Express Monster

Level

KXP

TH

1

0

÷1

2

34

÷2

3

68

÷3

4

136

÷4

5

272

÷5

6

544

÷6

7

1088

÷7

8

2000

÷8

9

4000

÷9

10

6000

÷10

11

8000

÷11

12

10000

÷12

13

12000

÷13

14

14000

÷14

15

16000

÷15

16

18000

÷16

17

20000

÷17

18

22000

÷18

19

24000

÷19

20

26000

÷20

21

28000

÷21

22

30000

÷22

23

32000

÷23

24

34000

÷24

25

36000

÷25

26

38000

÷26

27

40000

÷27

28

42000

÷28

29

44000

÷29

30

46000

÷30

31

48000

÷31

32

50000

÷32

33

52000

÷33

34

54000

÷34

35

56000

÷35

36

58000

÷36

 

do-sharpRequisites:

Con 30, 2 Class slots

Alignment:

Any

HD/level:

& 1d12 rhp

Weapon Prof.:

4+level

To Hit Table:

Special  ++1

Save Table:

Special  ++1

Reference:

RDM

Groups:

Monster,   

Complexity:

CF=5

"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  Divide your Con bonus to hp by 12 for bonus to rhps.

Gets LVL in Master monster level picks per level. For example, at level 3, you have 6 levels of picks total (1+2+3), so you can get six Level 1 picks, or one Level 6 pick, or any combination in between. Abilities listed as "Level N" may be picked more than once.
Level N (every level): Spend 4 Weapon proficiencies: +1 instance of exceptional Con.
Level N (every level): Pick a monster ability. It’s F action costs go to M, M go to P, P go to V. CF=6: V go to 0 (free) actions. Free actions are limited to LVL/r in this way. CF=7: 0 (free) go to 1N (no action at all). Limited to 1/half segment this way.
Level 1¶: Divide a target's AC by your LVL (in this class), rounded up, and this is what you need to hit. Your actual TH bonuses from all sources (classes, items, effects) are ignored. True To Hit shifts and Luckstones still work, however.
Level 1 ¶: Divide a save's DC by your LVL (in this class), rounded up, and this is what you need to save.  Your actual save bonuses from all sources (classes, items, effects) is ignored. True Saves shifts and Luckstones still work, however.
Level 4:  Pick up to LVL Monster abilities you have (may leave as "open slots"). You may material component them.
Level 9: In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
Level 9¶: 1F: Do a Status Effect of SEL LVL/2 to one group (no save).

Level 18: Multiply your rhp, AC, and melee damage by the current DL you are on.