Character Creation

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Character Creation

Here is a quick outline of the character creation process:


Choose a Name

The name of your character can really set the tone for the rest of the character creation process. It can also set the tone for the game. The more creative and evocative the name, usually, the more memorable the character. You could have the most interesting backstory, funny quirks and dynamic outside-the-box hijinks with your character, but if his name is "Fandolf", that's all anyone is going to remember.

It's fine to want to make a character like that guy in that movie you like, but try to put a spin on it that makes the character your own, as well.

Remember, a great name leads to a great character.


Choose a Class

A character's class represents a profession, such as fighter or wizard. If this is a new character, he or she starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.

If your character is a spell caster that prepares spells (such as a wizard) you will need to determine the spells your character starts with. Consult your GM to determine this list.

It is usually a good idea to discuss your class selection with the other players in your group, to ensure that your party will have a good mix of abilities. It is strongly recommended that at least one person play a healing class. It is also very helpful to have a tank character who can soak up a lot of attacks that might otherwise land on the more delicate characters. Damage classes will keep the fights shorter, meaning the party will take less damage (dead monsters don't do damage, usually). In the end, though, you should play the class you want to play, and have fun. A party without a healer can get by with potions, scrolls and wands, or just sleep off their damage. Perhaps not optimal, but certainly playable.

Favored Class
Each character begins play with a single favored class of his choosing. Typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.
Additional race- or class-specific favored class bonuses are not available, and may not be selected at level-up. After the classes were rebuilt the need for the favored classes bonuses are greatly reduced, and including them makes maintaining balance much more difficult. Players must suffer through the stifling choice between an extra hit point or an extra skill point if they level up in their favored class.
Multiclassing and Prestige Classes
Because play-testing and class balancing is still ongoing, multi-classing is not allowed at this time. Much work was expended to make all the classes balanced and interesting to play at all levels. Allowing multi-classing makes balance much harder to maintain. Every referee may, of course, allow whatever they wish. If multi-classing IS ruled to be acceptable, it is strongly recommended that players be required to take a minimum of five levels in any selected class. You Have Been Warned.


Class Primary Role Potential Role Important Stat(s) Ease of design Ease of play
Alchemist Damage Support INT, DEX or STR Moderate Moderate
Barbarian Damage Tank STR, CON Moderate Simple
Bard Support Healing CHA, DEX Moderate Complex
Brawler Damage Tank STR, CON Simple Moderate
Cleric Healing Support WIS, CHA Moderate Complex
Druid Support Healing WIS, STR Complex Complex
Fighter Tank Support STR, CON Complex Moderate
Monk Damage Tank DEX, WIS Simple Simple
Paladin Damage Tank, Healer CHA, STR Moderate Simple
Prowler Damage Support STR, DEX Simple Moderate
Ranger Damage Support STR or DEX, WIS Moderate Simple
Rogue Damage More Damage DEX or INT, STR Moderate Moderate
Sorcerer Damage Support CHA, DEX Moderate Moderate
Warlord Support Tank, Healing CHA, STR Simple Moderate
Wizard Support Damage INT, DEX Complex Complex


Choose a Race

Your character's race, aside from just being a great source of stat bonuses and quirky abilities, should help you add to the character's story. Instead of just "he's an elf", try to come up with ideas for why he left his ancestral home to adventuring with a bunch of other weirdos. Maybe his ancestral home was destroyed, or maybe he was exiled.

Any race listed here is potentially playable, with GM approval. It should be noted that many of the less-common races with unusual appearances may encounter social stigma in civilized areas. GM's are advised to demonstrate caution with the "Other" races -- they may be very cool, but they're not exactly built with an eye towards balance.

Alternate racial traits are allowed with GM approval.


Race STR DEX CON INT WIS CHA Size Base Speed Notes
Arrakanza +1 +1 +1 - -2 +1 Medium 40 ft.
Dwarf - - +2 - +2 –2 Medium 20 ft.
Elf - +2 -2 +2 - - Medium 30 ft.
Fane Dar +2 -2 +2 - - - Medium 30 ft.
Gnome -2 - +2 - - +2 Small 20 ft.
Half-Elf * * * * * * Medium 30 ft. +2 to one stat (your choice)
Half-Orc * * * * * * Medium 30 ft. +2 to one stat (your choice)
Halfling -2 +2 - - - +2 Small 20 ft.
Human * * * * * * Medium 30 ft. +2 to two stats, -2 to one stat (your choice)
Aasimar - - - - +2 +2 Medium 30 ft.
Android - +2 - +2 - -2 Medium 30 ft.
Catfolk - +2 - - -2 +2 Medium 30 ft.
Changeling - - -2 - +2 +2 Medium 30 ft.
Dhampir - +2 -2 - - +2 Medium 30 ft.
Drow - +2 -2 - - +2 Medium 30 ft.
Duergar - - +2 - +2 -4 Medium 20 ft.
Fetchling - +2 - - -2 +2 Medium 30 ft.
Ghoran - - +2 -2 - +2 Medium 30 ft.
Gillmen - - +2 - -2 +2 Medium 30 ft., Swim 30 ft.
Goblin -2 +4 - - - -2 Small 30 ft.
Grippli -2 +2 - - +2 - Small 30 ft., Climb 20 ft.
Hobgoblin - +2 +2 - - - Medium 30 ft.
Ifrit - +2 - - -2 +2 Medium 30 ft.
Kitsune -2 +2 - - - +2 Medium 30 ft.
Kobold -4 +2 -2 - - - Small 30 ft.
Lashunta (Male) +2 - - +2 -2 - Medium 30 ft.
Lashunta (Female) - - -2 +2 - +2 Medium 30 ft.
Merfolk - +2 +2 - - +2 Medium 5 ft., Swim 50 ft.
Monkey Goblin - +4 - - -2 -2 Small 20 ft., Climb 30 ft.
Nagaji +2 - - -2 - +2 Medium 30 ft.
Orc +4 - - -2 -2 -2 Medium 30 ft.
Oread +2 - - - +2 -2 Medium 20 ft.
Ratfolk -2 +2 - +2 - - Small 20 ft.
Samsaran - - -2 +2 +2 - Medium 30 ft.
Strix - +2 - - - -2 Medium 30 ft., Fly 60 ft. (Average)
Suli +2 - - -2 - +2 Medium 30 ft.
Svirfneblin -2 +2 - - +2 -4 Small 20 ft.
Sylph - +2 -2 +2 - - Medium 30 ft.
Tengu - +2 -2 - +2 - Medium 30 ft.
Tiefling - +2 - +2 - -2 Medium 30 ft.
Undine -2 +2 - - +2 - Medium 30 ft., Swim 30 ft.
Vanara - +2 - - +2 -2 Medium 30 ft., Climb 30 ft.
Vanx - - +2 -2 +2 - Medium 30 ft., Swim 30 ft.
Vishkanya - +2 - - -2 +2 Medium 30 ft.
Wayang - +2 - +2 -2 - Small 20 ft.


Determine Ability Scores

These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.

In Epic Path, stat generation always uses a point buy system. While we acknowledge the 'good old days' of rolling dice for your stats, we're not recommending that system for these rules.

For all rules written here, we are assuming that all games are using the Epic Fantasy power level, which starts the players with 28 stat points.

Note that Epic Path is written and balanced for Epic Fantasy type characters, but we also recognize that such power levels are not everybody's cup of tea. As a result, we have defined several other power levels as detailed on the Campaign Power Level page.

IMPORTANT NOTE TO REFEREES: Especially at low levels of play, campaign power levels make a major impact in these rules! If you want to use the Epic Path rules to play a Low Fantasy game, expect it to be a hard, miserable struggle. Which we find appropriate, if a Low Fantasy game is your cup of tea. On the other hand, if you play an Industrial Magic level game, expect the players to be pretty darn amazing. Which is appropriate if you want that sort of a more cinematic, dramatic, style game.


No matter the power level, in all cases stat costs are:


Stat 7 8 9 10 11 12 13 14 15 16 17 18
Cost -4 -2 -1 0 1 2 3 5 7 10 13 17

No more than one stat may be bought below a 10 (racial mods may bring a second stat below 10), and no stat may exceed an 18 without a racial mod. For those of you who would like to use a calculator, this web page has a fairly useful one: Point Buy Calculator (use other to enter the 28 starting points used for standard Epic Path).

Character Backstory

The d20pfsrd has a great section on creating a detailed backstory for your character. It can be found here: Character Background

In general, players should come up with as much backstory as they can stand, as backgrounds provide hooks for GM's to use to customize their campaign to the characters. This lets the characters feel more like a part of the story, and makes the story seem more like it couldn't have happened with just anyone who came along.

That said, character backgrounds do not have any sort of game-mechanics effect on the character. Just because your character has a former military career, or used to be a Raver of Puellor, doesn't mean you get bonuses in combat, or start with some scary magic item. The story is there to help you get into the head of your character, and help the other players understand what motivates you.

Be creative, but also remember to tailor your background to your current character level. A first level character probably hasn't had much opportunity to become a famous dragon-slayer, for example.


Allocate Skill Ranks

Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).

Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill.


Class Skills
Each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into.


Note: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Class Skill Ranks
Alchemist 2 + Int modifier
Barbarian 4 + Int modifier
Bard 6 + Int modifier
Brawler 4 + Int modifier
Cleric 4 + Int modifier
Druid 4 + Int modifier
Fighter 4 + Int modifier
Monk 4 + Int modifier
Paladin 4 + Int modifier
Prowler 6 + Int modifier
Ranger 6 + Int modifier
Rogue 8 + Int modifier
Sorcerer 4 + Int modifier
Warlord 6 + Int modifier
Wizard 2 + Int modifier

Choose Feats

A lot of feats have been modified, removed, or added. Please refer to the Featssection on this wiki, rather than the d20pfsrd. Most of the really commonly-taken feats (like Weapon Focus) have not been changed. Less common feats (like Athletic) have been revised to be more useful. A number of feats (like Vital Strike) have been removed from the game for balance purposes. If the feat isn't listed on this wiki, it is not available. If there is a specific feat you'd like considered, talk to your GM. Bring bribes.

Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.

  • All 1st level characters begin with 1 feat.
  • If your character's race is human you get 1 additional feat (for a total of 2).
  • Unlike the core Pathfinder rules, Fighters do not gain a feat at 1st level (instead, they get a Fighter Tactic).


Choose Traits

Traits are allowed with GM approval. Characters begin the game with 2 traits, and they must each be selected from different trait categories. For example, you cannot have both of your traits come from the "Combat" traits category, even though that would be awesome.

Drawbacks are not in the game, unless your GM says otherwise. The Heroic Flaw is nearly always arrogance or overconfidence. Role-play away, you Greek-Lit majors!

Campaign-specific traits may be proposed by players for GM approval. Bear in mind that traits should have a power level roughly equal to half a feat, or less. This means no trait should give you +1 to hit, as that is a full feat (Weapon Focus).

  • Link to the d20pfsrd page for Traits


Determine Starting Hit Points

Level 1 characters get full CON score plus max hit die for HP's at level 1. (Note that this means only CON score + max hit die, not CON score + CON modifier + max hit die.) As a result, all Epic Path classes are considerably more durable at first level than older rules sets would have created. Even the least durable classes like Wizards are no longer at risk of death from a single attack at first level. A first level Epic Path character feels much more robust than you will expect. Don't be afraid to go out and adventure!

To determine hit points for levels beyond 1st, roll the dice indicated by your character class's Hit Dice and add your character's CON score modifier. GM's are encouraged to allow re-rolls of 1's on this roll, because 1's suck. Some house rules even allow characters to take average on the die (rounding down) if the re-roll is also lower than average. After all, we're playing heroes, here, not accountants.

Note that the hit dice for character classes differ here than those in the core Pathfinder rules. This is intentional, as the addition of the character's CON score at 1st level makes low-level characters much stronger than normal Pathfinder characters, while at higher levels, the wider range of hit dice emphasizes the differences between the front-line melee characters and the squishy back-of-the-fight classes.


Class Hit Die
Alchemist d4
Barbarian d12
Bard d6
Brawler d8
Cleric d8
Druid d6
Fighter d10
Monk d8
Paladin d10
Prowler d6
Ranger d8
Rogue d6
Sorcerer d4
Warlord d10
Wizard d4


Get Equipped

Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring.

The armor or other protective devices you purchase may affect his starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).

Normal equipment may be purchased, but masterwork items and magic items are not available. At the GM's discretion, minor alchemical items (e.g. Alchemist's Fire or Tanglefoot bags) and minor potions (e.g. Cure Light Wounds) may be available.


Class Starting Wealth Average
Alchemist 3d6 × 10 gp 105 gp
Barbarian 3d6 × 10 gp 105 gp
Bard 3d6 × 10 gp 105 gp
Brawler 3d6 × 10 gp 105 gp
Cleric 4d6 × 10 gp 140 gp
Druid 2d6 × 10 gp 70 gp
Fighter 5d6 × 10 gp 175 gp
Monk 1d6 × 10 gp 35 gp
Paladin 5d6 × 10 gp 175 gp
Prowler 4d6 × 10 gp 140 gp
Ranger 5d6 × 10 gp 175 gp
Rogue 4d6 × 10 gp 140 gp
Sorcerer 2d6 × 10 gp 70 gp
Warlord 5d6 × 10 gp 175 gp
Wizard 2d6 × 10 gp 70 gp


Wealth By Level
Characters beginning at a level other than 1st should refer to the tables below to determine starting wealth for characters of their level.


Links to Equipment
Note that weapons and armor should be selected from the Epic Path rules, not the d20pfsrd. There are also a few pieces of equipment listed which are unique to Epic Path which may interest a starting character, such as a portable fire or a waterstone.


Determine Saving Throws, Initiative, and Attack Values

Determine all of the character's other mechanical details, such as his or her saving throws, initiative modifier, armor class, to-hit bonus and damage for each equipped weapon, CMB and CMD scores, etc. All of these numbers are determined by the decisions made in previous steps, usually determined by your class choice.

Attack Bonus
  • Melee Weapon Attack Bonus = Base attack bonus + Strength modifier + Size modifier
  • Ranged Weapon Attack Bonus = Base attack bonus + Dexterity modifier + Size modifier + range penalty


Armor Class
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you.
  • Armor Class = 10 + Armor bonus + Deflection bonus + Dexterity modifier + Dodge bonus + Martial bonus + Natural Armor bonus + Shield bonus + Size Modifier
Note that armor limits your Dexterity bonus, so if you're wearing armor, you might not be able to apply your whole Dexterity bonus to your AC (see Table: Armor and Shields).


Flat-Footed Armor Class
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. This is tracked with the Flat-Footed AC value. If you don't have a Dexterity bonus, your AC does not change.
  • Flat-Footed AC = 10 + Armor bonus + Deflection bonus + Martial bonus + Natural Armor bonus + Shield bonus + Size Modifier


Touch Armor Class
Some spells or creatures are capable of passing straight through shields and armor, or enveloping the space you are in so thoroughly that your shield and armor are meaningless. These effects target your Touch AC instead of your regular AC.
  • Touch AC = 10 + Deflection bonus + Dexterity modifier + Dodge bonus


Types of Armor Bonuses
All bonuses to AC stack with each other, but not with themselves (with the exception of Dodge bonuses, which do stack with themselves). The types of AC bonuses are:
  • Armor Bonus: Armor which has been magically enchanted (e.g. +2 armor) adds its enhancement bonus to the AC provided by the armor. Enhancement bonuses on armor are considered part of the same armor bonus to AC as the armor's base AC. If you have multiple items providing an Armor bonus to AC, only the highest Armor bonus applies.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Armor Yes Yes No No


  • Dexterity Modifier Bonus: Your dexterity modifier adds to your AC to represent your ability to actively avoid attacks. If you are surprised, or have not yet acted in the round, you may not apply your Dexterity modifier to your AC. Furthermore, most armor limits the maximum Dexterity modifier you may apply to your AC while wearing that armor. If your Dexterity modifier is greater than the Max Dex listed for the armor you are wearing, you may only add up to the Max Dex number to your AC. The additional benefit from your high dexterity is lost unless you remove the armor (or purchase a masterwork or mithril version of the armor, which raises the Max Dex of the armor). It is not possible to have more than one source for your Dexterity modifier. Even if you somehow could, you could only use the highest value.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Dex Modifier Yes No Yes No


  • Deflection Bonus: Magical deflection effects ward off attacks and improve your AC. If you have multiple items providing a Deflection bonus to AC, only the highest Deflection bonus applies.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Deflection Yes Yes Yes No


  • Dodge Bonus: Dodge bonuses represent actively avoiding blows. Any situation (such as being surprised or being flat-footed) that denies you your Dexterity bonus also denies you dodge bonuses. Unlike all other bonuses to AC, if you have multiple items providing a Dodge bonus to AC, they stack with each other.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Dodge Yes No Yes Yes


  • Martial Bonus: Warlords can grant a martial bonus to AC to adjacent characters using their Hold the Line stance. This represents the tactical direction and positioning provided by the warlord's leadership. If you have multiple effects providing a Martial bonus to AC, only the highest Martial bonus applies.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Martial Yes Yes No No


  • Natural Armor: If your race has a tough hide, scales, or thick skin you receive a natural armor bonus to your AC. If you have multiple effects providing a Natural Armor bonus to AC, only the highest Natural Armor bonus applies.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Natural Yes Yes No No


  • Shield Bonuses: Shields which have been magically enchanted (e.g. +2 shield) adds its enhancement bonus to the AC provided by the shield. Enhancement bonuses on a shield are considered part of the same shield bonus to AC as the shield's base AC. If you have multiple items or effects providing a Shield bonus to AC, only the highest Shield bonus applies.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Martial Yes Yes No No


  • Size Modifier: You receive a bonus or penalty to your AC based on your size. Size modifiers are not lost when you are flat footed, but do not apply to touch AC. It is not possible to have more than one source for your Size modifier. Even if you somehow could, you could only use the highest value.
Bonus AC? Flat-Footed AC? Touch AC? Stacks With Itself?
Martial Yes Yes No No


Saving Throws
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level (see Classes), and an associated ability score.
  • Saving Throw Modifier = Base save bonus + ability modifier
The three different kinds of saving throws are Fortitude, Reflex, and Will:
  • Fortitude: These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
  • Reflex: These saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws.
  • Will: These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.


Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:
  • CMB = Base attack bonus + Strength modifier + Dexterity modifier + special size modifier
Special Size Modifier
The special size modifier for a creature's Combat Maneuver Bonus is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats, items and abilities grant a bonus to your CMB when performing specific maneuvers.
Damage while performing a Combat Maneuver.
If a character performs a combat maneuver while wielding a weapon with which he is proficient, that character may choose to inflict a small amount of damage at the same time as the combat maneuver. Refer to the Combat Maneuvers page for details.


Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:
  • CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.


Concentration Check
If you are a caster, it will be useful to know your Concentration Check, for purposes of combat casting and other situations requiring it.
  • Concentration Check = Caster level + the ability score modifier you use to cast spells + d20
Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, alchemists and wizards add their Intelligence modifier.


Bonus Spell Slots per Day

Ability Score Modifier 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
6–7 -2 - - - - - - - - - - - - - - - - -
8–9 -1 - - - - - - - - - - - - - - - - -
10–11 0 - - - - - - - - - - - - - - - - -
12–13 1 1 - - - - - - - - - - - - - - - -
14–15 2 1 1 - - - - - - - - - - - - - - -
16–17 3 1 1 1 - - - - - - - - - - - - - -
18–19 4 1 1 1 1 - - - - - - - - - - - - -
20–21 5 2 1 1 1 1 - - - - - - - - - - - -
22–23 6 2 2 1 1 1 1 - - - - - - - - - - -
24–25 7 2 2 2 1 1 1 1 - - - - - - - - - -
26–27 8 2 2 2 2 1 1 1 1 - - - - - - - - -
28–29 9 3 2 2 2 2 1 1 1 1 - - - - - - - -
30–31 10 3 3 2 2 2 2 1 1 1 1 - - - - - - -
32–33 11 3 3 3 2 2 2 2 1 1 1 1 - - - - - -
34–35 12 3 3 3 3 2 2 2 2 1 1 1 1 - - - - -
36–37 13 4 3 3 3 3 2 2 2 2 1 1 1 1 - - - -
38–39 14 4 4 3 3 3 3 2 2 2 2 1 1 1 1 - - -
40–41 15 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 - -
42–43 16 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 -
44–45 17 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1
46–47 18 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1
48–49 19 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1
50–51 20 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1
52–53 21 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2
54–55 22 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2
56–57 23 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2
58–59 24 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2
60–61 25 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3