Initial and Incremental

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reference
Low Medium High
Init Inc Init Inc Init Inc
Base Attack 0 .5 0 .75 0 1
Saves 0 .34 1 .4 2 .5
Defense 2 .34 2.2 .4 2.5 .5

So this is where we depart a bit from the base rules, without changing a thing, really. Everything about the base rules rely on tables for advancement, which is great if you're gonna remain in the same class the whole time. However, Monte Cook introduced Racial Levels, which makes it very attractive to multiclass, at least a little bit. Now, the inherent problem I've always seen with multiclassing based on tables is that you might end up with one Saving Throw at +0, and another at +6 at fourth level, when the lowest and highest you should have is +1 and +4.

Now, Unearthed Arcana deals with that somewhat. It introduced fractional Base Attacks and Saving Throws, which is fine if you're adding thirds to quarters or whatnot. You just use twelfths and keep going. But the introduction of medium saves and the whole Defense system throws that off. (do you want to add 4/5 to 2/3 to 3/4? yeah) So I went to decimals.

Class BAB Fort Ref Will Def
Akashic Med Low Low Hi Low
Champion Hi Hi Med Hi Med
Greenbond Low Med Low Hi Low
Mageblade Med Med Med Med Med
Magister Low Low Low Hi Low
Oathsworn Med Hi Hi Hi 3.36/.93
Ritual Warrior Med Med Med Hi Med
Runethane Low Low Low Hi Low
Totem Speaker Med Low Low Hi Low
Totem Warrior Hi Hi Low Low Med
Unfettered Hi Low Hi Low 3.5/.84
Warmain Hi Hi Low Med Med
Witch Med Low Low Hi Low
Racial "Classes"
Human Med Med Med Med Med
Dracha Med Hi Low Low Low
Loresong Low Low Med Hi Med
Quickling Med Low Hi Low Hi
Stonekin Med Hi Low Med Low
Spryte Med Low Hi Med Hi
Giant Med Hi Low Med Low
Litorian Hi Hi Hi Low Hi
Mojh Med Low Med Hi Med
Sibeccai Hi Hi Hi Low Hi
Verrik Med Low Low Hi Low

Actual Rules

All characters, regardless of how many classes they have, use the single highest Initial value from all their classes. For each class they have, you multiply their class level by that class' Incremental value and add it all up. This sounds crazy, but it's not.

Let's say we have a third level Runethane. He has a BAB of +1 (0 Init + 1.5 Inc), a Fort Save of +1 (0 Init + 1.02 Inc), a Ref Save of +1 (0 Init + 1.02 Inc), a Will Save of +3 (2 Init + 1.5 Inc), and a Defense Bonus of +3 (2 Init + 1.02 Inc). He gains a level of Totem Warrior. The easy parts are the BAB and the Ref Save. They increase by 1 and .34 respectively. Since the Totem Warrior has an Initial value of 2 for his Fort Save, that replaces this character's Fort Init of 0. His Will Init stays at the high 2 from Runethane, but his Defense Init goes up to 2.2 from 2. The end result of the level increase is a BAB of +2 (0 Init + 2.5 Inc), a Fort Save of +3 (2 Init + 1.52 Inc), a Ref Save of +1 (0 Init + 1.36 Inc), a Will Save of +3 (2 Init + 1.84 Inc), and a Defense Bonus of +3 (2.2 Init + 1.42 Inc).

That may have seemed long and drawn out, but take it one level at a time and you should be fine.

Notes

The introduction of Defense Bonus to the ruleset allows us to integrate the Oathsworn and Unfettered AC Bonus class features into their Defense. Use the italicized values in the table — they take both the High Defense progression and the AC Bonus class feature into account.

Also, there are some instances where the books use a really strange progression, usually with racial levels. I normalized to Low/Medium/High when possible — please use this progression instead of the tables in the books.

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