability
in the chain). Some abilities with exceptional
utility or ability to stack with other bonuses or
allow leveraging of a single score (e.g., a
paladins Divine Grace ability), may be priced
as much as double the normal cost, while
abilities that are perhaps less useful or
specific o a single task with several
restrictions (e.g., a rangers Camouflage
ability), may be priced at half normal cost.
Abilities that have been priced at double the
non-standard cost below have an asterisk (*)
next to the XP cost entry; those that have
been priced at half the standard cost have a
dagger () next to the XP cost entry.

Simple special abilities are abilities that are


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

Abilities Not Listed

A Thousand Faces (Su)


The character gains the ability to alter his
appearance at will as if using the alter self
spell as though cast by a sorcerer of a level
equal the characters Hit Dice.
XP Cost: 3,900 XP

It is possible to incorporate abilities from other


rulebooks into this ruleset as well.
The
general rule of thumb to use when pricing a
simple ability is that the XP Cost to obtain the
ability is equal to 300 XP times the minimum
character level at which the ability can be
obtained under the Core Rules. For instance,
a prestige class might grant an ability at the
th
4 level of the prestige class; entry to the
prestige class might require the character to
th
be at least 5 level. Thus, the ability should
th
be priced as a 9 -level ability, with a cost of
300 XP times 9 or 2700 XP.
When
determining prerequisites for an ability, look
for earlier-gained class abilities that seem to
indicate a progression into the ability (the
obvious example is a Fighter gaining access
first to Weapon Specialization, then Greater

Access to Feat: Greater Weapon Focus


The character gains the ability to take the
Greater Weapon Focus Feat (he does not
gain the Feat itself, merely access to the Feat;
the character must still spend a Feat to take
it).
XP Cost: 2,400 XP
Prerequisites: Access to Feat: Weapon
Specialization
Access
to
Feat:
Specialization

12

Greater

Weapon

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flat-footed. He loses these bonuses when he


is immobilized or helpless, when he wears
any armor, when he carries a shield, or when
he carries a medium or heavy load.
XP Cost: 300 XP

The character gains the ability to take the


Greater Weapon Specialization Feat (he does
not gain the Feat itself, merely access to the
Feat; the character must still spend a Feat to
take it).
XP Cost: 3,600 XP
Prerequisites: Access to Feat: Weapon
Specialization, Access to Feat: Greater
Weapon Focus

Aura of Courage (Su)


The character is immune to fear (magical or
otherwise). Each ally within 10 feet of him
gains a +4 morale bonus on saving throws
against fear effects. This ability functions
while the character is conscious, but not if he
is unconscious or dead.
XP Cost: 900 XP
Prerequisites: Divine Grace

Access to Feat: Weapon Specialization


Feat
The character gains the ability to take the
Weapon Specialization Feat (he does not gain
the Feat itself, merely access to the Feat; the
character must still spend a Feat to take it).
XP Cost: 1,200 XP
Prerequisites: Base Attack Bonus +4 or
higher

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).

Damage Reduction 1/The character gains Damage Reduction.


Subtract 1 from the damage the character
takes each time he is dealt damage from a
weapon or a natural attack. Damage reduction
can reduce damage to 0 but not below 0.
XP Cost: 2,100 XP
Damage Reduction 2/The character improves his existing Damage
Reduction. Subtract 2 from the damage the
character takes each time he is dealt damage
from a weapon or a natural attack. Damage
reduction can reduce damage to 0 but not
below 0.
XP Cost: 3,000 XP
Prerequisites: Damage Reduction 1/-

Armor Class Enhancement (Monkish)


The character gains an unnamed bonus to AC
(unnamed bonuses stack with all other
bonuses and with other unnamed bonuses).
This bonus to AC applies even against touch
attacks or when the character is flat-footed.
He loses these bonuses when he is
immobilized or helpless, when he wears any
armor, when he carries a shield, or when he
carries a medium or heavy load.
This bonus may be increased by spending the
amount of XP noted below.
XP Cost: 1,500 XP for a +1 bonus; 3,000 XP
to increase from +1 to +2; 4,500 XP to
increase from +2 to +3, and 6,000 XP to
increase from +3 to +4
Prerequisite: Armor Class Enhancement
(Simple)

Damage Reduction 3/The character continues to improve his


existing Damage Reduction. Subtract 3 from
the damage the character takes each time he
is dealt damage from a weapon or a natural
attack. Damage reduction can reduce damage
to 0 but not below 0.
XP Cost: 3,900 XP
Prerequisites: Damage Reduction 1/-,
Damage Reduction 2/-

Armor Class Enhancement (Simple)


When unarmored and unencumbered, the
character adds his Wisdom bonus (if any) to
his AC. This bonus to AC applies even
against touch attacks or when the character is

Damage Reduction 4/The characters existing Damage Reduction


improves again when this ability is taken.

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Subtract 4 from the damage the character


takes each time he is dealt damage from a
weapon or a natural attack. Damage reduction
can reduce damage to 0 but not below 0.
XP Cost: 4,800 XP
Prerequisites: Damage Reduction 1/-,
Damage Reduction 2/-, Damage Reduction
3/-

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*

Damage Reduction 5/The characters existing Damage Reduction


improves for a final time when this ability is
taken. Subtract 5 from the damage the
character takes each time he is dealt damage
from a weapon or a natural attack. Damage
reduction can reduce damage to 0 but not
below 0.
XP Cost: 5,700 XP
Prerequisites:
Damage
Reduction
1/-,
Damage Reduction 2/-, Damage Reduction
3/-, Damage Reduction 4/-,

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

Diamond Body (Su)


When the character takes this ability, he gains
immunity to poisons of all kinds.
XP Cost: 3,300 XP
Prerequisites: Purity of Body, Still Mind
Divine Grace (Su)
The character gains a bonus equal to her
Charisma bonus (if any) on all saving throws.
XP Cost: 1,200 XP*
Prerequisites: Good alignment

Improved Uncanny Dodge


The character can no longer be flanked. This
defense denies the ability to sneak attack the
character by flanking him, unless the attacker
has at least four more Hit Dice than the target.
XP Cost: 1,500 XP
Prerequisites: Uncanny Dodge ability

Divine Health (Su)


The character gains immunity to all diseases,
including supernatural and magical diseases.
XP Cost: 1,800 XP
Prerequisites: Divine Grace

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*

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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

Resist Natures Lure


The character gains a +4 bonus on saving
throws against the spell-like abilities of fey.
XP Cost: 1,200 XP
Rogue Special Abilities
The character gains a special ability of choice
from among the following options.
Crippling Strike: The character can
sneak attack opponents with such
precision that his blows weaken and
hamper them. An opponent damaged
by one of his sneak attacks also takes
2 points of Strength damage. Ability
points lost to damage return on their
own at the rate of 1 point per day for
each damaged ability.

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

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Prerequisites: Venom Immunity and Wild


Shape Ability or all of the following: Diamond
Body, Diamond Soul, Purity of Body, Still Mind

enchantment spell or effect and fails


his saving throw, he can attempt it
again 1 round later at the same DC.
He gets only this one extra chance to
succeed on his saving throw.
XP Cost: 3,000 XP for the first ability, this can
be taken multiple times with each subsequent
ability taken seeing the cost rise by 900 XP
(i.e., the second ability costs 3,900 XP, the
third ability costs 4,800 XP, etc.)

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

Spell Conversion healing/inflict spells


The character may convert any prepared
divine spell into a Cure spell of the same
level (identical to the cleric ability in the Core
Rules).
XP Cost: 300 XP
Prerequisite: Ability to cast prepared divine
spells

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

Spell Conversion summon natures ally


spells
The character may convert any prepared
divine spell into a Summon Natures Ally
spell of the same level (identical to the druid
ability in the Core Rules).
XP Cost: 300 XP
Prerequisite: Ability to cast prepared divine
spells

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

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Converting Simple Abilities from


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

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Spencer The Sigil Cooley

Chapter Three: Complex Sp


Special
ecial Abilities
ability references appropriate level, this
is the level used.
A character may
improve the effective level for one ability
only by paying an XP Cost equal to 50
times the new effective level (i.e., raising
the effective level from 1 to 2 requires 100
XP, raising it from 2 to 3 requires another
150 XP, and so forth).
3.) Increases that do not follow a caster
level pattern are also possible; the cost
for these is usually noted in the text.

Complex special abilities are abilities that


are either level-dependent, have limitations on
uses per day, or that otherwise require
activation of some sort on the part of the
character. The abilities granted by the Core
Classes are presented here with appropriate
XP Cost pricing. Like simple abilities, some
complex abilities have prerequisites; the
character must meet the prerequisites before
purchasing the ability and if a character
somehow becomes unable to perform the
prerequisites to the ability, he cannot use the
ability until he is able to again meet the
prerequisites.

When pricing complex special abilities, the


general rule of thumb is that the cost for
access should be 100 XP times the minimum
level required under the Core Rules to
achieve the ability if the ability is leveldependent and 150 XP times the minimum
level required if it is not. The base cost for
uses per day should be priced at half the cost
for access.
Exceptionally useful abilities
(such as sneak attack) may see an increase
in cost but never more than double. As with
simple abilities, prerequisites for complex
abilities should make sense as much as
possible, usually being drawn from earlier
abilities on a class list or in exceptional cases,
from other areas (e.g., since being an arcane
spellcaster is part of acquiring a familiar, the
familiar ability requires some ability with
arcane spells).

Unlike simple special abilities, which require a


one-time entry cost, complex special abilities
require at least two XP expenditures to be
made. The first XP expenditure a character
must make is the XP Cost to have access to
the ability; this cost is always listed first below
the ability description. Other costs that may
be required include:
1.) The cost for each daily use of the ability
(Base XP Cost for Single Daily Use).
This cost escalates as the character
purchases more uses of the ability each
day; the second entry below the ability
description is the Base XP Cost for
Single Daily Use. Purchasing one use of
the ability per day has an XP Cost equal
to the new total number of daily uses
times the Base XP Cost; thus each
successive purchase of a daily use
increases the XP Cost (i.e., if an ability
has a Base XP Cost of 500 XP, it requires
a payment of 500 XP to use the ability
once per day, an additional 1,000 XP to
use the ability twice per day, another
1,500 XP to use the ability three times per
day, and so forth).
2.) Increasing the effective caster/character
level with which the ability is measured.
Some abilities have a Starting Caster
level listed; this level is subsumed in the
cost of purchasing access to the ability
and is the minimum level at which the
ability operates (if no entry appears, and a
level is necessary assume the starting
level is one). If the description of the

Remember when converting abilities granted


by a prestige class to find the minimum
character level at which the ability can be
acquired (not just prestige class level). For
instance, a prestige class with prerequisites
th
that cannot be met until 12 level and that
nd
grants an ability at 2 level in the prestige
th
class should see that ability treated as a 14
level ability when determining the XP Cost for
access. However, the starting appropriate
level should remain at the level of the
prestige class, not the total character level, if
the ability follows the characters class level.
Thus, while an XP Cost to Access might be
th
priced as a 14 -level ability, the starting
appropriate level might be much lower than
th
14 (see the example at the end of this
section of the Death Attack of an assassin for
an illustration of this concept).

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Spencer The Sigil Cooley

Prerequisites: At least 18 ranks in the


Perform Skill, Bardic Music (Basic) with a
caster level of at least fifteen and Bardic
Music: Inspire Greatness.

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

Bardic Music: Mass Suggestion


The character may use his Bardic Music
(Basic) ability to create the Mass Suggestion
effect as described under bard in the Core
Rules, using the characters caster level with
bardic music in place of the phrase bard
level when determining the number of targets
can be affected.
XP Cost for Access: 1,800 XP
Prerequisites: At least 21 ranks in the
Perform Skill, Bardic Music (Basic) with a
caster level of at least eighteen and Bardic
Music: Suggestion.

Bardic Music (Basic)


The character may use the Countersong,
Fascinate, and Inspire Courage abilities as
described under bard in the Core Rules; use
the characters appropriate level to determine
how many targets may be affected by his
Fascinate ability.
XP Cost for Access: 100 XP
Base XP Cost for Single Daily Use: 50 XP
st
Starting Appropriate Level: 1
Prerequisites: At least 3 Ranks in Perform
Skill

Bardic Music: Song of Freedom


The character may use his Bardic Music
(Basic) ability to create the Song of Freedom
effect as described under bard in the Core
Rules, using the characters caster level with
bardic music in place of the phrase bard
level.
XP Cost for Access: 1,200 XP
Prerequisites: At least 15 ranks in the
Perform Skill, Bardic Music (Basic) with a
caster level of at least twelve.

Bardic Music: Inspire Competence


The character may use his Bardic Music
(Basic) ability to create the Inspire
Competence effect as described under bard
in the Core Rules.
XP Cost for Access: 300 XP
Prerequisites: At least 6 ranks in the Perform
Skill, Bardic Music (Basic) with a caster level
of at least three.

Bardic Music: Suggestion


The character may use his Bardic Music
(Basic) ability to create the Suggestion effect
as described under bard in the Core Rules,
using the characters caster level with bardic
music in place of the phrase bard level when
determining the number of targets can be
affected.
XP Cost for Access: 600 XP
Prerequisites: At least 9 ranks in the Perform
Skill, Bardic Music (Basic) with a caster level
of at least six.

Bardic Music: Inspire Greatness


The character may use his Bardic Music
(Basic) ability to create the Inspire Greatness
effect as described under bard in the Core
Rules, using the characters caster level with
bardic music in place of the phrase bard
level when determining the number of targets
can be affected.
XP Cost for Access: 900 XP
Prerequisites: At least 12 ranks in the
Perform Skill, Bardic Music (Basic) with a
caster level of at least nine.

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

Bardic Music: Inspire Heroics


The character may use his Bardic Music
(Basic) ability to create the Inspire Heroics
effect as described under bard in the Core
Rules, using the characters caster level with
bardic music in place of the phrase bard
level when determining the number of targets
can be affected.
XP Cost for Access: 1,500 XP

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which the appropriate


increased)
Prerequisites: Diamond
Body, Still Mind

Spencer The Sigil Cooley

level

is

Body,

Purity of

The character may select a type of creature


from among those given as favored enemies
for a ranger, gaining a +2 bonus on Bluff,
Listen, Sense Motive, Spot, and Survival
checks when using these skills against
creatures of this type. Likewise, he gets a +2
bonus on weapon damage rolls against such
creatures.
If the character chooses
humanoids or outsiders as a favored enemy,
he must also choose an associated subtype,
as indicated on the table. If a character has
multiple favored enemies, and a specific
creature falls into more than one category of
favored enemy, the characters bonuses do
not stack; he simply uses whichever bonus is
higher. The character may increase the bonus
against a favored enemy by paying the
amount indicated below.
XP Cost for Access: 150 XP for the first
favored enemy, 750 XP for the second, 1,500
XP for the third; add 750 XP for each
additional enemy thereafter.
Improving Bonuses: Bonuses may only be
improved in increments of +2. Improving the
bonus against a given favored enemy requires
250 XP times the new total bonus against that
enemy (i.e., increasing a bonus from +2 to +4
requires 1,000 XP).

being

Empty Body (Su)


The character gains the ability to assume an
ethereal state for 1 round per appropriate
level per day, as though using the spell
etherealness. He may go ethereal on a
number of different occasions during any
single day, as long as the total number of
rounds spent in an ethereal state does not
exceed his appropriate level.
XP Cost for Access: 1,900 XP
Starting Appropriate Level: 19
Prerequisites: Diamond Body, Diamond
Soul, Purity of Body, Still Mind
Familiar
A character can obtain a familiar as a sorcerer
of his appropriate level; he chooses the kind
of familiar he gets and as he increases his
appropriate level, his familiar also increases in
power.
If the familiar dies or is dismissed by the
character, he must attempt a DC 15 Fortitude
saving throw. Failure means he loses 200
experience points per appropriate level;
success reduces the loss to one-half that
amount (the characters experience point total
can never go below 0 as the result of a
familiars demise or dismissal). A slain or
dismissed familiar cannot be replaced for a
year and day. A slain familiar can be raised
from the dead just as a character can be, and
it does not lose a level or a Constitution point
when this happy event occurs. A character
may have only one familiar at a time.
XP Cost for Access: 100 XP
Starting Appropriate Level: 1
Prerequisites: Ability to cast at least two firstlevel spells from the wizard or sorcerer spell
lists.

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

Fast Movement (Monkish)


The character gains an enhancement bonus
to his speed equal to 10 feet for every three
appropriate levels, but only while unarmored
and unencumbered; a character in armor or
carrying a medium or heavy load loses this
extra speed.
XP Cost for Access: 300 XP
Starting Appropriate Level: 3
Favored Enemy

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Spencer The Sigil Cooley

allotment of points to use as damage after


successfully touching an undead creature.
XP Cost for Access: 200 XP
Starting Appropriate Level: 2
Prerequisites: Divine Grace, Charisma 12 or
higher

(not Str bonus x 1-1/2 or x1/2) to his damage


rolls for all successful attacks, whether he
wields a weapon in one or both hands. The
character cant use any weapon other than a
special monk weapon as part of a flurry of
blows. In the case of the quarterstaff, each
end counts as a separate weapon for the
purpose of using the flurry of blows ability.
Even though the quarterstaff requires two
hands to use, a character may still intersperse
unarmed strikes with quarterstaff strikes,
assuming that he has enough attacks in his
flurry of blows routine to do so.
XP Cost for Access: 150 XP
XP Cost to Reduce Penalty from 2 to 1:
1,050 XP
XP Cost to Reduce Penalty from 1 to 0:
2,250 XP
XP Cost to add a second extra attack:
1,575 XP
Prerequisites: Monkish Unarmed Damage

Monkish Unarmed Damage


The character gains the ability to deal lethal
damage with his unarmed strikes as though a
monk of the appropriate level.
XP Cost for Access: 100 XP
Starting Appropriate Level: 1
Prerequisites: Improved Unarmed Strike
(Feat)
Quivering Palm (Su)
The character gains the ability to set up
vibrations within the body of another creature
that can thereafter be fatal if he so desires. He
must announce his intent before making his
attack roll. Constructs, oozes, plants, undead,
incorporeal creatures, and creatures immune
to critical hits cannot be affected. Otherwise, if
the character strikes successfully and the
target takes damage from the blow, the
quivering palm attack succeeds. Thereafter
the monk can try to slay the victim at any later
time, as long as the attempt is made within a
number of days equal to his appropriate level.
To make such an attempt, the character
merely wills the target to die (a free action),
and unless the target makes a Fortitude
saving throw (DC 10 + 1/2 the appropriate
level + the characters Wis modifier), it dies. If
the saving throw is successful, the target is no
longer in danger from that particular quivering
palm attack, but it may still be affected by
another one at a later time.
XP Cost for Access: 1,500 XP
Base XP Cost for Single Weekly Use: 750
XP
Starting Appropriate Level: 15

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

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If a character rogue can catch an opponent


when he is unable to defend himself
effectively from her attack, he can strike a vital
spot for extra damage. The characters attack
deals extra damage any time her target would
be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or
not), or when the character flanks his target.
Should the character score a critical hit with a
sneak attack, this extra damage is not
multiplied. Ranged attacks can count as
sneak attacks only if the target is within 30
feet. He cannot use a weapon that deals
lethal damage to deal nonlethal damage in a
sneak attack, not even with the usual 4
penalty.
A character can sneak attack only living
creatures with discernible anatomies
undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to
attack. Any creature that is immune to critical
hits is not vulnerable to sneak attacks. The
character must be able to see the target well
enough to pick out a vital spot and must be
able to reach such a spot. A character cannot
sneak attack while striking a creature with
concealment or striking the limbs of a creature
whose vitals are beyond reach.
XP Cost for Access: 150 XP
Base XP Cost for 1d6 Extra Damage: 150
XP* (increasing by one the dice of damage
requires an expenditure of 150 XP times the
new total extra d6 of damage, i.e., increasing
from 1d6 to 2d6 requires 300 XP; increasing
again from 2d6 to 3d6 requires 450 XP, etc.)

character cannot use any Charisma-,


Dexterity-, or Intelligence-based skills (except
for Balance, Escape Artist, Intimidate, and
Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can
he cast spells or activate magic items that
require a command word, a spell trigger (such
as a wand), or spell completion (such as a
scroll) to function. He can use any feat he has
except Combat Expertise, item creation feats,
and metamagic feats. A fit of rage lasts for a
number of rounds equal to 3 + the characters
(newly improved) Constitution modifier. A
character may prematurely end his rage. At
the end of the rage, the character loses the
rage modifiers and restrictions and becomes
fatigued (2 penalty to Strength, 2 penalty to
Dexterity, cant charge or run) for the duration
of the current encounter (unless he is a 17thlevel character, at which point this limitation
no longer applies; see below). A character
can fly into a rage only once per encounter.
XP Cost for Access: 150 XP
Base XP Cost for Single Daily Use: 75 XP
Remove Disease (Sp)
The character can produce a remove disease
effect, as the spell cast by a sorcerer of the
appropriate level.
XP Cost for Access: 600 XP
Base XP Cost for Single Weekly Use: 300
XP
Starting Appropriate Level: 6
Slow Fall
When the character is within arms reach of a
wall, he can use it to slow his descent, as a
monk of the appropriate level.
XP Cost for Access: 400 XP
Starting Appropriate Level: 4

Special Mount (Sp)


The character gains the service of an
unusually intelligent, strong, and loyal steed to
serve him in his crusade against evil. This
mount is usually a heavy warhorse (for a
Medium paladin) or a warpony (for a Small
paladin). Once per day, as a full-round action,
a character may magically call his mount from
the celestial realms in which it resides. This
ability is the equivalent of a spell of a level
equal to one-third the appropriate level. The
mount immediately appears adjacent to the
character and remains for 2 hours per
appropriate level; it may be dismissed at any
time as a free action. The mount is the same
creature each time it is summoned, though
the character may release a particular mount
from service.
Each time the mount is called, it appears in
full health, regardless of any damage it may

Smite Evil (Su)


The character may attempt to smite evil with
one normal melee attack. He adds his
Charisma bonus (if any) to his attack roll and
deals 1 extra point of damage per appropriate
level. If the character accidentally smites a
creature that is not evil, the smite has no
effect, but the ability is still used up for that
day.
XP Cost for Access: 100 XP
Base XP Cost for Single Daily Use: 100 XP*
Starting Appropriate Level: 1
Prerequisites: Detect Evil
Sneak Attack

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worships a good deity) can turn or destroy


undead creatures. An evil character (or a
neutral character who worships an evil deity)
instead rebukes or commands such creatures.
A neutral character of a neutral deity must
choose whether his turning ability functions as
that of a good character or an evil character.
Once this choice is made, it cannot be
reversed. A character gains a number of
bonus daily uses of this ability equal to his
Charisma modifier (i.e., the character need
not purchase these uses and they are not
counted when determining the XP cost to
purchase a daily use).
XP Cost for Access: 100 XP
Base XP Cost for Single Daily Use: 50 XP
Starting Appropriate Level: 1
Prerequisites: Divine Grace ability or ability
to cast at least two first-level spells from the
cleric spell list.

have taken previously. The mount also


appears wearing or carrying any gear it had
when it was last dismissed. Calling a mount is
a conjuration (calling) effect.
Should the characters mount die, it
immediately disappears, leaving behind any
equipment it was carrying. The character may
not summon another mount for thirty days or
until he increases this abilitys appropriate
level, whichever comes first, even if the mount
is somehow returned from the dead. During
this thirty-day period, the character takes a 1
penalty on attack and weapon damage rolls.
XP Cost for Access: 500 XP
Starting Appropriate Level: 5
Prerequisites: Divine Grace, Aura of
Courage
Trap Sense
The character gains a bonus on Reflex saves
made to avoid traps and a dodge bonus to AC
against attacks made by traps. This bonus is
equal to 1/3 the characters appropriate level
(rounded down).
XP Cost for Access: 300 XP
Starting Appropriate Level: 3

Wholeness of Body (Su)


The character gains the ability to heal his own
wounds. He can heal a number of hit points of
damage equal to twice his appropriate level,
and he can spread this healing out among
several uses.
XP Cost for Access: 700 XP
Base XP Cost for Single Daily Use: 700 XP*
Starting Appropriate Level: 7
Prerequisites: Purity of Body, Still Mind

Trivia (Bardic Knowledge)


A character may make a special trivia check
with a bonus equal to his appropriate level +
his Intelligence modifier to see whether he
knows some relevant information about local
notable
people,
legendary
items,
or
noteworthy places. (If the character has 5 or
more ranks in Knowledge (history), he gains a
+2 bonus on this check.) A successful trivia
check will not reveal the powers of a magic
item but may give a hint as to its general
function. A character may not take 10 or take
20 on this check; this sort of knowledge is
essentially random. The character may make
one such check on any given person, item or
place, but has no limit on the number of times
per day or number of persons, items, or
places, that this ability may be applied to.
XP Cost for Access: 100 XP
Starting Appropriate Level: 1

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

Turn or Rebuke Undead (Su)


The character has the power to affect undead
creatures by channeling the power of his faith
through his holy (or unholy) symbol as a cleric
of the appropriate level. A character with 5 or
more ranks in Knowledge (religion) gets a +2
bonus on turning checks against undead. A
good character (or a neutral character who

Wild Shape: Elemental (Su)

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Converting complex abilities from


other sources an example

The character becomes able to use change


into a Small, Medium, or Large elemental (air,
earth, fire, or water). In addition to the normal
effects of wild shape, the character gains all
the elementals extraordinary, supernatural,
and spell-like abilities. He also gains the
elementals feats for as long as he maintains
the wild shape, but retains his own creature
type. At 20th effective level, a character may
use this ability to change into a Huge
elemental.
XP Cost for Access: 1,600 XP
Base XP Cost for Single Daily Use: 800 XP
Starting Appropriate Level: 16
Prerequisites: Wild Empathy, Trackless
Step, Wild Shape: Natural with the ability to
transform into a Plant creature

Converting complex abilities is slightly harder


than converting simple abilities, but still, in
general, remains relatively simple.
Almost any level-dependent ability from any
source can be quickly and easily converted;
for this example, lets choose the Assassin
prestige class and its Death Attack ability. An
st
assassin gains the death attack ability at 1
level; however, a character cannot take a
level in assassin without first fulfilling the class
prerequisites. The highest bar to entry is the
required 8 ranks in Hide and Move Silently.
Since a character can only have (level + 3)
ranks in any given skill, we know that a
character must gain at least 5 levels before
becoming an assassin. So the Death Attack
th
is really a 6 level ability (5 levels to qualify,
followed by 1 level of assassin). This ability
scales with level, so its base cost to access
should be 100 XP times the level (6) or 600
XP. Since the ability relies upon the assassin
class level (not character level), the ability
starts out at appropriate level 1. The ability
may be used as often as desired, so we need
no cost for each daily use. Finally, we note
that the Death Attack must be a sneak attack,
so we should make Sneak Attack a
prerequisite. Having done all this, we can rewrite the assassins Death Attack ability as a
complex ability that looks like this:

Wild Shape: Natural (Su)


The character gains the ability to turn himself
into any Small or Medium animal and back
again. His options for new forms include all
creatures with the animal type. This ability
functions like the polymorph spell, except as
noted here. The effect lasts for 1 hour per
appropriate level, or until he changes back.
Changing form (to animal or back) is a
standard action and doesnt provoke an attack
of opportunity. The form chosen must be that
of an animal the character is familiar with. A
character loses his ability to speak while in
animal form because he is limited to the
sounds that a normal, untrained animal can
make, but he can communicate normally with
other animals of the same general grouping
as her new form. (The normal sound a wild
parrot makes is a squawk, so changing to this
form does not permit speech.)
The character gains the ability to take the
shape of a Large animal when the characters
appropriate level reaches 8th level, a Tiny
animal at 11th level, and a Huge animal at
15th level.
The new forms Hit Dice cant exceed the
characters appropriate level.
When the characters appropriate level
reaches 12th, he becomes able to use wild
shape to change into a plant creature with the
same size restrictions as for animal forms. (A
character cant use this ability to take the form
of a plant that isnt a creature.)
XP Cost for Access: 500 XP
Base XP Cost for Single Daily Use: 250 XP
Starting Appropriate Level: 5
Prerequisites: Wild Empathy, Trackless Step

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

Buy the Numbers

Spencer The Sigil Cooley

completed the 3 rounds of study, he must


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

25

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Spencer The Sigil Cooley

Chapter Four: Spellcasting


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

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.

If that all seems confusing its not too


surprising, but well take it slow and let you
see how the system works, using examples
along the way.

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.

1.) Caster level This is relatively


straightforward and something youll
recognize immediately from the Core
Rules. It works just like caster level in
the Core Rules the only difference
here is that you dont automatically
increment it when you level; instead,
you purchase your caster levels with
XP (which by now, shouldnt be that
big a surprise). Caster levels are
bought relative to spell lists (i.e., you
buy wizard levels or cleric levels)
or, if youre using variants presented
here, multiple spell lists.
2.) Access to Spell Lists A character
purchases his access to spell lists
one list and one spell level at a time.
A character must meet minimum
caster level prerequisites to gain
access to a given level of a spell list,
for example, a character must have a
minimum caster level of one for the
appropriate spell list to access a spell
list at all! A character normally does
not purchase access to a given level
of a spell list until hes close to adding
spell slots.
3.) Spell slots these are of course the
slots that power spells they are the
slots in which a wizard-type caster
prepares spells, and the slots that a
sorcerer-type
caster
uses
to
spontaneously power spells; each
spell slot has a particular spell level
associated with it, just as with the
core rules.
4.) Spells known For spontaneous
casters (only), spells known are
required to use spontaneous spell

The fourth variable is an unofficial variable,


but one that is useful for converting classes
from any other supplement into the Buy the
Numbers system a caster can be a minor,
intermediate, or major spellcaster.
The
highest level spells available to a minor caster
th
th
at 20 level are 4 level spells, and minor
casters have a spellcaster level equal to half

26

Buy the Numbers

Spencer The Sigil Cooley

entry for any or all of the parameters. A


characters caster level affects any portion of
a spell determined by caster level (e.g.,
damage, range, duration), but does not affect
anything else (e.g., it does not give spell slots
to a character; these are purchased
separately).

of their class level (e.g., ranger, paladin). The


highest level spells available to an
th
th
intermediate spellcaster at 20 level are 6
level spells, and intermediate have a
spellcaster level equal to their class level
(e.g., bard). The highest level spells available
th
th
to a major spellcaster at 20 level are 9 level
spells, and major casters have a spellcaster
level equal to their class level (e.g., clerics,
sorcerers). Any prestige class with its own
spell list (as opposed to a prestige class that
grants +1 caster level to existing class) is a
minor or intermediate spellcasting class but
never a major spellcasting class.

The base cost to gain a caster level (including


a characters first caster level) is simply 25 XP
times new caster level times the total number
of parameters (across all categories) to which
the increase applies.
If all of that seems confusing, an example or
two might help to clear things up. A character
might wish to have a caster level as a firstlevel wizard. If he chooses to do so, he would
have a caster level in Arcane, prepared, Intbased spells. Thats one parameter in each
of the three categories, so the XP cost is 25 *
1 (the new caster level) * 3 (arcane, prepared,
Int-based) or 75 XP. To have the equivalent
of a second level wizards caster level would
require an additional 25 * 2 (the new caster
level) * 3 or 150 XP.

Thus, the Core classes can be defined in


terms of these four variables as follows:
Bard: Arcane, spontaneous, Charisma-based,
Intermediate Spellcaster
Cleric: Divine, prepared, Wisdom-based,
Major Spellcaster
Druid: Divine, prepared, Wisdom-based,
Major Spellcaster
Paladin: Divine, prepared, Wisdom-based,
Minor Spellcaster
Ranger: Divine, prepared, Wisdom-based,
Minor Spellcaster
Sorcerer: Arcane, spontaneous, Charismabased, Major Spellcaster
Wizard: Arcane, prepared, Intelligence-based,
Major Spellcaster

Similarly, gaining a caster level equivalent to a


first level cleric would require 25 * 1 (new
caster level) * 3 (divine, prepared, Wis-based)
or 75 XP.
However, gaining the ability to cast spells as
st
st
both a 1 -level cleric AND a 1 -level wizard
simultaneously would require 25 * 1 (new
caster level) * 5 (arcane and divine, prepared,
Int- or Wis- based) or 125 XP. Gaining the
nd
ability to cast spells as both a 2 -level cleric
nd
and a 2 -level wizard simultaneously requires
an additional 25 * 2 * 5 or 250 XP. It should
be noted that this cost for gaining multiple
caster levels is often a little bit less expensive
than purchasing the levels individually.

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.

Advancing Parameters Unequally or


Later Adding of Parameters
When advancing a caster level, a minimum of
three parameters one from each category
must be factored into the advancement cost,
as well as the new caster level. A player may
choose to advance some parameters more
than others; this is acceptable, though the
rule of thumb is that to gain caster level X
with any set of parameters, that character

A characters Buy the Numbers caster level is


defined by three of the four parameters listed
above: Arcane/Divine, prepared/spontaneous,
Int/Wis/Cha-based spells. A character must
choose at least one entry of each of the three
parameters, and may choose more than one

27

Buy the Numbers

Spencer The Sigil Cooley

must already have purchased caster level X-1


with at least those same parameters.

an item creation Feat). The next thing a


character must purchase is access to spell
lists. Even if a character has purchased 5
caster levels with all seven parameters
(arcane, divine, spontaneous, prepared, IntWis- and Cha- based spells), if he has not
purchased access to spell lists, he cannot
cast spells.

For instance, a player might want to gain the


st
ability to cast spells as a 1 -level wizard and a
st
1 -level cleric for 125 XP then add to that only
nd
the ability to cast spells as a 2 -level wizard
i.e., adding caster level two for arcane,
prepared, Int-based spells for an additional
150 XP (being unwilling or unable to pay the
250 XP cost that would advance him across
all five parameters).
This is acceptable,
however, should that player later decide to
advance his clerical casting, he would have
to pay an additional cost of 150 XP 25 XP
times level 2 times the three clerical
parameters (divine, prepared, Wis-based
spells). Thus splitting up the advancement
has a total cost of 300 XP instead of 250 XP
this encourages game balance by not allowing
players to specialize in one area and escape
penalty for neglecting another.

Simply put, purchasing access to a spell list


means that a character purchases the ability
to cast spells of a particular level from a
particular spell list.
Characters purchase
access to each level of spells individually.
Spell lists have prerequisites that must be
satisfied before access to a particular list may
be purchased, and the cost for access to a
particular spell list depends on the type of
spell list (minor, intermediate, major) and the
spell level on the list that the character wishes
to purchase access to.
When a character purchases access to a
given level of a spell list, he is treated as
having 0 slots available at that level, but
immediately gains any bonus spells for that
level that a high ability score might entitle him
to.

Similarly, later on, the character might wish to


st
add the ability to cast spells as a 1 -level
sorcerer. He would have to pay 75 XP (25
st
times 1 level times the three parameters of
arcane, spontaneous, Cha-based). Had he
decided to add casting ability equivalent to a
st
1 -level wizard, sorcerer, and cleric at the
outset, the cost would have been 175 XP (25
st
XP times 1 level times seven parameters
arcane, divine, prepared, spontaneous, Int-,
Wis-, and Cha- based). Thats considerably
less than the 200 XP he would have paid to
purchase wizard and clerical casting
together followed by sorcerer casting and
much less than the 225 XP he would have
paid to purchase each one individually.
Again, its always a good idea for a character
who wants to have caster levels across
multiple classes to purchase levels together.

It is also worth noting that even though


wizards and sorcerers have identical spells on
their spell lists, because wizard spells use
different parameters than sorcerer spells
(wizard spells are arcane, prepared, Int-based
spells while sorcerer spells are arcane,
spontaneous, Cha-based spells), access to
wizard spells and sorcerer spells must be
purchased separately.

The Specialist Wizard


The specialist wizard in the Core Rules gains
a few extra abilities in exchange for sacrificing
access to some spell schools. No great
changes are needed to apply these rules to
specialist wizards; simply note that the
players access to Wizard spells comes with
the bonuses and drawbacks normally
associated with specialists; i.e., when the
character purchases access to a spell list, he
gains one free spell slot usable only to
prepare spells from his chosen school, he
casts spells of his chosen school with a +1
bonus to caster level, and he cannot access
spells of his forbidden school(s). There is no
extra XP cost (or discount) associated with

This means that multiclassed spellcasters


those with access to multiple spell lists
generally have a little better spell access than
their multiclassed Core equivalents but that
it is not nearly as good as their singleclassed brethren provided they advance all
parameters together.

Access to Spell Lists


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

28

Buy the Numbers

Spencer The Sigil Cooley


th

specialist wizards; simply note when


purchasing access to spells of a given level
that the character is acting as a specialist and
note the specialist school and opposed
schools.

to 0 level wizard spells (prerequisite one)


th
and have purchased at least 3 0 -level spell
slots (since the wizard list is considered a
major list).

Cost to Access Spell Lists

Prerequisites

The XP cost to purchase access to a spells of


a given level from a spell list varies depending
upon the type of the spell list minor,
intermediate, or major.
Purchasing access to a minor spell list has an
XP cost of 100 times the spell level to be
accessed squared; purchasing access to an
intermediate spell list has an XP cost of 150
times the spell level to be accessed squared;
purchasing access to a major spell list has an
XP cost of 200 times the spell level to be
accessed squared.
When purchasing access to 0 level spells,
multiply the base cost by instead of by 0
th
squared. Thus, access to 0 -level wizard
spells (a major spell list) has an XP cost of
st
200 times or 50 XP. Access to 1 -level
wizard spells (provided the prerequisites are
met) costs 200 times 1 squared or 200 XP.
nd
Access to 2 -level wizard spells costs 200
times 2 squared or 800 XP, and so forth.

The following prerequisites are true of all spell


lists.
1.) In order to purchase access to spells
of level X on a particular spell list, a
character must have access to spells
of level X-1 on that same list
(EXCEPTION: A character need not
fulfill this prerequisite to gain access
to the lowest level of spells available
on the spell list; for instance this
th
prerequisite is waived for 0 level
st
wizard spells and 1 level ranger
spells).
2.) In order to purchase access to spells
of level X on a particular spell list, a
character must have a caster level
with parameters that match the spell
lists equal to at least 2X-1 (minimum
of one).
3.) In order to purchase access to spells
of level X on a particular spell list, a
character must have a minimum
number of spell slots for level X-1; for
minor spell lists, the minimum is one,
for intermediate spell lists, the
minimum is two, while for major spell
lists, the minimum is three (subject to
the same exception as requirement
#1 above). Bonus spells granted by
high ability scores do not count
towards fulfilling this requirement.

Purchasing Spell Slots


Once a character has a caster level to power
spells and has purchased access to a spell
list, he can begin to purchase spell slots. The
cost to purchase spell slots depends on both
the level of spell slot purchased and the total
number of spell slots for that level that a
character has purchased. The spell lists
th
th
below list the costs for spells from 0 to 9
level for completeness; in the core rules, not
th
th
all spell lists go to 9 level or have 0 level
spells; however, a GM might wish to create
his own list and make it available under one of
these categories, hence the need for all ten
levels of spells to be accounted for.

Thus, let us take as an example the wizard


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

Spell slots are always purchased for a single


specific spell list (except in the case of domain
spells; see below) a character who
purchases a spell slot for cleric spells cannot
use that slot to cast wizard spells even if he
has access to the wizard spell list.

29

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Spencer The Sigil Cooley

Note that the amounts listed below are for


divine spell slots; arcane spell slots cost
double the amount listed.
Major 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

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

3 x new total 0 level


spell slots
st
5 x (new total 1 level
spell slots plus 1)
nd
10 x (new total 2 level
spell slots plus 2)
rd
15 x (new total 3 level
spell slots plus 3)
th
20 x (new total 4 level
spell slots plus 4)
th
25 x (new total 5 level
spell slots plus 5)
th
30 x (new total 6 level
spell slots plus 6)
th
35 x (new total 7 level
spell slots plus 7)
th
40 x (new total 8 level
spell slots plus 8)
th
45 x (new total 9 level
spell slots plus 9)

Spells Known

XP Cost

For all spontaneous casters, arcane and


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

th

3 x new total 0 level


spell slots
st
5 x (new total 1 level
spell slots plus 2)
nd
10 x (new total 2 level
spell slots plus 4)
rd
15 x (new total 3 level
spell slots plus 6)
th
20 x (new total 4 level
spell slots plus 8)
th
25 x (new total 5 level
spell slots plus 10)
th
30 x (new total 6 level
spell slots plus 12)
th
35 x (new total 7 level
spell slots plus 14)
th
40 x (new total 8 level
spell slots plus 16)
th
45 x (new total 9 level
spell slots plus 18)

Spell Level
th

0 -level
st
1 -level
nd
2 -level

XP Cost

30

XP Cost per spell


known
5
10
70

Buy the Numbers


rd

3 -level
th
4 -level
th
5 -level
th
6 -level
th
7 -level
th
8 -level
th
9 -level

Spencer The Sigil Cooley

are tied to character level, use the characters


caster level instead. A character purchases
access to domain spell levels at a somewhat
reduced cost (since each domains spell level
has but one spell associated with it). Gaining
access to a spell level in a given domain
requires access to the domain itself (i.e., the
ability to use the domain power). The cost for
access is equal to 50 XP times the spell level
squared, but is otherwise treated as a minor
spell list as far as prerequisites to access spell
levels and purchase spell slots for domain
spells. Domain spells are divine, prepared,
Wisdom-based spells.

160
290
460
670
920
1210
1540

As a side note, the XP Cost per spell known is


equal to 10 times (2^X minus 2^{x-1}) where X
is the spell level of the known spell.
Systems
with
Readied
Spontaneous Casters

Spells

for

Example: The Core cleric pays 200 XP to


access his first domain and gain its
associated domain power. He then pays 50
XP (50 times 1 squared) to gain access to
first-level spells from that domain. He pays
400 XP to access his second domain and gain
its associated domain power. He pays 50 XP
to gain access to first-level spells from that
second domain (not 100 XP; the number of
domains a character already has affects only
the XP cost of access to subsequent domains,
not the XP cost of access to spell levels). He
st
could then add one 1 -level domain spell slot
by paying 10 XP (5 XP times the new total
domain spell slots plus one 5 times 2). He
can prepare a spell from any of his domains in
this spell slot. If he wished to add a third
domain, the cost would be 600 XP for domain
access (and he would gain the ability for that
domain). Adding access to first level spells
from that third domain would cost an
additional 50 XP. He could then prepare a
st
spell from any of the three domains in his 1 level domain spell slot.

For systems that use spontaneous casters


with access to large spell lists, but have only a
certain number of spells readied at any
given time from which they may select their
spells as they spontaneously cast, it is
suggested that spellcasters should purchase
readied slots at the same XP cost as known
spells since they serve much the same
purpose.

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

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Spencer The Sigil Cooley

Appendix A: Other Uses for these Rules

The build: Lets make this guy a high-level


th
necromancer; say, a 13 -level specialist
wizard in the school of necromancy. First, we
add the turning ability as a cleric. The
turning ability is a complex special ability that
requires 100 XP to access. We then tally 50
XP to add his first use of rebuke undead per
day, tally 100 XP to add his second use, and
150 XP to add his third use. We then need to
raise his appropriate level in turning from 1 to
13. Since thats a cost of 50 XP times the
effective level each time we increase, we can
use the Gauss mathematical shortcut
mentioned in the Introduction of this work
we have 50 times (2+13 plus 3+12 plus 4+11
plus 5+10 plus 6+9 plus 7+8 or 6 sets of 15)
or 50 times 6 times 15 for a total of 4500 XP.
Thus, to gain the ability to turn undead as a
th
13 level cleric requires a total of 4900 XP
(100 for access, 300 for three uses per day,
and 4500 to raise the appropriate level to 13).
Next, his Fortitude Save of +4 needs to be
bumped up to +8; reading along the total XP
column, we find that purchasing a +8 save
bonus outright would cost 10,200 XP.
However, the character already has a +4
bonus (which costs 1500 XP). The difference,
then, is the amount that must be spent to
bump up the Fortitude save 9700 XP.

Aside from the obvious uses of these rules by


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

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

The result: We start by considering only the


Fortitude Save increase and the Turn Undead
ability. The total XP spent is 9700 XP plus
th
4900 XP or 14,600 XP. A 13 -level wizard
needs to earn 13,000 XP to advance to the
next level; since it requires the expenditure of
14,600 XP to grant him these abilities, he
would have had to increase his appropriate
level by one and thus becomes the equivalent
th
of a 14 -level character. The remaining 1600
XP is not enough to move him significantly
th
toward 15 level, so if were just stopping with
adding the Turn Undead ability and Fortitude
Save bonus, we leave him as the equivalent
th
of 14 level, though in all his abilities, he
th
functions as a 13 -level character (he simply
has MORE functions that he can do than a
th
standard 13 -level character).

The concept: The problem child of the


system presented in the core rules an
arcane caster who exerts exceptional control
over the undead.
The needs: We can take a wizard or sorcerer
as our base character and simply graft on
a clerics rebuke (command) undead ability to
the character to represent his ability to control
the undead. Since working with the (un)dead
often exacts a toll on the body, we may also
want to strengthen the characters Fortitude
Saves (normally a weak save for arcane
casters) to allow him a better chance to
withstand the energies he channels.
Well calculate just this, but were also curious
what would happen if we wanted to give him
access to the Death and Evil domains, so
well consider that too. We want him to have
all of these abilities as a cleric of his
wizard/sorcerer level.

The build, continued: Finally, we approach the


domains; domain access costs 200 XP for the
first domain and 400 XP for the second
domain. He will need to add 13 levels of
divine, prepared, Wis-based casting. We

32

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Spencer The Sigil Cooley

The needs: Easy. Bump up those Fort and


Will saves!

start by spending 75 XP for his first caster


level
and
we
remember
from
our
mathematical shortcut from above that going
from level 2 to 13 was 6 sets of 15, meaning
he will have to spend another 75 XP times 6
th
times 15 to gain 13 caster level this total is,
of course, 6000 XP. We then need to pick up
th
access to domain spells; a 13 -level cleric
st
th
has access to domain spells of 1 through 7
level. Each domain, then, requires 50 XP
times the level accessed squared, or 50 XP
times (1 + 4 + 9 + 16 + 25 + 36 + 49) for a
total of 140 times 50 XP or 7000 XP for each
domain since he has two domains, thats
14,000 XP in total. He must also spend XP to
pick up one spell slot for each spell level one
through seven. The cost is 20 XP for the firstlevel slot, 30 XP for the second-level slot, and
60, 100, 150, 210, and 280 XP for the
subsequent spell slots for a total of 850 XP on
spell slots. Thus, his domains cost him a
grand total of 21,450 broken down as follows:
600 XP (for domain access) plus 6,000 XP
(caster level 13th) plus 14,000 XP (access to
spells of each domain up to level 7) plus a
modest 850 XP for spell slots.

The build: Lets start with a relatively low-level


th
th
rogue; say, 4 level.
A 4 level rogue
normally has Reflex Save bonus of +4 and
Fortitude and Will Save bonuses of +1 each.
We quickly check our Save table and note
that the increasing each save to +2 will cost
200 XP, increasing again to +3 will cost 450
XP, and increasing a final time to +4 will
require 800 XP a total of 1450 XP per save.
Since we have two saves, the total is a cool
2900 XP.
th

The result: A 4 -level rogue would normally


require 4000 XP to increase to level five;
increasing his saves to +4 across the board
would require the rogue to accumulate 2900
th
XP above and beyond his 4 level totals;
th
thats about of the way to 5 level, so we
th
should probably consider him a 5 -level
equivalent character.

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 result, continued: Now, if we attempt to


add the ability to access domains and cast
th
domain spells as a 13 -level cleric, it costs an
th
additional 21,450 XP.
Since a 14 -level
character would need level after acquiring
14,000 XP, he would obviously be the
th
equivalent of a 15 -level character. We note
that we havent accounted for an additional
1600 XP from his Fortitude Save increase and
his Turn Undead ability; in addition, we still
have a shortfall of 7,450 XP he would need to
gain his domain abilities a total of 9,050 XP.
th
This is more than half of what a 15 -level
th
character would need to advance to 16 -level,
so we should probably consider a the
th
necromancer to be the equivalent of a 16 level character if we add the domain access
and casting ability.

Master Dwarven Weaponsmith


The concept: This might be a concept for a
traditional dwarven weaponsmith in a world
where dwarves are generally averse to magic,
but the GM still wants to have certain dwarven
master smiths that are able to create magic
weapons of great puissance. The master
smith has dedicated his life to the forging of
weapons, rather than combat.

The Survivor
The Concept: Any trapfinding rogue that
goes adventuring in a dungeon is bound to be
exposed to all sorts of nasty traps that require
saving throws. Rogues normally excel at
Reflex Saves, but lag behind in Fortitude and
Will Saves. Perhaps we want a rogue that
has Fortitude and Will saves equal to his
Reflex saves to keep him alive longer.

The needs: This character will need several


ranks of the weaponsmithing skill to forge
weapons, and the Craft Magic Arms and
Armor Feat to make them magical. Hell
probably also need a few Ranks in Sense

33

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Spencer The Sigil Cooley

The needs: The only thing the character really


needs is a high BAB and Dexterity score.
Perhaps also the Precise Shot feat would
represent this character.

Motive, Appraise, and Profession: Merchant to


operate his business effectively.
Since
creating a weapon of +x enhancement bonus
requires a caster level of at least 3x, and the
GM wants this NPC to be able to craft any
power of weapon up to +4, the character will
need 12 caster levels (though no spells;
dwarves dont like spells). As this is a dwarf
who spends lots of time around a forge, hell
probably have a couple extra hit dice, being
tougher than a normal human due to the
rigors of his work.

The build: This ones pretty simple; a d4 for hit


dice (120 XP), and a high BAB lets say 12
(11,700 XP). No bonuses on Saving Throws
(hes worked on hitting things, not avoiding
them), and maybe a couple of skill ranks in
each of Profession: Farmer and Craft:
Fletcher (4 total skill ranks for 30 XP). Hes
obviously proficient in the longbow (5 XP) and
has the Point Blank Shot Feat (50 XP) as a
prerequisite to the Precise Shot Feat (100
XP). He also has increased his Dexterity
score a couple of notches (1200 XP for two
increases).

The build: The GM starts by giving the dwarf


3d8 Hit Dice. This costs 200 XP for the first
die, 200 XP for the second, and 300 XP for
the third die (700 XP for Hit Dice). He figures
that the weaponsmith will probably have some
passing skill with blades; that means a BAB of
+1 (150 XP). He next decides that the dwarfs
work with fire and heat has probably improved
his Fortitude Saves (say, to +4) and his
experience negotiating probably adds a bit to
his Will Saves (say, +2) his Reflex saves
are no better than any other dwarf (+0). The
+4 Save requires a total XP expenditure of
1500 XP, while the +2 Save requires 250 XP.
The GM then adds 15 ranks in
Weaponsmithing, and 7 ranks each in Sense
Motive, Appraise, and Profession: Merchant.
The total is 36 ranks, or 18 pairs (cost:
10+20+30++170+180 XP or 1710 XP). He
then gives the dwarf the 12 spellcaster levels
hell need to craft +4 weapons (cost:
75+150++825+900 XP or 5850 XP) and the
Craft Magic Arms and Armor Feat (50 XP).
For good measure, he throws in the Skill
Focus: Weaponsmithing feat (100 XP).

The Result: The longbowman has been built


on 120 plus 11,700 XP plus 30 XP plus 5 XP
plus 50 XP plus 100 XP plus 1200 XP. Thats
13,205 XP for those scoring at home, putting
th
him somewhere in the neighborhood of a 5 level character. Hes deadly firing arrows at a
distance, but again, offers nothing else.

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

The needs: To match a 5 -level wizard, hell


need 5d4 Hit Dice, a +2 BAB score, Will Save
bonuses of +4 and Fortitude and Reflex Save
bonuses of +1, as well as 16 skill points (8
pairs). Hell need proficiencies with simple
weapons as well. He gets a total of four
st
Feats; Scribe Scroll like a 1 -level wizard, two
feats for levels 1 and 3, and one bonus wizard
Feat at level 5. He also gets one ability score
increase. Of course, hell also have to buy
access to every spell list up to third level and
will need to purchase all parameters caster
levels up to 5.

The Result: The dwarf, then, has been built


with 700 plus 150 plus 1750 plus 1710 plus
5850 plus 50 plus 100 XP for a total of 10,310
XP. This makes him the equivalent of about
th
a 4 -level character. While hes far above a
th
4 -level characters crafting ability when it
comes to magic items, hes severely deficient
almost everywhere else.

Adept Peasant Longbowman

The concept: Perhaps a peasant has spent


years honing his skills with the longbow, to the
point where hes considered the best shot in
the kingdom. He is otherwise completely
unexceptional.

The build: Lets start with the simple stuff


the 5d4 Hit Dice run him 960 XP. The +2
BAB costs 450 XP. The Will Save is 1500
XP, and the Fort and Reflex Saves total 100
XP. The Skill points are 360 XP, and the
simple weapon proficiencies cost 50. Four

34

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Spencer The Sigil Cooley

rules can really help building prestige classes


that are not too strong, nor too weak.

Feats run him 1050 total XP. One attribute


increase is 400 XP. That was the easy part.
An all parameters caster level will run him 25
XP times 7 parameters (divine, arcane,
prepared, spontaneous, Int-, Wis-, Chabased) times the spellcaster level. Thus, his
first level costs 175 XP. His second level
costs 350 XP. The third, fourth, and fifth
levels cost him 525, 700, and 875 XP
respectively for a total of 3325 XP. Access to
th
rd
0 -level through 3 -level spells for the cleric,
druid, sorcerer, and wizard spell lists (the
major casters) runs him 2,850 XP each or
11,400 for all four (this is rapidly getting very
expensive). Access to the bard spell list
th
rd
levels 0 through 3 runs him a comparatively
moderate 2,118 XP. Access to the paladin
and ranger lists (minor lists) for levels 1
through 3 costs 1,400 XP each or 2,800 XP in
total. Now, he goes about purchasing 3 spell
slots of every level for every list. For the
th
wizard spells, thats 36 XP for the 0 -level
st
slots, 150 XP for the 1 -level spells, 480 XP
nd
rd
for the 2 -level spells, and 990 XP for 3 level spells (total: 1656 XP). The sorcerer
slots, of course, cost the same (another 1656
XP). The bard spell slots require 1236 XP
(lets not break it down), while the cleric slots
require 828 XP, the druid slots require 828
XP, the paladin slots require 390 XP and the
ranger slots require 390 XP. For the sake of
argument, lets assume that he picks up 6
known spells of each level for bard and
sorcerer (a cost of 1470 XP for each class).
Yes, multiclassing spellcasters can be painful!

When designing a prestige class, figure out


what the lowest possible level for entry into
the class can be based on the prerequisites;
for example, if a prestige class requires only a
th
BAB of +7, it could be entered by an 8 level
character, so the first level of the prestige
class should be built around an XP value of
an eighth-level character; that is to say, the
total cost of the abilities, when added to those
th
of an 7 -level character, should be about
7,000 XP. For figuring out the cost of added
Hit Dice, BAB, Saves, etc., figure out the
optimum core class combo to get into the
class then use that build as the base to
which you are adding.
The toughest trick, however, when designing
a prestige class, is gauging how much of an
XP cost to assign to special class abilities.
Probably the best way to do this is to consult
the abilities section of this work and try to find
one ability that you think is just a little better,
and one that you think is just a little worse.
The proper cost is probably somewhere
between the two. Well try running a couple of
examples here.

The Ice Reaver

The concept: We want to create a class of


semi-mystical berserkers from the polar
tundra. Through exposure and ritual magic
they have become creatures of cold
themselves, with the ability to harness its
power.

The Result: Tallying all the costs above gives


us 34,437 XP (ouch), making him roughly the
th
equivalent of an 8 -level character. While he
can cast a great variety of spells, his hit
points, saves, BAB, and highest-level spells
th
lag behind most other 8 -level characters.

The needs: We should first decide what the


prerequisites are for this class. Since its a
combat-oriented class, well set a BAB
requirement of +5.
Since it deals with
berserkers, well also set a requirement that
the character must possess the ability to enter
a rage (like a barbarian) prior to entering the
class. Since we want these to be semimystical berserkers, we might also require
them to be able to spontaneously cast firstlevel arcane spells (rather than memorize,
since raging and memorization dont seem to
feel like they mesh well together). Finally,
living in the harsh arctic climate will require
considerable survival skill, so well require 5
ranks of Survival.

Prestige Class Creation


If you prefer the classic class and level
system, the methods presented here can still
be of use to you. When creating new prestige
classes specific to your campaign, the
question of balance frequently comes up
you dont want the class to be too weak
compared to the core classes or no one will
want to take it. Similarly, you dont want the
class to be too strong, or everyone will want to
take it. Using the guidelines found in these

35

Buy the Numbers

Spencer The Sigil Cooley

(assuming average intelligence) times 18 (the


th
character is buying his 18 pair of skill
points) or 180 XP, bringing our total cost to
4110 XP.

We now need to determine the optimal build


for entry to the class. One level of barbarian
will satisfy the rage requirement, and since
Survival is a class skill for barbarians, a
second level barbarian can achieve the 5
survival ranks. The spontaneous spellcasting
requirement can be met by a single level in
the sorcerer class. A character with two
levels in barbarian and one level of sorcerer
has a BAB of +2; at least three more levels
are required to reach the BAB level. For the
sake of simplicity, we will assume that the
character uses Barbarian levels (we could add
fighter, ranger, or paladin levels instead, or
even one level of sorcerer, but we have to
make some baseline assumption and the
simplest route is usually best) to add the
three more points of BAB required to satisfy
th
the class prerequisites, making him a 5 -level
st
Barbarian/1 -level sorcerer.

Having emphasized the combat/berserker


aspect, of the class, its now time to turn our
attention to the mystic aspects of the class.
We might start out by assuming that since
they live in the cold, they have to have some
form of cold resistance. We decide to give
them Cold Resistance: 2 at first level. This is
a simple special ability (always on), so now
we just need to figure out how to cost it. Its
not as good as DR 1/- (costs 2,100 XP)
because it only works against cold attacks,
but its probably better than Resist Natures
Lure (costs 1,200 XP), because it doesnt just
help you make a save, it actually blocks
damage. Well cost it at 1,500 XP, leaning
more toward Resist Natures Lure because of
its limited effect. Total cost is now 5610 XP.

Thus, a character can qualify for the Ice


Reaver prestige class with 6 levels in other
classes, meaning that we should build the first
level of the Ice Reaver prestige class on about
6,000 XP.

We also decide to give the character an


additional daily use of rage (base cost 75 XP).
As the character likely already has two daily
uses of rage, the cost will be 3 (this is his third
use) times 75 XP (the base cost) or 225 XP.
Our total cost is now 5835 XP; thats pretty
close to our total, so we have to be careful
what we add now. We might wrap up by
adding +1 arcane spellcaster level; for the
sorcerer thats the equivalent of adding one
arcane caster level (cost 150 XP), adding one
th
th
0 -level known spell (5 XP), adding sixth 0 st
level spell slot (36 XP) and a fourth 1 -level
spell slot (70 XP) a total of 261 XP to add
that caster level. Our total is now 6,096 XP
just a shade over the 6,000 we were
supposed to work with, so we stop adding
abilities.

The build: When building, it is always best to


start by focusing on the four things every
class grants a character a chance to
advance BAB, a chance to improve Saves, a
chance to add Hit Dice, and a chance to add
Skill Points. Well start by emphasizing the
combat aspect of the prestige class. As a
berserker-type, it makes sense to give the
class a d12 Hit Die. In addition, martial
characters generally have good Fortitude
saves and advance in BAB every level. So
well start with those; a Barbarian 5/Sorcerer 1
has 6 Hit Dice, a BAB of +5 and a Fortitude
th
Save of +4. Adding a 7 Hit Die (with 12
sides) costs us 140 x 7 or 980 XP. Moving
from a +5 BAB to a +6 BAB runs us another
900 XP. Finally, improving a +4 save to a +6
Save (Fortitude) costs us 2050 XP. The total
to this point is thus 3930 XP.

We now look at adding a second level to the


ice reaver prestige class this would be
th
th
moving to 8 character level from 7 , so we
work on the assumption that we have 7,000
XP to play with. Once again, we add a d12
Hit Die and an additional point of BAB and 2
skill points. The good Saving Throws at the
second level of a class only increase by one,
and the bad ones not at all, so we once
th
again cost these out adding an 8 Hit Die
with a d12 costs us 8 * 140 (1120 XP), going
from +6 to +7 in BAB runs us 1050 XP,
th
picking up our 19 pair of skill points is 190
XP, and increasing Fort save from +6 to +7 is

We also need to consider skill points;


assuming a 10 in Intelligence, the character
has received 34 skill points (at best) from the
barbarian/sorcerer combination (less if he
took his first level in sorcerer). Since were
going to make this class rely on magic more
than skills (like a barbarian does), well go
with 2 skill points per level. The cost to
purchase this pair of skill points is 10

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Spencer The Sigil Cooley

Reflex save to be +1 and his Will save to be


+3. Raising the Reflex Save from +1 to +2
costs 200 XP, and upping the Will Save from
th
+3 to +4 runs us 800. His d12 Hit Die his 9
th
costs us 1260 XP, and his 20 skill rank pair
is another 200 XP. Total for the four basics
is thus 3,660 XP.

2,450 XP. Total cost for the basic four


things is then 4,810 XP.
We also cant forget that at this character level
th
(8 ), we expect the character to see the
second attribute increase (800 XP); while not
a class ability, it needs to be accounted for, so
were sitting on 5,610 XP leaving us 1,390
to play with.

We also remember that the character will be


th
picking up another Feat at 9 character level,
which will be his fifth overall (because he
picked up Endurance last level). That fifth
Feat is another 1,000 XP, so our total is 4,660
XP.

We consider the giving the ice reaver the


ability to make any melee weapon he wields
including his unarmed strikes the equivalent
of an icy burst weapon once per day. This
looks somewhat like the smite evil, but is
probably a bit better, since the damage
potential is a bit greater at low levels and it
can be used against a variety of foes, not just
evil ones. It is also not tied to level, so it
should be a little more expensive (as
appropriate level increases are not built into
the equation). Just as a gut call well make
the XP cost for access 300 XP, so each daily
use has a base cost of half that - 150 XP.
Thus giving the character the ability itself plus
one use per day costs a total of 450 XP,
bringing our total up to 6,060 XP.

We continue the trend of advancing the


characters spellcasting level, in this case,
moving his sorcerer casting abilities from level
3 to level 4. Theres a big bump in cost here
because he picks up the ability to throw
second-level spells. We increase caster level
nd
to 4 (300 XP), add access to 2 level sorcerer
th
spells (800 XP), add one 0 -level known spell
nd
(5 XP), add one 2 -level known spell (70 XP),
st
give him his sixth 1 -level spell slot (90 XP),
nd
and his first through third 2 -level spell slots
(480 XP), for a total cost of 1,745 XP; our total
is now sitting at 6,405 XP.

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.

We decide that it might be kind of cool (no


pun intended) to extend the characters ability
to create icy burst weapons a bit; instead of
melee weapons only, perhaps he should also
be able to use such an ability on ranged
weapons. Were now going into more or less
unexplored territory; there arent really any
abilities similar to this in the core classes.
Again, using a gut call, we decide that this
ability is probably considerably more useful
than using it on ranged weapons alone; lets
just call it three times as useful and make the
cost 900 XP for access. Each daily use will
thus have a base cost of 450 XP.

We still have enough leftovers to allow him


another +1 arcane spellcaster level;
increasing his caster level to 3 costs us 225
XP, add one 1st-level known spell costs 10
XP, and a fifth 1st-level spell slot runs us 80
XP.
The total for spellcaster level
advancement in this manner is 315 XP, and
our grand total spent to this point is 6,975 XP.
Since we went slightly over last time, well go
slightly under this time.

Well keep the melee and ranged uses


separate, and allow him to imbue one ranged
weapon per day with icy burst energy (in
addition to the melee weapon). Total cost is
1,350 (900 XP for access, 450 XP for the first
daily use). Total XP spent on this build is now
7,755 XP, and thats probably a good point to
stop at just shy of 8,000 XP.

Well do one final level the third level of the


ice reaver class to continue the example.
We expect to spend 8,000 XP this time, as
this time the character will be advancing from
th
th
8 to 9 level. The characters BAB increases
from +7 to +8, costing us 1,200 XP. His bad
saves each increase by one; as a Barbarian
5/Sorcerer 1 coming in, we anticipate his

Thus, our icy reaver class build would read


something like this:

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Spencer The Sigil Cooley


st

Prerequisites: Ability to cast 1 -level arcane


spells, Ability to Rage, Base Attack Bonus +5,
Survival: 5 Ranks.

Hit Die: d12

Class Features:

Weapon/Armor Proficiency: None

Level
st
1

BAB
+1

Fort
+2

Ref
+0

Skill Points: 2 points per level

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.

Endurance: At second level, the icy reaver


gains the Endurance feat, if he does not
already have it.
Icy Burst (ranged): At third level, the ice
reaver gains the ability to imbue any ranged
weapon he uses with the polar frost to which
he is accustomed. The weapon is treated as
an icy burst weapon for one round (this stacks

38

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Spencer The Sigil Cooley

Appendix B: Core Class Builds


To help players convert existing characters, or for a quick purchase of abilities equal to core
characters, we have provided tables for all 11 core classes, together with the abilities they receive
at each level and the XP Cost for each. The XP Cost listed for all levels (except first level) is split
with a slash the number in front of the slash is the number of XP needed to increment from the
previous level, while the number after the slash is the number required for a starting character to
purchase the level in question. For instance, the entry for a second-level barbarian reads 2370
st
XP / 5535 XP this means it requires 2370 XP to increment a 1 -level barbarian to second level
or 5,535 for a starting character to achieve the equivalent of two levels in barbarian.
As a reminder, the Core XP chart, when adjusted for the 1,500 generation points a character
can spend, looks like this:
Level
st
1
nd
2
rd
3
th
4
th
5
th
6
th
7
th
8
th
9
th
10
th
11
th
12
th
13
th
14
th
15
th
16
th
17
th
18
th
19
th
20

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

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Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley


rd

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

Buy the Numbers

Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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

Buy the Numbers

Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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

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Spencer The Sigil Cooley

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)

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Buy the Numbers

Spencer The Sigil Cooley

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.

Spencer The Sigil Cooley


December 15th, 2005

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