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Customized Classes: How To Put Together One-Of-A-Kind Characters
Customized Classes: How To Put Together One-Of-A-Kind Characters
Customized Classes: How To Put Together One-Of-A-Kind Characters
In the Good Old Days, the days of the original character can have per level, as well as the hit
three books of the DUNGEONS & DRAGONS® points gained per level after the hit dice "top out." If
game, the number of variants on the rules was all the hit points you wanted were a d3 per level,
roughly equal to X, where X was the number of and no hit points at all after topping out, there
players of the game. would be no percentage cost increase in the base
Alas, we all get older and more conservative, EPs per level and, assuming your character could do
and with the publication of the more detailed, more nothing else, either, he/she would progress to 2nd
structured D&D® Basic Set, variant rules tended to level at 400 EP, 3rd at 800, and so forth. (But how
become one with history. you would earn any experience points at all with
such a character is beyond me.)
There's no reason why that has to be so. The However, if you wanted a d4 per level, and 1/2
D&D game, by virtue of its inherent simplicity, is hit point per level after topping out, the cost would
an excellent platform for experimental rules - such be +25% for each level, so level 2 would be attained
as these, for allowing a player to design his own at 500 EP (125% x 400), level 3 at 1000 (125% x
character class. 800), and so forth - if the character had no other
The basic concept is to build up a character abilities at all.
class capability by capability; increasing the You can mix the hit dice as well - that is, for
experience-point costs to rise in levels to match example, have a d6 for each of the first three levels
what the character is capable of doing. It is strongly and a d4 after that. In that case, the EP cost for the
but not insistently recommended that if one player first three levels would be calculated at the d6 rate
uses this variant, all do. Strange things could (+50%), but when the character is at 4th level or
happen if someone ran, say, a regular cleric among higher, only the d4 rate would be paid (+25%).
a party of customized characters. Then, if you want to gain 3 hit points per level after
Also, please note that no progression is provided topping out, the cost goes up to +200% for every
for customized classes beyond 11th level. If you level after the one at which the character tops out.
want to work out the tables for yourself, don't let me
stop you - I stopped there because in the campaigns Table 3 gives the level at which the hit dice top
I've played in, I've yet to have a character get as out and the character class begins receiving hit
high as 11th level; anything above that seemed a points instead of additional hit dice. For example,
waste of effort. for no percentage cost at all, a character will roll hit
dice at the first eight levels, and then receive hit
One table at a time points at level 9 and up.
First, consult Table 1. This gives the base Table 4 gives the armor usable by the character.
experience point cost to attain each of the 11 levels As with hit dice, this could be mixed - e.g., a
beyond 1st. You will note that the numbers are character might be restricted to leather armor for the
small - but they won't stay that way for long. first five levels, but be able to wear any armor after
What happens is that each capability you choose that.
for your class will increase the base EP cost by Table 5 gives the weapons usable by the
some percent. By adding all the percentage costs character. As with hit dice, the abilities can be
together and multiplying them by the base EPs, you different at different levels.
find the actual EP cost for your class to rise in Table 6 gives the cost for a class to possess the
levels. special abilities of one of the demihuman races. The
character class would then be most likely of that
For example, consult Table 2 (which is next race or a related race (someone constructing a
anyway). This gives the possible hit dice your
gnome character class, for example, might well start at a level other than 1; for example, a class
choose the dwarven abilities). might have no thieving abilities at all until 4th level,
Table 7 gives the magic items usable by a in which case the characters of that class would
character. Each category of item has a cost receive 1st-level thieving abilities at 4th level, 2nd
associated with it. Note that in the case of weapons at 5th, and so on; the cost for the abilities would not
and armor, the ability to use a magical version of an be applied until the character was at 4th level,
item does not imply the ability to use that type of moving to 5th level.
item to begin with; a character with the ability to A class may possess the ability to turn or dispel
use magic weapons, for example, cannot use a undead creatures as a cleric does. This ability costs
magic sword unless he/she has the ability to use a +50%, and may commence at a level other than 1,
non-magic sword, too. in which case it is treated like a thieving ability
Next, the saving throw table used by the class is starting at a higher level.
chosen from Table 8. This choice is made only Although not normally available to player-
once; it may not change as the character advances in character races, the following talents and conditions
levels. Once a dwarf, always a dwarf. Note again, may be allowed by the referee at his or her lordly
however, that using the "Dwarf' table does not whim:
necessarily mean that a character is a dwarf, just
that he saves as one. Flying: Cost is a base +20%, plus 5% per each
Table 9 gives the percentage cost to imbue a 2" of movement rate desired.
character class with the abilities associated with the Swimming: Includes breathing underwater; cost
various specialists who normally have to be hired. is a base +10%, plus 5% per each 1" of movement
The specialties may commence at a level other than rate desired.
1, in which case the cost is not paid until that level Regeneration: Repair/regenerate one point of
is reached. damage per turn, like a troll, unless injured by fire.
Table 10 gives the number of levels needed to Cost is +100%.
advance one column on the hit table (for example, Infravision: 60’ infravision costs +20%.
as written, magic-users need 5 levels to advance one Shapechange: This is not lycanthropy. The
column, clerics 4, and so forth). As with saving character may freely change between his normal
throws, this cost is chosen only once, starting at form and that of any other specific, predetermined
level 1. land-based mammal, taking one melee round to
make the transition. The animal form never goes up
If a class is to use magic, the spell progression in levels, but has the hit points and other
must be bought. There are seven possible spell characteristics given in the monster list. The cost for
progression tables, numbered I through VI plus VIa, shapechanging is +50% per hit die of the animal
a more powerful version of VI. The costs given are form the character is able to change into.
for classes using clerical spells; for magical spells,
add +100% to the cost. (For example, Table I Going on from here
magic-user spell capability costs +150% per level.) The system as described here has a lot of
Once a progression table has been bought, it may versatility, and can be used to create an uncountable
not be exchanged for a different one at a higher number of different character classes or character
level; however, the use of spells (and payment for types. But it can be played with even more: abilities
same) may commence at any level, like thieving and characteristics can be added or dropped on a
abilities. A class may use both magical and clerical level by- level basis at the whim of the player
spells by paying both costs, so that Table I (assuming, of course, the consent of the DM). You
progression in both categories costs +200%. might want to give your character spell-casting
ability only at every third level, thieving abilities at
Other attributes every fourth level, and the ability to turn undead at
Each of the special thieving abilities (Open 10th level only (just to see what it’s like). Every
Locks, Remove Traps, Pick Pockets, Move Silently, character in a game can, quite literally, be in a class
Climb Sheer Surfaces, Hide in Shadows, Hear by himself, just like each one of us is in the world
Noise, and Backstab) may be purchased at a cost of we occupy.
+10% (or all together for +80% ). These skills may
TABLE 1: BASE EXP PTS TABLE 5: WEAPONS TABLE 9: SPECIALTIES
Current Points Next Type Cost Specialty Cost
level needed to level None +0% Alchemist +50%
attain... Axes +10% Armorer +20%
1 400 2 Bows +15% Animal Trainer +30%
2 800 3 Catapults +5% Engineer +50%
3 1600 4 Daggers +5% Sage +100%
4 3200 5 Swords +15% Spy +40%
5 6400 6 Pole Weapons (pole +10% Seaman/Rower +5%
6 12800 7 arm, lance, javelin, Seaman/Sailor +10%
7 25000 8 spear) Seaman/ Captain +50%
8 50000 9 Impact Weapons (mace, +5% Seaman/Navigator +40%
9 75000 10 club, hammer)
10 100000 11 Staves +5% TABLE 10: HIT
11 125000 12 Slings +5% PROGRESSION
Any weapon +75% Progression Cost
TABLE 2: HIT DICE Normal Man +0%
Hit dice Hit points Cost TABLE 6: RACIAL 5levels +10%
d3 0 +0% ABILITIES 4levels +30%
d4 1/2 +25% Race Cost 3levels +50%
d6 1 +50% Halfling +10% 2levels + 100%
d8 2 +100% Dwarf +20%
d10 3 +200% Elf +30%
A: CLERIC B: FIGHTER
Cost Ability/characteristic Cost Ability/characteristic
100 Base cost 100 Base cost
60 Hit dice: d6 to L9, +1 after 110 Hit dice: d8 to L9, +2 after
50 Armor: any 50 Armor: any
20 Weapons: catapult, impact, staves, slings 75 Weapons: any
0 Racial abilities: none 0 Racial abilities: none
65 Magic: any but protection 30 Magic: weapons, armor, potions/ rings
15 Saves: as cleric 25 Saves: as fighter
0 Specialties: none 0 Specialties: none
30 Hit Table Progression: 4 levels 50 Hit Table Progression: 3 levels
150 Spells: clerical table VI at Ll 0 Spells: none
50 Turn Undead: at Ll 0 Thieving Abilities: none
0 Thieving Abilities: none TOTAL COST: 440% at all levels
TOTAL COST: 540% at all levels
Current Points needed Next
Current Points needed Next Level to attain... level
level to attain... level 1 1760 2
1 2160 2 2 3520 3
2 4320 3 3 7040 4
3 8690 4 4 14080 5
4 17280 5 5 28160 6
5 34560 6 6 56320 7
6 69120 7 7 110000 8
7 135000 8 8 220000 9
8 220000 9 9 330000 10
9 405000 10 10 440000 11
10 540000 11 11 550000 12
11 675000 12
C: MAGIC-USER D: THIEF
Cost Ability/characteristic Cost Ability/characteristic
100 Base cost 100 Base cost
35/60 Hit dice: d4 to L9, +1 after 35/110 Hit dice: d4 to L9, +2 after
0 Armor: none 20 Armor: leather
5 Weapons: dagger 60 Weapons: any except pole arms, staves
0 Racial abilities: none 0 Racial abilities: none
65 Magic: any except armor 30 Magic: weapons, armor, potions/rings
5 Saves: as magic-user 10 Saves: as thief
0 Specialties: none 0 Specialties: none
5 Hit Table Progression: 5 levels 30 Hit Table Progression: 4 levels
250 Spells: magical table VI at Ll 0 Spells: none
0 Thieving Abilities: none 80 Thieving Abilities: all at Ll
TOTAL COST: 460% at levels 1-9, TOTAL COST: 365% at levels 1-9,
485% at levels 10+ 440% at levels 10+