Characters

Characters

Every Subject in the game (even monsters) follow the same rules architecture for creation. The rules do not entirely define everything, but provide a standardized rubric for how to handle interactions between creatures and objects in the game, not necessarily precise approximations to reality; these often come with common terms and parallel rules.


Anatomy: each Anatomy comes with a list of feats and modifiers that are gained automatically, along with choices for ✦KINDRED✦ and/or ⦁Lineage, either of which the creature belongs to only one; gaining the listed descriptions, modifiers, and feats. Anatomy Features apply to the creature regardless of Group or Lineage, and are unique per entry.


Hit Dice (HD): come from two sources – Physical and Abstract. Creatures have Anatomy HD, where objects have Material HD (Physical). Some have Class HD as well (Abstract). These HD are rolled or averaged to determine Hit Points (HP) (1st Anatomy or Material HD is always maximized, an Anatomy HD roll should never be considered lower than the creature's CON Modifier). Add CON to this total once to determine the creature’s HP. Some creatures only gain Anatomy HD, typically NPCs and simple monsters.


Level: the game metric to determine d20 rolls, good progressions use full level, where poor progressions use half-level. If no effect states that a progression is full or good, assume it's poor by default. Level is calculated by dividing total HD by 2 (always round down, minimum 1). Player Characters usually start at level 1.


Character or NPC Class: each class has listed tables and progressions for quickly ascertaining a creature’s resources. Normally, a creature will have no more Class HD than they have Anatomy HD, Character Classes will always be equal in HD, where NPC classes may be any number, in order to modulate game difficulty.


Difficulty Class (DC): number used for comparison with d20 rolls to determine success or failure.


Base Attack Bonus (BAB): number used to calculate d20 Attack rolls with weapons.


Armor Class (AC): number rolled against when attacking to determine a hit or miss.


Saving Throws: values associated with various types of defenses, rolled against spells and other types of offensive actions which aren’t necessarily damaging physical attacks, rolled against an opposed d20 roll or a Difficulty Class (DC).


Caster Level (CL): number used to calculate Spell DC as well as the Spell Degree, the highest order spell available.


Spell Quantity (SQ): number used to determine daily spells, usually a multiple of the CL plus the Casting Modifier.


Skills: Train skills numbering INT, classes train extra skills, called Class Skills. Trained skills have good progression, Untrained skills have poor. Negative INT Modifiers resulting in a skills deficit yield Inadequate skills numbering the difference; use zero in place of level. Roll against an opposed Skill check, Saving Throw, or this Standard Difficulty Scale for Difficulty Class:

5 (Simple); 10 (Easy); 15 (Moderate); 20 (Difficult); 25 (Complex); 30 (Legendary); 35 (Miraculous); 40 (Impossible)


Feats: every level gain one qualified feat. Player Characters cannot select [Evolution] or [Monster] feats without special permission.


Ability Boost: At 3rd level and every odd level afterward, any Character gains +1 to a single Ability Score.

Ability Scores

Ability Scores are the physical and mental components of any creature, giving general ideas more concrete value for the purpose of determining how they interact with the world around them. When the game references an ability, it uses the Ability Modifier, calculate it by subtracting ten from the score, then dividing by two (always round down). The exceptions to this are Ability Damage, which applies directly to the score, lowering the Ability Modifier until the damage is healed, and bonuses to Abilities, which add to the Ability Score directly, improving the Modifier accordingly.

Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

Modifier

-5

-4

-4

-3

-3

-2

-2

-1

-1

±0

+0

+1

+1

+2

+2

+3

+3

+4

+4

+5

+5

+6


PHYSICAL ABILITIES

Strength (STR): represents potential for physical force, size, and heft. Carrying Capacity represents the total amount of Material HD carried without becoming Encumbered; it numbers the Strength Score. It affects [Athletics] checks and melee attacks.

Dexterity (DEX): represents flexibility, speed, grace, and coordination. It affects Initiative, AC, ranged attacks, [Agility] and [Stealth] checks, and Reflex saves.

Constitution (CON): represents stamina, healthiness, and pain tolerance. Negative Hit Points determine the amount of damage a creature can take at 0 HP before Dying; it numbers the Constitution Score. It affects [Endurance] checks, Fortitude saves, and HP.


ABSTRACT ABILITIES

Intelligence (INT): represents a creature’s memory, reasoning, and cognitive functions. It affects trained skills, [Magical Aptitude], [Mechanics], [Literacy], and [Schooling] checks.

Wisdom (WIS): represents experience, situational-awareness, acuity of the senses, and sometimes emotional maturity. It affects [Alertness] and [Expertise] checks, and Will saves.

Charisma (CHA): represents extraversion, communication skills, and personal magnetism. It affects [Animal Affinity], [Deception], [Negotiation], and [Perform] checks, as well as Alignment.


Rolling for Ability Scores:

Standard Method Roll 2d6+6 seven times, arranging them in whichever order desired, discard the outlier

Easy Method As Standard, but instead of 2d6, use 3d6 and drop the lowest

Hard Method Roll 3d6 six times, arranging them in whichever order desired

Gygax Method Roll 3d6 to generate Ability Scores in this order: STR DEX CON INT WIS CHA

Purchasing Ability Scores

Standard Method Treat all scores as 8, spend 30 points to increase the scores, up to 10 points per score

Easy Method Treat all scores as 10, spend 25 points to increase the scores, up to 8 points per score

Hard Method Treat all scores as 3, spend 57 points to increase the scores, up to 15 points per score

Arrays for Ability Scores

Standard 15 14 13 12 10 8

Weak 13 12 11 10 9 8

Strong 18 15 14 13 11 9



Alignment and Morality

This game attempts to codify Alignment into two parallel axes: Order/Chaos, and Good/Evil. In order for these gigantic overarching concepts to really make sense and understand the moral complexity of characters, there is a moral value based system in place which presents five pillars of morality, each character has a unique distribution of values, which may grow or change over time. Where any character falls on the two moral axes can be derived directly from their moral values. This is to simulate character complexity for the purposes of telling a story, and it’s most useful when applied to NPCs to better understand their behavior and decision making, as well as the relationships they build with other characters.

Alignments

Conflict

Loyalty

Purity

Justice

Policy

Chaos/Evil

Vengeance
(Evil)

Ego
(Evil)

Bigotry
(Evil)

Equality
(Chaos)

Freedom
(Chaos)

Order/Good

Mercy
(Good)

Honor
(Good)

Innocence
(Good)

Hierarchy
(Order)

Authority
(Order)

Neutrality

Ambivalence
(Neutral)

Ambivalence
(Neutral)

Ambivalence
(Neutral)

Objectivity
(Neutral)

Objectivity
(Neutral)


A character’s ranks in Moral Values number their level+ CHA. In each moral pillar, invest these ranks in only one of the three options, to a maximum of 10 ranks invested. To interpret a character’s Alignment, sum each pillar by its associated Alignment axis, then compare totals and/or subtract opposites. Characters may have ranks invested which oppose their resulting Alignment, and depending on perspective this is either a Character Flaw or a Redeeming Quality. Neutral characters can come from either a mixed moral compass by investing into opposed values, or investing into Ambivalence and/or Objectivity. When Neutral values exceed the values for Good/Evil or Order/Chaos, the axis should be interpreted as Neutral. The ratio between these values is intended to give a guideline on how characters will behave and make decisions should their values ever be challenged. Upon gaining levels or increasing Charisma, characters may invest newly acquired ranks into the same value(s), or may weaken their pillar by investing into one of the other two options, this results in the character having a smaller number of ranks than characters who only continue to increase. This will yield one of nine Alignments that characters are defined as:


Chaotic Good (CG)

Neutral Good (NG)

Lawful Good (LG)

Chaotic Neutral (CN)

True Neutral (N)

Lawful Neutral (LN)

Chaotic Evil (CE)

Neutral Evil (NE)

Lawful Evil (LE)


✦Conflict is the moral pillar covering a character’s empathy, compassion, and conflict resolution. Merciful characters show good will and are very forgiving while avoiding conflict, where Vengeful characters hold grudges and are prone to respond harshly to conflict.

✦Loyalty is the moral pillar which dictates a character’s reliability to others, relationship with the truth, and ingroup allegiances. Honorable characters tell the truth and uphold their responsibilities, but Egotistical characters are much more likely to lie, cheat, or steal to get what they want outside of their ingroup.

✦Purity is the moral value considering a character’s lifestyle choices, perceived bias, and moral history. Innocence valuing characters are protective of others and judge others based on their values, where Bigoted characters often take delight in hurting or oppressing those they deem impure, generally for superficial issues such as status or background.

✦Justice is the moral pillar covering the degree a character values fairness, appropriation, and privileges. Equality yields fairness, but can be Chaotic and hard to predict or control, otherwise Hierarchy perpetuates Law and Order and is easily predictable, ensuring the correct groups are receiving privilege and/or appropriation.

✦Policy is the moral pillar concerning the character’s relationship with the law, leaders, and following rules or customs. Characters who value Authority tend to be orderly and polite, and cooperate with the law, whereas characters who value Freedom tend to reject rules and act according to their own conscience and judgment.

✦Ambivalence and Objectivity represent having either mixed feelings or simply not choosing sides. If a character lacks enough values to invest into one or more moral pillar(s), generally assume it becomes Neutral with one of these choices, with a value of zero for determining Alignment.



Background and Personality

To better develop how a character fits into the world and a story, answer five basic questions about them, the answers come in three varieties, Abundant, Uncommon, or Rare, and while any character may belong to any one, there is a built in believability to making too many selections of the same rarity. All characters, including NPCs, should have a background to help the game flow.

Backgrounds

Status

Region

Motivation

Role

Age

Rare

5%

Aristocrat

Nomadic

Morality

Lead

Elder

Uncommon

25%

Expert

Rural

Political

Support

Youth

Abundant

70%

Commoner

Urban

Necessity

Featured

Adult

Status is one’s standing in society. It determines a character’s starting wealth and education.

Aristocrats start with the most, they have 13d6 gp (average 45.5) plus a Masterwork item with up to 4 Material HD.

Gain [Polyglot] or [Scholar] as a bonus feat (must qualify); train [Literacy] for all known languages.

Experts are middle-class, they have 9d6 gp (average 31.5) plus a Standard Quality item with up to 4 Material HD.

Gain [Expert] or any qualified [Expertise] feat as a bonus feat; train [Literacy] for Common and Racial languages.

Commoners start with the least, they have 5d6 gp (average 17.5) plus a Makeshift item with up to 4 Material HD.

Gain [Illiterate] or [Open Minded] as a bonus feat, if the latter, train [Literacy] for Common.

Region is one’s home. It determines a character’s starting gear.

Nomads are travellers, their clothes are often weathered but very functional, including boots, pockets, and straps.

Starting Gear: [Backpack 2 HD], [Bedroll 3 HD], [Compass 1 HD], [Flint & Steel 1 HD], [Waterskin 1 HD], and up to 4 HD of Standard Quality Armaments

Ruralites live outside of civilizations, their clothes are usually tough for farming or hunting, but lack pockets.

Starting Gear: [Backpack 2 HD], [Flint & Steel 1 HD], [Rope 2 HD], [Waterskin 1 HD], and up to 5 HD of Standard Quality Armaments or Tools

Urbanites come from cities, their clothes tend to be fashionable and impractical for physical tasks.

Starting Gear: [Flint & Steel 1 HD], [Lantern 1 HD], [Waterskin 1 HD], and up to 6 HD of Standard Quality Armaments or Tools

Motivation is one’s goals and the factors which draw the character to them; it adds an additional rank to a Moral Value.

Moral motives are driven by personal belief or desire.

Add one Alignment rank to Conflict, Loyalty, or Purity.

Political motives usually revolve around power, patriotism, or civic duty.

Add one Alignment rank to Justice or Policy.

Necessity is involuntary and drives the character regardless of their beliefs.

Add one Alignment rank to Ambivalence or Objectivity.

Role is one’s relationship to other characters and the narrative, it helps define interpersonal dynamics and adds to Saves.

Leads tend to drive the story, and are often directly involved with narrative decisions, usually representing extraordinary people.

+1 on Fortitude Saves; Common Tropes: Artist, Explorer, Hero, Lover

Supports offer insight and take the back seat, rather than drive the story and make decisions, following the Lead's direction.

+1 on Will Saves; Common Tropes: Caregiver, Innocent, Magician, Mentor

Featured roles join the story by circumstance, not always sharing goals with the Lead, usually representing ordinary people.

+1 on Reflex Saves; Common Tropes: Everyman, Jester, Outlaw, Ruler

Age is one’s generational group, it changes with time and is different for each anatomy; it adjusts Ability Scores.

Elders have life experience, even if it’s not represented by their level or skills:

-1 STR, -1 DEX, -1 CON, +2 INT, +2 WIS, -1 CHA

Youths are usually depicted as teens or young adults:

-1 STR, +2 DEX, -1 CON, -1 INT, -1 WIS, +2 CHA

Adults are the most common PCs and NPCs, they don’t adjust their scores at all.



Tactician (Character Class)

HD d10

BAB good

CL poor

Good Saves Fortitude, Reflex

Class Skills 6+ [Agility] [Athletics] [Expertise or Schooling]

Class Feats [Armor Proficiency] [Improved Weapon Proficiency] [Martial Weapon Proficiency] [Warrior]


Class Features

(Primary) Combat Tactics: +1 on attack rolls when electing [Martial] attack penalties, +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th

(Secondary) Veteran: Bonus [Martial or Skill] feats at 1st, 2nd, 6th, 10th, 14th, and 18th

(Capstone) Perfect Tactics: Apply one [Martial] feat at no penalty when attacking


Table: Tactician

Level

BAB

CL

SQ*

Fort

Reflex

Will

Class Features

1

1

0

0

1

1

0

Combat Tactics +1; [bonus feat]

2

2

1

4

2

2

1

[bonus feat]

3

3

1

4

3

3

1

Ability Boost

4

4

2

8

4

4

2

Combat Tactics +2

5

5

2

8

5

5

2

Ability Boost

6

6

3

12

6

6

3

[bonus feat]

7

7

3

12

7

7

3

Ability Boost

8

8

4

16

8

8

4

Combat Tactics +3

9

9

4

16

9

9

4

Ability Boost

10

10

5

20

10

10

5

[bonus feat]

11

11

5

20

11

11

5

Ability Boost

12

12

6

24

12

12

6

Combat Tactics +4

13

13

6

24

13

13

6

Ability Boost

14

14

7

28

14

14

7

[bonus feat]

15

15

7

28

15

15

7

Ability Boost

16

16

8

32

16

16

8

Combat Tactics +5

17

17

8

32

17

17

8

Ability Boost

18

18

9

36

18

18

9

[bonus feat]

19

19

9

36

19

19

9

Ability Boost

20

20

10

40

20

20

10

Perfect Tactics

*Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats



Sage (Character Class)

HD d6

BAB poor

CL good

Casting Modifier INT

Good Saves Will

Class Skills 4+ [Literacy] [Magical Aptitude] [Schooling]

Class Feats [Adept or Psion] [Cantrip Spell] [Polyglot or Scholar] [Spell Amplitude]


Class Features

(Primary) Metamagic Tactics: At 1st, 4th, 8th, 12th, and 16th levels, reduce the DC penalty for applying [Metamagic] feats by 1 (minimum 0).

(Secondary) Ancient Secrets: Bonus [Metamagic or Skill] feat at 1st, 2nd, 6th, 10th, 14th, and 18th

(Capstone) Loremaster: Apply one [Metamagic] feat at no penalty when casting


Table: Sage

Level

BAB

CL

SQ

Fort

Reflex

Will

Class Features

1

0

1

4

0

0

1

Metamagic Tactics +1; [bonus feat]

2

1

2

8

1

1

2

[bonus feat]

3

1

3

12

1

1

3

Ability Boost

4

2

4

16

2

2

4

Metamagic Tactics +2

5

2

5

20

2

2

5

Ability Boost

6

3

6

24

3

3

6

[bonus feat]

7

3

7

28

3

3

7

Ability Boost

8

4

8

32

4

4

8

Metamagic Tactics +3

9

4

9

36

4

4

9

Ability Boost

10

5

10

40

5

5

10

[bonus feat]

11

5

11

44

5

5

11

Ability Boost

12

6

12

48

6

6

12

Metamagic Tactics +4

13

6

13

52

6

6

13

Ability Boost

14

7

14

56

7

7

14

[bonus feat]

15

7

15

60

7

7

15

Ability Boost

16

8

16

64

8

8

16

Metamagic Tactics +5

17

8

17

68

8

8

17

Ability Boost

18

9

18

72

9

9

18

[bonus feat]

19

9

19

76

9

9

19

Ability Boost

20

10

20

80

10

10

20

Loremaster



Knight (Character Class)

HD d12

BAB good

CL poor

Good Saves Fortitude, Will

Class Skills 4+ [Athletics] [Literacy] [Schooling]

Class Feats [Armor Proficiency] [Armor Specialization] [Martial Weapon Proficiency] [Warrior]


Class Features

(Primary) Smite Foe: Spend a Quick action and target one foe, add CHA to attack rolls, damage rolls, and AC against that foe for one turn. The target(s) take these as penalties against their other foes.

May simultaneously target an additional foe at 4th, 8th, 12th, and 16th.

(Secondary) Renown: Train one skill: [Animal Affinity], [Deception], [Negotiation], or [Perform].

Bonus [Skill] feat at 1st level associated with this choice. +1 on this skill at 1st, 2nd, 6th, 10th, 14th, and 18th

(Capstone) Perfect Smite: No limit to the number of foes targeted with [Smite Foe]


Table: Knight

Level

BAB

CL

SQ*

Fort

Reflex

Will

Class Features

1

1

0

0

1

0

1

Smite Foe; Renown +1; [bonus feat]

2

2

1

4

2

1

2

Renown +2

3

3

1

4

3

1

3

Ability Boost

4

4

2

8

4

2

4

Smite Foe (two)

5

5

2

8

5

2

5

Ability Boost

6

6

3

12

6

3

6

Renown +3

7

7

3

12

7

3

7

Ability Boost

8

8

4

16

8

4

8

Smite Foe (three)

9

9

4

16

9

4

9

Ability Boost

10

10

5

20

10

5

10

Renown +4

11

11

5

20

11

5

11

Ability Boost

12

12

6

24

12

6

12

Smite Foe (four)

13

13

6

24

13

6

13

Ability Boost

14

14

7

28

14

7

14

Renown +5

15

15

7

28

15

7

15

Ability Boost

16

16

8

32

16

8

16

Smite Foe (five)

17

17

8

32

17

8

17

Ability Boost

18

18

9

36

18

9

18

Renown +6

19

19

9

36

19

9

19

Ability Boost

20

20

10

40

20

10

20

Perfect Smite

*Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats



Channeler (Character Class)

HD d8

BAB poor

CL good

Casting Modifier WIS

Good Saves Fortitude, Will

Class Skills 6+ [Endurance] [Expertise or Schooling] [Magical Aptitude]

Class Feats [Adept or Psion] [Armor Proficiency] [Cantrip Spell] [Improved Weapon Proficiency]


Class Features

(Primary) Energy Conduit (Su): Select one energy (Acid, Cold, Electricity, Heat, Negative, or Positive). As a Standard Action, unleash energy as a touch to a single target or in any of these shapes: 30ft line, 10ft radius or emanation, or 15ft cone. These energy waves number 3+ Casting Modifier daily and deal 2d6 + Casting Modifier in damage of their respective type, increasing a multiple in size and by +2d6 damage at 4th, 8th, 12th, and 16th levels. Reflex halves damage, DC= 10+ level+ Casting Modifier. Any feats which require selection of an Element (Acid, Cold, Electricity, or Heat) must match the Energy Conduit choice, if possible (unless granted by a Spell); if taken multiple times, another element or energy can be selected.

(Secondary) Energy Connection: Bonus feats at 1st, 2nd, 6th, 10th, 14th, and 18th, chosen from the following:

[Aligned Weapon], [Elemental Spell], [Elemental Weapon], [Energy Resistance], or [Ki]

(Capstone) Energy Mastery: Use Energy Conduit without spending a daily use once every 1d4 rounds.


Table: Channeler

Level

BAB

CL

SQ

Fort

Reflex

Will

Class Features

1

0

1

4

1

0

1

Energy Conduit 2d6; [bonus feat]

2

1

2

8

2

1

2

[bonus feat]

3

1

3

12

3

1

3

Ability Boost

4

2

4

16

4

2

4

Energy Conduit 4d6 (60, 20, 30)

5

2

5

20

5

2

5

Ability Boost

6

3

6

24

6

3

6

[bonus feat]

7

3

7

28

7

3

7

Ability Boost

8

4

8

32

8

4

8

Energy Conduit 6d6 (90, 30, 45)

9

4

9

36

9

4

9

Ability Boost

10

5

10

40

10

5

10

[bonus feat]

11

5

11

44

11

5

11

Ability Boost

12

6

12

48

12

6

12

Energy Conduit 8d6 (120, 40, 60)

13

6

13

52

13

6

13

Ability Boost

14

7

14

56

14

7

14

[bonus feat]

15

7

15

60

15

7

15

Ability Boost

16

8

16

64

16

8

16

Energy Conduit 10d6 (150, 50, 75)

17

8

17

68

17

8

17

Ability Boost

18

9

18

72

18

9

18

[bonus feat]

19

9

19

76

19

9

19

Ability Boost

20

10

20

80

20

10

20

Energy Mastery

Berserker (Character Class)

HD d8

BAB good

CL poor

Good Saves Fortitude, Reflex, Will

Class Skills 4+ [Agility] [Athletics] [Endurance]

Class Feats [Autohypnosis or Toughness] [Improved Unarmed Strike] [Improved Weapon Proficiency] [Warrior]


Class Features

(Primary) Battle Trance: Concentrate to enter a trance numbering rounds up to half an [Endurance] check (round up), gaining the Fatigued condition immediately afterward for the same number of rounds. The type of trance is chosen at 1st level. Spells cannot cast without [Psion], though the caster is always considered to have Psionic Focus during the trance. At 4th, 8th, 12th, and 16th levels reduce the number of Fatigued rounds by 5 (minimum 1 round).

(Zen) Add WIS to attack and damage rolls, as well as AC. Gain additional reactions numbering WIS.

(Rage) Add CON to attack and damage rolls. Gain [Damage Resistance III], and temporary HP numbering level doubled.

(Secondary) Unbound Speed: [Fast Movement] as a bonus feat at 1st level, at 2nd, 6th, 10th, 14th, and 18th levels increase this bonus speed by +10ft; being Crippled, Encumbered, Fatigued, Nauseated, Starving, Suffocating, or Writhing negates this. Do not apply other speed enhancements.

(Capstone) Perfect Trance: No longer Fatigued after a Battle Trance.


Table: Berserker

Level

BAB

CL

SQ*

Fort

Reflex

Will

Class Features

1

1

0

0

1

1

1

Battle Trance; [Fast Movement]

2

2

1

4

2

2

2

Unbound Speed +10

3

3

1

4

3

3

3

Ability Boost

4

4

2

8

4

4

4

Fatigued -5 rounds

5

5

2

8

5

5

5

Ability Boost

6

6

3

12

6

6

6

Unbound Speed +20

7

7

3

12

7

7

7

Ability Boost

8

8

4

16

8

8

8

Fatigued -10 rounds

9

9

4

16

9

9

9

Ability Boost

10

10

5

20

10

10

10

Unbound Speed +30

11

11

5

20

11

11

11

Ability Boost

12

12

6

24

12

12

12

Fatigued -15 rounds

13

13

6

24

13

13

13

Ability Boost

14

14

7

28

14

14

14

Unbound Speed +40

15

15

7

28

15

15

15

Ability Boost

16

16

8

32

16

16

16

Fatigued -20 rounds

17

17

8

32

17

17

17

Ability Boost

18

18

9

36

18

18

18

Unbound Speed +50

19

19

9

36

19

19

19

Ability Boost

20

20

10

40

20

20

20

Perfect Trance

*Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats

Summoner (Character Class)

HD d4

BAB poor

CL good

Casting Modifier CHA

Good Saves Fortitude, Reflex

Class Skills 4+ [Animal Affinity] [Endurance] [Magical Aptitude]

Class Feats [Adept or Psion] [Cantrip Spell] [Combat Casting] [Favored Animal or Powerful Aura]


Class Features

(Primary) Summon Ally (Su): Select one Bestiary: Arcana |Familiar (Animal), Slime|; Cosmology |Elemental, Zodiac (Animal)|; Nature |Fauna (Animal), Fauna (Vermin)|. Summon allies with an Anatomy from the selected Bestiary numbering up to 3+ Casting Modifier daily, sized between Diminutive and Large, with Anatomy HD numbering CL (acquiring feats every odd HD); they calculate d20 rolls using ½ CL. Maintain only one Summoned Ally at a time, for up to 1 hour, or extend the summon by spending another daily use, adding up to 1 hour each time. As a Standard Action, select a location within 30ft, the Summoning appears at this location at the start of the next turn. At 4th, 8th, 12th, and 16th levels maintain an additional Summoned Ally, up to 5 at once.

(Secondary) Augment Summoning: All summoned creatures gain bonus qualified [Evolution, General, Martial, or Skill] feats; selected at 1st, 2nd, 6th, 10th, 14th, and 18th levels. Add [Summoning] permanently to the Spell Repertoire.

(Capstone) Summoning Mastery: No limit to the number of maintained Summoned Allies.


Table: Summoner

Level

BAB

CL

SQ

Fort

Reflex

Will

Class Features

1

0

1

4

1

1

0

Summon Ally; [bonus feat]

2

1

2

8

2

2

1

[bonus feat]

3

1

3

12

3

3

1

Ability Boost

4

2

4

16

4

4

2

Summon Ally (two)

5

2

5

20

5

5

2

Ability Boost

6

3

6

24

6

6

3

[bonus feat]

7

3

7

28

7

7

3

Ability Boost

8

4

8

32

8

8

4

Summon Ally (three)

9

4

9

36

9

9

4

Ability Boost

10

5

10

40

10

10

5

[bonus feat]

11

5

11

44

11

11

5

Ability Boost

12

6

12

48

12

12

6

Summon Ally (four)

13

6

13

52

13

13

6

Ability Boost

14

7

14

56

14

14

7

[bonus feat]

15

7

15

60

15

15

7

Ability Boost

16

8

16

64

16

16

8

Summon Ally (five)

17

8

17

68

17

17

8

Ability Boost

18

9

18

72

18

18

9

[bonus feat]

19

9

19

76

19

19

9

Ability Boost

20

10

20

80

20

20

10

Summoning Mastery

Multiclass

HD d6

BAB ¾

CL ¾

Casting Modifier Any

All Saves ¾

Skills 4+

Class Feats –


Class Features

(Primary) Class Feature I: Select one Character Class (or Leader), gain its Class Feats and Class Skills; optionally adopt its BAB, CL, and SQ in place of the ¾ base.

At 1st, 4th, 8th, 12th, and 16th levels advance the Primary Class Feature of this choice.

(Secondary) Class Feature II: Select a second Character Class (or Leader), gain its Class Feats and Class Skills, ignoring duplicates and restrictions; optionally adopt its HD and Saving Throws in place of the d6 and the ¾ base. Select either its Primary or Secondary Class Feature at 1st level. At 2nd level gain the 1st level abilities of the second Class Feature; advancing at 6th, 10th, 14th, and 18th levels.

(Capstone) Tertiary Class Feature: In place of a capstone, gain a previously unselected Class Feature from one of the class selections, it functions at 10th level.


Table: Multiclass

Level

BAB

CL

SQ*

Fort

Reflex

Will

Class Features

1

0

0

3

0

0

0

Primary Class, Secondary Choice

2

1

1

6

1

1

1

Secondary Class Advancement

3

2

2

9

2

2

2

Ability Boost

4

3

3

12

3

3

3

Primary Class Advancement

5

3

3

15

3

3

3

Ability Boost

6

4

4

18

4

4

4

Secondary Class Advancement

7

5

5

21

5

5

5

Ability Boost

8

6

6

24

6

6

6

Primary Class Advancement

9

6

6

27

6

6

6

Ability Boost

10

7

7

30

7

7

7

Secondary Class Advancement

11

8

8

33

8

8

8

Ability Boost

12

9

9

36

9

9

9

Primary Class Advancement

13

9

9

39

9

9

9

Ability Boost

14

10

10

42

10

10

10

Secondary Class Advancement

15

11

11

45

11

11

11

Ability Boost

16

12

12

48

12

12

12

Primary Class Advancement

17

12

12

51

12

12

12

Ability Boost

18

13

13

54

13

13

13

Secondary Class Advancement

19

14

14

57

14

14

14

Ability Boost

20

15

15

60

15

15

15

Tertiary Class Feature

*Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats



Leader (NPC Class)

HD d8

BAB good

CL ¾

Casting Modifier Any

All Saves ¾

Class Skills 6+ [Agility, Endurance, Expertise, or Schooling] [Athletics, Magical Aptitude, Literacy, or Perform]

Class Feats* [Adept, Psion, or Warrior] [Armor Proficiency or Cantrip Spell] [Combat Casting or Martial Weapon Proficiency]

*Optional List [Any three (Expertise, Literacy, Perform, or Schooling) feats]


Class Features

(Primary) Leadership: Gain a follower(s) with total Anatomy HD number level+ CHA. They have Anatomies appropriate to the Leader, and use ½ the Leader’s level for d20 rolls; they lose this ability if they are separated from the Leader or if the Leader dies.

At 4th, 8th, 12th, and 16th levels, add HD to this total numbering CHA (max 5x CHA).

(Secondary) Teamwork: Bonus [General, Martial, or Skill] feats at 1st, 2nd, 6th, 10th, 14th, and 18th

These plus additional feats of the Leader numbering up to the Leader’s CHA are shared among allies and followers.

(Capstone) Perfect Teamwork: followers use the Leader’s full level, rather than ½ level


Table: Leader

Level

BAB

CL

SQ**

Fort

Reflex

Will

Class Features

1

1

0

3

0

0

0

Leadership +1; [bonus feat]

2

2

1

6

1

1

1

[bonus feat]

3

3

2

9

2

2

2

Ability Boost

4

4

3

12

3

3

3

Leadership +2

5

5

3

15

3

3

3

Ability Boost

6

6

4

18

4

4

4

[bonus feat]

7

7

5

21

5

5

5

Ability Boost

8

8

6

24

6

6

6

Leadership +3

9

9

6

27

6

6

6

Ability Boost

10

10

7

30

7

7

7

[bonus feat]

11

11

8

33

8

8

8

Ability Boost

12

12

9

36

9

9

9

Leadership +4

13

13

9

39

9

9

9

Ability Boost

14

14

10

42

10

10

10

[bonus feat]

15

15

11

45

11

11

11

Ability Boost

16

16

12

48

12

12

12

Leadership +5

17

17

12

51

12

12

12

Ability Boost

18

18

13

54

13

13

13

[bonus feat]

19

19

14

57

14

14

14

Ability Boost

20

20

15

60

15

15

15

Perfect Teamwork

**Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats



Animation (NPC Class)

HD d10

BAB good

CL poor

Good Saves Fortitude (use Hardness in place of CON)

Class Skills [Agility] [Athletics] [Endurance]

Class Feats [Material Physiology]


Class Features

(Primary) Animated Object: Depending on the specifics of the Animated object, it is treated as a moving creature, gaining multiple movement types if applicable. It has no Constitution score (and cannot qualify for abilities with CON as a prerequisite), and thus in place of that, it gains additional HP numbering its Material Hardness. For abilities or feats that calculate using a Constitution Modifier, use Hardness instead. Animated HD are supplementary to an object’s Material HD. It gains no feats from its Material HD.

The object generally is better suited for combat or utility and so it gains a +1 bonus on Attack and Damage rolls, a +1 bonus on AC and Saving Throws, or a +1 bonus on Skill Checks associated with the object.

This increases by 1 at 4th, 8th, 12th, 16th, and 20th levels.

(Secondary) Animated Purpose: Bonus feats at 1st, 2nd, 6th, 10th, 14th, and 18th, selected to suit the object’s purpose.


Table: Animation

Level

BAB

CL

SQ*

Fort

Reflex

Will

Class Features

1

1

0

0

1

0

0

Animated +1; [bonus feat]

2

2

1

4

2

1

1

[bonus feat]

3

3

1

4

3

1

1


4

4

2

8

4

2

2

Animated +2

5

5

2

8

5

2

2


6

6

3

12

6

3

3

[bonus feat]

7

7

3

12

7

3

3


8

8

4

16

8

4

4

Animated +3

9

9

4

16

9

4

4


10

10

5

20

10

5

5

[bonus feat]

11

11

5

20

11

5

5


12

12

6

24

12

6

6

Animated +4

13

13

6

24

13

6

6


14

14

7

28

14

7

7

[bonus feat]

15

15

7

28

15

7

7


16

16

8

32

16

8

8

Animated +5

17

17

8

32

17

8

8


18

18

9

36

18

9

9

[bonus feat]

19

19

9

36

19

9

9


20

20

10

40

20

10

10

Perfect Form

*Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats

Apex (NPC Class)

HD d12

BAB good

CL good

Casting Modifier CHA

Good Saves Fortitude, Reflex, Will

Class Skills 6+ [Magical Aptitude] [Athletics] [Endurance]

Class Feats [Born Caster] [Cantrip Spell] [Eschew Materials] [Spell-Like Ability]


Class Features

(Primary) Inherent Magic: At 1st, 4th, 8th, 12th, and 16th levels gain [Ki] or a [Spell-Like Ability] appropriate to the creature

(Secondary) Exemplary Form: Bonus [Evolution, General, Metamagic, or Skill] feats at 1st, 2nd, 6th, 10th, 14th, and 18th

(Capstone) Apex Magic: [Spell-Like Abilit(ies)] may function as 7th order spells.


Table: Exemplar

Level

BAB

CL

SQ

Fort

Reflex

Will

Class Features

1

1

1

3

1

1

1

Inherent Magic; [bonus feat]

2

2

2

6

2

2

2

[bonus feat]

3

3

3

9

3

3

3

Ability Boost

4

4

4

12

4

4

4

Spell-Like Ability

5

5

5

15

5

5

5

Ability Boost

6

6

6

18

6

6

6

[bonus feat]

7

7

7

21

7

7

7

Ability Boost

8

8

8

24

8

8

8

Spell-Like Ability

9

9

9

27

9

9

9

Ability Boost

10

10

10

30

10

10

10

[bonus feat]

11

11

11

33

11

11

11

Ability Boost

12

12

12

36

12

12

12

Spell-Like Ability

13

13

13

39

13

13

13

Ability Boost

14

14

14

42

14

14

14

[bonus feat]

15

15

15

45

15

15

15

Ability Boost

16

16

16

48

16

16

16

Spell-Like Ability

17

17

17

51

17

17

17

Ability Boost

18

18

18

54

18

18

18

[bonus feat]

19

19

19

57

19

19

19

Ability Boost

20

20

20

60

20

20

20

Apex Magic



Paragon (NPC Class)

HD d12

BAB good

CL poor

Good Saves Fortitude, Reflex, Will

Class Skills 6+ [Agility] [Athletics] [Endurance]

Class Feats [Ability Focus] [Damage, Energy, or Spell Resistance] [Magical Beast] [Weapon Focus (Natural)]


Class Features

(Primary) Primal Tactics: +1 on attack and damage rolls with [Natural Weapon]s, +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th

(Secondary) Paragon Evolution: Bonus [Evolution, General, Martial, or Skill] feats at 1st, 2nd, 6th, 10th, 14th, and 18th

(Capstone) Perfect Form: Gain two qualified bonus feats from any list.


Table: Paragon

Level

BAB

CL

SQ*

Fort

Reflex

Will

Class Features

1

1

0

0

1

1

1

Primal Tactics +1; [bonus feat]

2

2

1

4

2

2

2

[bonus feat]

3

3

1

4

3

3

3

Ability Boost

4

4

2

8

4

4

4

Primal Tactics +2

5

5

2

8

5

5

5

Ability Boost

6

6

3

12

6

6

6

[bonus feat]

7

7

3

12

7

7

7

Ability Boost

8

8

4

16

8

8

8

Primal Tactics +3

9

9

4

16

9

9

9

Ability Boost

10

10

5

20

10

10

10

[bonus feat]

11

11

5

20

11

11

11

Ability Boost

12

12

6

24

12

12

12

Primal Tactics +4

13

13

6

24

13

13

13

Ability Boost

14

14

7

28

14

14

14

[bonus feat]

15

15

7

28

15

15

15

Ability Boost

16

16

8

32

16

16

16

Primalt Tactics +5

17

17

8

32

17

17

17

Ability Boost

18

18

9

36

18

18

18

[bonus feat]

19

19

9

36

19

19

19

Ability Boost

20

20

10

40

20

20

20

Perfect Form

*Must gain the ability to cast spells, generally with the [Adept] or [Psion] feats



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