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Is it a specific level (i.e. everyone starts at level 2, or when you get enough xp for level 5, skip to level 6)? If so you might be able to mess about with the mechanic which stores the minimum values to reach each level. If not, then it might be possible but it'd be pretty fiddly. What are you trying to do, could you be more specific?
The sort of thing I'm thinking of is this: Let's say that as a house rule, I want to reward players who make an honest effort at a decent background story during character creation. One of those rewards might be something like, "OK, you're creating a 5th level warrior, but because of your apprenticeship with Frobozz, you get one, free level as a wizard.
For something like that, use the Starting Level incrementer on the configure hero and just set the starting level 1 higher.
Pre-levels Priorit: 3 Index: 2
      ~ If we are under level 3 don't do anything as we will cause errors
      ~ Once we have three classes then we can modify it down to two.
      doneif (hero.tagcount[Classes.?] < 3)
      var nHitDice as number
      var nGestalt as number
      var iX as number
      nHitDice = hero.tagcount[Hero.HitDice]
      nGestalt = hero.tagcount[Classes.S2Gestalt]
      nHitDice = nHitDice - (nGestalt * 2)
      perform hero.delete[Classes.?]
      perform hero.delete[Hero.HitDice]
      iX = 0
      while (iX < nHitDice)
        iX += 1
        perform hero.assign[Hero.HitDice]
        perform hero.assign[Classes.S2Gestalt]
      loop