Table 11: 
Race

Race	Multiple
Human	   0
Other	   1

Table 12: 
Combat Value Used

Level	Multiple
0-level Human*	 -2
Monster	+3
Priest	  0
Warrior	+2
Wizard	 -1
Rogue	 -1

0-level humans never improve in combat ability, regardless of level.

Table 13: 
Saving Throw Table Used

Level	Multiple
0-level Human Saving Throws*	   -2
Any other saving throw table	    0

* 0-level humans never improve in saving throws.

Table 14: 
Hit Dice Per Level

Level	Multiple
1d3	  0
1d4	+0.5
1d6	+0.75
1d8	+1
1d10	+2.5
1d12	+4

Table 15: 
Armor Allowed

Level	Multiple
None	-1
Limited AC*	-0.5
All	 0

* Limited AC means the character can only use armor of AC 5 or worse.


Table 16: 
Weapons Allowed

Level	Multiple
Limited*	-1.5
One class**	-1
All	 0

* The class is limited to a maximum of 4 different weapons, none of which can inflict more than 1d6 points of damage.

** The class is limited to one weapon category (slashing, piercing, or bludgeoning).

Table 17: 
Hit Points Per Level Beyond 9th

Degree	Multiple
+1	+0.5
+2	+2
+3	+2

	Optional Abilities: In addition to the required abilities listed above, you can choose any of the optional abilities below. Again, these abilities will increase your base multiplier, making it more difficult to increase in levels.


Table 18: 
Optional Abilities

Ability	Multiple
Fighter Constitution bonus	 +1
Fighter exceptional Strength bonus	 +1
Animal empathy	 +1.5
Bonus +1 to hit a creature*	 +1
Per initial proficiency slot	 +0.25
Read languages**	 +0.5
Aura of protection, as paladin	 +2
Backstab	 +1
Cast any priest spell	 +8
Cast one sphere of spells	 +2
Climb walls**	 +1
Find/remove traps**	 +1
Healing, as paladin	 +2
Hear noise**	 +0.5
Hide in shadows**	 +1
Learn and cast any school	+16
Learn and cast one school	 +3
Move silently**	 +1
Open locks**	 +1
Pick pockets**	 +1
Power (i.e. shapechange)	 +3
Use magical items	 +1
Other	 +3

	* This applies only to a single type of creature (orcs, etc.). More than one creature can be chosen, so long as the multiplier is increased for each choice.
	** The character uses Table 19.

Table 19: 
Thief Average Ability Table

		________________Base Chance To____________________
Level			Find/						
of	  Pick	Open	Remove	Move	Hide In	Hear	Climb	Read
Thief	Pockets	Locks	Traps	Silently	Shadows	Noise	Walls	Languages
1	30%	25%	20%	15%	10%	10%	85%	--	
2	35%	29%	25%	21%	15%	10%	86%	--	
3	40%	33%	30%	27%	20%	15%	87%	--	
4	45%	37%	35%	33%	25%	15%	88%	20%
5	50%	42%	40%	40%	31%	20%	90%	25%
6	55%	47%	45%	47%	37%	20%	92%	30%
7	60%	52%	50%	55%	43%	25%	94%	35%	
8	65%	57%	55%	62%	49%	25%	96%	40%	
9	70%	62%	60%	70%	56%	30%	98%	45%	
10	80%	67%	65%	78%	63%	30%	99%	50%
11	90%	72%	70%	86%	70%	35%	99%	55%
12	95%	77%	75%	94%	77%	35%	99%	60%
13	99%	82%	80%	99%	85%	40%	99%	65%	
14	99%	87%	85%	99%	93%	40%	99%	70%	
15	99%	92%	90%	99%	99%	50%	99%	75%	
16	99%	97%	95%	99%	99%	50%	99%	80%
17	99%	99%	99%	99%	99%	55%	99%	80%

	Restrictions: To lower the overall multiple of the class, restrictions also can be chosen that will affect the behavior and abilities of the class. These multiples are subtracted from the current total. Characters must honor the restrictions of their class.


Table 20: 
Restrictions

Restriction	Multiple
Must be lawful	-1
Must be neutral	-1
Must be good	-1
Cannot keep more than can carry	-0.5
Must donate 10% of treasure	-0.5
Non-human level limit of 9*	-1
Non-human level limit of 12*	-0.5
Has ethos that must be obeyed	-1
Cannot own more than 10 magical items	-0.5
Cannot own more than 6 magical items	-1
Cannot associate with one class	-1
Cannot associate with one alignment	-1
Ability use delayed to higher level**	-0.5

	* If the character is non-human.
	** Delayed ability use prevents the character from having the power until he reaches the stated level. No more than two abilities can be delayed. The DM determines the level at which abilities become available for use.
	Base Experience: After all multiples have been calculated, you must determine the experience points required per level. Take your multiple number and multiply it by the base experience value for each level as given in Table 21. When you are finished, you will have a complete Experience Point Table for your new character class.

Table 21: 
Base Experience Points

Level	Base Experience
2	     200
3	     400
4	     800
5	  2,000
6	  4,000
7	  8,000
8	15,000
9	28,000
10+	30,000/additional level

	You can't reconstruct the existing character classes using this method. The standard classes give players advantages over custom-designed classes. Standard class characters advance in levels more quickly and, generally, have better abilities than custom-designed characters.

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