Aw heck! Assume scabbards and bow cases don't have EV. Lets not go nuts. We just need to know if you are encumbered (and how much) when you have that backpack, shield, and weapon (plus the rest of it), so that when you throw it down to the ground to lighten your load we know where you stand. If you are an EV of 1 or 2 off, don't lose sleep over it. An educated guess is fine by me.
Leveling Up:
Add together the required experience for all of your classes to advance a level. That is the experience you need to gain the next level. All of your classes will advance at once.
Example: A Wizard/Cleric would need 4,852 XP to advance to level 2.
Experience required to advance a class to Level 2:
Fighter - 2,001
Ranger - 2,251
Rogue - 1,251
Assassin - 1,751
Monk - 1,751
Cleric - 2,251
Wizard - 2,601
Illusionist - 2,601
Bard - 1,501
Hit Dice: Use the better hit die if you are multi-classed. A Wizard/Cleric would use the better d8 cleric hit die. At first level, use the maximum hit points for your hit die. At each level thereafter you will use the following hit points for each hit die:
d4 - 3 hit points
d6 - 4 hit points
d8 - 5 hit points
d10 - 6 hit points
d12 - 8 hit points
Gaining Experience Points:
1. For active participation in game sessions: 20 to 50xps per active week.
2. Normal XPs for each creature (monster) slain divided amongst participants engaged in the combat.
3. One-half normal xps for each adversarial creature (monster) duped, captured, or driven away.
4. For all fighter-type characters (fighters, barbarians, knights, rangers) meaningful use of a weapon against an adversary: 10xps per character level of the fighter per battle.
5. For spell-caster characters successful and meaningful use of a spell: 100xps per spell level, 25 per 0 level casting.
6. For ranger characters successful and meaningful use of a listed function: 20xps per character level of the ability used.
7. For thief (or assassin) characters successful and meaningful use of a listed function: 20 xps per character level of the thief.
8. For monetary value of treasure gained; thieves get 2 xp for every 1gp found and all others get 1xp for every 1gp found. This is per individual treasure award.
9. Magic Items - like items, magic items have an XP value, awarded to the character to possesses and uses the item for a time. (one adventure)
10. Story - XP is awarded for completing adventures, solving problems.
11. Roleplaying - Good roleplaying is not just its own reward!
Leveling Up:
Add together the required experience for all of your classes to advance a level. That is the experience you need to gain the next level. All of your classes will advance at once.
Example: A Wizard/Cleric would need 4,852 XP to advance to level 2.
Experience required to advance a class to Level 2:
Fighter - 2,001
Ranger - 2,251
Rogue - 1,251
Assassin - 1,751
Monk - 1,751
Cleric - 2,251
Wizard - 2,601
Illusionist - 2,601
Bard - 1,501
Hit Dice: Use the better hit die if you are multi-classed. A Wizard/Cleric would use the better d8 cleric hit die. At first level, use the maximum hit points for your hit die. At each level thereafter you will use the following hit points for each hit die:
d4 - 3 hit points
d6 - 4 hit points
d8 - 5 hit points
d10 - 6 hit points
d12 - 8 hit points
Gaining Experience Points:
1. For active participation in game sessions: 20 to 50xps per active week.
2. Normal XPs for each creature (monster) slain divided amongst participants engaged in the combat.
3. One-half normal xps for each adversarial creature (monster) duped, captured, or driven away.
4. For all fighter-type characters (fighters, barbarians, knights, rangers) meaningful use of a weapon against an adversary: 10xps per character level of the fighter per battle.
5. For spell-caster characters successful and meaningful use of a spell: 100xps per spell level, 25 per 0 level casting.
6. For ranger characters successful and meaningful use of a listed function: 20xps per character level of the ability used.
7. For thief (or assassin) characters successful and meaningful use of a listed function: 20 xps per character level of the thief.
8. For monetary value of treasure gained; thieves get 2 xp for every 1gp found and all others get 1xp for every 1gp found. This is per individual treasure award.
9. Magic Items - like items, magic items have an XP value, awarded to the character to possesses and uses the item for a time. (one adventure)
10. Story - XP is awarded for completing adventures, solving problems.
11. Roleplaying - Good roleplaying is not just its own reward!
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