ARS_d&d Charts

This is the charts section of Ars dnd.

Charts
Mana costs:
Mana Points
Runic master
divination
10 mp
magic
20 mp
Ninja mage
Normal effects
10 mp
Uber effects
20 mp
Other magic effects
10 mp
Wishes
Limited and normal
10 mp
Unlimited
20 mp
Other normal magic
15 mp


Stamina costs Stamina points
Kinetic effects
normal
20 stp
uber
30 stp
Ninjutsu effects
normal
10 stp
uber
15 stp
Samurai effects
normal
10 stp
uber
15 stp
Other stamina effects
normal
10 stp
uber
20 stp


Effect length: Can add modifier.

Magic effects
Chaos effects
4 rounds unless instant
Kao confusion
5 combat rounds/save vs will
Runic divination
instant
Runic magic
  Element
Astral/Wild rune
4 rounds unless instant
Fire/Water rune
3 rounds unless instant
Air/Earth rune
4 rounds unless instant
Life/Niether rune
3 rounds unless instant
Subversion effects
10 rounds
Spell recognition
instant
Spell scroll use
dnd spell effect length
Will word
5 rounds unless instant/save vs will
Wishes
6 rounds unless instant
Elemental ability
5 rounds unless instant
Actor bard effect
varied times w/save vs spell
Celestial ability effect
until not wanted w/save vs spell
Ninja mage ability effect
instant for weapons or 1d10+level w/save vs effect
Mage assassin ability effect
instant for weapons or various w/save vs effect
Witch ability effect
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect
Eldritch ability effect
instant for weapons and effect, 1d6+Focus rank or various w/save vs effect
Were ability effect
instant for weapons and effects, 1d6, 1d8, 1d6+Focus rank or various w/save vs effect
Angellic ability effect
instant for weapons and effects, 1d6+Focus rank or various w/save vs effect
Sun runner ability effect
instant for weapons and effects, various w/will save vs effect
Shadow practitioner ability effect
instant for weapons and effects, various w/will save vs effect
Light creator ability effect
instant for weapons and effects, various w/will save vs effect
Divine ability effect
instant for weapons and effects may have duration, various w/will save vs effect
Elementalist ability Focus skill rank with d10, see Elementalist ability in Magic systems
Chi warrior ability Focus skill rank with d10, see Chi warrior ability in Magic systems
Chi master ability Focus skill rank with d10, see Chi master ability in Magic systems
Focuser ability d6, d10 or various, see Focuser ability in Magic systems
Hell weaver ability instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Hell weaver ability in Magic systems
Summoner ability d6, d10 or various, see Sumoner ability in Magic systems
Mystic class ability instant, 1d6, 1d8, 1d10 minutes or until not needed or wanted, unlimited time or various, see Mystic ability in Magic systems


Kinetic skills
Kinetic speed-up
6 rounds
Human defense field
n/a
Kinetic attack
combat length till hit
Kinetic flying
n/a
Kinetic manipulation
till save vs will thats every 1 round
Energy funnel
5 rounds/save vs spell
Kinetic runic
see runic magic
Kinetic antemetal
8 rounds unless instant/no save
Weaving
2 rounds unless instant/save vs spell halving effect/length
Anti-paladin effects
5 rounds unless instant/save vs will
Hell cleric
4 rounds unless instant/save vs spell half damage
Kinetic assasin effects
8 rounds unless instant
Dream ability
4 rounds unless instant and a will save negates effects
Jedi ability
n/a length and a will save negates effects
Mysticism ability Various, see Mystic ability in Magic systems
Ninjutsu ability Focus skill rank with d10, see Ninjutsu ability in Magic systems
Samurai ability Focus skill rank with d10, otherwise see Focus ability in Magic systems or Samurai ability in Glossary
Sentinel ability effect
instant for weapons and effects, 1d6+Focus rank or various w/ will save vs effect
Elemental warrior ability Focus skill rank with d10, see Elemental warrior ability in Magic systems
Healer ability Various, see Healer ability in Magic systems
Templar ability Various, see Templar ability in Magic systems
Solamnic knight ability Various, see Solamnic knight ability in Magic systems
Hunter ability Various, see Hunter ability in Magic systems


Class 
Starting 1st lvl
skill points
Skill points
Misc bonus
Celestial mage (4+Int mod)x4
4+Int Mod per level
Belmage (4+Int mod)x4
4+Int Mod per level
+1 initiative roll per 2 level
Sorcere
(4+Int mod)x4
4+Int Mod per level

Chaot
(4+Int mod)x4
4+Int Mod per level
+3 to all saving throws
Warrior Kinetic
(6+Int mod)x4
6+Int Mod per level
+1 AC per level
Batlmage
(6+Int mod)x4
6+Int Mod per level
+1 to special abilities
+2 AC bonus
Runic Master
(4+Int mod)x4
4+Int Mod per level
+2 to runic ability
Anti-mage
(4+Int Mod)x4
4+Int Mod per level

Warlock druid
(6+Int mod)x4
6+Int Mod per level

Weaver
(4+Int mod)x4
4+Int Mod per level

Anti-paladin
(6+Int mod)x4
6+Int Mod per level
+3 to all saves
Rogue wiz
(8+Int mod)x4
8+Int Mod per level

Psychic monk
(6+Int mod)x4
6+Int Mod per level
+1 AC per level
Sorcere Monk
(6+Int mod)x4 6+Int Mod per level +1 AC per level
Hell cleric
(4+Int mod)x4
4+Int Mod per level
+3 to all saves
Kinetic Sorcere
(5+Int Mod)x4
5+Int Mod per level

Kinetic assassin
(8+Int mod)x4
8+Int Mod per level
+3 reflex roll, +3 will, +1 for poison save every 2 levels as a point.
Mage assassin
(8+Int mod)x4
8+Int Mod per level
Any level +3 reflex roll, +3 will, +1 save against poison every 2 levels as a point.
Actor bard
(6+Int mod)x4
6+Int Mod per level
+3 to All skills at level 10
Mana Knight
(6+Int mod)x4
6+Int Mod per level

Dreamwalker
(4+Int mod)x4
4+Int Mod per level
+1 int score stat
+3 to all saving throws
Jedi Knight (6+Int mod)x4
6+Int Mod per level

Shaman (7+Int mod)x4 7+Int Mod per level +2 to will and reflex rolls
Voodoo Witchdoctor (5+Int mod)x4 5+Int Mod per level +2 to will and reflex rolls
Wave Master
(4+Int mod)x4 4+Int Mod per level +3 to all saving throws

Dragon Knight
(6+Int mod)x4 6+Int Mod per level
Dread Knight
(6+Int mod)x4 6+Int Mod per level
Shadow Knight
(6+Int mod)x4 6+Int Mod per level
Chaos Knight
(6+Int mod)x4 6+Int Mod per level
Elementalist
(6+Int mod)x4 6+Int Mod per level
Chi warrior
(6+Int mod)x4 6+Int Mod per level
Chi master
(6+Int mod)x4 6+Int Mod per level
Ninja
(7+Int mod)x4 7+Int Mod per level +4 to will and reflex rolls
Ninja mage
(6+Int mod)x4 6+Int Mod per level +3 to will and reflex rolls
Samurai
(7+Int mod)x4 7+Int Mod per level +2 to AC every level
Witch
(6+Int mod)x4 6+Int Mod per level Nothing so far..
Eldritch
(6+Int mod)x4 6+Int Mod per level Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires (Ex).
Were
(7+Int mod)x4 7+Int Mod per level They can turn into an animal of choice and back again, and that is a medium or large form. At any time, the were can turn vampiric nature and alter reality to what they need.
Angellic
(6+Int mod)x4 6+Int Mod per level Any level: +2 to familiar and group effects or attack if any gotten. At any time, the angellic can turn vampiric and any hostiles nature (Ex) and if they died they are angels of good or deva of neutral nature and otherwise demons of evil.
Sun runner
(4+Int mod)x4 4+Int Mod per level Any level gains +2 to effect or rolls.
Sentinel
(7+Int mod)x4 7+Int Mod per level Any level: They can tune into the area so they know and gain a +3 to any rolled or no dice check.
Shadow practitioner
(7+Int mod)x4 7+Int Mod per level Any level +3 reflex roll, +2 will, +1 save against poison and disease every 2 levels. This is done to any rolled or no dice check.
Light creator
(7+Int mod)x4 7+Int Mod per level Any level +3 reflex roll, +2 will. This is done to any rolled or no dice check.
Divine
(7+Int mod)x4 7+Int Mod per level Any level +2 will. This is done to any rolled or no dice check.
Elemental warrior
(8+Int mod)x4 8+Int Mod per level 5th lvl: The effect roll is added to by +5.
Healer
(7+Int mod)x4 7+Int Mod per level
Templar
(8+Int mod)x4 8+Int Mod per level 8th lvl: +4 to attack rolls, 10th: +5 to the effect and totals with rolls of the weapon, 20th: +6 to their rolls and totals.
Solamnic knight
(8+Int mod)x4 8+Int Mod per level 3rd lvl: you get a +3 to the strength as a bonus. The damage/healing dealt is + the strength mod as an amount bonus. On your attack roll you get a +4 bonus. Also add your strength mod to your weapon damage roll. 20th: All stats improve by an added +4. Also, you have an additional improvement to health of added +60%.
Focuser
(6+Int mod)x4 6+Int Mod per level 5th: If you drink or eat something, then you get a +4 to your die roll. 9th: Add +2d10 damage or healing in amount to your elemental damages or healing done. 20th: You get +6 instead of +4 to your die rolls and tougher. Add +60% to your health.
Hunter
(7+Int mod)x4 7+Int Mod per level 2nd lvl: Add +3 to your attack rolls. 7th level: You get +10 to elemental resistance rolls. 9th level: You get +10 to your magical resitance rolls. 11th: Add +5 to your AC. 20th: Add +4 to all core stats. Also add +60% health.
Hell weaver
(7+Int mod)x4 7+Int Mod per level 2nd lvl: Increase your luck by 10 points. 6th level: Add +5 to your rolls. 12th: Add +5 to focus ranks. 20th: Add +4 to fortitude. You can add +3 to your "knowledge: all" ranks. You get +70% health and all your core stats improve by increasing +4.
Summoner
(6+Int mod)x4 6+Int Mod per level 2nd level: Add +5 to all rolls for your party and yourself. 3rd lvl: Add +5 to all charisma and charm checks. 9th level: Add +5 to all survival check rolls. 20th: You get +100% health and +4 to all core stats. Add +5 to all rolls.
Mystic class
(7+Int mod)x4 7+Int Mod per level 20th: They get a +5 to all rolls, all core stats and +100% to health.
 At every level raised there is a possible ability pick or ability is there, so think as you raise special ability and skills as used in character level and skills section via skill points non-effective for ability scores. Use the skill points calc to figure how many you get. Look in the Epic level Handbook for more info as in epic feats and other found here. You can exchange experience for stat score additions at a rate of 10000 XP per stat and 25000 XP per stat for level 30+, in any point of the game with +10 max. You cannot go down level with stat buying. Another option is every 3 levels you can raise a stat score 1 point. However, there is a skillrank point cap that affects your overall skills, if your GM imposes it, this is set as 20 or 25 skill points. That's unless the GM or DM allows this to get higher.

Experience Level chart
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 20
Levels 21+
Levels 31+
0
2000
4000
6000
8000
10000
15000
20000
25000
30000
40000
50000
60000
70000
80000
90000
110000
130000
150000
170000
+30000 per each level above 20
+60000 per each level above 30
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Written by skyhawk