Mechanics - Archetypes and Character Creation:This is a modification of the standard d20 character creation system, made to be more generic and flexible. Character creation is mostly Feat-based rather than Class-based, and Feats are redesigned to include the Class Features granted by traditional D&D/Pathfinder character classes as well. At character creation, you choose an Archetype for your character. Archetypes are generic structures you build your character's skills and abilities around; it determines their starting skills, and how they improve as they gain experience. Once you choose your character's Archetype, this cannot be changed.
Character Archetypes:Warriors are an offensive combat-focused archetype. They have the highest attack bonus, and start with more advanced Weapon and Armor proficiencies. They make good Soldiers, Berserkers, and Assassins.Hit Die: 10 HP at 1st, +5 per Level. Con mod. applies per level (35 at Lv6)
Base Attack Bonus: +1 per level
Base Defense Bonus: +3/4 per level (rounded down)
Saving Throws: 1 Good, 2 Poor
Skills: Choose 8 Major Skills
Skill Points: 2 + Int modifier per level
Feats: 2 at 1st, +1 per level
Starting Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency
Experts are a tough, well-balanced archetype. They have the highest defensive bonus, and a second Good Saving Throw thanks to the Resistance feat. They make good Knights, Hunters, and Swashbucklers.Hit Die: 8 HP at 1st, +4 per Level. Con mod. applies per level (28 at Lv6)
Base Attack Bonus: +3/4 per level (rounded down)
Base Defense Bonus: +1 per level
Saving Throws: 2 Good, 1 Poor (Resistance as a Bonus Feat)
Skills: Choose 10 Major Skills
Skill Points: 4 + Int modifier per level
Feats: 3 at 1st, +1 per level
Starting Feats: Resistance (any), Simple Weapon Proficiency, Light Armor Proficiency
Adepts are a skill-focused archetype, who start with more feats and major skills than other archetypes. However, they are the least suited for combat, with lower HP, Attack, and Defense bonuses. They make good Sorcerers, Artisans, and Cat-Burglers.Hit Die: 6 HP at 1st, +3 per Level. Con mod. applies per level (21 at Lv6)
Base Attack Bonus: +1/2 per level (rounded down)
Base Defense Bonus: +1/2 per level (rounded down)
Saving Throws: 1 Good, 2 Poor
Skills: Choose 14 Major Skills
Skill Points: 6 + Int modifier per level
Feats: 4 at 1st, +1 per level
Starting Feats: Skill Focus (any), Simple Weapon Proficiency, Light Armor Proficiency
Commoner:
Commoners start at level 0, and cannot gain levels. Instead, after sufficient training and experience, they become another Archetype. They immediately gain additional Class Skills, Hit Points, etc. equivalent to 1st level characters of their new archetype. If they already have a class feat that the new Archetype would grant them, they may choose a different feat instead.
Hit Die: 4 HP. Con mod. applies
BAB/BDB: +0
Skills: Choose 6 Major Skills
Skill Points: 2 + Int modifier
Feats: 2
Animal:
Animals are creatures which have sub-human intelligence. They often rely more on physical prowess than skills for survival. They advance as other archetypes, but be sure to pick only Feats that reflect their limited capabilities.
Hit Die: 8 HP at 1st, +4 per Level. Con mod. applies per level.
Base Attack Bonus: +3/4 per level (rounded down)
Base Defense Bonus: +3/4 per level (rounded down)
Skills: Choose 6 Major Skills
Skill Points: 2 + Int modifier per level
Feats: 2 at 1st, +1 per level
Starting Feats: Natural Weapon Proficiency
General Feats:Adroitness:
Prerequisites: Int 13
You gain 2 additional Skill Points per level. These apply retroactively.
Toughness:
Prerequisites: Con 13
You gain 2 HP, and 1 additional HP per level. These apply retroactively.
Endurance:
Prerequisites: Con 13
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Athletics checks made to continue running or resist damage from a forced march; Constitution checks made to hold your breath, or avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and to resist damage from suffocation. You may also sleep in light or medium armor without becoming fatigued.
Offensive Prowess:
Your Base Attack Bonus permanently increases by 1.
Defensive Prowess:
Your Base Defense Bonus permanently increases by 1.
Resistance:
Gain an additional good Saving Throw. May be taken once for each poor Saving Throw.
Force of Personality:
Add your Charisma bonus to your Will saving throw (minimum +0).
Strength of Body:
Add your Strength bonus to your Fortitude saving throw (minimum +0).
Quickness of Mind:
Add your Intelligence bonus to your Reflex saving throw (minimum +0).
Bloodrage:
You can call upon inner reserves of strength and ferocity. Whenever you are threatened, angered, or take damage in combat, you can elect to fly into a Rage as a Free Action. You gain a +4 morale bonus to Strength and Constitution, but take a –2 penalty to your Defense. The Rage lasts for 1d4 rounds + 1 per Character Level, or until you are no longer under apparent threat. If you fall unconscious, your rage immediately ends. You cannot end your Rage voluntarily, and cannot use Charisma- or Intelligence-based skills, or other skills that require patience or concentration while Raging. After your Rage ends, you are fatigued for twice the number of rounds spent in the Rage. You cannot enter a new Rage while fatigued or exhausted, but can otherwise rage multiple times during a single encounter. The Constitution bonus grants +2 Hit Points per level, placing you in peril of death when the Rage ends.
Second Wind:
Prerequisites: Con 13
Once per day, as soon as you are reduced to 0 or lower HP, you can gain [1d4 + Constitution bonus] Temporary HP as an Immediate Action. These last for 1 minute. If losing these Temporary HP would reduce you to 0 HP or lower again, you immediately resume the Staggered or Dying condition as appropriate.
Skill Focus:
Choose a skill. You get a +3 bonus on all checks involving the chosen skill.
Skill Mastery:
Prerequisites: Skill Focus (any), Int 13
Pick a Skill you've taken Skill Focus in. You are confident enough in this skill that you can use it reliably, even under adverse conditions. When making a check with this skill, you may Take 10 on the roll, even if stress and distractions would normally prevent you from doing so. You may take this feat multiple times, selecting a new skill each time.
Combat Feats:Rapid Strike:
Prerequisites: Dex 13
You can attack with great speed, at the cost of accuracy. When making a Full Attack, you may make an additional attack this round. All of these attack rolls take a -2 penalty.
Multiweapon Combat:
Prerequisites: Dex 13
Your penalties on attack rolls for fighting with multiple weapons are reduced. The penalty for your primary hand lessens by 2, and the one for your off hand(s) lessens by 6. Additionally, secondary attacks with natural weapons take only a -2 penalty.
Improved Multiweapon Combat:
Prerequisites: Multiweapon Combat, Dex 15
Whenever you make a basic attack, you may attack with both a primary and secondary weapon. The penalties for attacking with multiple weapons apply normally. Additionally, you may wield a one-handed weapon in your off-hand as though it were a light weapon, with light weapon penalties.
Sneak Attack
In combat, whenever your foe can't properly defend themself, you can strike a vital spot for extra damage. Whenver the target of your attack would be denied their Dexterity bonus to Defense, or when you are Flanking your target, your attack deals 1d6 extra damage (+1d6 for every two levels after 1st, ex. 3rd, 5th). This is Precision Damage, and is not multiplied on a Critical Hit. You cannot deal Nonlethal Damage with a Sneak Attack, unless wielding a weapon that deals Nonlethal Damage (such as a sap, whip, or unarmed strike). You must be able to see the target well enough to pick out a vital spot, and must be able to reach such a spot. Ranged weapons can only Sneak Attack if the target is within 30 feet. You cannot Sneak Attack while striking a creature with Concealment.
Improved Sneak Attack:
Prerequisites: Sneak Attack, Dex 15
Whenever you could perform a Sneak Attack, you can elect to substitute your bonus damage for one of the following effects. The target can make a Fortitude save to resist these effects, DC 10 + Character Level + Intelligence modifier:
* Crippling Strike: Your target takes 1 point of Strength or Dexterity damage per d6 of your Sneak Attack.
* Bleeding Strike: Your target takes 1 point of Bleed damage every round, per d6 of your Sneak Attack.
* Distracting Strike: Until your next turn, your target takes -2 on attack rolls against you per d6 of your Sneak Attack
Evasion:
Prerequisites: Dex 13
You can avoid certain attacks with great agility. If you makes a successful Reflex saving throw against an attack that deals half damage on a successful save, you instead take no damage. Evasion can be used only if wearing Light Armor or no Armor. You do not gain the benefit of Evasion if immobilized.
Uncanny Dodge:
You can react to danger before your senses would normally allow you to. You cannot be caught flat-footed, nor do you lose your Dex bonus to Defense if the attacker is invisible. You still lose your Dexterity bonus to Defense as normal if immobilized, or if your opponent successfully uses a Feint against you.
Power Attack:
Prerequisites: Str 13
You can sacrifice accuracy in combat to deal more damaging blows. By taking a -2 penalty on all melee attack rolls and Combat Maneuver checks, you gain a +4 bonus on all melee damage rolls. This bonus damage increases by half if you're attacking with a Two-Handed Weapon, a One Handed Weapon using two hands, or a Primary Natural Weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus damage is halved if you're attacking with an Off-Hand Weapon, or Secondary Natural Weapon.
Cleaving Strike:
Prerequisites: Power Attack, Str 15
As a Simple Action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Defense rating until your next turn.
Combat Expertise:
Prerequisites: Int 13
You sacrifice accuracy in combat to better guard yourself against attacks. By taking a -2 penalty on all melee attack rolls and Combat Maneuver checks this round, you gain a +2 bonus to your Defense rating. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
Improved Maneuvers:
Prerequisites: Int 13, Combat Expertise
You do not provoke attacks of opportunity when performing Combat Maneuvers, such as Trip, Disarm, Reposition, Feint, etc. You also receive a +2 bonus to Combat Maneuver Checks, and to your Combat Maneuver Defense.
Blind-Fighting:
In melee combat, every time you miss because of concealment, you can reroll your miss chance roll one time, to see if you actually hit. Additionally, you don't lose your Dexterity bonus to Defense against an Invisible attacker, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You also do not need to make Acrobatics checks to move at full speed while blinded.
Combat Reflexes:
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Dodge:
Prerequisites: Dex 13
You gain a +1 dodge bonus to your Defense. A condition that makes you lose your Dexterity bonus to Defense also makes you lose this bonus.
Mobility:
Prerequisites: Dex 13, Dodge
You gain a +4 dodge bonus to your Defense against attacks of opportunity caused by moving within a threatened area. Additionally, as a Complex action, you can move up to your speed, and make a basic attack at any point during your movement.
Deflect Projectiles:
Prerequisites: Dex 13
Once per round, when you are being attacked by a ranged weapon, you may attempt to deflect it, gaining Concealment against it (20% miss chance). If you already have Concealment, this becomes Total Concealment (50% miss chance). You must be aware of the attack and not flat-footed. Unusually massive ranged weapons such as cannon balls, and ranged attacks generated by spell effects can't be deflected.
Point-Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot:
Prerequisites: Point-Blank Shot
You can spend a move action to steady your shot. When you do, you gain a +4 bonus on the next ranged attack roll you make before the end of your turn.
Far Shot:
Prerequisites: Point-Blank Shot
You only suffer a –1 penalty per full range increment between you and your target, when using a ranged weapon.
Canny Defense:
You are gifted at sensing, predicting, and avoiding danger. You may add either your Wisdom or Intelligence bonus (chosen when taking this feat) to your Defense. You lose these bonuses whenever you are denied your Dexterity Bonus to Defense (such as when you are immobilized or helpless), or when you wear Armor or Shields.
* If you chose to use your Intelligence bonus, you may still apply these bonuses while wearing Light Armor, Light Shields, or Bucklers.
* If you chose to use your Wisdom bonus, you aren't denied your Dex bonus when flat-footed, or when your attacker is invisible.
Proficiency Feats:Natural Weapon Proficiency:
You understand how to use your Natural Weapons (ex. Fists, Claws) when making unarmed attacks in combat. You can make attack rolls with natural weapons without provoking attacks of opportunity, and without the non-proficient penalty (a –4 penalty on attack rolls).
Simple Weapon Proficiency:
You understand how to use Simple Weapons in combat. You make attack rolls with all simple weapons without the non-proficient penalty (a –4 penalty on attack rolls).
Martial Weapon Proficiency:
Prerequisites: Simple Weapon Proficiency
You understand how to use Martial Weapons in combat. You make attack rolls with all martial weapons without the non-proficient penalty (a –4 penalty on attack rolls).
Exotic Weapon Proficiency:
Prerequisites: Martial Weapon Proficiency
You understand how to use an Exotic Weapon in combat. Choose one exotic weapon; you make attack rolls with that exotic weapon without the non-proficient penalty (a –4 penalty on attack rolls).
Light Armor Proficiency:
You may equip Medium Armor, Light Shields, and Heavy Shields.
Medium Armor Proficiency:
Prerequisites: Light Armor Proficiency
You may equip Medium Armor, Light Shields, and Heavy Shields.
Heavy Armor Proficiency:
Prerequisites: Medium Armor Proficiency
You may equip Heavy Armor and Tower Shields.
Weapon Expertise:
Choose one group of weapons, as listed below. You gain a +1 bonus on attack and damage rolls, and Combat Maneuver Checks made with a weapon from this group.
* Groups: Axes, Blades (Heavy), Blades (Light), Flails, Hammers, Polearms, Bows, Throwing, Firearms, Natural Weapons
Improved Weapon Expertise:
Prerequisites: Weapon Expertise
Your chosen Weapon Expertise group bonus increases to a +2 bonus on attack and damage rolls, and Combat Maneuver Checks. Additionally, increase the critical threat range of weapons from this group by 1.
* Groups: Axes, Blades (Heavy), Blades (Light), Flails, Hammers, Polearms, Bows, Throwing, Firearms, Natural Weapons
Endurance:
Prerequisites: Con 13
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Athletics checks made to continue running or resist damage from a forced march; Constitution checks made to hold your breath, or avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and to resist damage from suffocation. You may also sleep in light or medium armor without becoming fatigued.
Armor Expertise:
The Armor Rating of all worn armor increases by +1. You may now move at normal speed while wearing Medium Armor.
Improved Armor Expertise:
Prerequisites: Armor Expertise
The Armor Rating of all worn armor increases by +2, instead of +1. You may now move at normal speed while wearing Heavy Armor. In addition, you may reduce the Armor Check penalty of armor you're wearing by 1 (minimum of -0), and increase the maximum Dexterity bonus allowed by your armor by 1.
Spellcasting Feats:Pact Arcana:
You have made a pact with a Daemon or Archon, wielding some of their power in exchange for your loyalty and service. This Pact with your Patron grants you access to a pool of Astral energy, which you may use to cast 1st Circle spells using your Wisdom bonus. This pool holds a number of Power Points equal to 2x your Arcana score, and each spell you successfully cast drains a number of points from this pool equal to its Spellpower. The pool can be replenished once per day, by petitioning your Patron over several minutes of communion with them. If you are not in good standing with your Patron, your pool may not be replenished, and your Patron may require something of you to regain their favor. Casting a spell is a Simple Action, and provokes attacks of opportunity. You may cast spells with a Spellpower of up to 2 + your Wisdom bonus. You use your Wisdom score for your Arcana skill, and may learn and memorize a number of Words of Power equal to your Arcana skill.
Improved Pact Arcana:
Prerequisites: Pact Arcana, Character Level 3.
Your Pact with a Daemon or Archon has grown stronger, granting you the ability to cast 2nd Circle spells, and increasing the number of available Power Points to 4x your Arcana score. You may cast spells with a Spellpower of up to 4 + your Wisdom bonus. You may learn and memorize a number of Words of Power equal to 2x your Arcana skill.
Greater Pact Arcana:
Prerequisites: Improved Pact Arcana, Character Level 5.
Your Daemon or Archon Patron has invested great power in you, granting you the ability to cast 3rd Circle spells, and increasing the number of available Power Points to 6x your Arcana score. You may cast spells with a Spellpower of up to 6 + your Wisdom bonus. You may learn and memorize a number of Words of Power equal to 3x your Arcana skill.
Ritual Arcana:
You have studied the art of drawing your Spellpower directly from the Astral, utilizing special tools, materials, and arcane rituals. You can prepare 1st Circle spells using your Intelligence Bonus, via complex rituals that take 1 Hour to perform. Once prepared, you may attempt to cast the spell as normal, or choose to imbue the spell in your Arcane Focus. Once imbued, the spell is stored within your Arcane Focus, and can be recited and cast from it as normal by using a Simple Action, which provokes attacks of opportunity. Imbued spells remain within your Focus after casting, and may be recited any number of times, but if you fail your Spellcasting check while reciting the spell, it is discharged from your Focus, and must be imbued again with a new Ritual. Your Focus can store a number of spells with a total Spellpower equal or less than your Arcana skill. You may cast spells with a Spellpower of up to 2 + your Intelligence bonus. You use your Intelligence score for your Arcana skill, and may learn and memorize a number of Words of Power equal to your Arcana skill.
Improved Ritual Arcana:
Prerequisites: Ritual Arcana, Character Level 3.
Your experience with ritual magick has grown, granting you the ability to cast 2nd Circle spells, and imbue them within your Arcane Focus. You may now imbue a number of spells with a total Spellpower of 2x your Arcana skill within your Focus. You may cast spells with a Spellpower of up to 4 + your Intelligence bonus. You may learn and memorize a number of Words of Power equal to 2x your Arcana skill.
Greater Ritual Arcana:
Prerequisites: Improved Ritual Arcana, Character Level 5.
You have become adept at the art of ritual magick, granting you the ability to cast 3rd Circle spells, and imbue them within your Arcane Focus. You may now imbue a number of spells with a total Spellpower of 3x your Arcana skill within your Focus. You may cast spells with a Spellpower of up to 6 + your Intelligence bonus. You may learn and memorize a number of Words of Power equal to 3x your Arcana skill.
Wild Arcana:
A magical heritage, whether dormant until recently or long-known, has manifested in you, allowing you to channel and focus Astral energies naturally within your own body. You use Charisma as your Spellcasting attribute, and may cast 1st Circle Spells as a Simple Action, which provokes attacks of opportunity. You may cast spells without limit, but if you fail your Spellcasting check, you lose control of the Astral energies you've channeled, and take Nonlethal Damage equal to the Spellpower of the spell attempted. If you fail the check by 5 or more, the damage dealt is Lethal. You may cast spells with a Spellpower of up to 2 + your Charisma bonus. You use your Charisma score for your Arcana skill, and may learn and memorize a number of Words of Power equal to your Arcana skill. Choose an Arcane Bloodline from those listed below.
Improved Wild Arcana:
Prerequisites: Wild Arcana, Character Level 3.
Your ability to focus and channel Astral energies has improved, and you may cast 2nd Circle Spells. You may cast spells with a Spellpower of up to 4 + your Charisma bonus. You may learn and memorize a number of Words of Power equal to 2x your Arcana skill.
Greater Wild Arcana:
Prerequisites: Improved Wild Arcana, Character Level 5.
You have become adept at focusing and channeling Astral energies within your body, and you may cast 3rd Circle Spells. You may cast spells with a Spellpower of up to 6 + your Charisma bonus. You may learn and memorize a number of Words of Power equal to 3x your Arcana skill.[/size]