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Building A Class

Each class is described via 10 categories:


1. Hit Dice: the die type used to roll hit points
2. Saving Throw: the class’s saving throw table (X24)
3. Attack: the class’s “to-hit” progression (X26)
4. Armour: the class’s armour choices
5. Weapons: the class’s weapon choices
6. Spells: the class’s spell-casting ability
7. Special Abilities: the class’s special abilities, not based on race
8. Skills: the class’s learned skills, not based on race
9. Weapon Mastery: the class’s weapon proficiency slots (from the Rules Cyclopedia)
10.Level Limit: the class’s experience level ceiling
For each category, pick a value and record the corresponding XP cost. The total XP cost is the base
XP required to earn 2nd-level.

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

Level Advancement Table


Once your Base XP (bXP) is determined, you can complete the level advancement table as shown
below. Use the Experience Point column most appropriate to the class type created:
XP Requirements
Level Cleric Fighter Magic-user Thief
----- ------ ------- ---------- -----
1 bXP x0 bXP x0 bXP x0 bXP x0
2 bXP x1 bXP x1 bXP x1 bXP x1
3 bXP x2 bXP x2 bXP x2 bXP x2
4 bXP x4 bXP x4 bXP x4 bXP x4
5 bXP x8 bXP x8 bXP x8 bXP x8
6 bXP x16 +1K bXP x16 bXP x16 bXP x16 + 0.8K
7 bXP x32 +2K bXP x32 bXP x32 bXP x32 + 1.6K
8 bXP x64 +4K bXP x60 bXP x60 bXP x64 + 3.2K
9 +100,000* +120,000* +150,000* bXP x128 + 6.4K
10 +100,000* +120,000* +150,000* +120,000*
11 +100,000* +120,000* +150,000* +120,000*
12 +100,000* +120,000* +150,000* +120,000*
13 +100,000* +120,000* +150,000* +120,000*
14 +100,000* +120,000* +150,000* +120,000*
---------------
* Cumulatively add this figure to the last calculated bXP value. For example,
a 12-level cleric-type with a base XP 1,500 is [(bXP x64) + 4K + 400,000]
500,000XP.

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