vasilidor
2020-08-10, 05:25 AM
Classless d20 pathfinder
at start each character gains 2500 experience to start a character. Everyone starts with a +0 base attack and 0 bonus to all saving throws and no skills with max rank of 0. starting hit points are equal to their constitution. All characters start able to use simple weapons and light armor.
Attributes are determined by rolling a pool of 24d6. They are then arranged to the players design so that no attribute is below a 3 or above an 18. then after this racial modifiers are applied. Alternatively the players may instead distribute 85 points and then apply racial modifiers. Each attribute can never be below 3 or over 20 on game start. Attributes may be increased by spending twice the square of the attribute in experience points once the game gets underway.
When a character first gains a level in one of the four primary levels they gain certain benefits. When caster level is increased to 1 the player needs to pick 2 magical talents and a castor attribute (intelligence, wisdom or charisma). They may also create for themselves a magical tradition as outlined in spheres of power. With each further increase in caster level the player picks an additional magic talent. Individual magic talents may be purchased as feats. The characters may then purchase spell levels separately provided their castor level is twice that of the desired spell level (0 level spells count as half a spell level). Each time the character buys a spell level they gain 1 spell slot and 2 known spells. All casters are considered spontaneous. Further spell slots and spells known must be purchased with experience. Every 4 caster levels the character gets a free +1 to one attribute.
When a character gains a level in attack they get a martial tradition as outlined in spheres of might. With each further increase in attack level gaining them another combat talent. Further combat talents may be purchased as feats. Combat talents that provide skill points for certain skills are limited to the characters skill level for max ranks. Every 4 combat levels the character gets a +1 to one physical attribute.
Hit Point level increase give 3+con modifier hp to the character, minimum increase of 1 hp. On the first increase and every odd after that the character gets to pick a feat. Every 4 hit point level increases the character may have any 1 attribute increased.
When a character buys a level in skill their max ranks increase by 1 and they gain 4+int modifier skill points. Further skill points may be purchased at a rate of 50 per rank. Further more the character gains 10 class skills of their choice and gain an additional class skill with every third increase in skill level.
General feats cost 200 each, combat feats cost 300 each, magic oriented feats (item creation, spell focus, meta magic, etc) cost 400 each. Features of existing classes can be bought for 600 experience and are tied to the hit point level of the character, the character HP level functions as the Class level for determining how effective their ability is.
Saving throw increases for fortitude, willpower and reflexes must be purchased separately.
Each character also starts with 150gp in gear. All of this gold must be spent or be lost. Each character will then begin play with 5d6 silver.
Spells known are to be picked from the alchemist, cleric, wizard, druid or witch spell lists. The character is not pinned to any one list and may choose freely from each. Arcane spell failure from armor applies to all spell casting, but not sphere casting (unless the character has that specific drawback as part of their casting tradition).
Alignments: for the purposes of this game, the only alignments in consideration are going to be good, selfish and evil. The vast majority of people are selfish and few are truly good or evil.
No Attributes may be raised above 24 without the use of magic items.
Experience cost
level
magic
combat
skill
HP
1
500
500
500
450
2
600
500
500
500
3
650
600
550
600
4
650
600
550
600
5
700
650
600
650
6
750
650
600
650
7
750
700
650
700
8
850
700
650
700
9
850
750
700
750
10
900
750
700
750
11
950
800
750
800
12
1000
800
750
800
spell level
cost
extra spell slot cost
extra spell known
saving throw*
cost
Misc.
0
250
250
50
+2
300
general feat 200
1
500
500
100
+3
400
combat feat 300
2
1000
750
150
+4
500
class feature 600
3
1500
800
200
+5
600
4
2000
1050
250
+6
700
5
2500
1300
300
+7
800
Themed Spell List???
6
3000
1550
350
+8
900
Magic feat 400
at start each character gains 2500 experience to start a character. Everyone starts with a +0 base attack and 0 bonus to all saving throws and no skills with max rank of 0. starting hit points are equal to their constitution. All characters start able to use simple weapons and light armor.
Attributes are determined by rolling a pool of 24d6. They are then arranged to the players design so that no attribute is below a 3 or above an 18. then after this racial modifiers are applied. Alternatively the players may instead distribute 85 points and then apply racial modifiers. Each attribute can never be below 3 or over 20 on game start. Attributes may be increased by spending twice the square of the attribute in experience points once the game gets underway.
When a character first gains a level in one of the four primary levels they gain certain benefits. When caster level is increased to 1 the player needs to pick 2 magical talents and a castor attribute (intelligence, wisdom or charisma). They may also create for themselves a magical tradition as outlined in spheres of power. With each further increase in caster level the player picks an additional magic talent. Individual magic talents may be purchased as feats. The characters may then purchase spell levels separately provided their castor level is twice that of the desired spell level (0 level spells count as half a spell level). Each time the character buys a spell level they gain 1 spell slot and 2 known spells. All casters are considered spontaneous. Further spell slots and spells known must be purchased with experience. Every 4 caster levels the character gets a free +1 to one attribute.
When a character gains a level in attack they get a martial tradition as outlined in spheres of might. With each further increase in attack level gaining them another combat talent. Further combat talents may be purchased as feats. Combat talents that provide skill points for certain skills are limited to the characters skill level for max ranks. Every 4 combat levels the character gets a +1 to one physical attribute.
Hit Point level increase give 3+con modifier hp to the character, minimum increase of 1 hp. On the first increase and every odd after that the character gets to pick a feat. Every 4 hit point level increases the character may have any 1 attribute increased.
When a character buys a level in skill their max ranks increase by 1 and they gain 4+int modifier skill points. Further skill points may be purchased at a rate of 50 per rank. Further more the character gains 10 class skills of their choice and gain an additional class skill with every third increase in skill level.
General feats cost 200 each, combat feats cost 300 each, magic oriented feats (item creation, spell focus, meta magic, etc) cost 400 each. Features of existing classes can be bought for 600 experience and are tied to the hit point level of the character, the character HP level functions as the Class level for determining how effective their ability is.
Saving throw increases for fortitude, willpower and reflexes must be purchased separately.
Each character also starts with 150gp in gear. All of this gold must be spent or be lost. Each character will then begin play with 5d6 silver.
Spells known are to be picked from the alchemist, cleric, wizard, druid or witch spell lists. The character is not pinned to any one list and may choose freely from each. Arcane spell failure from armor applies to all spell casting, but not sphere casting (unless the character has that specific drawback as part of their casting tradition).
Alignments: for the purposes of this game, the only alignments in consideration are going to be good, selfish and evil. The vast majority of people are selfish and few are truly good or evil.
No Attributes may be raised above 24 without the use of magic items.
Experience cost
level
magic
combat
skill
HP
1
500
500
500
450
2
600
500
500
500
3
650
600
550
600
4
650
600
550
600
5
700
650
600
650
6
750
650
600
650
7
750
700
650
700
8
850
700
650
700
9
850
750
700
750
10
900
750
700
750
11
950
800
750
800
12
1000
800
750
800
spell level
cost
extra spell slot cost
extra spell known
saving throw*
cost
Misc.
0
250
250
50
+2
300
general feat 200
1
500
500
100
+3
400
combat feat 300
2
1000
750
150
+4
500
class feature 600
3
1500
800
200
+5
600
4
2000
1050
250
+6
700
5
2500
1300
300
+7
800
Themed Spell List???
6
3000
1550
350
+8
900
Magic feat 400