Rian, Metastatistician

Level

KXP

Spells

1

0

(none)

2

10

(none)

3

20

(none)

4

40

(none)

5

80

(none)

6

160

(none)

7

320

(none)

8

640

(none)

9

1280

(none)

10

2000

(none)

11

2900

(none)

12

3800

(none)

13

4700

(none)

14

5600

(none)

15

6500

(none)

16

7400

(none)

17

8300

(none)

18

9200

(none)

19

10100

(none)

20

11000

(none)

21

11900

(none)

22

12800

(none)

23

13700

(none)

24

14600

(none)

25

15500

(none)

26

16400

(none)

27

17300

(none)

28

18200

(none)

29

19100

(none)

30

20000

(none)

31

20900

(none)

32

21800

(none)

33

22700

(none)

34

23600

(none)

35

24500

(none)

36

25400

(none)

Race Adjustments:

 

Str

Dex

Con

Int

Wis

Chr

Cml

AT

hp

TH

Div

+ LVL

+ LVL

+ LVL

+ LVL

+ LVL

+ LVL

+ LVL

+ LVL

+ LVL

+ LVL

÷ LVL

 

 

 

Requisites:

Str+Dex+Con+Int+Wis+Chr+Cml

+Race Slots+Class Slots>=100

Alignment:

Any

HD/level:

&1d6

Weapon Prof.:

&2+level

To Hit Table:

Cus

Saves:

Cus

Reference:

RDM {Alternate Statistician}

Groups:

Arch, Cus, Alt

Complexity:

CF=5

 

“I have to trade an arm and a leg for 80 Rogue points? Highway robbery I say!”

Hold all Stats. 2 for 1 trading with Str, Dex, Con, Int, Wis, Chr, and Cml.

You may treat the number of [actions, slots, points, dice, body parts/wear locations, and picks] per type you already have on this character as stats. You can raise or lower them with stat points. This may be done anytime similar to filling open slots or picks
Levels of Exceptional Stat add an additional +x0.5 to one numerical aspect of that stat per instance. Str, Dex, Con, Int, Wis, and Chr follow the regular rules for exceptional stat.
Number of actions per type cost the sum of the number of those actions. X, G, and H actions cost twice as much. You can’t trade an action type to less than 1. You normally start with 1V+1S+3Z actions.

Slots mean anything that can be considered a “slot” such as race, class, proficiency, summon, follower, henchman, revive, familiar, animal companion, mount, martial arts, kit, feat, spell/psi, truename, etc. Number of slots per type cost 6. Proficiency slots cost 0.5. Spell/Psi slots cost the SL they are. Truename slots cost 10. Character slots cannot be traded this way. You normally start with 1race+4class+some number of mini slots as well as one summon slot and one truename slot.

Points mean things such as PSP’s, Rogue, Skill, Research, Hero, Luck, Action, etc. Number of points per type cost 0.1. Research and Luck points cost 5.

Dice mean things like HD, to hit rolls, saving throws, skill/ability checks, dice from class abilities, spells, items, etc. You can raise or lower the number of dice or the die type. Number of dice per type cost the sum of the number of dice. Die types cost equal to the die size. Open ended or “e” dice cost five times as much. Multiplicitive or “m” dice cost ten times as much. You cannot lower a die type to less than d2. You can only raise or lower dice on equipped items.

Number of body parts/wear locations per type cost 4. You normally have nine body parts to start (head, two arms, two legs, brain, heart , skin, soul) You normally have twelve standard Wear Locations (helmet, goggles, cloak, amulet, armor, robe, bracers, two rings, belt, boots) plus some number of miscellaneous wear locations to start. To trade body parts takes 1P action.

Picks mean anything that can be considered a pick such as level colons, GGL, player, etc. Number of picks per type cost 1. Level colons cost the level of the ability. You may trade some away to get access to others at a higher level. Player picks cannot be traded this way. CF=7: Player picks can be traded this way and cost 212-218 depending on what the player pick is.

For things that fall outside of the examples, check with the DM for where they fall under. If a stat doesn’t say what it costs, to assume you get one point from raising or lowering it.