Level
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KXP
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1
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0
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2
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2.5
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3
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5
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4
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10
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5
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20
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6
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40
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7
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60
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8
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90
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9
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135
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10
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250
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11
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375
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12
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750
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13
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1125
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14
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1500
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15
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1875
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16
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2250
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17
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2625
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18
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3000
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19
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3375
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20
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3750
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21
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4125
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22
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4500
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23
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4875
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24
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5250
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25
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5625
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26
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6000
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27
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6375
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28
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6750
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29
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7125
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30
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7500
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31
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7875
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32
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8250
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33
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8625
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34
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9000
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35
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9375
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36
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9750
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Requisites:
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Dex 12, Con 14, Wis 16
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Alignment:
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any
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HD/level:
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2d3
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Weapon Prof.:
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2*level/2
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To Hit Table:
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Rog
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Groups:
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Rog, Joke
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Complexity:
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CF=2
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Saving Throws:
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PPD:
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8+level
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RSW:
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7+level
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PP:
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6+level
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BW:
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5+level
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Spell:
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4+level
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Fort:
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3+level
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Reflex:
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2+level
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Will:
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1+level
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Each Level: Create a new saving throw category. Choose what specific offensive enemy effect to save against (for ex. Being attacked or specialed at) and you may choose a stat bonus to apply (can’t choose a stat already associated to a save category but you can choose subability scores or if you have exotic stats). The DM determined the DC of the save. Base save is level+(number of saving throw categories this class has). On a successful save, you take ½ effect.
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Level 1: You gain a saving throw when none is offered to spells, powers, and effects.
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Level 2: When saving for ½ effect, on a success, you take ¼ instead and ½ on a fail.
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Level 9: Your save gaining ability from level 1 can’t be ignored.
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Level 10: When saving for ½ effect, on a success, you take 1/10 instead and ¼ on a fail.
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Level 18: You get a save even against no resistance.
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Level 19: When saving for ½ effect, on a success, you take no effect and 1/10 on a fail.
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