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The Alternate XP Use Chart
USE OF ALTERNATE EXPERIENCE
Type I - Increasing attribute totals instead of increasing levels - When a character gains the amount of experience needed to rise to the next level (ex. 3rd to 4th), he or she may trade in half of the experience points needed to go up one level, and instead increase his prime attribute by one point, or any other attribute by half a point. Attribute totals may be increased up to 20, but not above. Once past the 18 mark, prime attributes increase at only half-point levels, and other attribute totals at quarter-point levels.
Type II - This is for characters who wish to be more capable and varied. A character may choose as many options as he or she wishes, as long as he or she subtracts the percentage (listed to the left of the ability) from his or her experience points at the end of each adventure. The abilities must be chosen when the character is first begun. If,at anytime, the character does not subtract this percentage, he or she loses, permanently, the special ability. Nothing, not even a wish, can alter the loss.
Cost Magical Ability
-10% One certain first level clerical spell (a) (*).
-10% One certain first level druidical spell (a) (*).
-10% One certain first level magic-user spell (b).
-10% One certain first level illusionist spell (c).
-5% Infravision as a gnome (6").
-10% Turn undead as a first level cleric (a).
-10% Immunity to all forms of disease.
-10% Ability to use clerical items (a).
-10% Ability to use fighter items.
-10% Ability to use magic-user items (b).
-10% Ability to use thief items (d).
-10% Ability to use any one specific magic item (a,b,d). (Must be stated each
adventure, which magic item will be used.)
Cost Non-Magical Ability
-5% Identification of plant life, animal type, and pure water as a third level druid.
-10% Bind wounds as a first level cleric (a).
-5% Track as a ranger of equal level.
-10% Extra attack per round. (One per character.)
-5% All thief skills as a first level thief (d).
-5% Pick Pockets as a thief of the same level (d).
-5% Open Locks as a thief of the same level (d).
-5% Find / Remove Traps as a thief of the same level (d).
-5% Move Silently and Hide In Shadows as a thief of the same level (d).
-5% Hear Noise as a thief of the same level (d).
-5% Climb Walls as a thief of the same level (d).
-10% Read Languages as a thief of the same level (d).
-15% Backstab as a thief of half-level (rounded down).
-25% Open hand damage as monk of the same level or martial arts style (if
western character).
-10% Movement as monk of equal level.
-10% Falling ability as a fourth level monk.
-10% Illegal use of weapon or extra proficiency slot.
-10% Surprising and being surprised as a ranger.
-10% Knowledge of an extra language, thieves' cant, or druidic.
-15% Firing missile weapons into melee as an archer ranger.
-10% Extra healing action per round. (Only one per character.)
(*) The character must have a god listed on his or her character sheet.
(a) The character is required to have a minimum Wisdom of 12.
(b) The character is required to have a minimum Intelligence of 10.
(c) The character is required to have a minimum Dexterity of 16 and a minimum
Intelligence of 15.
(d) The character is required to have a minimum Dexterity of 16.
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