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The Basics

Rolling Stats: For this system, the stats are rolled differently. Roll 5d4 and re-roll any 1's. Do this 5 times and select your preferred stat and apply an automatic 18 to it.

Attack Curve: There are three kinds of attack curves that one can choose from; low, middle, and high. These affect your base HD type, skill growth, and Saves. After selecting your attack curve then apply the Magic Growth modifiers, listed in the chart, to your HD and skills.

Magic Growth: A character may or may not be magically inclined. Select the amount of magical ability that is best for your concept and apply an attack curve to your choice to get the foundation for your character.

Perk: These are bonus abilities or feats gained at designated levels.

Feat: Feats modify already present abilities, actions, skills, and so on. These are earned at first level, and every HD divisible cleanly by 3 thereafter.

Bonus Feat: These are feats on top of the feats your character gets from leveling normally. The character must still meet any prerequisites for the feat chosen.

Ability: Thematic tricks, features, and other nifty things your character can do. Abilities are often regular use abilities that may or may not be useful in combat. They may include Spell-like abilities, sneak-attack, and other thematic things.

Definitions: These are character-defining options that a character must choose. The first-level definitions are much more impactful than later ones. Undefined is always an option and will have bonuses of their own.

Spells Known: In this system spells known refers to the number of spells magic users can choose to cast spontaneously. Once chosen these can only be swapped out at level-up or GM defined areas/times.

Spells Per Day: What it says on the tin.

Primary Mental Attribute: When creating the character choose a Mental Attribute, Wisdom, Intelligence, or Charisma. This will then become the Primary. Abilities, feats, and s that derive from your Mental Attribute will draw from your choice. Spell casting DCs, spell casting capability, and bonus spells will also be determined by this choice.

Trained Skills: This is the number of skills your character can have as, "Trained Skills." This number is equal to 4 + Total Base Skill Growth + Level 1 Intelligence modifier. If your base intelligence modifier, without any magical modifiers, increases; you gain another trained skill. Other skills can be taken with story justification or by downtime in which they can justify the skill becoming trained.

Bonus HP: Bonus is HP gained on top of Hit Dice and Constitution modifiers.

Spell Proficiency: Spell proficiency is added to Spells, spell-like abilities(Sp), supernatural abilities(Su) DC's, as well as any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 5d6+10 damage.

Universal Progression

All characters will obtain skill points, feats, attribute score increases, and definitions as they level. They will also all have their primary and secondary skill point caps increased. Please refer to the chart below to see what your character will receive as they level.

Universal Character Progression Information
XP Level Max Skill
Points
Max Secondary
Skill Points
Feats Attribute Score
Increase
Abilities Definitions
0 1 4 2 1st - 1st 1st
1,000 2 5 2.5 - - - -
3,000 3 6 3 2nd - - -
6,000 4 7 3.5 - 1st - -
10,000 5 8 4 - - - 2nd
15,000 6 9 4.5 3rd - - -
21,000 7 10 5 - - - -
28,000 8 11 5.5 - 2nd - -
36,000 9 12 6 4th - - -
45,000 10 13 6.5 - - 2nd 3rd
55,000 11 14 7 - - - -
66,000 12 15 7.5 5th 3rd - -
78,000 13 16 8 - - - -
91,000 14 17 8.5 - - - -
105,000 15 18 9 6th - - 4th
120,000 16 19 9.5 - 4th - -
136,000 17 20 10 - - - -
153,000 18 21 10.5 7th - - -
171,000 19 22 11 - - - -
190,000 20 23 11.5 - 5th 3rd 5th

Attack Curves

Your character can select between Low, Medium and High Attack. This will also determine your base skill growth, how many high saves you have, weapon proficiencies, hit die type, and what kind of magical growth that can be chosen. Please refer to the charts below to see what applies to which attack curve.

Attack/Save Curve Chart

Low Medium High High Low
Level Base Attack Bonus Base Attack Bonus Base Attack Bonus Base Save Base Save
1 +0 +0 +1 +2 +0
2 +1 +1 +2 +3 +0
3 +1 +2 +3 +3 +1
4 +2 +3 +4 +4 +1
5 +2 +3 +5 +4 +1
6 +3 +4 +6/+1 +5 +2
7 +3 +5 +7/+2 +5 +2
8 +4 +6/+1 +8/+3 +6 +2
9 +4 +6/+1 +9/+4 +6 +3
10 +5 +7/+2 +10/+5 +7 +3
11 +5 +8/+3 +11/+6/+1 +7 +3
12 +6/+1 +9/+4 +12/+7/+2 +8 +4
13 +6/+1 +9/+4 +13/+8/+3 +8 +4
14 +7/+2 +10/+5 +14/+9/+4 +9 +4
15 +7/+2 +11/+6/+1 +15/+10/+5 +9 +5
16 +8/+3 +12/+7/+2 +16/+11/+6/+1 +10 +5
17 +8/+3 +12/+7/+2 +17/+12/+7/+2 +10 +5
18 +9/+4 +13/+8/+3 +18/+13/+8/+3 +11 +6
19 +9/+4 +14/+9/+4 +19/+14/+9/+4 +11 +6
20 +10/+5 +15/+10/+5 +20/+15/+10/+5 +12 +6

HP Dice, Skill Growth, Saves, and Proficiency Chart

Attack Curve Base HD Base Skill Growth Base Saves Weapon Proficiency
Low d6 At first level (2 + Intelligence modifier) x4 and 2 + Intelligence modifier every following level 3 Low 1 High Single weapon
Medium d8 At first level (4 + Intelligence modifier) x4 and 4 + Intelligence modifier every following level 2 Low 2 High Pick two weapons
High d10 At first level (2 + Intelligence modifier) x4 and 2 + Intelligence modifier every following level 3 Low 1 High Pick an entire weapon group

Main Progress/Attack Curve application

Magic Growth Applicable Attack Curves
Null Medium, and High
Basic Medium, and High
Standard Medium
Advanced Low

Main Progressions

Null: This means typically your character will not have access to any magic themed abilities outside of "Natural Magic," but will otherwise have lots of option otherwise. Null characters gain no spell Proficiency bonuses. Gain bonus HP of 6 per HD.

Basic Magic: This means your character has an elementary understanding of magic and will never be a master of it, but does know enough to be useful. Basic Magic characters start with 0 spell proficiency and have it increased by 1 every 10 HD to a max of 2. Gain bonus HP of 5 per HD.

Standard Magic: This means your character has an average understanding of magic and knows enough to use even some of the more advanced types of spells out there. Standard Magic characters start with 1 spell proficiency and have it increased 1 every 8 HD to a maximum of 3. Gain bonus HP of 4 per HD.

Advanced Magic: This means the study of magic to your character is paramount and center to their lives, they will know the most advanced kind of spells. Advanced Magic characters start with 1 spell proficiency and have it increased 1 every 6 HD to a maximum of 4. Gain bonus HP of 3 per HD.

Sub-Progression

Each progression also has three sub-progressions. These are divided into Combat Focus, Generalist, and Specialist. These change the type of perks that are gained at the designated levels. It also determines HP die modifier, and base skill point modifier.

Combat Focus: All combat focus gain a +1 category in HP die and only gain bonus feats outside universal progression bonuses.

Generalist: Generalists gain a +2 base skill growth and gain a mix of feats and abilities.

Specialist: Specialists suffer a reduction in HP die category but gain a +4 base skill growth. The only perk they will receive outside universal progression perks are abilities.

Progression Charts

Null

Combat Focused
(+1 HD Category)
Generalist
(+2 base skill growth)
Specialist
(-1 HD Category
+4 base skill growth)
Level Perk Perk Perk
1 Bonus Feat Ability Ability
2 Bonus Feat Bonus Feat Ability
3 - - -
4 Bonus Feat Ability Ability
5 - - -
6 Bonus Feat Bonus Feat Ability
7 - - -
8 Bonus Feat Ability Ability
9 - - -
10 Bonus Feat Bonus Feat Ability
11 - - -
12 Bonus Feat Ability Ability
13 - - -
14 Bonus Feat Bonus Feat Ability
15 - - -
16 Bonus Feat Ability Ability
17 - - -
18 Bonus Feat Bonus Feat Ability
19 - - -
20 Bonus Feat Ability Ability
(Bonus feat/Ability at first level and every level divisible by 2)
6 Bonus HP Per level

Basic Magic

Caster Level = ½ Hit Dice
Spell Proficiency: 0 + 1 per 10 HD
Combat Focus
(+1 HD Category)
Generalist
(+2 Skill Growth)
Specialist
(-1 HD Category
+4 Skill Growth)
Spells Known Spells Per Day
Level Perk Perk Perk 1 2 3 4 1 2 3 4
1 Bonus Feat Ability Ability - - - - - - - -
2 - - - - - - - 0 - - -
3 - - - 1 - - - 1 - - -
4 Bonus Feat Bonus Feat Ability 1 - - - 1 - - -
5 - - - 1 - - - 2 - - -
6 - - - 1 - - - 2 0 - -
7 Bonus Feat Ability Ability 1 1 - - 2 1 - -
8 - - - 1 1 - - 2 1 - -
9 - - - 2 1 - - 2 1 - -
10 Bonus Feat Bonus Feat Ability 2 1 - - 3 2 0 -
11 - - - 2 1 1 - 3 2 1 -
12 - - - 2 1 1 - 3 2 1 -
13 Bonus Feat Ability Ability 2 1 1 - 3 2 1 -
14 - - - 2 2 1 - 3 3 1 0
15 - - - 3 2 1 1 4 3 1 1
16 Bonus Feat Bonus Feat Ability 3 2 1 1 4 3 2 1
17 - - - 3 2 2 1 4 4 2 1
18 - - - 3 2 2 1 4 4 2 2
19 Bonus Feat Ability Ability 3 2 2 1 4 4 2 2
20 - - - 3 3 2 1 5 4 2 2
(Bonus feat/Ability at 1st level and every 3rd level thereafter)
5 Bonus HP Per Level

Standard Magic

Caster Level = Hit Dice
Spell Proficiency: 1 + 1 per 8 HD
Combat Focus
(+1 HD Category)
Generalist
(+2 Skill Growth)
Specialist
(-1 HD Category
+4 Skill Growth)
Spells Known Spells Per Day
Level Perk Perk Perk 1 2 3 4 5 6 1 2 3 4 5 6
1 Bonus Feat Ability Ability - - - - - - 0 - - - - -
2 - - - - - - - - - 1 - - - - -
3 - - - 1 - - - - - 2 0 - - - -
4 Bonus Feat Bonus Feat Ability 1 - - - - - 3 1 - - - -
5 - - - 1 1 - - - - 3 2 0 - - -
6 - - - 1 1 - - - - 3 2 1 - - -
7 - - - 1 1 1 - - - 3 2 2 0 - -
8 Bonus Feat Ability Ability 2 1 1 - - - 4 2 2 1 - -
9 - - - 2 1 1 1 - - 4 3 2 2 - -
10 - - - 2 2 1 1 - - 4 3 2 2 0 -
11 - - - 2 2 1 1 - - 4 3 3 2 1 -
12 Bonus Feat Bonus Feat Ability 2 2 2 1 1 - 5 3 3 2 2 -
13 - - - 3 2 2 1 1 - 5 4 3 3 2 0
14 - - - 3 2 2 2 1 - 5 4 3 3 2 1
15 - - - 3 3 2 2 1 1 5 4 4 3 2 2
16 Bonus Feat Ability Ability 3 3 2 2 1 1 5 4 4 3 3 2
17 - - - 3 3 3 2 2 1 5 5 4 4 3 2
18 - - - 4 3 3 2 2 1 5 5 4 4 3 2
19 - - - 4 3 3 3 2 1 5 5 5 4 3 3
20 Bonus Feat Bonus Feat Ability 4 4 3 3 2 2 5 5 5 4 4 3
(Bonus feat/Ability at 1st level and every level divisible by 4)
4 Bonus HP Per Level

Advanced Magic

Caster Level = Hit Dice
Spell Proficiency: 1 + 1 per 6 HD
Combat Focus
(+1 HD Category)
Generalist
(+2 Skill Growth)
Specialist
(-1 HD Category
+4 Skill Growth)
Spells Known Spells Per Day
Level Perk Perk Perk 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9
1 Bonus Feat Ability Ability - - - - - - - - - 2 - - - - - - - -
2 - - - - - - - - - - - - 3 - - - - - - - -
3 - - - 1 - - - - - - - - 3 1 - - - - - - -
4 - - - 1 1 - - - - - - - 3 2 - - - - - - -
5 Bonus Feat Bonus Feat Ability 1 1 1 - - - - - - 4 2 1 - - - - - -
6 - - - 2 1 1 - - - - - - 4 3 2 - - - - - -
7 - - - 2 2 1 1 - - - - - 4 3 2 1 - - - - -
8 - - - 2 2 2 1 - - - - - 4 3 3 2 - - - - -
9 - - - 3 2 2 1 1 - - - - 5 4 3 2 1 - - - -
10 Bonus Feat Ability Ability 3 3 2 2 1 - - - - 5 4 3 3 2 - - - -
11 - - - 3 3 3 2 1 1 - - - 5 4 4 3 3 1 - - -
12 - - - 4 3 3 2 2 1 - - - 5 4 4 3 3 2 - - -
13 - - - 4 4 3 3 2 1 1 - - 5 5 4 4 3 2 1 - -
14 - - - 4 4 4 3 2 2 1 - - 5 5 4 4 4 3 2 - -
15 Bonus Feat Bonus Feat Ability 5 4 4 3 3 2 1 1 - 5 5 5 4 4 3 2 1 -
16 - - - 5 5 4 4 3 2 2 1 - 5 5 5 4 4 3 3 2 -
17 - - - 5 5 5 4 3 3 2 1 1 5 5 5 5 4 4 3 2 1
18 - - - 6 5 5 4 4 3 2 2 1 5 5 5 5 5 4 4 3 2
19 - - - 6 6 5 5 4 3 3 2 1 5 5 5 5 5 4 4 4 3
20 Bonus Feat Ability Ability 6 6 6 5 4 4 3 2 2 5 5 5 5 5 5 5 5 4
(Bonus feat/Ability at 1st level and every level divisible by 5)
3 Bonus HP Per Level