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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

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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
quotation for review or scholarly purposes.

DESIGNATION OF S.T. COOLEY PUBLISHING PRODUCT IDENTITY


The following terms are designated as Product Identity: Spencer The Sigil Cooley, S.T. Cooley Publishing,
www.stcooleypublishing.com, Buy the Numbers

DESIGNATION OF OPEN GAME CONTENT


Except for items designated as Product Identity above, text on this page displayed in a box, the e-mail
address stcooley@stcooleypublishing.com, and the text of the Open Gaming License itself, the entire text of
this book is designated as Open Game Content. The black and white illustrations on pages 10 and 29 and
all black and white illustrations appearing in Appendix B are also Open Game Content.
PERMISSION TO REFERENCE PRODUCT IDENTITY
Any product which utilizes or derives from the rules presented herein may indicate compatibility with this
product by utilizing either or both of the following phrases in a legible font sized between 9 and 12 points
inclusive: Adapted from the Buy the Numbers system (see www.stcooleypublishing.com for more
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information). Marketing material for products containing either phrase may also include either phrase. It is
requested, though not required, for the publisher to please inform S.T. Cooley Publishing of such works.

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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 number-
crunching much, much simpler. The first is the Gauss trick so named thanks to the famous
story about Carl Frederich Gauss wherein he was asked to sum all the numbers from 1 through
100 and did it almost instantly. He did this by adding 1 to 100, 2 to 99, 3 to 98, and so on, noting
that there were 50 such pairs and each pair totaled 101. Thus, the answer was simply 50 times
101. There are several instances in this work where it may be advantageous to know this trick;
the general formula to add all the numbers from X through Y is simply:

(Y/2 times Y+1) minus ((X-1)/2 times X)

Thus, summing all the numbers from 5 through 16 is simply (16/2 times 16+1) minus (4/2 times 5)
or 8 times 17 minus 2 times 5 or 136 minus 10 or 126. Trust me when I tell you 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

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Buy the Numbers Spencer The Sigil Cooley

Chapter One: Character Fundamentals


This chapter deals with purchasing the allowing characters to buy things a little at a
fundamental bonuses and abilities that time, rather than make the character wait to
define a character Hit Dice, Base Attack enjoy one large purchase in a set of abilities
Bonus, Saving Throw bonuses, Feats, Skills, achieved by advancing in level.
and Attribute Increases things all characters
receive as they increase in level under the This system, of course, leads to more instant
Core Rules. Later chapters will cover all of gratification as characters are able to
the abilities that are specific to one or more incrementally improve each adventure
classes. session (or more often, depending upon the
tastes of the GM); rather than wait multiple
Effective Level sessions to accrue enough XP to advance in
level, after each session, the characters will
The first and most important thing to be able to improve slightly to reflect their
understand about the Buy the Number system growing competence. This also means that
is that it does away with the concept of characters are more fluid - and requires a lot
levels as they are normally understood in the of bookwork on the part of the GM unless he
Core Rules. However, because so much trusts his players to handle the math
depends upon levels (balance of encounters, themselves. Still, properly handled, the
appropriate treasures, etc.) it is important to excitement of improvement can be seen after
know about how powerful a Buy the Numbers every session and after all, thats one of the
character is. This rating is called the incentives to play role-playing games to see
characters effective level and represents the your character improve. It wont be as
character level that a Buy the Numbers dramatic an improvement as when the
characters power is about equal to. Simply character leveled up in the Core System
enough, it can be expressed by the character but it will be more frequent.
level that would have been obtained by a
character who had earned the same number This also means that the GM must be a little
th
of experience points (XP) as the character; more fluid; a 4 level character with 6,000 XP
thus, a Buy the Numbers character who has remains the same when he has 9,999 XP; by
earned 4,000 XP has an effective level of 4, contrast, a character in the Buy the Numbers
just as a character created under the Core system with 9,999 XP has considerably more
Rules who had earned 4,000 XP would be 4
th power than a character with 6,000 XP.
level. Gradations and shadings of level become
more important, so the GM must understand
th
In the Buy the Numbers system, players need that not all effectively 4 level characters are
to track two XP amounts; the first amount is created equal! Some (at the 6,000 XP mark)
rd
the total XP earned through adventuring as are closer to 3 level characters in ability
this controls the characters effective level. while others (at the 9,999 XP mark) are closer
th
The second amount is the unspent XP total; to 5 level characters. GMs must be
i.e., the total XP earned less the amount prepared to handle characters that are
spent for item creation (per the Core Rules) constantly improving what stymied a
and purchasing abilities (per the rules character last session may be easily handled
presented here). The spent XP is this session by a new ability that has been
unavailable to the character for item creation added, even if the GM awarded only a few
and ability purchase. This is not entirely hundred XP last session! It keeps everyone
unlike the class and level system where a on their toes, but I hope the flexibility and
first level character spends 1,000 XP to constant sense of accomplishment makes it
nd
advance to 2 level and gain the appropriate worthwhile.
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,

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Buy the Numbers Spencer The Sigil Cooley

Character Generation in the Buy be noted that the Buy the Numbers system
requires that two separate tallies of XP be
the Numbers System kept for each character; the first tally is simply
the total XP earned by the character - it is this
Since the Buy the Numbers method relies on total that determines the characters effective
spending XP to gain abilities, and normally level (as described above). The second tally
first-level characters begin play with 0 XP, the is unspent XP this is the total XP earned
question probably quickly arises, how do we by the character minus any expenditures that
generate characters to begin with? The have been made in order to purchase abilities,
answer is simple: characters begin play with bonuses, or to create magic items, and so
1,500 generation points with which to spend forth; in other words, it is the amount the
acquiring their initial abilities; these are spent character has available to use improving
just as XP are normally spent to acquire himself or to create magic items.
abilities. Any unspent generation points
when the character begins play are lost, so it
behooves those using this system to spend as
Hit Dice
many generation points as possible. It should The XP Cost for Hit Dice is relatively
be noted that the average build for a core straightforward; the cost to purchase a Hit Die
class at first level is a touch over 2000 XP; is simply equal to the value on the table below
however, the 1500 figure is given because multiplied by the characters new Hit Dice
while under the core system, a character sees total. The exception is the first Hit Die; the
no improvement at all until he hits 1000 cost for the first Hit Die is doubled (because
accrued XP, under this system, a character the character automatically gains full hit points
can improve almost immediately; thus while a from his first Hit Die and need not roll). A
starting character is slightly weaker, a character is not required to take the same
character halfway to second level is roughly size Hit Die with each purchase. Thus, a
the same. character might choose to spend 280 XP to
take a d12 as his first hit die (12 hit points),
Converting Existing Characters then take a d8 as his second hit die at a cost
of 200 XP (100 XP times 2 total Hit Dice), and
Rather than worrying about exactly how many a d10 as his third hit die at a cost of 360 XP
XP an existing character should have spent (120 XP times 3 total Hit Dice) for a total cost
acquiring his abilities, it is easiest to simply of 840 XP. Hit Dice in the Buy the Numbers
give existing characters converted to the Buy system are used in lieu of character level
the Numbers system all of the abilities they when determining the effects and
currently possess. Any XP above and beyond consequences of spells, magical effects, and
the amount required for the character to so forth (e.g., a spell or effect that affects
th
advance to his current level should be characters of 5 level or lower will affect a
converted to unspent XP, and the character character with 5 or fewer Hit Dice; a character
should advance from that point forward by with 6 Hit Dice is unaffected). Hit points
spending XP. This means that the character granted by Hit Dice purchased DO stack.
may be slightly more or less powerful than a
character of his effective level created under Constitution bonuses apply to each Hit Die as
this system, but over time, the differences usual; note that this gives some incentive to
quickly become so small as to be negligible. characters with high Constitution scores to
purchase multiple smaller Hit Dice. This
incentive is offset slightly by the fact that
Notes about Buy the Numbers larger Hit Dice offer a slight per hit point
Spending 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
All bonuses, options, and other abilities point, while a d12 has a base cost of 140 XP
purchased by characters by spending XP in and yields 6.5 hit points, for an average base
the Buy the Numbers system overlap (do not cost of 21.5 XP per hit point.
stack) unless otherwise noted. It should also

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Buy the Numbers Spencer The Sigil Cooley

Consequences of this method: It should be of purchased hit points divided by 6


noted immediately that it is less expensive in (round down). This is a slightly less
the long run to take larger Hit Dice before expensive than using a d1 with the
taking smaller Hit Dice; for example, compare variant model above, but makes
the cost of taking a d12 as a first hit die (280 accruing Hit Dice and hit points move
XP), with a d10 as the second Hit Die (240 slightly slower than the normal model
XP) and a d8 as the third hit die (300 XP); the by removing the ability to choose Hit
total is 720 XP, considerably less than the Die size and thereby removing the
total of taking a d12, then a d8, then a d10. ability of a high-Constitution-score
This is offset by the fact that a character will character to leverage the advantage
have to accumulate and expend more offered by using smaller Hit Dice.
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
Base Attack Bonus
is able to purchase the larger hit die, as well The following chart shows the XP cost to
as being offset by the potential benefits that obtain the listed value of Base Attack Bonus.
purchasing multiple smaller Hit Dice offer to There are two values to the right of each base
characters with high Constitution scores. save value; the first figure (XP Cost) is the
cost to move from the previous bonus value to
Hit Die XP Cost First HD the listed bonus value (i.e,. to increment by
d4 60 120 one to the listed value); the second figure
d6 80 160 (Total XP Cost) is the cost to move from a
d8 100 200 value of +0 to the listed bonus value.
d10 120 240
d12 140 280 BAB XP Cost Total XP Cost
+1 150 150
Hit Dice - Variants +2 300 450
1.) It is fairly obvious to note that the XP +3 450 900
Cost of a given die is simply 20 times +4 600 1,500
the mathematical average roll on the +5 750 2,250
die plus 10 (or, if you prefer, 10 times +6 900 3,150
two more than the number of sides on +7 1,050 4,200
the die); the GM may decide if he so +8 1,200 5,400
chooses to allow more esoteric die +9 1,350 6,750
types, such as a d3 or a d7 or even a +10 1,500 8,250
d1 or a d100 to be used as hit +11 1,650 9,900
dice, should he so desire. Note that +12 1,800 11,700
allowing small die types, such as a d2 +13 1,950 13,650
or d3, could easily lead to abuse by +14 2,100 15,750
characters with high Constitution +15 2,250 18,000
scores. +16 2,400 20,400
+17 2,550 22,950
2.) Buying hit points instead of Hit Dice is
+18 2,700 25,650
also possible; characters are required
+19 2,850 28,500
pay 160 XP up front to start with 6 hit
+20 3,000 31,500
points. Each subsequent hit point
purchased costs 25 XP times the total
number of (purchased) hit points it The XP Cost for a base attack bonus past 20
brings the character to (i.e., ignore is 150 XP times the characters new base
Constitution bonuses), thus the next attack bonus (e.g., moving from BAB +20 to
th
hit point (the 7 ) costs 175 XP. BAB +21 requires 21 x 150 XP or 3150 XP).
Constitution bonuses should accrue
with every 6 hit points under this Base Attack Bonus Variants
method, and a characters effective 1.) The GM may allow (but not require)
Hit Dice total is equal to the number players to purchase melee BAB and

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Buy the Numbers Spencer The Sigil Cooley

ranged BAB instead of general BAB points with a single weapon; i.e.,
BAB. If this is allowed, the cost to the player is allowed to rapidly
purchase one or the other should be become an expert with his weapon of
2/3 the cost listed on the table above. choice, but at the cost of being
The option to purchase a general behind the curve in all other
BAB is still available in this instance; weapons. The character must be
since general BAB and melee/ranged proficient in the chosen weapon. This
BAB do not stack, it is generally to a option allows representation of a
players advantage to purchase character who dedicates his life to the
general BAB unless he wishes to study of a single weapon; a character
specialize solely in one type of who has 5,000 XP to spend in this
combat, as purchasing both manner could gain a +13 BAB with
separately will cost 133% of his weapon of choice but could
purchasing general BAB points and purchase just a +2 BAB with all other
purchasing both one type of BAB and weapons, for example. It is
general BAB will cost 166% of advisable that both player and GM be
purchasing general BAB points. A prepared to make extensive use of
character with 5,000 XP to spend in the disarm option in this scenario, as
this manner might choose to spend well. This variant may easily be used
4,500 XP to gain a +9 bonus to in combination with variants 1 and 2
ranged attacks, neglecting his melee above.
BAB entirely or perhaps raising it to a
mere +2 (since he would not have 4.) With any of the variants described
sufficient XP to purchase more at 2/3 above, the GM may choose to limit
cost). This option allows players the the impact of specialization in one
freedom to specialize if they so type of combat by requiring that all
desire, but imposes a cost along BAB values (e.g., ranged BAB and
with that. melee BAB or single-weapon BAB
and general BAB) must remain
2.) The GM may require (as opposed to within some margin of each other
allow) players to purchase melee either a fixed margin (i.e., within 3
BAB and ranged BAB instead of points of each other) or a
general BAB. In this instance, the ratio/percentage (i.e., the lower score
cost to purchase each should be must be at least of the higher score
the cost listed in the table above. A with exceptions for very low values
character with 5,000 XP to spend in such as when one score is +1 and the
this manner might choose a other is +0).
balanced progression and have a +7
BAB in both melee and ranged
attacks or might opt for a less
Saving Throws (Each)
balanced progression such as +9 The following chart shows the cost to obtain
ranged BAB and +6 melee BAB. It saving throw bonuses in a single saving throw
must be noted that this option leads to category (i.e., Fortitude, Reflex, or Will).
slightly more high-powered Bonuses are purchased in each category
characters, especially among those separately. As with Base Attack Bonus, there
who specialize in a single mode of are two values to the right of each base save
combat, as specialization is not as value; the first figure (XP Cost) is the cost to
significantly penalized as it is with move from the previous bonus value to the
option #1 above. listed bonus value (i.e,. to increment by one to
the listed value); the second figure (Total XP
3.) The GM may allow players to Cost) is the cost to move from a value of 0 to
purchase single-weapon BAB the listed saving throw bonus.
instead of (or in addition to) general
BAB at a cost of 1/3 the cost listed Base Save XP Cost Total XP Cost
on the table above. This single- +1 50 50
weapon BAB is purchasing extra

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Buy the Numbers Spencer The Sigil Cooley

+2 200 250 Purchased


st
+3 450 700 1 50 50
nd
+4 800 1,500 2 100 150
rd
+5 1,250 2,750 3 300 450
th
+6 1,800 4,550 4 600 1,050
th
+7 2,450 7,000 5 1,000 2,050
th
+8 3,200 10,200 6 1,500 3,550
th
+9 4,050 14,250 7 2,100 5,650
th
+10 5,000 19,250 8 2,800 8,450
th
+11 6,050 25,300 9 3,600 12,050
th
+12 7,200 32,500 10 4,500 16,550
th
+13 8,450 40,950 11 5,500 22,050
th
+14 9,800 50,750 12 6,600 28,650
th
+15 11,250 62,000 13 7,800 36,450
th
For adding more points to the Base Save, the 14 9,100 45,550
th
XP Cost is 50 XP times the new Base Save 15 10,500 56,050
th
squared (for example, the XP Cost to move 16 12,000 68,050
th
from +15 to +16 is 16^2 times 50 XP or 17 13,600 81,650
12,800 XP). 18
th
15,300 96,950
th
19 17,100 114,050
Feats (Each)
th
20 19,000 133,050
th
For feats beyond the 20 feat, the XP Cost to
One of the most commonly used methods of purchase the Feat is 50 XP times the number
customizing characters in the Core Rules is of the Feat times one less than the number of
st
the use of Feats. However, since most the Feat (e.g., the 21 Feat has an XP Cost of
characters can only gain a few Feats over the 50 XP times 21 times 20 or 21,000 XP);
course of their careers, the ability to harness alternatively, add 100 XP times the number of
Feats to gain special abilities can be the characters total current Feats to the cost
somewhat stymied or at least delayed a bit. of the last Feat the character purchased to
In this system, however, any Feat from any find the cost of his next Feat (e.g., a character
th
source can be purchased (provided the with 20 Feats paid 19,000 XP for the 20
st
prerequisites for the Feat are met, of course). Feat; the 21 Feat costs him 20 x 100 XP plus
19,000 XP or 21,000 XP).
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 Skill Ranks
considered when determining how many Skill ranks, which are tied to a characters
Feats a character has for the purposes of this Intelligence score in the core rules, are
table. As with previous tables, the XP Cost partially tied to a characters Intelligence score
entry denotes the XP Cost a character must under the rules presented here. Humans
pay for just one Feat; the Total XP Cost should use the column that represents one
entry denotes the Cost for obtaining that Intelligence category greater than their actual
number of Feats assuming he has 0 total Intelligence to represent their racial ability of
Feats to start with (i.e., a character with 5 gaining one extra skill point per level (other
th
Feats must spend 1,500 XP to gain his 6 races that receive bonus skill points as a
Feat, while a character with 0 Feats who racial ability should use the column that
wishes to gain 6 Feats must spend 3,550 XP). represents one Intelligence category greater
than their actual level for each bonus skill
Feat XP Cost Total XP Cost point per level provided by their race).

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

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Buy the Numbers Spencer The Sigil Cooley

The XP Cost to purchase a pair of skill ranks 2.) Tying ranks to Hit Dice For those
(they are always purchased in pairs) is equal GMs who like the ceiling that a
to the characters total number of skill rank characters ranks in a certain skill can
pairs (note: thats half the total of the never exceed his character level plus
characters skill ranks, not simply half the total three, simply add the rule that a
skill ranks in a given skill) after the purchase character may not purchase more
times the Base Cost listed on the table above. ranks in a single skill than his Hit Dice
Thus, a character of average (10-11) plus three; this will slow somewhat
intelligence would have to spend 10 XP to the development of the all skills all
gain their first two skill ranks (10 times 1 skill the time character.
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
Attribute Increases
98 total skill ranks (and thus, 49 pairs) would Normally, characters are allowed to add one
th
have to spend 500 XP gain his 50 pair of skill to any single attribute point at each level that
ranks. It should be noted that there are no is divisible by four (i.e., level 4, 8, 12 etc.)
cross-class skills in the Buy the Numbers Since the Buy the Numbers system does not
system. have levels, attribute increases may be
purchased directly, with each increase
Skill Ranks - Variants requiring a progressively higher XP cost.
Each attribute increase purchased raises one
1.) Easier to Learn, Harder to Master attribute (Strength, Intelligence, etc.) by one
- For a game that places a greater (which attribute is increased is the choice of
emphasis on a lot of different skills, or the player). Note that this tracks all attribute
for those who feel that its easier to increases, not just increases in an individual
gain the basic knowledge attribute; for example, purchasing the first
represented by the first rank of a skill attribute increase regardless of the attribute
than it is to gain the advanced has an XP Cost of 400 XP. Purchasing a
knowledge represented by the second attribute increase regardless of
fifteenth rank of a skill, the GM may whether this increase is applied to the same
wish to rule that characters should attribute or a different attribute has a cost of
multiply 1.5 times the base cost for 800 XP.
pairs on the table above by the total
number of skill points in a given skill, Attribute
XP Cost Total XP Cost
instead counting pairs of total skill Increase
st
ranks. Under this method, for 1 400 400
nd
instance, the first rank in any skill 2 800 1,200
rd
would cost a character with average 3 1,200 2,400
th
intelligence 15 XP (1.5 times the base 4 1,600 4,000
price times the total skill ranks in that 5
th
2,000 6,000
skill). The second rank in any skill
would cost the character 30 XP, the For attribute increases beyond the 5 ,
th

third rank would cost 45 XP, and so continue to add 400 XP to the cost of each
on. Thus, a character could spend th
increase (i.e., the 6 increase costs 2,400 XP,
150 XP gaining one rank in each of th
the 7 increase costs 2,800 XP, etc.).
ten skills. He could spend his next
150 XP gaining a second rank in each Attribute Increases - Variants
of five skills, and so on. Using this
method makes it cheaper than
1.) Separated Attribute Tracking
normal to acquire lots of skills with a
Instead of tracking total attribute
few ranks in each, but more
increases to determine XP cost to
expensive to specialize in a given set
raise an attribute by one point, track
of skills.
total attribute increases to that
attribute only. If this method is used,

9
Buy the Numbers Spencer The Sigil Cooley

it is recommended that all XP costs them to achieve truly exceptional


given be increased to 150% of the scores in any particular area.
listed amount. For instance, normally,
the first time a character raises an 3.) Separated Attribute Tracking and
attribute (say, Dexterity) under the the Law of Diminishing Returns
Buy the Numbers system, it costs 400 This simply combines both methods
XP. The second time a character shown above; the cost to raise an
raises an attribute (whether Dexterity attribute is 300 XP times the number
or another attribute, such as of the attribute increase (i.e., the first
Charisma), it costs 800 XP to do so. attribute increase is 300 XP times 1,
The third increase (Dexterity, the second attribute increase is 300
Charisma, or something else, like XP times 2 and so on) times the
Wisdom) it costs 1,200 XP and so on. characters current attribute modifier
Using this variant, the first time a (minimum of one) to the attribute in
character raises his Dexterity, it costs question (each attribute is tracked
600 XP. The second time he raises separately). Since separated attribute
his Dexterity, it costs 1,200 XP. tracking makes it easier to raise
However, should the character decide several scores by a small amount
to raise his Charisma for the first time, than raise a single score by a large
it costs only 600 XP, regardless of the amount, and Law of Diminishing
number of Dexterity increases he has Returns variant makes it easier to
purchased. This method allows improve weak scores than strong, the
character to raise several attributes net result of this variant is that
more cheaply than the standard weaknesses can quickly be shored up
method; however, raising a single (well, quickly relative to normal
attribute by a large amount is more methods) but obtaining a single
expensive. exceptional score is even more
difficult to do than with either of the
2.) The Law of Diminishing Returns above methods alone (or with the
Instead of using the XP Cost listed on normal method).
the table above, the character must
pay half of the listed XP Cost for the
attribute raise times his current
Proficiencies
attribute bonus for the attribute he Weapon and armor proficiency may be
wishes to raise (minimum of one; a purchased at any time; however, it is
character without an attribute bonus cheapest to purchase during character
or with a penalty pays half the listed generation, as its cost is based upon
cost). All other calculations are the effective character level. Characters may
same; for example, a character who purchase weapon and armor proficiencies
wished to purchase his fourth attribute during initial (i.e., first-level) character creation
increase would pay 800 XP (half of with the following costs. Note that some
the 1,600 listed) times his current proficiencies have prerequisites; a character
attribute modifier; if his attribute may not select a proficiency for which he does
modifier were +3 (from a score of 17), not meet the prerequisites.
it would require 2,400 XP to make the
raise; however, if his attribute modifier XP
were 2 or 0, he would pay just 800 Proficiency Prerequisites
Cost
XP (remember, the multiplier cannot All Simple
be lower than 1). This method makes None 50
Weapons
it slightly cheaper to raise ability All Martial Proficiency with All
scores to average levels and even 75
Weapons Simple Weapons
slightly above average levels - but Single Simple
harder to raise a score to or Martial
extraordinary levels. It makes it None 10
Weapon of
easier for characters weaknesses to choice
be shored up, but makes it harder for

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Single Exotic Proficiency with All Step 4: Purchase Feats: A fighter begins
Weapon of Simple Weapons, 100 play with two Feats; one from the first level
choice All Martial Weapons Feat given to all characters, and a second
Light Armor None 50 fighter bonus Feat. Acquiring our first two
Proficiency with Feats costs 150 XP (50 for the first feat, 100
Medium Armor Light Armor and 50 for the second Feat). This leaves us with 710
Shields generation points to spend.
Proficiency with Step 5: Purchase Skills: A fighter (of normal
Light Armor, intelligence) begins play with 8 skill ranks.
Heavy Armor 50 This has a cost of 100 XP (remember, each
Medium Armor, and
Shields pair of ranks costs an amount equal to 10 XP
Shields None 25 times the new total number of pairs, so the
cost is 10+20+30+40 XP). This leaves us
A character that wishes to purchase with 610 generation points.
proficiencies after character creation may do Step 6: Purchase Proficiencies: A fighter
so through purchase of the appropriate Feat has proficiency with all simple (50 XP) and
or may acquire the proficiencies through direct martial (75 XP) weapons, as well as with light
XP expenditure if unwilling to make the (50 XP), medium (50 XP), and heavy (50 XP)
purchase via Fat. If the character is to armor and shields (25 XP). This costs 300
acquire proficiencies through direct XP XP, leaving us with 310 extra generation
expenditure, the character must pay the XP points we might choose to spend the extra
Cost times the effective level of the character points to gain a +1 to Will or Reflex saves (or
squared (i.e., acquiring proficiencies later in both), for instance. Its obviously not a
life quickly becomes very expensive). Thus, perfect fit but the fit is fairly close.
th
a character with 8,000 XP (effectively a 4
level character) who wishes to purchase Advancing the Fighter to Second Level
proficiency with shields must pay 4 squared
(or 16) times 25 XP (a total of 400 XP) to Lets take the fighter above and advance him
acquire that proficiency. to the abilities of a second level fighter, just to
see how many XP it would take (remember, it
How Far Have We Come? takes 1,000 XP for a first-level character to
advance to second level).
It should be noted that with only the rules Step 1: Add a hit die. He gains a second Hit
above, we have already laid 99% of the Die, a d10, at a cost of 2 (total Hit Dice) times
groundwork to handle the simplest of 120 XP (from the Hit Die table) for a cost of
character classes the fighter. Lets look 240 XP.
quickly at how a fighter would be constructed Step 2: Increase Base Attack Bonus. His
under these rules. Well assume we start with Base Attack Bonus increases from +1 to +2 at
a new character with 1,500 generation points. a cost of 300 XP (total to this point is 540 XP).
Step 1: Purchase Hit Dice. We begin by Step 3: Increase his Fortitude Save. His
purchasing a single d10 hit die; as this is the Fortitude Save increases from +2 to +3 at a
first Hit Die purchased, it costs 240 XP, cost of 450 XP (total to this point is 990 XP)
leaving us with 1,260 generation points to Step 4: Add a Feat. The character picks up a
nd
spend. bonus Fighter Feat at 2 level so we need
Step 2: Purchase Base Attack Bonus: A another Feat; this is the characters third Feat
fighter has a Base Attack Bonus of +1, which overall. The cost is 300 XP (total to this point
costs 150 XP to acquire. We are left with is 1,290 XP).
1,110 generation points to spend. Step 5: Add two more Skill Ranks. These
th th
Step 3: Purchase Saving Throws: A fighter are his 9 and 10 skill ranks, or his fifth pair,
begins with a +2 bonus to Fortitude saves; for a cost of 50 XP (total: 1,340 XP). This
this costs 250 XP (50 XP for increasing a +0 method makes it a little more expensive for
nd
to a +1 and another 200 XP for increasing a our fighter to advance to 2 level, but he still
+1 to a +2 for a total of 250 XP). We are left picks up all the abilities well within the XP
nd
with 860 generation points to spend. parameters of a 2 level character (between
1,000 and 2,999 XP).

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Step 3: Increase his Reflex and Will Saves.


Advancing the Fighter to Third Level 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
Now that we have a second-level equivalent rd
Feat at 3 level, so we buy the characters 4
th
fighter, well advance his abilities to match overall Feat for 600 XP (total to this point is
those of a third level fighter. 1,510 XP).
Step 5: Add two more Skill Ranks. These
Step 1: Add a hit die. He gains a third Hit th th
are his 11 and 12 skill ranks, or his sixth
Die, another d10, at a cost of 3 (total Hit Dice) pair, for a cost of 60 XP (total: 1,570 XP). This
times 120 XP (from the Hit Die table) for a is slightly less than the normal cost of 2,000
cost of 360 XP. nd rd
XP to advance from 2 to 3 level, but things
Step 2: Increase Base Attack Bonus. His stay fairly close.
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
Simple special abilities are abilities that are Specialization; each of these builds on the
not level-dependent, and that are always on characters ability to use a weapon, and so is
(i.e., do not require the character to activate an appropriate prerequisite for the next ability
them in any way) or are at will abilities with in the chain). Some abilities with exceptional
no limitation on uses per day. For example, a utility or ability to stack with other bonuses or
paladins Divine Grace ability is always active; allow leveraging of a single score (e.g., a
it is therefore classed as a simple ability. The paladins Divine Grace ability), may be priced
abilities granted by the Core Classes have as much as double the normal cost, while
been broken down here with appropriate XP abilities that are perhaps less useful or
Cost pricing. Some abilities have specific o a single task with several
prerequisites; the character must meet the restrictions (e.g., a rangers Camouflage
prerequisites before purchasing the ability and ability), may be priced at half normal cost.
if a character somehow becomes unable to Abilities that have been priced at double the
perform the prerequisites to the ability, he non-standard cost below have an asterisk (*)
cannot use the ability until he is able to again next to the XP cost entry; those that have
meet the prerequisites. been priced at half the standard cost have a
dagger () next to the XP cost entry.

Abilities Not Listed A Thousand Faces (Su)


The character gains the ability to alter his
It is possible to incorporate abilities from other appearance at will as if using the alter self
rulebooks into this ruleset as well. The spell as though cast by a sorcerer of a level
general rule of thumb to use when pricing a equal the characters Hit Dice.
simple ability is that the XP Cost to obtain the XP Cost: 3,900 XP
ability is equal to 300 XP times the minimum
character level at which the ability can be Access to Feat: Greater Weapon Focus
obtained under the Core Rules. For instance, The character gains the ability to take the
a prestige class might grant an ability at the Greater Weapon Focus Feat (he does not
th
4 level of the prestige class; entry to the gain the Feat itself, merely access to the Feat;
prestige class might require the character to the character must still spend a Feat to take
th
be at least 5 level. Thus, the ability should it).
th
be priced as a 9 -level ability, with a cost of XP Cost: 2,400 XP
300 XP times 9 or 2700 XP. When Prerequisites: Access to Feat: Weapon
determining prerequisites for an ability, look Specialization
for earlier-gained class abilities that seem to
indicate a progression into the ability (the Access to Feat: Greater Weapon
obvious example is a Fighter gaining access Specialization
first to Weapon Specialization, then Greater

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The character gains the ability to take the flat-footed. He loses these bonuses when he
Greater Weapon Specialization Feat (he does is immobilized or helpless, when he wears
not gain the Feat itself, merely access to the any armor, when he carries a shield, or when
Feat; the character must still spend a Feat to he carries a medium or heavy load.
take it). XP Cost: 300 XP
XP Cost: 3,600 XP
Prerequisites: Access to Feat: Weapon Aura of Courage (Su)
Specialization, Access to Feat: Greater The character is immune to fear (magical or
Weapon Focus otherwise). Each ally within 10 feet of him
gains a +4 morale bonus on saving throws
Access to Feat: Weapon Specialization against fear effects. This ability functions
Feat while the character is conscious, but not if he
The character gains the ability to take the is unconscious or dead.
Weapon Specialization Feat (he does not gain XP Cost: 900 XP
the Feat itself, merely access to the Feat; the Prerequisites: Divine Grace
character must still spend a Feat to take it).
XP Cost: 1,200 XP Camouflage
Prerequisites: Base Attack Bonus +4 or The character can use the Hide skill in any
higher sort of natural terrain, even if the terrain
doesnt grant cover or concealment.
Alignment-Based Aura XP Cost: 1,950 XP
The character has a particularly powerful aura Prerequisites: Trackless Step
corresponding his deitys (or his own, if he
does not worship a deity) alignment (see the Damage Reduction 1/-
detect evil spell for details) as though he were The character gains Damage Reduction.
a cleric of a level equal to his Effective Subtract 1 from the damage the character
Character Level. takes each time he is dealt damage from a
XP Cost: 200 XP weapon or a natural attack. Damage reduction
Prerequisites: Ability to cast divine spells of can reduce damage to 0 but not below 0.
st
at least 1 level or the Divine Grace simple XP Cost: 2,100 XP
ability (see below).
Damage Reduction 2/-
Armor Class Enhancement (Monkish) The character improves his existing Damage
The character gains an unnamed bonus to AC Reduction. Subtract 2 from the damage the
(unnamed bonuses stack with all other character takes each time he is dealt damage
bonuses and with other unnamed bonuses). from a weapon or a natural attack. Damage
This bonus to AC applies even against touch reduction can reduce damage to 0 but not
attacks or when the character is flat-footed. below 0.
He loses these bonuses when he is XP Cost: 3,000 XP
immobilized or helpless, when he wears any Prerequisites: Damage Reduction 1/-
armor, when he carries a shield, or when he
carries a medium or heavy load.
This bonus may be increased by spending the Damage Reduction 3/-
amount of XP noted below. The character continues to improve his
XP Cost: 1,500 XP for a +1 bonus; 3,000 XP existing Damage Reduction. Subtract 3 from
to increase from +1 to +2; 4,500 XP to the damage the character takes each time he
increase from +2 to +3, and 6,000 XP to is dealt damage from a weapon or a natural
increase from +3 to +4 attack. Damage reduction can reduce damage
Prerequisite: Armor Class Enhancement to 0 but not below 0.
(Simple) XP Cost: 3,900 XP
Prerequisites: Damage Reduction 1/-,
Armor Class Enhancement (Simple) Damage Reduction 2/-
When unarmored and unencumbered, the
character adds his Wisdom bonus (if any) to Damage Reduction 4/-
his AC. This bonus to AC applies even The characters existing Damage Reduction
against touch attacks or when the character is 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 Fast Movement
weapon or a natural attack. Damage reduction The characters land speed is faster than the
can reduce damage to 0 but not below 0. norm for his race by +10 feet. This benefit
XP Cost: 4,800 XP applies only when he is wearing no armor,
Prerequisites: Damage Reduction 1/-, light armor, or medium armor and not carrying
Damage Reduction 2/-, Damage Reduction a heavy load. Apply this bonus before
3/- modifying the characters speed because of
any load carried or armor worn.
Damage Reduction 5/- XP Cost: 600 XP*
The characters existing Damage Reduction
improves for a final time when this ability is Greater Rage
taken. Subtract 5 from the damage the The characters bonuses to Strength and
character takes each time he is dealt damage Constitution during his rage each increase to
from a weapon or a natural attack. Damage +6, and his morale bonus on Will saves
reduction can reduce damage to 0 but not increases to +3. The penalty to AC remains at
below 0. 2.
XP Cost: 5,700 XP XP Cost: 3,300 XP
Prerequisites: Damage Reduction 1/-, Prerequisites: Rage (see the complex
Damage Reduction 2/-, Damage Reduction abilities section)
3/-, Damage Reduction 4/-,
Hide in Plain Sight
Detect Evil While in any sort of natural terrain, the
At will, a character can use detect evil, as the character can use the Hide skill even while
spell, as though cast by a sorcerer of the being observed.
characters Effective Character Level. XP Cost: 2,550 XP
XP Cost: 300 XP Prerequisites: Camouflage, Trackless Step
Prerequisites: Good alignment, Divine Grace
Improved Evasion
Diamond Body (Su) The characters evasion ability improves. He
When the character takes this ability, he gains still takes no damage on a successful Reflex
immunity to poisons of all kinds. saving throw against attacks, but henceforth
XP Cost: 3,300 XP takes only half damage on a failed save. A
Prerequisites: Purity of Body, Still Mind helpless character does not gain the benefit of
improved evasion.
Divine Grace (Su) XP Cost: 2,700 XP
The character gains a bonus equal to her Prerequisites: Evasion ability
Charisma bonus (if any) on all saving throws.
XP Cost: 1,200 XP* Improved Uncanny Dodge
Prerequisites: Good alignment The character can no longer be flanked. This
defense denies the ability to sneak attack the
Divine Health (Su) character by flanking him, unless the attacker
The character gains immunity to all diseases, has at least four more Hit Dice than the target.
including supernatural and magical diseases. XP Cost: 1,500 XP
XP Cost: 1,800 XP Prerequisites: Uncanny Dodge ability
Prerequisites: Divine Grace
Indomitable Will
Evasion While in a rage, the character gains a +4
If a character with the Evasion ability makes a bonus on Will saves to resist enchantment
successful Reflex saving throw against an spells. This bonus stacks with all other
attack that normally deals half damage on a modifiers, including the morale bonus on Will
successful save, he instead takes no damage. saves he also receives during his rage.
Evasion can be used only if the character is XP Cost: 4,200 XP
wearing light armor or no armor. A helpless Prerequisites: Rage (see the complex
character does not gain the benefit of evasion. abilities section)
XP Cost: 1,200 XP*

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Mighty Rage PREREQUISITE: Sneak Attack


The characters bonuses to Strength and Damage of at least +4d6
Constitution during his rage each increase to Defensive Rol): The character can roll
+8, and his morale bonus on Will saves with a potentially lethal blow to take
increases to +4. The penalty to AC remains at less damage from it than he otherwise
2. would. Once per day, when he would
XP Cost: 6,000 XP be reduced to 0 or fewer hit points by
Prerequisites: Rage, Greater Rage damage in combat (from a weapon or
other blow, not a spell or special
Nature Sense ability), the character can attempt to
The character gains a +2 bonus on roll with the damage. To use this
Knowledge (nature) and Survival checks. ability, the character must attempt a
XP Cost: 300 XP Reflex saving throw (DC = damage
dealt). If the save succeeds, he takes
Perfect Self only half damage from the blow; if it
The character becomes a magical creature. fails, he takes full damage. He must
He is forevermore treated as an outsider be aware of the attack and able to
rather than as a humanoid (or whatever his react to it in order to execute a
creature type was) for the purpose of spells defensive rollif he is denied his
and magical effects. Additionally, the Dexterity bonus to AC, he cant use
character gains damage reduction 10/magic, this ability. Since this effect would not
which allows him to ignore the first 10 points normally allow a character to make a
of damage from any attack made by a Reflex save for half damage, the
nonmagical weapon or by any natural attack evasion ability does not apply to the
made by a creature that doesnt have similar defensive roll.
damage reduction. Unlike other outsiders, the PREREQUISITE: Evasion
character can still be brought back from the Opportunist: Once per round, the
dead as if he were a member of her previous character can make an attack of
creature type. opportunity against an opponent who
XP Cost: 6,000 XP has just been struck for damage in
Prerequisites: Diamond Body, Diamond melee by another character. This
Soul, Empty Body, Purity of Body, Still Mind attack counts as the characters
attack of opportunity for that round.
Purity of Body Even a character with the Combat
The character gains immunity to all diseases Reflexes feat cant use the
except for supernatural and magical diseases. opportunist ability more than once per
XP Cost: 1,500 XP round.
Prerequisites: Still Mind Skill Mastery: The character becomes
so certain in the use of certain skills
Resist Natures Lure that he can use them reliably even
The character gains a +4 bonus on saving under adverse conditions. Upon
throws against the spell-like abilities of fey. gaining this ability, he selects a
XP Cost: 1,200 XP number of skills equal to 3 + his
Intelligence modifier. When making a
Rogue Special Abilities skill check with one of these skills, he
The character gains a special ability of choice may take 10 even if stress and
from among the following options. distractions would normally prevent
Crippling Strike: The character can him from doing so. A rogue may gain
sneak attack opponents with such this special ability multiple times,
precision that his blows weaken and selecting additional skills for it to
hamper them. An opponent damaged apply to each time.
by one of his sneak attacks also takes Slippery Mind: This ability represents
2 points of Strength damage. Ability the rogues ability to wriggle free from
points lost to damage return on their magical effects that would otherwise
own at the rate of 1 point per day for control or compel him. If a rogue with
each damaged ability. slippery mind is affected by an

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enchantment spell or effect and fails Prerequisites: Venom Immunity and Wild
his saving throw, he can attempt it Shape Ability or all of the following: Diamond
again 1 round later at the same DC. Body, Diamond Soul, Purity of Body, Still Mind
He gets only this one extra chance to
succeed on his saving throw. Tireless Rage
XP Cost: 3,000 XP for the first ability, this can The character no longer becomes fatigued at
be taken multiple times with each subsequent the end of his rage.
ability taken seeing the cost rise by 900 XP XP Cost: 5,100 XP
(i.e., the second ability costs 3,900 XP, the Prerequisites: Rage, Improved Rage
third ability costs 4,800 XP, etc.)
Tongue of the Sun and Moon
Spell Conversion healing/inflict spells The character higher can speak with any
The character may convert any prepared living creature.
divine spell into a Cure spell of the same XP Cost: 5,100 XP
level (identical to the cleric ability in the Core Prerequisites: Diamond Body, Still Mind
Rules).
XP Cost: 300 XP Trackless Step
Prerequisite: Ability to cast prepared divine The character leaves no trail in natural
spells surroundings and cannot be tracked. He may
choose to leave a trail if so desired.
Spell Conversion summon natures ally XP Cost: 900 XP
spells
The character may convert any prepared Trapfinding
divine spell into a Summon Natures Ally The characters intimate familiarity with traps
spell of the same level (identical to the druid allows him to use the Search skill to locate
ability in the Core Rules). traps when the task has a Difficulty Class
XP Cost: 300 XP higher than 20.
Prerequisite: Ability to cast prepared divine XP Cost: 300 XP
spells
Uncanny Dodge
Still Mind The character retains his Dexterity bonus to
The character gains a +2 bonus on saving AC (if any) even if he is caught flat-footed or
throws against spells and effects from the struck by an invisible attacker. However, he
school of enchantment. still loses his Dexterity bonus to AC if
XP Cost: 900 XP immobilized.
XP Cost: 600 XP
Swift Tracker
The character can move at his normal speed Venom Immunity
while following tracks without taking the The character gains immunity to all poisons.
normal 5 penalty. He takes only a 10 XP Cost: 2,700 XP
penalty (instead of the normal 20) when
moving at up to twice normal speed while
tracking. Woodland Stride
XP Cost: 2,400 XP The character may move through any sort of
Prerequisites: Trackless Step undergrowth (such as natural thorns, briars,
overgrown areas, and similar terrain) at his
normal speed and without taking damage or
Timeless Body suffering any other impairment. However,
The character no longer takes ability score thorns, briars, and overgrown areas that have
penalties for aging and cannot be magically been magically manipulated to impede motion
aged. Any penalties he may have already still affect him.
incurred, however, remain in place. Bonuses XP Cost: 600 XP
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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Chapter Three: Complex Sp


Special
ecial Abilities
ability references appropriate level, this
Complex special abilities are abilities that is the level used. A character may
are either level-dependent, have limitations on improve the effective level for one ability
uses per day, or that otherwise require only by paying an XP Cost equal to 50
activation of some sort on the part of the times the new effective level (i.e., raising
character. The abilities granted by the Core the effective level from 1 to 2 requires 100
Classes are presented here with appropriate XP, raising it from 2 to 3 requires another
XP Cost pricing. Like simple abilities, some 150 XP, and so forth).
complex abilities have prerequisites; the 3.) Increases that do not follow a caster
character must meet the prerequisites before level pattern are also possible; the cost
purchasing the ability and if a character for these is usually noted in the text.
somehow becomes unable to perform the
prerequisites to the ability, he cannot use the When pricing complex special abilities, the
ability until he is able to again meet the general rule of thumb is that the cost for
prerequisites. access should be 100 XP times the minimum
level required under the Core Rules to
Unlike simple special abilities, which require a achieve the ability if the ability is level-
one-time entry cost, complex special abilities dependent and 150 XP times the minimum
require at least two XP expenditures to be level required if it is not. The base cost for
made. The first XP expenditure a character uses per day should be priced at half the cost
must make is the XP Cost to have access to for access. Exceptionally useful abilities
the ability; this cost is always listed first below (such as sneak attack) may see an increase
the ability description. Other costs that may in cost but never more than double. As with
be required include: simple abilities, prerequisites for complex
abilities should make sense as much as
1.) The cost for each daily use of the ability possible, usually being drawn from earlier
(Base XP Cost for Single Daily Use). abilities on a class list or in exceptional cases,
This cost escalates as the character from other areas (e.g., since being an arcane
purchases more uses of the ability each spellcaster is part of acquiring a familiar, the
day; the second entry below the ability familiar ability requires some ability with
description is the Base XP Cost for arcane spells).
Single Daily Use. Purchasing one use of
the ability per day has an XP Cost equal Remember when converting abilities granted
to the new total number of daily uses by a prestige class to find the minimum
times the Base XP Cost; thus each character level at which the ability can be
successive purchase of a daily use acquired (not just prestige class level). For
increases the XP Cost (i.e., if an ability instance, a prestige class with prerequisites
th
has a Base XP Cost of 500 XP, it requires that cannot be met until 12 level and that
nd
a payment of 500 XP to use the ability grants an ability at 2 level in the prestige
th
once per day, an additional 1,000 XP to class should see that ability treated as a 14
use the ability twice per day, another level ability when determining the XP Cost for
1,500 XP to use the ability three times per access. However, the starting appropriate
day, and so forth). level should remain at the level of the
2.) Increasing the effective caster/character prestige class, not the total character level, if
level with which the ability is measured. the ability follows the characters class level.
Some abilities have a Starting Caster Thus, while an XP Cost to Access might be
th
level listed; this level is subsumed in the priced as a 14 -level ability, the starting
cost of purchasing access to the ability appropriate level might be much lower than
th
and is the minimum level at which the 14 (see the example at the end of this
ability operates (if no entry appears, and a section of the Death Attack of an assassin for
level is necessary assume the starting an illustration of this concept).
level is one). If the description of the

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Abundant Step Prerequisites: At least 18 ranks in the


The character gains the ability to slip Perform Skill, Bardic Music (Basic) with a
magically between spaces, as if using the caster level of at least fifteen and Bardic
spell dimension door, once per day as the Music: Inspire Greatness.
spell cast by a sorcerer of the appropriate
level. Bardic Music: Mass Suggestion
XP Cost for Access: 1,200 XP The character may use his Bardic Music
Base XP Cost for Single Daily Use: 600 XP (Basic) ability to create the Mass Suggestion
th
Starting Appropriate Level: 6 effect as described under bard in the Core
Prerequisites: Fast Movement Rules, using the characters caster level with
bardic music in place of the phrase bard
Bardic Music (Basic) level when determining the number of targets
The character may use the Countersong, can be affected.
Fascinate, and Inspire Courage abilities as XP Cost for Access: 1,800 XP
described under bard in the Core Rules; use Prerequisites: At least 21 ranks in the
the characters appropriate level to determine Perform Skill, Bardic Music (Basic) with a
how many targets may be affected by his caster level of at least eighteen and Bardic
Fascinate ability. Music: Suggestion.
XP Cost for Access: 100 XP
Base XP Cost for Single Daily Use: 50 XP Bardic Music: Song of Freedom
st
Starting Appropriate Level: 1 The character may use his Bardic Music
Prerequisites: At least 3 Ranks in Perform (Basic) ability to create the Song of Freedom
Skill effect as described under bard in the Core
Rules, using the characters caster level with
Bardic Music: Inspire Competence bardic music in place of the phrase bard
The character may use his Bardic Music level.
(Basic) ability to create the Inspire XP Cost for Access: 1,200 XP
Competence effect as described under bard Prerequisites: At least 15 ranks in the
in the Core Rules. Perform Skill, Bardic Music (Basic) with a
XP Cost for Access: 300 XP caster level of at least twelve.
Prerequisites: At least 6 ranks in the Perform
Skill, Bardic Music (Basic) with a caster level Bardic Music: Suggestion
of at least three. The character may use his Bardic Music
(Basic) ability to create the Suggestion effect
Bardic Music: Inspire Greatness as described under bard in the Core Rules,
The character may use his Bardic Music using the characters caster level with bardic
(Basic) ability to create the Inspire Greatness music in place of the phrase bard level when
effect as described under bard in the Core determining the number of targets can be
Rules, using the characters caster level with affected.
bardic music in place of the phrase bard XP Cost for Access: 600 XP
level when determining the number of targets Prerequisites: At least 9 ranks in the Perform
can be affected. Skill, Bardic Music (Basic) with a caster level
XP Cost for Access: 900 XP of at least six.
Prerequisites: At least 12 ranks in the
Perform Skill, Bardic Music (Basic) with a Diamond Soul
caster level of at least nine. The character gains spell resistance equal to
the appropriate level + 10. In order to affect
Bardic Music: Inspire Heroics the character with a spell, a spellcaster must
The character may use his Bardic Music get a result on a caster level check (1d20 +
(Basic) ability to create the Inspire Heroics caster level) that equals or exceeds the
effect as described under bard in the Core characters spell resistance.
Rules, using the characters caster level with XP Cost for Access: 2,600 XP*
bardic music in place of the phrase bard Starting Appropriate Level:13 (increases
level when determining the number of targets require double the normal expenditure; i.e.,
can be affected. increases cost 100 XP times the level to
XP Cost for Access: 1,500 XP

19
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which the appropriate level is being The character may select a type of creature
increased) from among those given as favored enemies
Prerequisites: Diamond Body, Purity of for a ranger, gaining a +2 bonus on Bluff,
Body, Still Mind Listen, Sense Motive, Spot, and Survival
checks when using these skills against
Empty Body (Su) creatures of this type. Likewise, he gets a +2
The character gains the ability to assume an bonus on weapon damage rolls against such
ethereal state for 1 round per appropriate creatures. If the character chooses
level per day, as though using the spell humanoids or outsiders as a favored enemy,
etherealness. He may go ethereal on a he must also choose an associated subtype,
number of different occasions during any as indicated on the table. If a character has
single day, as long as the total number of multiple favored enemies, and a specific
rounds spent in an ethereal state does not creature falls into more than one category of
exceed his appropriate level. favored enemy, the characters bonuses do
XP Cost for Access: 1,900 XP not stack; he simply uses whichever bonus is
Starting Appropriate Level: 19 higher. The character may increase the bonus
Prerequisites: Diamond Body, Diamond against a favored enemy by paying the
Soul, Purity of Body, Still Mind amount indicated below.
XP Cost for Access: 150 XP for the first
Familiar favored enemy, 750 XP for the second, 1,500
A character can obtain a familiar as a sorcerer XP for the third; add 750 XP for each
of his appropriate level; he chooses the kind additional enemy thereafter.
of familiar he gets and as he increases his Improving Bonuses: Bonuses may only be
appropriate level, his familiar also increases in improved in increments of +2. Improving the
power. bonus against a given favored enemy requires
If the familiar dies or is dismissed by the 250 XP times the new total bonus against that
character, he must attempt a DC 15 Fortitude enemy (i.e., increasing a bonus from +2 to +4
saving throw. Failure means he loses 200 requires 1,000 XP).
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 Flurry of Blows
familiars demise or dismissal). A slain or When unarmored and unarmed, the character
dismissed familiar cannot be replaced for a may strike with a flurry of blows at the
year and day. A slain familiar can be raised expense of accuracy. When doing so, he may
from the dead just as a character can be, and make one extra attack in a round at his
it does not lose a level or a Constitution point highest base attack bonus, but this attack
when this happy event occurs. A character takes a 2 penalty, as does each other attack
may have only one familiar at a time. made that round. This penalty applies for 1
XP Cost for Access: 100 XP round, so it also affects attacks of opportunity
Starting Appropriate Level: 1 the character might make before her next
Prerequisites: Ability to cast at least two first- action. A character must use a full attack
level spells from the wizard or sorcerer spell action to strike with a flurry of blows. The 2
lists. penalty may be reduced through additional XP
expenditure; once it has been reduced to
Fast Movement (Monkish) zero, a second extra attack at the characters
The character gains an enhancement bonus Full Base Attack Bonus can be purchased
to his speed equal to 10 feet for every three (usable only during the Flurry of Blows).
appropriate levels, but only while unarmored When using flurry of blows, a character may
and unencumbered; a character in armor or attack only with unarmed strikes or with
carrying a medium or heavy load loses this special monk weapons (kama, nunchaku,
extra speed. quarterstaff, sai, shuriken, and siangham). He
XP Cost for Access: 300 XP may attack with unarmed strikes and special
Starting Appropriate Level: 3 monk weapons interchangeably as desired.
When using weapons as part of a flurry of
Favored Enemy blows, a character applies his Strength bonus

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(not Str bonus x 1-1/2 or x1/2) to his damage allotment of points to use as damage after
rolls for all successful attacks, whether he successfully touching an undead creature.
wields a weapon in one or both hands. The XP Cost for Access: 200 XP
character cant use any weapon other than a Starting Appropriate Level: 2
special monk weapon as part of a flurry of Prerequisites: Divine Grace, Charisma 12 or
blows. In the case of the quarterstaff, each higher
end counts as a separate weapon for the
purpose of using the flurry of blows ability. Monkish Unarmed Damage
Even though the quarterstaff requires two The character gains the ability to deal lethal
hands to use, a character may still intersperse damage with his unarmed strikes as though a
unarmed strikes with quarterstaff strikes, monk of the appropriate level.
assuming that he has enough attacks in his XP Cost for Access: 100 XP
flurry of blows routine to do so. Starting Appropriate Level: 1
XP Cost for Access: 150 XP Prerequisites: Improved Unarmed Strike
XP Cost to Reduce Penalty from 2 to 1: (Feat)
1,050 XP
XP Cost to Reduce Penalty from 1 to 0: Quivering Palm (Su)
2,250 XP The character gains the ability to set up
XP Cost to add a second extra attack: vibrations within the body of another creature
1,575 XP that can thereafter be fatal if he so desires. He
Prerequisites: Monkish Unarmed Damage must announce his intent before making his
attack roll. Constructs, oozes, plants, undead,
Ki Strike incorporeal creatures, and creatures immune
The characters unarmed attacks are to critical hits cannot be affected. Otherwise, if
empowered with ki. His unarmed attacks are the character strikes successfully and the
treated as magic weapons for the purpose of target takes damage from the blow, the
dealing damage to creatures with damage quivering palm attack succeeds. Thereafter
reduction. Ki strike improves with the the monk can try to slay the victim at any later
characters appropriate level. At 10th level, his time, as long as the attempt is made within a
unarmed attacks are also treated as lawful number of days equal to his appropriate level.
weapons for the purpose of dealing damage To make such an attempt, the character
to creatures with damage reduction. At 16th merely wills the target to die (a free action),
level, his unarmed attacks are treated as and unless the target makes a Fortitude
adamantine weapons for the purpose of saving throw (DC 10 + 1/2 the appropriate
dealing damage to creatures with damage level + the characters Wis modifier), it dies. If
reduction and bypassing hardness. the saving throw is successful, the target is no
XP Cost for Access: 400 XP longer in danger from that particular quivering
Starting Appropriate Level: 4 palm attack, but it may still be affected by
Prerequisites: Monkish Unarmed Damage another one at a later time.
XP Cost for Access: 1,500 XP
Lay on Hands (Su) Base XP Cost for Single Weekly Use: 750
The character gains the ability to heal wounds XP
(his own or those of others) by touch. Each Starting Appropriate Level: 15
day he can heal a total number of hit points of
damage equal to his appropriate level x his Rage
Charisma bonus. The character may choose The character can fly into a rage. In a rage, a
to divide her healing among multiple character temporarily gains a +4 bonus to
recipients, and he doesnt have to use it all at Strength, a +4 bonus to Constitution, and a +2
once. Using lay on hands is a standard action. morale bonus on Will saves, but he takes a 2
Alternatively, the character can use any or all penalty to Armor Class. The increase in
of this healing power to deal damage to Constitution increases the characters hit
undead creatures. Using lay on hands in this points by 2 points per level, but these hit
way requires a successful melee touch attack points go away at the end of the rage when
and doesnt provoke an attack of opportunity. his Constitution score drops back to normal.
The character decides how many of his daily (These extra hit points are not lost first the
way temporary hit points are.) While raging, a

21
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character cannot use any Charisma-, If a character rogue can catch an opponent
Dexterity-, or Intelligence-based skills (except when he is unable to defend himself
for Balance, Escape Artist, Intimidate, and effectively from her attack, he can strike a vital
Ride), the Concentration skill, or any abilities spot for extra damage. The characters attack
that require patience or concentration, nor can deals extra damage any time her target would
he cast spells or activate magic items that be denied a Dexterity bonus to AC (whether
require a command word, a spell trigger (such the target actually has a Dexterity bonus or
as a wand), or spell completion (such as a not), or when the character flanks his target.
scroll) to function. He can use any feat he has Should the character score a critical hit with a
except Combat Expertise, item creation feats, sneak attack, this extra damage is not
and metamagic feats. A fit of rage lasts for a multiplied. Ranged attacks can count as
number of rounds equal to 3 + the characters sneak attacks only if the target is within 30
(newly improved) Constitution modifier. A feet. He cannot use a weapon that deals
character may prematurely end his rage. At lethal damage to deal nonlethal damage in a
the end of the rage, the character loses the sneak attack, not even with the usual 4
rage modifiers and restrictions and becomes penalty.
fatigued (2 penalty to Strength, 2 penalty to A character can sneak attack only living
Dexterity, cant charge or run) for the duration creatures with discernible anatomies
of the current encounter (unless he is a 17th- undead, constructs, oozes, plants, and
level character, at which point this limitation incorporeal creatures lack vital areas to
no longer applies; see below). A character attack. Any creature that is immune to critical
can fly into a rage only once per encounter. hits is not vulnerable to sneak attacks. The
XP Cost for Access: 150 XP character must be able to see the target well
Base XP Cost for Single Daily Use: 75 XP enough to pick out a vital spot and must be
able to reach such a spot. A character cannot
Remove Disease (Sp) sneak attack while striking a creature with
The character can produce a remove disease concealment or striking the limbs of a creature
effect, as the spell cast by a sorcerer of the whose vitals are beyond reach.
appropriate level. XP Cost for Access: 150 XP
XP Cost for Access: 600 XP Base XP Cost for 1d6 Extra Damage: 150
Base XP Cost for Single Weekly Use: 300 XP* (increasing by one the dice of damage
XP requires an expenditure of 150 XP times the
Starting Appropriate Level: 6 new total extra d6 of damage, i.e., increasing
from 1d6 to 2d6 requires 300 XP; increasing
Slow Fall again from 2d6 to 3d6 requires 450 XP, etc.)
When the character is within arms reach of a
wall, he can use it to slow his descent, as a Special Mount (Sp)
monk of the appropriate level. The character gains the service of an
XP Cost for Access: 400 XP unusually intelligent, strong, and loyal steed to
Starting Appropriate Level: 4 serve him in his crusade against evil. This
mount is usually a heavy warhorse (for a
Smite Evil (Su) Medium paladin) or a warpony (for a Small
The character may attempt to smite evil with paladin). Once per day, as a full-round action,
one normal melee attack. He adds his a character may magically call his mount from
Charisma bonus (if any) to his attack roll and the celestial realms in which it resides. This
deals 1 extra point of damage per appropriate ability is the equivalent of a spell of a level
level. If the character accidentally smites a equal to one-third the appropriate level. The
creature that is not evil, the smite has no mount immediately appears adjacent to the
effect, but the ability is still used up for that character and remains for 2 hours per
day. appropriate level; it may be dismissed at any
XP Cost for Access: 100 XP time as a free action. The mount is the same
Base XP Cost for Single Daily Use: 100 XP* creature each time it is summoned, though
Starting Appropriate Level: 1 the character may release a particular mount
Prerequisites: Detect Evil from service.
Each time the mount is called, it appears in
Sneak Attack full health, regardless of any damage it may

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have taken previously. The mount also worships a good deity) can turn or destroy
appears wearing or carrying any gear it had undead creatures. An evil character (or a
when it was last dismissed. Calling a mount is neutral character who worships an evil deity)
a conjuration (calling) effect. instead rebukes or commands such creatures.
Should the characters mount die, it A neutral character of a neutral deity must
immediately disappears, leaving behind any choose whether his turning ability functions as
equipment it was carrying. The character may that of a good character or an evil character.
not summon another mount for thirty days or Once this choice is made, it cannot be
until he increases this abilitys appropriate reversed. A character gains a number of
level, whichever comes first, even if the mount bonus daily uses of this ability equal to his
is somehow returned from the dead. During Charisma modifier (i.e., the character need
this thirty-day period, the character takes a 1 not purchase these uses and they are not
penalty on attack and weapon damage rolls. counted when determining the XP cost to
XP Cost for Access: 500 XP purchase a daily use).
Starting Appropriate Level: 5 XP Cost for Access: 100 XP
Prerequisites: Divine Grace, Aura of Base XP Cost for Single Daily Use: 50 XP
Courage Starting Appropriate Level: 1
Prerequisites: Divine Grace ability or ability
Trap Sense to cast at least two first-level spells from the
The character gains a bonus on Reflex saves cleric spell list.
made to avoid traps and a dodge bonus to AC
against attacks made by traps. This bonus is Wholeness of Body (Su)
equal to 1/3 the characters appropriate level The character gains the ability to heal his own
(rounded down). wounds. He can heal a number of hit points of
XP Cost for Access: 300 XP damage equal to twice his appropriate level,
Starting Appropriate Level: 3 and he can spread this healing out among
several uses.
Trivia (Bardic Knowledge) XP Cost for Access: 700 XP
A character may make a special trivia check Base XP Cost for Single Daily Use: 700 XP*
with a bonus equal to his appropriate level + Starting Appropriate Level: 7
his Intelligence modifier to see whether he Prerequisites: Purity of Body, Still Mind
knows some relevant information about local
notable people, legendary items, or Wild Empathy
noteworthy places. (If the character has 5 or The character with this ability can improve the
more ranks in Knowledge (history), he gains a attitude of an animal. This ability functions just
+2 bonus on this check.) A successful trivia like a Diplomacy check made to improve the
check will not reveal the powers of a magic attitude of a person. The character rolls 1d20
item but may give a hint as to its general and adds his appropriate level and his
function. A character may not take 10 or take Charisma modifier to determine the wild
20 on this check; this sort of knowledge is empathy check result. The typical domestic
essentially random. The character may make animal has a starting attitude of indifferent,
one such check on any given person, item or while wild animals are usually unfriendly. To
place, but has no limit on the number of times use wild empathy, the character and the
per day or number of persons, items, or animal must be able to study each other,
places, that this ability may be applied to. which means that they must be within 30 feet
XP Cost for Access: 100 XP of one another under normal conditions.
Starting Appropriate Level: 1 Generally, influencing an animal in this way
takes 1 minute, but as with influencing people,
Turn or Rebuke Undead (Su) it might take more or less time. A character
The character has the power to affect undead can also use this ability to influence a magical
creatures by channeling the power of his faith beast with an Intelligence score of 1 or 2, but
through his holy (or unholy) symbol as a cleric she takes a 4 penalty on the check.
of the appropriate level. A character with 5 or XP Cost for Access: 100 XP
more ranks in Knowledge (religion) gets a +2 Starting Appropriate Level: 1
bonus on turning checks against undead. A
good character (or a neutral character who Wild Shape: Elemental (Su)

23
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The character becomes able to use change


into a Small, Medium, or Large elemental (air,
Converting complex abilities from
earth, fire, or water). In addition to the normal
effects of wild shape, the character gains all
other sources an example
the elementals extraordinary, supernatural, Converting complex abilities is slightly harder
and spell-like abilities. He also gains the than converting simple abilities, but still, in
elementals feats for as long as he maintains general, remains relatively simple.
the wild shape, but retains his own creature
type. At 20th effective level, a character may Almost any level-dependent ability from any
use this ability to change into a Huge source can be quickly and easily converted;
elemental. for this example, lets choose the Assassin
XP Cost for Access: 1,600 XP prestige class and its Death Attack ability. An
st
Base XP Cost for Single Daily Use: 800 XP assassin gains the death attack ability at 1
Starting Appropriate Level: 16 level; however, a character cannot take a
Prerequisites: Wild Empathy, Trackless level in assassin without first fulfilling the class
Step, Wild Shape: Natural with the ability to prerequisites. The highest bar to entry is the
transform into a Plant creature required 8 ranks in Hide and Move Silently.
Since a character can only have (level + 3)
Wild Shape: Natural (Su) ranks in any given skill, we know that a
The character gains the ability to turn himself character must gain at least 5 levels before
into any Small or Medium animal and back becoming an assassin. So the Death Attack
th
again. His options for new forms include all is really a 6 level ability (5 levels to qualify,
creatures with the animal type. This ability followed by 1 level of assassin). This ability
functions like the polymorph spell, except as scales with level, so its base cost to access
noted here. The effect lasts for 1 hour per should be 100 XP times the level (6) or 600
appropriate level, or until he changes back. XP. Since the ability relies upon the assassin
Changing form (to animal or back) is a class level (not character level), the ability
standard action and doesnt provoke an attack starts out at appropriate level 1. The ability
of opportunity. The form chosen must be that may be used as often as desired, so we need
of an animal the character is familiar with. A no cost for each daily use. Finally, we note
character loses his ability to speak while in that the Death Attack must be a sneak attack,
animal form because he is limited to the so we should make Sneak Attack a
sounds that a normal, untrained animal can prerequisite. Having done all this, we can re-
make, but he can communicate normally with write the assassins Death Attack ability as a
other animals of the same general grouping complex ability that looks like this:
as her new form. (The normal sound a wild
parrot makes is a squawk, so changing to this Death Attack
form does not permit speech.) If the character studies his victim for 3 rounds
The character gains the ability to take the and then makes a sneak attack with a melee
shape of a Large animal when the characters weapon that successfully deals damage, the
appropriate level reaches 8th level, a Tiny sneak attack has the additional effect of
animal at 11th level, and a Huge animal at possibly either paralyzing or killing the target
15th level. (characters choice). While studying the
The new forms Hit Dice cant exceed the victim, the character can undertake other
characters appropriate level. actions so long as his attention stays focused
When the characters appropriate level on the target and the target does not detect
reaches 12th, he becomes able to use wild the character or recognize the character as an
shape to change into a plant creature with the enemy. If the victim of such an attack fails a
same size restrictions as for animal forms. (A Fortitude save (DC 10 + the appropriate level
character cant use this ability to take the form + the characters Int modifier) against the kill
of a plant that isnt a creature.) effect, he dies. If the saving throw fails against
XP Cost for Access: 500 XP the paralysis effect, the victim is rendered
Base XP Cost for Single Daily Use: 250 XP helpless and unable to act for 1d6 rounds plus
Starting Appropriate Level: 5 1 round per appropriate level. If the victims
Prerequisites: Wild Empathy, Trackless Step saving throw succeeds, the attack is just a
normal sneak attack. Once the character has

24
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completed the 3 rounds of study, he must


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

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Chapter Four: Spellcasting


slots and you must have access to
Introduction the appropriate level spell list to know
a given spell.
Perhaps the most difficult area of the Buy the
Numbers system or at least the one that If that all seems confusing its not too
requires the most bookkeeping is the surprising, but well take it slow and let you
spellcasting section. To minimize the see how the system works, using examples
confusion and the effort, keep in mind that along the way.
there are four basic factors that must be
tracked to determine how spellcasters work in Caster Types
the Buy the Numbers system.
Spellcasters in the Core rules can be
1.) Caster level This is relatively represented by four basic variables; the one
straightforward and something youll most of us are familiar with is arcane/divine.
recognize immediately from the Core A wizard is an arcane caster, while a cleric is
Rules. It works just like caster level in a divine caster. The second is prepared
the Core Rules the only difference caster/spontaneous caster a wizard or
here is that you dont automatically druid is a prepared caster (though druids have
increment it when you level; instead, a very limited spontaneous ability, well ignore
you purchase your caster levels with that for the moment) i.e., they prepare spells
XP (which by now, shouldnt be that into their spell slots in advance, while a bard
big a surprise). Caster levels are or sorcerer is a spontaneous caster i.e.,
bought relative to spell lists (i.e., you they decide what spell to cast as they cast the
buy wizard levels or cleric levels) spell using one of their spell slots. The third
or, if youre using variants presented variable is the mental attribute a class bases
here, multiple spell lists. its spells from (including setting spell DCs,
2.) Access to Spell Lists A character gaining bonus spells, and checking to see
purchases his access to spell lists whether a character can cast spells of a given
one list and one spell level at a time. spell level); Intelligence, Wisdom, or
A character must meet minimum Charisma. In the Core Rules, all divine
caster level prerequisites to gain casters use Wisdom and all arcane casters
access to a given level of a spell list, use Intelligence or Charisma (by the same
for example, a character must have a token, any caster that uses Wisdom is
minimum caster level of one for the considered a divine caster, while any caster
appropriate spell list to access a spell who uses Intelligence or Charisma is
list at all! A character normally does considered an arcane caster), though other
not purchase access to a given level rulebooks outside the core rules do not
of a spell list until hes close to adding always follow this form. For greatest
spell slots. interoperability among as many sourcebooks
3.) Spell slots these are of course the as possible, the Buy the Number system
slots that power spells they are the treats the casters ruling attribute as a
slots in which a wizard-type caster separate and distinct variable.
prepares spells, and the slots that a
sorcerer-type caster uses to The fourth variable is an unofficial variable,
spontaneously power spells; each but one that is useful for converting classes
spell slot has a particular spell level from any other supplement into the Buy the
associated with it, just as with the Numbers system a caster can be a minor,
core rules. intermediate, or major spellcaster. The
4.) Spells known For spontaneous highest level spells available to a minor caster
th th
casters (only), spells known are at 20 level are 4 level spells, and minor
required to use spontaneous spell casters have a spellcaster level equal to half

26
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of their class level (e.g., ranger, paladin). The entry for any or all of the parameters. A
highest level spells available to an characters caster level affects any portion of
th th
intermediate spellcaster at 20 level are 6 a spell determined by caster level (e.g.,
level spells, and intermediate have a damage, range, duration), but does not affect
spellcaster level equal to their class level anything else (e.g., it does not give spell slots
(e.g., bard). The highest level spells available to a character; these are purchased
th th
to a major spellcaster at 20 level are 9 level separately).
spells, and major casters have a spellcaster
level equal to their class level (e.g., clerics, The base cost to gain a caster level (including
sorcerers). Any prestige class with its own a characters first caster level) is simply 25 XP
spell list (as opposed to a prestige class that times new caster level times the total number
grants +1 caster level to existing class) is a of parameters (across all categories) to which
minor or intermediate spellcasting class but the increase applies.
never a major spellcasting class.
If all of that seems confusing, an example or
Thus, the Core classes can be defined in two might help to clear things up. A character
terms of these four variables as follows: might wish to have a caster level as a first-
level wizard. If he chooses to do so, he would
Bard: Arcane, spontaneous, Charisma-based, have a caster level in Arcane, prepared, Int-
Intermediate Spellcaster based spells. Thats one parameter in each
Cleric: Divine, prepared, Wisdom-based, of the three categories, so the XP cost is 25 *
Major Spellcaster 1 (the new caster level) * 3 (arcane, prepared,
Druid: Divine, prepared, Wisdom-based, Int-based) or 75 XP. To have the equivalent
Major Spellcaster of a second level wizards caster level would
Paladin: Divine, prepared, Wisdom-based, require an additional 25 * 2 (the new caster
Minor Spellcaster level) * 3 or 150 XP.
Ranger: Divine, prepared, Wisdom-based,
Minor Spellcaster Similarly, gaining a caster level equivalent to a
Sorcerer: Arcane, spontaneous, Charisma- first level cleric would require 25 * 1 (new
based, Major Spellcaster caster level) * 3 (divine, prepared, Wis-based)
Wizard: Arcane, prepared, Intelligence-based, or 75 XP.
Major Spellcaster
However, gaining the ability to cast spells as
st st
Caster Level both a 1 -level cleric AND a 1 -level wizard
simultaneously would require 25 * 1 (new
The most fundamental unit of measure as to caster level) * 5 (arcane and divine, prepared,
the competence of a spellcaster is his caster Int- or Wis- based) or 125 XP. Gaining the
nd
level. As a characters caster level goes up, ability to cast spells as both a 2 -level cleric
nd
the efficacy of his spells improves, just like the and a 2 -level wizard simultaneously requires
Core system. Normally, when a character an additional 25 * 2 * 5 or 250 XP. It should
gains a level in the Core rules, he must be noted that this cost for gaining multiple
choose a single class and it is that class that caster levels is often a little bit less expensive
sees the caster level increase. In the Buy the than purchasing the levels individually.
Numbers system, characters may instead up
their caster level in a way that increases the Advancing Parameters Unequally or
efficacy in several magical areas at once. Later Adding of Parameters
The formula looks complex, but once an
understanding of the basic four variables is When advancing a caster level, a minimum of
gained, the formula becomes easier to follow. three parameters one from each category
must be factored into the advancement cost,
A characters Buy the Numbers caster level is as well as the new caster level. A player may
defined by three of the four parameters listed choose to advance some parameters more
above: Arcane/Divine, prepared/spontaneous, than others; this is acceptable, though the
Int/Wis/Cha-based spells. A character must rule of thumb is that to gain caster level X
choose at least one entry of each of the three with any set of parameters, that character
parameters, and may choose more than one

27
Buy the Numbers Spencer The Sigil Cooley

must already have purchased caster level X-1 an item creation Feat). The next thing a
with at least those same parameters. character must purchase is access to spell
lists. Even if a character has purchased 5
For instance, a player might want to gain the caster levels with all seven parameters
st
ability to cast spells as a 1 -level wizard and a (arcane, divine, spontaneous, prepared, Int-
st
1 -level cleric for 125 XP then add to that only Wis- and Cha- based spells), if he has not
nd
the ability to cast spells as a 2 -level wizard purchased access to spell lists, he cannot
i.e., adding caster level two for arcane, cast spells.
prepared, Int-based spells for an additional
150 XP (being unwilling or unable to pay the Simply put, purchasing access to a spell list
250 XP cost that would advance him across means that a character purchases the ability
all five parameters). This is acceptable, to cast spells of a particular level from a
however, should that player later decide to particular spell list. Characters purchase
advance his clerical casting, he would have access to each level of spells individually.
to pay an additional cost of 150 XP 25 XP Spell lists have prerequisites that must be
times level 2 times the three clerical satisfied before access to a particular list may
parameters (divine, prepared, Wis-based be purchased, and the cost for access to a
spells). Thus splitting up the advancement particular spell list depends on the type of
has a total cost of 300 XP instead of 250 XP spell list (minor, intermediate, major) and the
this encourages game balance by not allowing spell level on the list that the character wishes
players to specialize in one area and escape to purchase access to.
penalty for neglecting another.
When a character purchases access to a
Similarly, later on, the character might wish to given level of a spell list, he is treated as
st
add the ability to cast spells as a 1 -level having 0 slots available at that level, but
sorcerer. He would have to pay 75 XP (25 immediately gains any bonus spells for that
st
times 1 level times the three parameters of level that a high ability score might entitle him
arcane, spontaneous, Cha-based). Had he to.
decided to add casting ability equivalent to a
st
1 -level wizard, sorcerer, and cleric at the It is also worth noting that even though
outset, the cost would have been 175 XP (25 wizards and sorcerers have identical spells on
st
XP times 1 level times seven parameters their spell lists, because wizard spells use
arcane, divine, prepared, spontaneous, Int-, different parameters than sorcerer spells
Wis-, and Cha- based). Thats considerably (wizard spells are arcane, prepared, Int-based
less than the 200 XP he would have paid to spells while sorcerer spells are arcane,
purchase wizard and clerical casting spontaneous, Cha-based spells), access to
together followed by sorcerer casting and wizard spells and sorcerer spells must be
much less than the 225 XP he would have purchased separately.
paid to purchase each one individually.
Again, its always a good idea for a character The Specialist Wizard
who wants to have caster levels across
multiple classes to purchase levels together. The specialist wizard in the Core Rules gains
a few extra abilities in exchange for sacrificing
This means that multiclassed spellcasters access to some spell schools. No great
those with access to multiple spell lists changes are needed to apply these rules to
generally have a little better spell access than specialist wizards; simply note that the
their multiclassed Core equivalents but that players access to Wizard spells comes with
it is not nearly as good as their single- the bonuses and drawbacks normally
classed brethren provided they advance all associated with specialists; i.e., when the
parameters together. character purchases access to a spell list, he
gains one free spell slot usable only to
Access to Spell Lists prepare spells from his chosen school, he
casts spells of his chosen school with a +1
Caster levels alone, of course, are not enough bonus to caster level, and he cannot access
to cast spells (though they are sufficient to spells of his forbidden school(s). There is no
meet prerequisites for other abilities, such as extra XP cost (or discount) associated with

28
Buy the Numbers Spencer The Sigil Cooley

th
specialist wizards; simply note when to 0 level wizard spells (prerequisite one)
th
purchasing access to spells of a given level and have purchased at least 3 0 -level spell
that the character is acting as a specialist and slots (since the wizard list is considered a
note the specialist school and opposed major list).
schools.
Cost to Access Spell Lists
Prerequisites
The XP cost to purchase access to a spells of
The following prerequisites are true of all spell a given level from a spell list varies depending
lists. upon the type of the spell list minor,
intermediate, or major.
1.) In order to purchase access to spells Purchasing access to a minor spell list has an
of level X on a particular spell list, a XP cost of 100 times the spell level to be
character must have access to spells accessed squared; purchasing access to an
of level X-1 on that same list intermediate spell list has an XP cost of 150
(EXCEPTION: A character need not times the spell level to be accessed squared;
fulfill this prerequisite to gain access purchasing access to a major spell list has an
to the lowest level of spells available XP cost of 200 times the spell level to be
on the spell list; for instance this accessed squared.
th
prerequisite is waived for 0 level When purchasing access to 0 level spells,
st
wizard spells and 1 level ranger multiply the base cost by instead of by 0
th
spells). squared. Thus, access to 0 -level wizard
2.) In order to purchase access to spells spells (a major spell list) has an XP cost of
st
of level X on a particular spell list, a 200 times or 50 XP. Access to 1 -level
character must have a caster level wizard spells (provided the prerequisites are
with parameters that match the spell met) costs 200 times 1 squared or 200 XP.
nd
lists equal to at least 2X-1 (minimum Access to 2 -level wizard spells costs 200
of one). times 2 squared or 800 XP, and so forth.
3.) In order to purchase access to spells
of level X on a particular spell list, a
character must have a minimum
Purchasing Spell Slots
number of spell slots for level X-1; for Once a character has a caster level to power
minor spell lists, the minimum is one, spells and has purchased access to a spell
for intermediate spell lists, the list, he can begin to purchase spell slots. The
minimum is two, while for major spell cost to purchase spell slots depends on both
lists, the minimum is three (subject to the level of spell slot purchased and the total
the same exception as requirement number of spell slots for that level that a
#1 above). Bonus spells granted by character has purchased. The spell lists
high ability scores do not count th
below list the costs for spells from 0 to 9
th

towards fulfilling this requirement. level for completeness; in the core rules, not
th th
all spell lists go to 9 level or have 0 level
Thus, let us take as an example the wizard spells; however, a GM might wish to create
spell list. A character that wishes to gain his own list and make it available under one of
access to 0-level wizard spells need not fulfill these categories, hence the need for all ten
prerequisites 1 and 3 since 0-level wizard levels of spells to be accounted for.
spells are the lowest level spells available on
the wizard list. The wizard list is an arcane, Spell slots are always purchased for a single
prepared, Int-based, major spellcaster list so specific spell list (except in the case of domain
the character must fulfill requirement #2 by spells; see below) a character who
having a caster level of at least one (the purchases a spell slot for cleric spells cannot
formula gives 2 times 0 minus 1 or negative use that slot to cast wizard spells even if he
one but remember, the minimum is one) for has access to the wizard spell list.
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

29
Buy the Numbers Spencer The Sigil Cooley

th
Note that the amounts listed below are for th 3 x new total 0 level
0 -level slots
divine spell slots; arcane spell slots cost spell slots
st
double the amount listed. st 5 x (new total 1 level
1 -level slots
spell slots plus 1)
nd
Major Spell List XP Cost nd 10 x (new total 2 level
th 2 -level slots
th 3 x new total 0 level spell slots plus 2)
0 -level slots rd
spell slots rd 15 x (new total 3 level
st 3 -level slots
st 5 x (new total 1 level spell slots plus 3)
1 -level slots th
spell slots plus 3) th 20 x (new total 4 level
nd 4 -level slots
nd 10 x (new total 2 level spell slots plus 4)
2 -level slots th
spell slots plus 6) th 25 x (new total 5 level
rd 5 -level slots
rd 15 x (new total 3 level spell slots plus 5)
3 -level slots th
spell slots plus 9) th 30 x (new total 6 level
th 6 -level slots
th 20 x (new total 4 level spell slots plus 6)
4 -level slots th
spell slots plus 12) th 35 x (new total 7 level
th 7 -level slots
th 25 x (new total 5 level spell slots plus 7)
5 -level slots th
spell slots plus 15) th 40 x (new total 8 level
th 8 -level slots
th 30 x (new total 6 level spell slots plus 8)
6 -level slots th
spell slots plus 18) th 45 x (new total 9 level
th 9 -level slots
th 35 x (new total 7 level spell slots plus 9)
7 -level slots
spell slots plus 21)
th
th 40 x (new total 8 level
8 -level slots
spell slots plus 24)
th
th 45 x (new total 9 level
9 -level slots
spell slots plus 27)

Intermediate
Spells Known
XP Cost
Spell List For all spontaneous casters, arcane and
th
th 3 x new total 0 level divine, each spell known (i.e., the spells from
0 -level slots
spell slots which they may select when casting
st
st 5 x (new total 1 level spontaneously) has associated with it an XP
1 -level slots
spell slots plus 2) cost. Spellcasters that use prepared spells do
nd
nd 10 x (new total 2 level not need to pay this cost; divine casters, for
2 -level slots
spell slots plus 4) example, can generally select any spell from
rd
rd 15 x (new total 3 level their spell list to prepare, while wizards have a
3 -level slots
spell slots plus 6) spellbook from which they learn spells (and
th
th 20 x (new total 4 level can add spells to their spellbook that they find,
4 -level slots purchase, or otherwise acquire). An arcane
spell slots plus 8)
th
th 25 x (new total 5 level caster that uses a spellbook, such as a
5 -level slots wizard, may add two spells to his spellbook of
spell slots plus 10)
th
th
30 x (new total 6 level any level that he has access to each time he
6 -level slots increases his caster level. Arcane prepared
spell slots plus 12) th
th
th
35 x (new total 7 level casters automatically have all 0 -level spells
7 -level slots on their spell list in their spellbooks.
spell slots plus 14)
th
th 40 x (new total 8 level
8 -level slots XP Cost per spell
spell slots plus 16) Spell Level
th
th
45 x (new total 9 level known
9 -level slots th
0 -level 5
spell slots plus 18) st
1 -level 10
nd
Minor Spell List XP Cost 2 -level 70

30
Buy the Numbers Spencer The Sigil Cooley

rd
3 -level 160 are tied to character level, use the characters
th
4 -level 290 caster level instead. A character purchases
th
5 -level 460 access to domain spell levels at a somewhat
th
6 -level 670 reduced cost (since each domains spell level
th
7 -level 920 has but one spell associated with it). Gaining
th
8 -level 1210 access to a spell level in a given domain
th
9 -level 1540 requires access to the domain itself (i.e., the
ability to use the domain power). The cost for
As a side note, the XP Cost per spell known is access is equal to 50 XP times the spell level
equal to 10 times (2^X minus 2^{x-1}) where X squared, but is otherwise treated as a minor
is the spell level of the known spell. spell list as far as prerequisites to access spell
levels and purchase spell slots for domain
spells. Domain spells are divine, prepared,
Systems with Readied Spells for
Wisdom-based spells.
Spontaneous Casters
Example: The Core cleric pays 200 XP to
For systems that use spontaneous casters
access his first domain and gain its
with access to large spell lists, but have only a
associated domain power. He then pays 50
certain number of spells readied at any
XP (50 times 1 squared) to gain access to
given time from which they may select their
first-level spells from that domain. He pays
spells as they spontaneously cast, it is
400 XP to access his second domain and gain
suggested that spellcasters should purchase
its associated domain power. He pays 50 XP
readied slots at the same XP cost as known
to gain access to first-level spells from that
spells since they serve much the same
second domain (not 100 XP; the number of
purpose.
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
Domains st
could then add one 1 -level domain spell slot
by paying 10 XP (5 XP times the new total
Domains, used by Clerics under the Core domain spell slots plus one 5 times 2). He
Rules, are mostly treated as exceptionally can prepare a spell from any of his domains in
minor spell lists. However, because they also this spell slot. If he wished to add a third
grant a domain ability to the character, they domain, the cost would be 600 XP for domain
have to be handled slightly differently. The access (and he would gain the ability for that
XP cost to gain access to a domain is equal to domain). Adding access to first level spells
200 times the total number of domains a from that third domain would cost an
character has access to. Access to a domain additional 50 XP. He could then prepare a
grants the character the ability to make use of st
spell from any of the three domains in his 1 -
the domain power for domain powers that level domain spell slot.

31
Buy the Numbers Spencer The Sigil Cooley

Appendix A: Other Uses for these Rules


The build: Lets make this guy a high-level
th
Aside from the obvious uses of these rules by necromancer; say, a 13 -level specialist
players to customize their characters, these wizard in the school of necromancy. First, we
rules make things a lot easier on the add the turning ability as a cleric. The
overworked GM. The two most common turning ability is a complex special ability that
techniques for the GM are what I like to call requires 100 XP to access. We then tally 50
grafting and building. The process of XP to add his first use of rebuke undead per
Grafting is simply granting a normal class & day, tally 100 XP to add his second use, and
level character extra abilities that he might 150 XP to add his third use. We then need to
not normally have; simply figure the XP cost raise his appropriate level in turning from 1 to
required to purchase these abilities and see if 13. Since thats a cost of 50 XP times the
it is sufficient to increase the characters level. effective level each time we increase, we can
Building is quickly creating an NPC from the use the Gauss mathematical shortcut
ground up that acts exactly the way the GM mentioned in the Introduction of this work
would like, with no excess baggage to track. 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)
Grafting or 50 times 6 times 15 for a total of 4500 XP.
Thus, to gain the ability to turn undead as a
th
Grafting is a great way for GMs to add a twist 13 level cleric requires a total of 4900 XP
to an NPC or simply keep the PCs on their (100 for access, 300 for three uses per day,
toes. Start with a normal NPC built on the and 4500 to raise the appropriate level to 13).
class & level system, then add abilities as Next, his Fortitude Save of +4 needs to be
desired. Compute only the cost of the extra bumped up to +8; reading along the total XP
abilities and see if the NPC would have to column, we find that purchasing a +8 save
have accumulated enough experience points bonus outright would cost 10,200 XP.
to have a higher effective character level in However, the character already has a +4
order to use these abilities. Some simple, bonus (which costs 1500 XP). The difference,
classic examples may be in order. then, is the amount that must be spent to
bump up the Fortitude save 9700 XP.
The Necromancer
The result: We start by considering only the
The concept: The problem child of the
Fortitude Save increase and the Turn Undead
system presented in the core rules an
ability. The total XP spent is 9700 XP plus
arcane caster who exerts exceptional control th
4900 XP or 14,600 XP. A 13 -level wizard
over the undead.
needs to earn 13,000 XP to advance to the
next level; since it requires the expenditure of
The needs: We can take a wizard or sorcerer
14,600 XP to grant him these abilities, he
as our base character and simply graft on
would have had to increase his appropriate
a clerics rebuke (command) undead ability to
level by one and thus becomes the equivalent
the character to represent his ability to control th
of a 14 -level character. The remaining 1600
the undead. Since working with the (un)dead
XP is not enough to move him significantly
often exacts a toll on the body, we may also th
toward 15 level, so if were just stopping with
want to strengthen the characters Fortitude
adding the Turn Undead ability and Fortitude
Saves (normally a weak save for arcane
Save bonus, we leave him as the equivalent
casters) to allow him a better chance to th
of 14 level, though in all his abilities, he
withstand the energies he channels. th
functions as a 13 -level character (he simply
Well calculate just this, but were also curious
has MORE functions that he can do than a
what would happen if we wanted to give him th
standard 13 -level character).
access to the Death and Evil domains, so
well consider that too. We want him to have
The build, continued: Finally, we approach the
all of these abilities as a cleric of his
domains; domain access costs 200 XP for the
wizard/sorcerer level.
first domain and 400 XP for the second
domain. He will need to add 13 levels of
divine, prepared, Wis-based casting. We

32
Buy the Numbers Spencer The Sigil Cooley

start by spending 75 XP for his first caster The needs: Easy. Bump up those Fort and
level and we remember from our Will saves!
mathematical shortcut from above that going
from level 2 to 13 was 6 sets of 15, meaning The build: Lets start with a relatively low-level
th th
he will have to spend another 75 XP times 6 rogue; say, 4 level. A 4 level rogue
th
times 15 to gain 13 caster level this total is, normally has Reflex Save bonus of +4 and
of course, 6000 XP. We then need to pick up Fortitude and Will Save bonuses of +1 each.
th
access to domain spells; a 13 -level cleric We quickly check our Save table and note
st th
has access to domain spells of 1 through 7 that the increasing each save to +2 will cost
level. Each domain, then, requires 50 XP 200 XP, increasing again to +3 will cost 450
times the level accessed squared, or 50 XP XP, and increasing a final time to +4 will
times (1 + 4 + 9 + 16 + 25 + 36 + 49) for a require 800 XP a total of 1450 XP per save.
total of 140 times 50 XP or 7000 XP for each Since we have two saves, the total is a cool
domain since he has two domains, thats 2900 XP.
14,000 XP in total. He must also spend XP to
th
pick up one spell slot for each spell level one The result: A 4 -level rogue would normally
through seven. The cost is 20 XP for the first- require 4000 XP to increase to level five;
level slot, 30 XP for the second-level slot, and increasing his saves to +4 across the board
60, 100, 150, 210, and 280 XP for the would require the rogue to accumulate 2900
th
subsequent spell slots for a total of 850 XP on XP above and beyond his 4 level totals;
th
spell slots. Thus, his domains cost him a thats about of the way to 5 level, so we
th
grand total of 21,450 broken down as follows: should probably consider him a 5 -level
600 XP (for domain access) plus 6,000 XP equivalent character.
(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.
Role--Building
Role
Rather than ensure that an NPC has all of the
The result, continued: Now, if we attempt to class levels needed to fulfill his role in the
add the ability to access domains and cast campaign, and having to track extraneous
th
domain spells as a 13 -level cleric, it costs an things that come with those levels, the GM
th
additional 21,450 XP. Since a 14 -level can simply provide the character with the tools
character would need level after acquiring (in the form of skill ranks, Feats, hit dice,
14,000 XP, he would obviously be the abilities, etc.) that are needed, and then
th
equivalent of a 15 -level character. We note price the character to figure the characters
that we havent accounted for an additional effective level. Some examples of this are
1600 XP from his Fortitude Save increase and given below to explain this better (all
his Turn Undead ability; in addition, we still characters are assumed to have completely
have a shortfall of 7,450 XP he would need to average stats of 10s across the board to
gain his domain abilities a total of 9,050 XP. make calculation easier).
th
This is more than half of what a 15 -level
th
character would need to advance to 16 -level, Master Dwarven Weaponsmith
so we should probably consider a the
th The concept: This might be a concept for a
necromancer to be the equivalent of a 16 -
traditional dwarven weaponsmith in a world
level character if we add the domain access
where dwarves are generally averse to magic,
and casting ability.
but the GM still wants to have certain dwarven
master smiths that are able to create magic
The Survivor weapons of great puissance. The master
The Concept: Any trapfinding rogue that smith has dedicated his life to the forging of
goes adventuring in a dungeon is bound to be weapons, rather than combat.
exposed to all sorts of nasty traps that require
saving throws. Rogues normally excel at The needs: This character will need several
Reflex Saves, but lag behind in Fortitude and ranks of the weaponsmithing skill to forge
Will Saves. Perhaps we want a rogue that weapons, and the Craft Magic Arms and
has Fortitude and Will saves equal to his Armor Feat to make them magical. Hell
Reflex saves to keep him alive longer. probably also need a few Ranks in Sense

33
Buy the Numbers Spencer The Sigil Cooley

Motive, Appraise, and Profession: Merchant to The needs: The only thing the character really
operate his business effectively. Since needs is a high BAB and Dexterity score.
creating a weapon of +x enhancement bonus Perhaps also the Precise Shot feat would
requires a caster level of at least 3x, and the represent this character.
GM wants this NPC to be able to craft any
power of weapon up to +4, the character will The build: This ones pretty simple; a d4 for hit
need 12 caster levels (though no spells; dice (120 XP), and a high BAB lets say 12
dwarves dont like spells). As this is a dwarf (11,700 XP). No bonuses on Saving Throws
who spends lots of time around a forge, hell (hes worked on hitting things, not avoiding
probably have a couple extra hit dice, being them), and maybe a couple of skill ranks in
tougher than a normal human due to the each of Profession: Farmer and Craft:
rigors of his work. Fletcher (4 total skill ranks for 30 XP). Hes
obviously proficient in the longbow (5 XP) and
The build: The GM starts by giving the dwarf has the Point Blank Shot Feat (50 XP) as a
3d8 Hit Dice. This costs 200 XP for the first prerequisite to the Precise Shot Feat (100
die, 200 XP for the second, and 300 XP for XP). He also has increased his Dexterity
the third die (700 XP for Hit Dice). He figures score a couple of notches (1200 XP for two
that the weaponsmith will probably have some increases).
passing skill with blades; that means a BAB of
+1 (150 XP). He next decides that the dwarfs The Result: The longbowman has been built
work with fire and heat has probably improved on 120 plus 11,700 XP plus 30 XP plus 5 XP
his Fortitude Saves (say, to +4) and his plus 50 XP plus 100 XP plus 1200 XP. Thats
experience negotiating probably adds a bit to 13,205 XP for those scoring at home, putting
th
his Will Saves (say, +2) his Reflex saves him somewhere in the neighborhood of a 5 -
are no better than any other dwarf (+0). The level character. Hes deadly firing arrows at a
+4 Save requires a total XP expenditure of distance, but again, offers nothing else.
1500 XP, while the +2 Save requires 250 XP.
The GM then adds 15 ranks in Jack-
Jack-of-
of-All-
All-Trades Magician
Weaponsmithing, and 7 ranks each in Sense The concept: This is the character that can
Motive, Appraise, and Profession: Merchant. do it all magically has the ability to access
The total is 36 ranks, or 18 pairs (cost: rd
any spell list for spells up to 3 level and
10+20+30++170+180 XP or 1710 XP). He casts up to three spells from any of those lists
then gives the dwarf the 12 spellcaster levels each day. Well make him an adventuring
hell need to craft +4 weapons (cost: th
type with other abilities roughly equal to a 5 -
75+150++825+900 XP or 5850 XP) and the level wizard, but without a familiar.
Craft Magic Arms and Armor Feat (50 XP).
For good measure, he throws in the Skill th
The needs: To match a 5 -level wizard, hell
Focus: Weaponsmithing feat (100 XP). need 5d4 Hit Dice, a +2 BAB score, Will Save
bonuses of +4 and Fortitude and Reflex Save
The Result: The dwarf, then, has been built bonuses of +1, as well as 16 skill points (8
with 700 plus 150 plus 1750 plus 1710 plus pairs). Hell need proficiencies with simple
5850 plus 50 plus 100 XP for a total of 10,310 weapons as well. He gets a total of four
XP. This makes him the equivalent of about st
Feats; Scribe Scroll like a 1 -level wizard, two
th
a 4 -level character. While hes far above a feats for levels 1 and 3, and one bonus wizard
th
4 -level characters crafting ability when it Feat at level 5. He also gets one ability score
comes to magic items, hes severely deficient increase. Of course, hell also have to buy
almost everywhere else. access to every spell list up to third level and
will need to purchase all parameters caster
Adept Peasant Longbowman levels up to 5.
The concept: Perhaps a peasant has spent
years honing his skills with the longbow, to the The build: Lets start with the simple stuff
point where hes considered the best shot in the 5d4 Hit Dice run him 960 XP. The +2
the kingdom. He is otherwise completely BAB costs 450 XP. The Will Save is 1500
unexceptional. 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
Buy the Numbers Spencer The Sigil Cooley

Feats run him 1050 total XP. One attribute rules can really help building prestige classes
increase is 400 XP. That was the easy part. that are not too strong, nor too weak.
An all parameters caster level will run him 25
XP times 7 parameters (divine, arcane, When designing a prestige class, figure out
prepared, spontaneous, Int-, Wis-, Cha- what the lowest possible level for entry into
based) times the spellcaster level. Thus, his the class can be based on the prerequisites;
first level costs 175 XP. His second level for example, if a prestige class requires only a
th
costs 350 XP. The third, fourth, and fifth BAB of +7, it could be entered by an 8 level
levels cost him 525, 700, and 875 XP character, so the first level of the prestige
respectively for a total of 3325 XP. Access to class should be built around an XP value of
th rd
0 -level through 3 -level spells for the cleric, an eighth-level character; that is to say, the
druid, sorcerer, and wizard spell lists (the total cost of the abilities, when added to those
th
major casters) runs him 2,850 XP each or of an 7 -level character, should be about
11,400 for all four (this is rapidly getting very 7,000 XP. For figuring out the cost of added
expensive). Access to the bard spell list Hit Dice, BAB, Saves, etc., figure out the
th rd
levels 0 through 3 runs him a comparatively optimum core class combo to get into the
moderate 2,118 XP. Access to the paladin class then use that build as the base to
and ranger lists (minor lists) for levels 1 which you are adding.
through 3 costs 1,400 XP each or 2,800 XP in
total. Now, he goes about purchasing 3 spell The toughest trick, however, when designing
slots of every level for every list. For the a prestige class, is gauging how much of an
th
wizard spells, thats 36 XP for the 0 -level XP cost to assign to special class abilities.
st
slots, 150 XP for the 1 -level spells, 480 XP Probably the best way to do this is to consult
nd rd
for the 2 -level spells, and 990 XP for 3 - the abilities section of this work and try to find
level spells (total: 1656 XP). The sorcerer one ability that you think is just a little better,
slots, of course, cost the same (another 1656 and one that you think is just a little worse.
XP). The bard spell slots require 1236 XP The proper cost is probably somewhere
(lets not break it down), while the cleric slots between the two. Well try running a couple of
require 828 XP, the druid slots require 828 examples here.
XP, the paladin slots require 390 XP and the
ranger slots require 390 XP. For the sake of The Ice Reaver
argument, lets assume that he picks up 6 The concept: We want to create a class of
known spells of each level for bard and semi-mystical berserkers from the polar
sorcerer (a cost of 1470 XP for each class). tundra. Through exposure and ritual magic
Yes, multiclassing spellcasters can be painful! they have become creatures of cold
themselves, with the ability to harness its
The Result: Tallying all the costs above gives power.
us 34,437 XP (ouch), making him roughly the
th
equivalent of an 8 -level character. While he The needs: We should first decide what the
can cast a great variety of spells, his hit prerequisites are for this class. Since its a
points, saves, BAB, and highest-level spells combat-oriented class, well set a BAB
th
lag behind most other 8 -level characters. requirement of +5. Since it deals with
berserkers, well also set a requirement that
Prestige Class Creation the character must possess the ability to enter
a rage (like a barbarian) prior to entering the
If you prefer the classic class and level class. Since we want these to be semi-
system, the methods presented here can still mystical berserkers, we might also require
be of use to you. When creating new prestige them to be able to spontaneously cast first-
classes specific to your campaign, the level arcane spells (rather than memorize,
question of balance frequently comes up since raging and memorization dont seem to
you dont want the class to be too weak feel like they mesh well together). Finally,
compared to the core classes or no one will living in the harsh arctic climate will require
want to take it. Similarly, you dont want the considerable survival skill, so well require 5
class to be too strong, or everyone will want to ranks of Survival.
take it. Using the guidelines found in these

35
Buy the Numbers Spencer The Sigil Cooley

We now need to determine the optimal build (assuming average intelligence) times 18 (the
th
for entry to the class. One level of barbarian character is buying his 18 pair of skill
will satisfy the rage requirement, and since points) or 180 XP, bringing our total cost to
Survival is a class skill for barbarians, a 4110 XP.
second level barbarian can achieve the 5
survival ranks. The spontaneous spellcasting Having emphasized the combat/berserker
requirement can be met by a single level in aspect, of the class, its now time to turn our
the sorcerer class. A character with two attention to the mystic aspects of the class.
levels in barbarian and one level of sorcerer We might start out by assuming that since
has a BAB of +2; at least three more levels they live in the cold, they have to have some
are required to reach the BAB level. For the form of cold resistance. We decide to give
sake of simplicity, we will assume that the them Cold Resistance: 2 at first level. This is
character uses Barbarian levels (we could add a simple special ability (always on), so now
fighter, ranger, or paladin levels instead, or we just need to figure out how to cost it. Its
even one level of sorcerer, but we have to not as good as DR 1/- (costs 2,100 XP)
make some baseline assumption and the because it only works against cold attacks,
simplest route is usually best) to add the but its probably better than Resist Natures
three more points of BAB required to satisfy Lure (costs 1,200 XP), because it doesnt just
th
the class prerequisites, making him a 5 -level help you make a save, it actually blocks
st
Barbarian/1 -level sorcerer. damage. Well cost it at 1,500 XP, leaning
more toward Resist Natures Lure because of
Thus, a character can qualify for the Ice its limited effect. Total cost is now 5610 XP.
Reaver prestige class with 6 levels in other
classes, meaning that we should build the first We also decide to give the character an
level of the Ice Reaver prestige class on about additional daily use of rage (base cost 75 XP).
6,000 XP. As the character likely already has two daily
uses of rage, the cost will be 3 (this is his third
The build: When building, it is always best to use) times 75 XP (the base cost) or 225 XP.
start by focusing on the four things every Our total cost is now 5835 XP; thats pretty
class grants a character a chance to close to our total, so we have to be careful
advance BAB, a chance to improve Saves, a what we add now. We might wrap up by
chance to add Hit Dice, and a chance to add adding +1 arcane spellcaster level; for the
Skill Points. Well start by emphasizing the sorcerer thats the equivalent of adding one
combat aspect of the prestige class. As a arcane caster level (cost 150 XP), adding one
th th
berserker-type, it makes sense to give the 0 -level known spell (5 XP), adding sixth 0 -
st
class a d12 Hit Die. In addition, martial level spell slot (36 XP) and a fourth 1 -level
characters generally have good Fortitude spell slot (70 XP) a total of 261 XP to add
saves and advance in BAB every level. So that caster level. Our total is now 6,096 XP
well start with those; a Barbarian 5/Sorcerer 1 just a shade over the 6,000 we were
has 6 Hit Dice, a BAB of +5 and a Fortitude supposed to work with, so we stop adding
th
Save of +4. Adding a 7 Hit Die (with 12 abilities.
sides) costs us 140 x 7 or 980 XP. Moving
from a +5 BAB to a +6 BAB runs us another We now look at adding a second level to the
900 XP. Finally, improving a +4 save to a +6 ice reaver prestige class this would be
th th
Save (Fortitude) costs us 2050 XP. The total moving to 8 character level from 7 , so we
to this point is thus 3930 XP. work on the assumption that we have 7,000
XP to play with. Once again, we add a d12
We also need to consider skill points; Hit Die and an additional point of BAB and 2
assuming a 10 in Intelligence, the character skill points. The good Saving Throws at the
has received 34 skill points (at best) from the second level of a class only increase by one,
barbarian/sorcerer combination (less if he and the bad ones not at all, so we once
th
took his first level in sorcerer). Since were again cost these out adding an 8 Hit Die
going to make this class rely on magic more with a d12 costs us 8 * 140 (1120 XP), going
than skills (like a barbarian does), well go from +6 to +7 in BAB runs us 1050 XP,
th
with 2 skill points per level. The cost to picking up our 19 pair of skill points is 190
purchase this pair of skill points is 10 XP, and increasing Fort save from +6 to +7 is

36
Buy the Numbers Spencer The Sigil Cooley

2,450 XP. Total cost for the basic four Reflex save to be +1 and his Will save to be
things is then 4,810 XP. +3. Raising the Reflex Save from +1 to +2
costs 200 XP, and upping the Will Save from
th
We also cant forget that at this character level +3 to +4 runs us 800. His d12 Hit Die his 9
th th
(8 ), we expect the character to see the costs us 1260 XP, and his 20 skill rank pair
second attribute increase (800 XP); while not is another 200 XP. Total for the four basics
a class ability, it needs to be accounted for, so is thus 3,660 XP.
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,
We consider the giving the ice reaver the which will be his fifth overall (because he
ability to make any melee weapon he wields picked up Endurance last level). That fifth
including his unarmed strikes the equivalent Feat is another 1,000 XP, so our total is 4,660
of an icy burst weapon once per day. This XP.
looks somewhat like the smite evil, but is
probably a bit better, since the damage We continue the trend of advancing the
potential is a bit greater at low levels and it characters spellcasting level, in this case,
can be used against a variety of foes, not just moving his sorcerer casting abilities from level
evil ones. It is also not tied to level, so it 3 to level 4. Theres a big bump in cost here
should be a little more expensive (as because he picks up the ability to throw
appropriate level increases are not built into second-level spells. We increase caster level
nd
the equation). Just as a gut call well make to 4 (300 XP), add access to 2 level sorcerer
th
the XP cost for access 300 XP, so each daily spells (800 XP), add one 0 -level known spell
nd
use has a base cost of half that - 150 XP. (5 XP), add one 2 -level known spell (70 XP),
st
Thus giving the character the ability itself plus give him his sixth 1 -level spell slot (90 XP),
nd
one use per day costs a total of 450 XP, and his first through third 2 -level spell slots
bringing our total up to 6,060 XP. (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 We decide that it might be kind of cool (no
giving him the Endurance Feat for free. At his pun intended) to extend the characters ability
th
level (8 ), we expect him to have three Feats to create icy burst weapons a bit; instead of
st rd th
(one each at 1 , 3 , and 6 character levels), melee weapons only, perhaps he should also
so this will be his fourth Feat meaning it be able to use such an ability on ranged
should cost 600 XP. Total spent to this point weapons. Were now going into more or less
is now 6,660 XP. unexplored territory; there arent really any
abilities similar to this in the core classes.
We still have enough leftovers to allow him Again, using a gut call, we decide that this
another +1 arcane spellcaster level; ability is probably considerably more useful
increasing his caster level to 3 costs us 225 than using it on ranged weapons alone; lets
XP, add one 1st-level known spell costs 10 just call it three times as useful and make the
XP, and a fifth 1st-level spell slot runs us 80 cost 900 XP for access. Each daily use will
XP. The total for spellcaster level thus have a base cost of 450 XP.
advancement in this manner is 315 XP, and
our grand total spent to this point is 6,975 XP. Well keep the melee and ranged uses
Since we went slightly over last time, well go separate, and allow him to imbue one ranged
slightly under this time. weapon per day with icy burst energy (in
addition to the melee weapon). Total cost is
Well do one final level the third level of the 1,350 (900 XP for access, 450 XP for the first
ice reaver class to continue the example. daily use). Total XP spent on this build is now
We expect to spend 8,000 XP this time, as 7,755 XP, and thats probably a good point to
this time the character will be advancing from stop at just shy of 8,000 XP.
th th
8 to 9 level. The characters BAB increases
from +7 to +8, costing us 1,200 XP. His bad Thus, our icy reaver class build would read
saves each increase by one; as a Barbarian something like this:
5/Sorcerer 1 coming in, we anticipate his

37
Buy the Numbers Spencer The Sigil Cooley

st
Prerequisites: Ability to cast 1 -level arcane Hit Die: d12
spells, Ability to Rage, Base Attack Bonus +5,
Survival: 5 Ranks. Skill Points: 2 points per level

Class Features: Weapon/Armor Proficiency: None

Level BAB Fort Ref Will


Special
st
1 +1 +2 +0 +0
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
Class Abilities: burst quality the weapon itself may have).
This ability may be used once per day and is
Cold Resistance: 2 (Su) The character separate and distinct from his Icy Burst
gains cold resistance: 2. This is a (melee) ability.
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
Buy the Numbers 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 XP Cost
st
1 0 - 2,499
nd
2 2,500 4,499
rd
3 4,500 7,499
th
4 7,500 11,499
th
5 11,500 16,499
th
6 16,500 22,499
th
7 22,500 29,499
th
8 29,500 37,499
th
9 37,500 46,499
th
10 46,500 56,499
th
11 56,500 67,499
th
12 67,500 79,499
th
13 79,500 92,499
th
14 92,500 106,499
th
15 106,500 121,499
th
16 121,500 137,499
th
17 137,500 154,499
th
18 154,500 172,499
th
19 172,500 191,499
th
20 191,500 211,500

39
Buy the Numbers 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
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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
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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
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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
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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
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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
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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
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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
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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
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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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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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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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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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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)

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Buy the Numbers 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)

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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
Buy the Numbers 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
Buy the Numbers 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 co-
adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2003, Wizards of the Coast,
Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
Wiker.
Character Portraits: Fantasy Heroes copyright 2003, Mongoose Publishing
Character Portraits: Fantasy Heroines copyright 2003, Mongoose Publishing
Monte 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

61

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