| Sum up your F factors as follows. The minimum F factor is 3.
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| DM Note: Obviously there is a lot of expansion that can be done to this system. I present what was in the original system here (in the same way I originally did Custom2), omitting the parts that do nothing (like Armor and Weapons allowed). Presumably more things will be added to this as the class sees play.
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| Hit dice:
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| d3 {F=0}, d4 {F=0.25}, d6 {F=0.5}, d8 {F=1}, d10 {F=2}
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| To Hit:
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| +0 always {F=0}, +level/5 {F=0.1}, +level/4 {F=0.3}, +level/3 {F=0.5}, +level/2 {F=1}, Custom {F=1}
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| Save as:
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| War {F=0.25}, Wiz {F=0.05}, Pri {F=0.15}, Rog {F=0.1}, Dwarf0 {F=0.4}, Elf0 {F=0.3}, Halfling0 {F=0.4}, Custom {F=0}
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| Racial abilities {optional}:
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| As Halfling {F=0.1}, Dwarf {F=0.2}, Elf {F=0.3}
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| Special abilities {just the Level: stuff}:
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| Alchemist {F=0.5}, Engineer {F=0.5}, Sage {F=1}
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| DM Note: There are a bunch more here from Dragon #109 that aren't really defined, like Spy {F=0.4}
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| Spell progression (pick Wizard or Priest, you can have one of each):
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| Max SL=1; #spells=ML {F=0.5}
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| Max SL=2; #spells=(ML+3-SL*2)/2 {F=0.7}
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| Max SL=3; #spells=(ML+3-SL*2)/2 {F=0.9}
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| Max SL=4; #spells=(ML+4-SL*2)/3 {F=1.1}
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| Max SL=5; #spells=(ML+4-SL*2)/3 {F=1.3}
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| Max SL=6; #spells=(ML+5-SL*2)/4 {F=1.5}
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| Max SL=6; #spells=(ML+6-SL*2)/3 {F=1.75}
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| Miscellaneous:
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| Level N: Any Rogue N ability (if you take at least one of these you get 40 pts/level) {F=0.1*N}
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| Turn Undead {F=0.5}
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| Flying at 2*N" rate {F=0.2+0.05*N}
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| Swimming at 2*N" rate {F=0.1+0.05*N}
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| Troll-like Regen 1 hp/r {F=1}
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| Infravision {F=0.2}
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| 1P: Assume animal form (only 1 form is known to the character) {F=0.5*DL}
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