Biostatistician


Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 7.5 10 12.5 (none)
3 15 20 25 (none)
4 30 40 50 (none)
5 60 80 100 (none)
6 120 160 200 (none)
7 240 320 400 (none)
8 480 640 800 (none)
9 960 1280 1600 (none)
10 1500 2000 2500 (none)
11 2200 2900 3625 (none)
12 2900 3800 4750 (none)
13 3600 4700 5875 (none)
14 4300 5600 7000 (none)
15 5000 6500 8125 (none)
16 5700 7400 9250 (none)
17 6400 8300 10375 (none)
18 7100 9200 11500 (none)
19 7800 10100 12625 (none)
20 8500 11000 13750 (none)
21 9200 11900 14875 (none)
22 9900 12800 16000 (none)
23 10600 13700 17125 (none)
24 11300 14600 18250 (none)
25 12000 15500 19375 (none)
26 12700 16400 20500 (none)
27 13400 17300 21625 (none)
28 14100 18200 22750 (none)
29 14800 19100 23875 (none)
30 15500 20000 25000 (none)
31 16200 20900 26125 (none)
32 16900 21800 27250 (none)
33 17600 22700 28375 (none)
34 18300 23600 29500 (none)
35 19000 24500 30625 (none)
36 19700 25400 31750 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 &0 &0 &0 &0 &0 &0 &0 &0
+1 &1 &1 &1 &1 &1 &1 &1 &1
+2 &1 &1 &1 &1 &1 &1 &1 &1
+3 &2 &2 &2 &2 &2 &2 &2 &2
+4 &2 &2 &2 &2 &2 &2 &2 &2
+5 &3 &3 &3 &3 &3 &3 &3 &3
+6 &3 &3 &3 &3 &3 &3 &3 &3
+7 &4 &4 &4 &4 &4 &4 &4 &4
+8 &4 &4 &4 &4 &4 &4 &4 &4
+8 &5 &5 &5 &5 &5 &5 &5 &5
+9 &5 &5 &5 &5 &5 &5 &5 &5
+9 &6 &6 &6 &6 &6 &6 &6 &6
+10 &6 &6 &6 &6 &6 &6 &6 &6
+10 &7 &7 &7 &7 &7 &7 &7 &7
+11 &7 &7 &7 &7 &7 &7 &7 &7
+11 &8 &8 &8 &8 &8 &8 &8 &8
+12 &8 &8 &8 &8 &8 &8 &8 &8
+12 &9 &9 &9 &9 &9 &9 &9 &9
Requisites: Str+Dex+Con >= 40+15*S
Alignment: any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: & Mon
Reference: DM {Planeshifted Statistician}
Groups: Custom, Alternate
 
For abilities, see next page.

Biostatistician


Biostatistician Abilities

If you have the Biostatistician class, ability scores cost this number of stat points: Str=0.6, Dex=0.8, Con=0.4, Int=1.6, Wis=1.4, Chr=1.2.
Example 1: You gain 2 stat points (e.g. by going up in level). You could buy 5 Con, or 1 Wis + 1 Str, etc.
Example 2: You could trade in a point of Int (for half it's value = 0.8), then buy a point of Str, and have 0.2 left over.
Leftover fractional stat points can be saved for later.
Must always use 2 for 1 trading (lose 2 stat points to gain 1 stat point elsewhere), using the translation given above.
 
The "&" on Saves means to add these saves to your highest other class in that category.
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level. See above for stat costs.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Every Level: 0.1*S in [P3.4] Racial Adjectives per level.
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.