Exponenter


Level KXP Spells
TH
1As original *N(none)As original *N
2As original *N(none)As original *N
3As original *N(none)As original *N
4As original *N(none)As original *N
5As original *N(none)As original *N
6As original *N(none)As original *N
7As original *N(none)As original *N
8As original *N(none)As original *N
9As original *N(none)As original *N
10As original *N(none)As original *N
11As original *N(none)As original *N
12As original *N(none)As original *N
13As original *N(none)As original *N
14As original *N(none)As original *N
15As original *N(none)As original *N
16As original *N(none)As original *N
17As original *N(none)As original *N
18As original *N(none)As original *N
19As original *N(none)As original *N
20As original *N(none)As original *N
21As original *N(none)As original *N
22As original *N(none)As original *N
23As original *N(none)As original *N
24As original *N(none)As original *N
25As original *N(none)As original *N
26As original *N(none)As original *N
27As original *N(none)As original *N
28As original *N(none)As original *N
29As original *N(none)As original *N
30As original *N(none)As original *N
31As original *N(none)As original *N
32As original *N(none)As original *N
33As original *N(none)As original *N
34As original *N(none)As original *N
35As original *N(none)As original *N
36As original *N(none)As original *N
Requisites:Original +9*N each; +N class slots
Alignment:As original
HD/level:(*N)d(*N) original (no &'s)
Weapon Prof.:As original base*N, -N rate
To Hit Table:As original *N
Save Table:As original *N
Reference:RDM { Futureshifted Compounder/Conjugator}
Groups:Custom, Futureshifted
Complexity:CF=5
Pick an N for this class. N must be positive and cannot be greater than LVL.
Pick another class you know. The class chosen cannot be Custom group, and must be a x1 multiplier class.
This class does not benefit from "Min Level" in the current campaign. (Conjugator does not have this restriction; this is an important difference between Conjugator and Exponenter).
The Hit Dice is *N the number of dice and *N the die size (e.g. 2d3 would become 4d6 at N=2).
Your "CL" and "LVL" for abilities is equal to your level to the Nth power instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* raised to the power of N).
DM Note: For abilities that refer to “Normal” Concepts (ToHit, Dmg, AC, Saves, hps, Number of attacks, Str, Dex, Con, Int, Wis, Chr, Rogue Points, PSPs, SLs, Proficiencies, Skills, Kits, Feats, Resistances, Level Picks, Status effects, Backstab, Limited ML), they fully stack. For abilities that refer to “Exotic” Concepts (++’s, Animal Companions, CL, Cml, Familiars, GGL, HD, HNCL, Levels of Exceptional Stat, Luck, Mounts, Movement Rate, Personality, Research Points, Summons, Wear Locations), the LVL formula reduces a step. For abilities that refer to “Very Exotic” Concepts (XP, Actions, CCL, Character Slots, Class Slots, HCL, LVL, ML, Multiplier, Number of Segments, Player Picks, Power Factors, Psi Frequencies, Race Slots), the LVL formula reduces two steps (LVL^^N->LVL^N->LVL*N->LVL+N).
Warriors: Your base number of attacks is based on your level ^N instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level ^N) line, but your max SL is based only on ML=(level). For example, a level 4 Exponenter (N=2) emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level ^N. GGL powers that are LVL based use level ^N, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level ^N), but you read the rogue chart only down to your level (not ^N).
Psionicists: Your LVL in PSP calculations is your level ^N.