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Perfect Class
Perfect Class
Hit Dice
The die type used to roll hit points; assumes that hit points are rolled up to Name Level (9th), after
which each level grants a static number of hit points and Constitution bonuses no longer apply.
• d4 = 100XP
• d6 = 200XP
• d8 = 300XP
• d10 = 400XP
• d12 = 500XP
Saving Throw
The class’s saving throw table; this does not account for saving throw bonuses or penalties in
special situations.
• Cleric = 300XP
• Dwarf / Halfling = 400XP
• Elf = 200XP
• Fighter = 100XP
• Magic-user / Thief = 150XP
Attack
Demi-humans use the same attack table as Fighters, though I’ve increased the XP value due to their
ability to earn attack ranks at higher levels. Note the “B/X Value” for demi-humans and fighters; if
you are playing B/X instead of Rules Cyclopedia, use these figures.
• Cleric / Thief = 200XP
• Demi-human = 400XP [B/X Value: 900XP for dwarf or elf; 800XP for halfing]
• Fighter = 300XP [B/X Value: 1200XP]
• Monster = 500XP [B/X Value: 2100XP]
• Magic-user = 100XP
Armour
• Any armour type = 200XP
• No armour allowed = 0XP
• Restricted armour type(s) = 100XP
Weapons
• Any weapon type = 200XP
• No weapons allowed = -100XP
• Restricted weapon type(s) = 0XP
Spells
Fractions apply to the class’s level and indicate equivalent casting ability. For example, “Cleric 1/2”
means that at 6th-level, the class casts as a 3rd-level Cleric.
• Cleric = 400XP
• Cleric 1/2 = 200XP
• Cleric 1/3 = 150XP
• Cleric 1/4 = 100XP
• Magic-user = 1600XP
• Magic-user 1/2 = 800XP
• Magic-user 1/3 = 600XP
• Magic-user 1/4 = 400XP
• No spells = 0XP
Special Abilities
These are “niche” capabilities, learned either as part of class training or inherent to racial type.
Special Abilities are useful only in particular circumstances. Each Special Ability is worth 100XP.
Examples include:
• Cast Magic Spells in Armour
• Detection (per item: secret doors, slanting passages, new construction, et al.)
• Increased Movement (as mystic)
• Infravision
• Inherent Spell-casting At-will (per spell level) [if you think it’s too powerful double the cost]
• Initiative Bonus
• Racial Language (per language)
• Read Spell Scrolls
• Special Attack (per attack: Backstab (as thief), Fighter Combat Options (Multiple Attacks,
Smash, Parry, and Disarm; RC/104), Gentle Touch (as mystic), Hand Attacks (as mystic),
Lance Attack, Martial Arts (as mystic), Set Spear vs. Charge, circumstantial “to-hit” bonus)
• Special Defence (per defence: Hide (as Halfling), Immunity to ghoul paralysis (as elf),
Incremental AC bonus (as mystic), Saving Throw bonus, circumstantial AC bonus)
• Turn Undead
Skills
Skills are learned abilities that can be applied in a variety of circumstances. Each Skill is worth
50XP. Examples include:
• Mystic skills (per skill: Acrobatics, Awareness, Blankout, Heal Self, Mind Block,
Resistance)
• Thief skills (per skill: Climb Walls, Find Traps, Hear Noise, Hide in Shadows, Move
Silently, Open Locks, Pick Pockets, Remove Traps)
• General Skill (per skill; from the Rules Cyclopedia)
• Read Normal Languages (as thief)
• Speak with Animals (as mystic)
• Speak with Anyone (as mystic)
Weapon Mastery
Weapon Mastery is a proficiency system from the Rules Cyclopedia. If you don’t use Weapon
Mastery, use the “B/X Value” figures under Attack, above.
• Fighter (4 initial weapon slots, +1/3 lvls) = 600XP
• Demi-human (Unlimited initial weapon slots, +1/4 lvls) = 200XP
• Non-fighter (2 initial weapon slots, +1/3 lvls) = 0XP
Level Limit
• Advancement to Name Level = -100XP
• Advancement is Unlimited = 0XP