Character Building

Click here for rules regarding blind characters.
Click here for rules regarding sanity.

--------

27-point build

Start with a base of 10 in each attribute. You have 27 build points with which to raise them. Each level from 11 to 13 costs one build point. 14 and 15 cost two apiece, 16 and 17 cost three, and 18 costs 4. Lowering an attribute below 10 gains you one point each for 9 and 8, and four points for 7. Thus:

7 = –4
8 = –2
9 = –1
10 = 0
11 = 1
12 = 2
13 = 3
14 = 5
15 = 7
16 = 10
17 = 13
18 = 17

Apply racial modifiers afterward.

Max ability score before racial mods: 18
Minimum ability score before racial mods: 7

--------

Every character receives the maximum hit points possible given his or her hit die. Don't forget to add in any bonus hit points from a high Constitution score.

--------

XP accumulates normally. If a character gains enough XP in one session to advance more than one level, no XP is lost. However, that character must spend one session at the intermediate level before advancing to the final level.

--------

House Rule: Fractional Base Bonuses

Fractional Base Save and Base Attack Bonuses
Class
Level
Base
Save
Bonus
(Good)
Base
Save
Bonus
(Poor)
Base
Attack
Bonus
(Good)
Base
Attack
Bonus
(Average)
Base
Attack
Bonus
(Poor)
1st +2-1/2 +1/3 +1 +3/4 +1/2
2nd +3 +2/3 +2 +1-1/2 +1
3rd +3-1/2 +1 +3 +2-1/4 +1-1/2
4th +4 +1-1/3 +4 +3 +2
5th +4-1/2 +1-2/3 +5 +3-3/4 +2-1/2
6th +5 +2 +6 +4-1/2 +3
7th +5-1/2 +2-1/3 +7 +5-1/4 +3-1/2
8th +6 +2-2/3 +8 +6 +4
9th +6-1/2 +3 +9 +6-3/4 +4-1/2
10th +7 +3-1/3 +10 +7-1/2 +5
11th +7-1/2 +3-2/3 +11 +8-1/4 +5-1/2
12th +8 +4 +12 +9 +6
13th +8-1/2 +4-1/3 +13 +9-3/4 +6-1/2
14th +9 +4-2/3 +14 +10-1/2 +7
15th +9-1/2 +5 +15 +11-1/4 +7-1/2
16th +10 +5-1/3 +16 +12 +8
17th +10-1/2 +5-2/3 +17 +12-3/4 +8-1/2
18th +11 +6 +18 +13-1/2 +9
19th +11-1/2 +6-1/3 +19 +14-1/4 +9-1/2
20th +12 +6-2/3 +20 +15 +10

The progressions of base attack bonuses and base save bonuses in the standard rules increase at a fractional rate, but those fractions are eliminated due to rounding. For single-class characters, this rounding isn't significant, but for multiclass characters, this rounding often results in reduced base attack and base save bonuses.

For example, a 1st-level rogue/1st-level wizard has a base attack bonus (BAB) of +0 from each class, resulting in a total BAB of +0. But that's only due to the rounding of each fractional value down to 0 before adding them together—the character actually has BAB +3/4 from her rogue level and BAB +1/2 from her wizard level. If the rounding is done after adding together the fractional values, rather than before, the character would instead have BAB +1 (rounded down from 1-1/4).

The table below presents fractional values for base save and base attack bonuses. To determine the total base save bonus or base attack bonus of a multiclass character, add together the fractional values gained from each of her class levels.

For space purposes, the table does not deal with the multiple attacks gained by characters with a base attack bonus of +6 or greater. A second attack is gained when a character's total BAB reaches +6, a third at +11, and a fourth at +16, just as normal.

This variant is ideal for campaigns featuring many multiclass characters, since it results in their having slightly higher base save and base attack bonuses than in a standard game.

For example, in a standard game, a 5th-level cleric/2nd-level fighter would have base save bonuses of Fort +7, Ref +1, Will +4. In this variant, the same character would have Fort +7 (rounded down from 7-1/2), Ref +2 (rounded down from +2-1/3), and Will +5 (rounded down from +5-1/6).

Another example: A standard 2nd-level rogue/9th-level wizard would have a base attack bonus of +5, +1 from rogue and +4 from wizard. Using the fractional system that character's base attack bonus would be +6, +1-1/2 from rogue and +4-1/2 from wizard, enough to gain a second attack at a +1 bonus.

Adding Fractions

Adding together halves, quarters, and thirds can be tricky. Here's a cheat sheet to help you with some of the common sums you might encounter.

1/4 + 1/3 = 7/12
1/4 + 2/3 = 11/12
1/2 + 1/3 = 10/12
1/2 + 2/3 = 14/12, or 1-2/12
3/4 + 1/3 = 13/12, or 1-1/12
3/4 + 2/3 = 17/12, or 1-5/12

--------

All non-human characters receive the Improved Weapon Familiarity feat for their races in lieu of the extra feat humans receive at first level. In addition, all feats and requirements pertaining to martial weapons apply to their racial analogues if a character is of the appropriate race.

For example: A dwarf who takes Weapon Focus: Battleaxe may apply its bonuses to a dwarven waraxe and the axe portion of a dwarven urgrosh.

In a similar vein, Martial Weapon feats (but not proficiency feats) and requirements apply to their non-racial exotic weapon analogues, but only if the character already has proficiency with the exotic weapon.

GM Note: In this campaign, weapon proficiencies gained by class include racial analogues (if appropriate), but those gained by race do not. It's essentially the difference between knowing how to use a weapon and actually having training with it. A character may use a weapon with which he is not proficient as his primary weapon for an entire level in order to gain a proficiency equivalent to a racial proficiency.

--------

Special abilities may be requested of the GM. The player should have a balancing disadvantage in mind. Other roleplaying systems that use such mechanics (like GURPS) may be used for reference, but approval is not guaranteed. Similarly, flaws (from Unearthed Arcana and the SRD) may be applied with GM approval.

--------

Only spells from the Pathfinder Core Rulebook are available (you can filter by source at the Pathfinder Reference Document>). Other spells may become available via scrolls or through contact with other characters (including PCs). Classes with strict spell lists (Warmage, Beguiler, etc.) are exempt from this rule in regard to their printed spell lists.

Only psionic powers from Psionics Unleashed (those marked with "PU" as their source on the power lists) are available. Other powers may become available via power stones or through contact with other characters (including PCs). Classes with strict power lists are exempt from this rule in regard to their printed power lists.

Exception: The feats Expanded Knowledge and Extra Spell, as well as the spell/power researching mechanic, may be used to gain access to non-SRD spells and powers.

--------

Game Rules

--------

Magic and psionics are two different (though similar) phenomena. Hence, an anti-magic field doesn't completely protect against psionics and vice versa. In general, use the Diminished Effect rules from the Psionics is Different variant (Expanded Psionics Handbook, p65) except where these rules contradict.

Dispel magic has a diminished effect on psionic powers, while negate psionics has a diminished effect on magic. When making a dispel check against the opposing energy, the check is assessed a –4 penalty.

Spells and special abilities that protect the mind against enchantments gain only half their normal effect against psionic versions of the same effects. For instance, elves gain only a +1 bonus on their Will saves against psionic charm.

Antimagic field halves its effect when used on psionics, and null psionics field halves its effect when used on magic. Each round, an opposing effect has only a 50% chance to remain unhindered. If hindered, it is considered suppressed for 1d4 rounds, and then becomes unhindered for the remaining duration of the spell or power.

Spell resistance functions at reduced efficiency against psionics and power resistance functions at reduced efficiency against magic. Subtract 5 from the effective resistance in both cases. Some monsters will be modified to have both.

Effects that specifically block certain spells or types of spell effects usually have the same effect on any psionic counterparts, and vice versa. This is determined on a case-by-case basis by the GM.

The two skills Use Magic Device and Use Psionic Device are combined, as are all magic item creation feats and their psionic analogues.

If a class has Knowledge (arcana) as a class skill, yet has no magical aptitude, add Knowledge (psionics) as a class skill.

The Spellcraft skill covers both magic and psionics. In order to use it freely on magic, a character must be able to cast first-level spells or an equivalent. In order to use it freely on psionics, a character must be able to manifest first-level powers or an equivalent. Otherwise, Spellcraft roll results are limited to 5× the number of ranks a character has taken in Knowledge (arcana) or Knowledge (psionics), whichever is appropriate. For this purpose, trained bonuses applied to Knowledge skills count as ranks in that skill.

--------

When shooting a ranged weapon into a grapple, if you miss because of the –4 penalty for shooting into melee (ie. you would have hit had your target not been grappling), you accidentally hit the other person. If you roll a natural 1, you hit the other person.

This means that if you have the Precise Shot feat, you only hit the other person on a natural 1. The Sharp-Shooting and Improved Precise Shot feats remove the possibility altogether.

If you are within 5 feet of an opponent (base to base), there is no penalty if your opponent is prone, and you receive a +4 bonus as if you were using a melee weapon. In addition, if your opponent is in a grapple, your chances of hitting the wrong target are reduced by one level (only on a natural 1 normally; no chance if you have Precise Shot). You still take any attacks of opportunity you might provoke by using a ranged weapon while threatened.

--------

With a full night's rest (8 hours of sleep or more), you recover 1 hit point per hit die plus 1 hit point per point of Con bonus (if any). Any significant interruption during your rest prevents you from healing that night unless you rest for an additional hour.

If you undergo complete bed rest for an entire day and night, you recover twice your HD plus twice your Con bonus (if any) in hit points.

In either case, if you have a Con penalty, subtract the value from your hit points recovered. Always use your Con bonus or penalty as it stands before you begin your rest.

Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate. Any significant interruption during the patient's rest negates long-term care unless a second Heal check is made.

--------

Abilities with uses listed as x∕day refresh at midnight unless specifically stated in their descriptions (eg. cleric spell slots refresh at dawn). Abilities with uses listed as x∕week refresh at midnight on the 7th day subsequent to their use; if x>1, treat each use individually.

--------

Knowledge (geology) [Int]: Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. This entry specifically relates to the study of rocks, minerals, and geologic processes. Knowledge (geography) and Knowledge (dungeoneering) each touch on some bits of geology, but Knowledge (geology) delves further into the processes behind the features and includes other all other fields which fall under "earth sciences."

--------

Retraining

--------

Retraining Costs
Feature Price Time
Class Feature 500 gp per week 7 Days per 2 levels
Feat 350 gp 14 Days
Spell 100 gp per spell-level 1 Day
Power 100 gp per power-level 1 Day
Skill Point 25 gp 1 Day
Retraining may be done at any time, not just when a new level is gained. There is no limit to the number of features that may be retrained except that imposed by time and money available. However, only one feature may be retrained at a time.

Retraining a feat takes two full weeks. Retraining skill points takes one day per skill point reallocated. Spells or psionic powers take a flat one day per spell or power. Chosen class-features (like Favored Enemy or higher-level Rogue abilities) and substitution levels take one week per two levels, based on the original level at which the feature was gained.

All retraining requires a tutor with the appropriate replacement feature. If such a tutor cannot be found for spells or powers, you may spend twice as long with a tutor of the appropriate level (based on the minimum level to gain the particular ability, not your character level) in a similar class, with a minimum of 5th level.

During retraining, any features in flux are not available for use.

--------

Action Points

--------

Action points give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.

Acquiring Action Points

A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.

Every time a character advances, his pool of action points refreshes, and he gains enough action points to bring his total to 5 + 1/2 his new character level.

Using Action Points

You can spend 1 action point either to add to a single d20 roll or to take a special action.

You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can't spend another one in the same round to improve a die roll, and vice versa.

Add to a Roll

Character
Level
Action Point
Dice Rolled
1st-7th 1d6
8th-14th 2d6
15th-20th 3d6

When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can't use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM's option.

Activate Class Ability

A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

Spell Recall

Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.

Stablise

Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

Metamagic Feats

You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.

Heighten Spell automatically raises a spell's effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).

Absent Character

You can spend 1 action point to activate an ability possessed only by a regular party member whose player isn't present. This is designed so that the whole party isn't penalised when one player has Real LifeTM interfere, and should be used sparingly. The GM may increase the action point cost for individual uses if deemed appropriate.

--------

Hero Points

--------

Awarding Hero Points

Hero points are not gained automatically. They are only awarded by the GM. They're basically a way for the GM to reward players who make the game more fun for everyone. The following options are just some of the ways that a GM might award additional hero points.

Character Story: GMs can award a hero point for the completion of a written character backstory. This reward encourages players to take an active role in the history of the game. In addition, the GM can use this backstory to generate a pivotal moment for your character concerning his past. When this key event is resolved, the GM can reward another hero point. Alternatively, the GM might award a hero point for painting a miniature or drawing a character portrait in the likeness of your character, helping the rest of the group visualize your hero.

Completing Plot Arcs: The GM might award a hero point to each of the PCs who were involved in completing a major chapter or arc in the campaign story. These hero points are awarded at the conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.

Faith: In a campaign where the gods play an important role in every character's life, hero points might represent their favor. In such a setting, the GM can award hero points to characters whenever they uphold the tenets of their faith in a grand way, or whenever they take on one of the faith's major enemies. Such hero points might be temporary, and if not spent on the task at hand, they fade away.

Heroic Acts: Whenever a character performs an exceptionally heroic act, she can be awarded a hero point. This might include anything from slaying an evil dragon when the rest of the group has fled to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a hero point, depending on the circumstances. Note that a hero point should only be awarded if the PC involved did not spend a hero point to accomplish the task.

Return from the Dead: When a character dies, she does not lose any hero points she has accumulated.

Maximum Hero Points: Characters can have no more than 3 hero points at any one time. Excess hero points are lost.

Using Hero Points

Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character's turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

Action Point Substitution: You may spend a hero point in lieu of an action point. A hero point spent in such a way may do anything an action point could do.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Emulate Feat: You can spend a hero point to gain the benefit of a feat you don't have. You must meet the prerequisites of the feat. You gain the benefit until the beginning of your next turn.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.