Character Statistics: Roll 4d6, re-roll ones, drop the lowest. Do this seven times, drop the lowest (Must be witnessed). OR you can use these default stats: 17, 16, 15, 14, 12, and 10.
1st Character Class: Everyone will start with at least 1 NPC Class level chosen from: Adept, Aristocrat, Expert, or Warrior
2nd (or 3rd) Character Class Options: Take any 1 PC Character class level, OR any 2 NPC class levels, OR any 1 NPC class level, + 2 bonus feats, OR any 1 NPC class level, +1 bonus Feat and +3 bonus Traits. Multiclass characters only get ½ of the 1st lvl saving throw bonuses of the additional classes.
Hit Points: When leveling up the player will roll for hit points and add half the die roll to a base of half of the die type rolled. ( Ie. Roll 1d8, rolls 5. Take half of roll (round up to 3) and add to half of die type (½ d8, or 4) for a total of 3+4 = 7 hp)
Alignment: True Neutral can be used as Unaligned. For the purposes of alignment related spells or effects Unaligned are considered True Neutral. Most “normal” people are considered Unaligned.
Starting GP: Starting Money is for everything above and beyond the Standard Adventurer’s Kit. (see notes below). When outfitting the character, spend below the listed amount on each category by purchasing as few items as possible. Leftover gold from any category can be spent on any other category, but no one item can be over the listed maximum. Funds left over at the end represent coins and jewelry carried by the character.
Total gp Value 750 gp Weapons 350 gp Protection 200 gp Limited Use 100 gp Gear 100 gp
Weapons: This includes normal, masterwork, and magic weapons, as well as magic staves and wands used by spellcasters to harm their enemies. For example, a wand of scorching ray would count as a weapon, but a staff of life would count as a piece of magic gear.
Protection: This category includes armor and shields, as well as any magic item that augments a character’s Armor Class or saving throws.
Limited Use: Items that fall into this category include alchemical items, potions, scrolls, and wands with few charges. Charged wondrous items fall into this grouping as well.
Gear: Use the amount in this category to purchase standard nonmagical gear for the character. This category can also include jewelry, gems, or loose coins
Starting Gear: Standard Adventurer’s Kit is given every player at start. It does not need to be purchased. It consists of a standard backpack, a bedroll, flint and steel, a belt pouch, two sunrods, one torch, 5 days’ worth of trail rations, 50’ hemp rope, and a water skin (full). All of for a medium creature weighs 24 lbs. One set of clothing is also free (under 10gp).
Stock/Professional Gear: Everyone will begin with 750gp of base materials to craft/buy items for their profession. Only a maximum of 2 masterwork items can be crafted/bought using this money.
Natural 20 Crits: Any roll of a natural 20 on an attack roll is an automatic hit and critical. If not confirmed, get normal crit. If confirmed, roll on the Critical hit chart. Any other rolls within critical range must still be confirmed normally but do not access the critical hit tables.
Natural 1 Misses: Any roll of a natural 1 on an attack roll is an automatic critical miss and fumble. Roll on Fumble chart.
Skill Check Critical Success/Failure: When rolling skill checks, a natural 20 is treated as a roll of 25 (20 + 5), while a natural 2 is treated as a roll of -3(2 – 5). Add skill ranks and other modifiers normally. A natural 1 is always a failure.
Drawing Weapons/Potions/Scrolls/wands: It’s a free action to draw a weapon as part of a move (but not sheath!). If the potion/scroll,wand is easily accessible, it’s a free action to draw it out as part of a move as well.
Perception Checks: Once per round a creature may attempt a Perception check as a move action to notice a hidden creature. The DC of the Perception check is the hidden creature’s last Stealth check. If this check fails but by 5 or less, the creature detects this hidden creature and knows a general area where that creature is.
Skill Points: 2+ Intelligent modifier is now 4+ Intelligent modifier, 4+ Intelligent modifier is now 6+ Intelligent modifier. One of these bonus skill points must be used for a craft/profession.
6+ Intelligent modifier is now 10+ Intelligent modifier, 8+ Intelligent modifier is now 12+ Intelligent modifier. One of these bonus skill points must be used for a craft/profession and another for a knowledge skill.
New/Changed Skills (Also check new crafting rules)
Craft: Artist (Int): Can be used as a stand alone skill, or be used in conjunction with other crafts or professions to enhance esthetics and value.
Diplomacy (Cha): Remains the same except for the where the new skills Streetwise and Haggle (see below) are split from it.
Haggle (Cha): An opposed roll to increase/decrease the price of an item or service. Target number is 5 + Haggle skill + Character Level + Will save. Each +1 of difference increase/decrease the price by 5%, Maximum increase of +50%, Maximum decrease of 40%. If neither exceeds the others target number, item is normally priced. Diplomacy, Intimidate, and Streetwise can grant a synergy bonus of +2 for the first trained skill, and an additional +1 per other trained skill. Class skill for Alchemist, Bard, Cavalier, Cleric, Inquisitor, Magus, Oracle, Rogue, Sorcerer, Summoner, Witch, Wizard
Knowledge [Aberrant](Int): This is the knowledge of Aberrations, as well as the environments that aberrations tend to live in. Alchemist, Barbarian, Bard, Druid, Magus, Oracle, Ranger, Rogue, Sorcerer, Summoner, Witch, Wizard
Knowledge [Outsiders](Int): Angels, devils, demons, guardinals, eladrin , genies, rakshasha, geherleths, yugoloths and the slaad are examples of Outsiders. This skill tells you all about the outsiders, as well as the planes on which they dwell and the Astral Plane. Alchemist, Bard, Cleric, Inquisitor, Magus, Oracle, Paladin, Sorcerer, Summoner, Witch, Wizard
Knowledge [Draconic](Int): Knowledge of all dragon races, dragon myths and dragon beliefs – as well as the planes closely associated with them. Class skill for Alchemist, Barbarian, Bard, Druid, Magus, Oracle, Ranger, Sorcerer, Summoner, Witch, Wizard
Knowledge [Elemental] Int): Knowledge of the elemental realms, and the creatures that dwell there. Class skill for Alchemist, Bard, Cleric, Druid, Magus, Oracle, Sorcerer, Summoner, Witch, Wizard
Knowledge [Fey](Int): Knowledge of fey creatures (pixies, nixies, sprites, nymphs, elves) and their planes of existence such as the Feywild. Class skill for Alchemist, Barbarian, Bard, Druid, Magus, Oracle, Ranger, Sorcerer, Summoner, Witch, Wizard
Knowledge [Local](Int): Has now become part of the Streetwise skill
Knowledge [Nature](Int): This is the knowledge of natural (Animals, Plants,Vermin) creatures and the natural environments in which they live. Class skill for Alchemist, Barbarian, Bard, Druid, Magus, Oracle, Ranger, Sorcerer, Summoner, Witch, Wizard
Knowledge [Religion](Int): Pretty much unchanged from Pathfinder except that a knowledge of religion no longer gives you any understanding of the Undead. Knowledge Religion is designed to grant an understanding of the dogma and beliefs of specific churches as well as gods in general.
Knowledge [Undead](Int): This is the skill for knowing all there is to know about the undead. It also covers planes that are linked to the negative energy plane. Class skill for Bard, Cleric, Inquisitor, Magus, Oracle, Paladin, Sorcerer, Summoner, Witch, Wizard
Streetwise (Cha): New skill that folds together the skills of Knowledge [Local] and Gather Information. Urban Tracking now functions as part of this skill. Class skill for Bard, Cavalier, Fighter, Gunslinger, Inquisitor, Magus, Oracle, Rogue, Sorcerer, Summoner, Witch, Wizard
0 lvl spells known/per day: Any character that receives an ability bonus to level 1 spells per day may also apply ½ that same bonus to their level 0 spell slots per day (prepared) or known (spontaneous).
Read and Detect Magic:
All prepared spellcasters automatically know read magic for free. It does not take up a spell preparation slot for the day.
All spontaneous spellcasters automatically know detect magic for free. It does not take up a known spell slot.
Deities’ Favored Weapons: Any class that receives proficiency in its deities favored weapons gains access to any and all of the weapons listed for their deity. Furthermore, if the character already gains proficiency with that weapon due to another character feature (a trait, a feat, a class, a race, etc.), then she gains a +1 sacred bonus to hit while wielding a favored weapon of her deity.
Back from the dead: The material components for spells that bring the dead back to life normally require diamonds. This change allows any liquid cash, gems, magic items (DM’s discretion) to be sacrificed in place of the gems.
Raise dead: 5,000gp in Gems and/or equivalent in magic items
Resurrection: 10,000gp in Gems and/or equivalent magic items
True Resurrection: 25,000gp in Gems and/or equivalent magic items