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Character Options & Attributes

This section covers options available to each character beyond choosing a race and (potentially) class. Point- based characters who are human or otherwise undefined as a race will begin their journey here.

Contents

Gaining and Spending Experience

Since characters do not always have class levels in Play Manga, telling them they can “level up,” doesn’t mean as much, even if they’ve earned enough experience through encounters to do so.

Because of this, Play Manga d20 handles experience a little differently. GM’s are encouraged to adapt this to their own game for faster or slower progression as they see fit.

  • Each session of play (roughly 3 hours) should consist of between 3 and 5 scenes worth 1 point each. Points can usually only be spent during downtime (see below), but for added drama, the GM may decide to grant them while adventuring or even in combat (such as when a pet monster suddenly grows into a new monster entirely).
  • A scene can be expressed as downtime, adventuring/ exploration, and combat. Moving from one of these expressions to the next changes the scene.
  • Combats can be stacked to show a siege, and adventures can be stacked between locations. Downtime is rarely stacked.
  • Since class levels can be purchased for 14 points, it takes between 3 and 5 sessions to gain 1 effective level.

For “higher levels” of play, starting points can be adjusted with the above in mind. An “epic” game, then would put characters at or above level 20 with a minimum of 315 points to start.

Character Creation & Suggestions

Character creation in Play Manga d20 works in most ways like building characters in any other setting, but there is more fluidity in the options available. Here’s what’s required to begin playing a character in Play Manga d20.

  • 6 ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. These can be generated in any standard way (point buy, pool, or rolled).
  • A backstory defining the character’s general appearance, role, and skills picked up before the adventure begins. Once the above is decided, the rest can be filled in.
  • Starting hit points are 4 + Constitution modifier (minimum 1).
  • Attack bonus and saving throws are all 0 + their respective ability scores (Strength for melee attacks and damage; Dexterity for Reflex saves, finesse attacks, and ranged attacks; Constitution Fortitude saves; and Wisdom for Will saves).
  • Skill ranks equal to the character’s Intelligence modifier.
Game Points (Average) Equivalent race/class
Standard 43 + 1d12 (50) Human fighter 1 (hf)
Advanced 50 + 3d12 (70) Android fighter 2 (hf 2)
Hero/Monstrous 57 + 5d12 (90) Ogre fighter 3 (hf 4)
Epic 64 + 7d12 (110) Human fighter 5
Legendary 71 + 9d12 (130) Human fighter 7

Next, a character gains discretionary points to spend based on the type of character being played (for games with a higher effective level, see “Gaining and Spending Experience” in the sidebar.

For a quick, straight-forward character, a human with 1 class level costs 43 points (9 + 34), leaving only 7 points extra to spend in a standard game. Characters without either are referred to simply as point-based characters. A character’s total effective level is equal to their class level + 1 for every 15 points they spend on non- Hit Dice attributes beyond the initial points they begin with.

No Class?: Class levels in Play Manga d20 are collected packets of attributes that make creation/experience easier to manage on a character basis. Since each session typically grants between 3 and 5 points, a character using class levels can expect to level up once every 3 to 5 sessions on average (adjusted to fit the story, of course).

Having a class does make character progress easier for play in a general sense because all of the important attributes ( Hit Dice, class skills, skill ranks, attack bonus, and saves) are taken care of, leaving nothing potentially insufficient in a situation that may call for it (particularly during combat or while adventuring, but sometimes during downtime as well). That said, if points are spread out to those attributes periodically, a character can and will function just fine in the role they set as part of their backstory.

No Hit Dice?: Point-based characters gain a d4 Hit Die plus 1d4 for every 15 points they spend beyond the initial points they begin with. Ranks in the Class Level or Hit Dice attributes override these Hit Dice on a 1-for-1 basis.

A 1st-level character automatically gains the maximum value of their Hit Die (4 for a point-based character), No Race?: Technically, a character without a race still functions as a human, but lacks the racial traits that define them. This is okay, as it frees up the 9 points to be spent elsewhere, and allows the character to describe themselves however they want.

Attributes 力

Attributes is the generic term for every special thing a character can do outside of walking around and socializing. Attacks, saves, feats, spells, and other special features used to customize a race, class, or general point-based character are all attributes.

Some attributes grant new options to use in and out of combat. Others enhance things you can already do, or increase the power of another attribute you’ve already chosen. Most attributes have ranks that you can buy with your scaling pool of character points, but a few are one- time buys, a sort of capstone with a specific prerequisite.

There are 10 types of attributes described here, organized alphabetically by type. Unless stated otherwise, the maximum ranks in any single attribute are 10.

Table: Attributes
Attribute Point Cost Ability Score
Adaptation 1/rank Constitution
All-Around Vision 4, 5, or 6 none
Alternate Form 3 or 9/rank none
Cosmetic Changes 2 none
Wild Shape 1 + 1/rank none
Armor Training 3/rank none
Aspect 3 or 6 none
Aspect of Power 3/rank none
Aspect, Improved 2/rank none
Chimeric Aspect 4/rank varies
Aura 1 none
Base Attack 2 + 2/rank none
Biped 0 none
Serpentine 1 none
Steady 1 none
Blindsense 4, 5, or 6 none
Bond 2, 4, or 6 none
Bond Senses 2 none
Bonus Attacks 4 none
Flurry 2 or 3 none
Bonus Feats 1, 2, or 3 varies
Class Talents 1, 2, or 3 varies
Combat Focus 2/rank varies
Racial Feats 2 or 4 varies
Camouflage 1/rank none
Cantrips 2/rank varies
Spell-Like Ability: 1 or 2 varies
Channel energy 4/rank none
Lay on Hands 4 none
Class Level 20 + 14/rank none
Multitalented 2 none
Class Skills 0 or 1 varies
Clone 3 + 3/rank none
Cohort 2 or 5/rank none
Combat Mastery 6 none
Computer Scanning 2/rank Intelligence
Constructed 2 none
Cunning 1/rank none
Customization 2 none
Damage Reduction 1 or 2/rank none
Danger Sense 2/rank none
Darkvision 1 + 1/rank none
Debilitating Injury 1/rank none
Defensive Training 1 or 4 none
Defensive Instinct 1 + 1/rank none
Discoveries 1 none
Domains 3/rank none
Domain Spells 1/rank none
Dynamic Sorcery 5, 10, or 15/rank Charisma
Dynamic Strike 2 Charisma
Pet Monster Sorcery 5/rank Charisma
Elasticity 2/rank none
Environmental Control Wisdom
Darkness 2/rank Wisdom
Light 1/rank Wisdom
Silence 2/rank Wisdom
Temperature 1 or 2/rank Wisdom
Weather 1, 2, or 3/rank Wisdom
Evasion 1/rank none
Stalwart 1/rank none
Evolution Pool 3/rank none
Exceptional Resistance none
Energy Resistance 1/rank none
Immunity, Minor 2 none
Spell Resistance 2 or 3 none
Exceptional Saves 1 or 3/rank none
Bolstered Defenses 4 none
Lucky 2 or 4 none
Twice-Saved 1 none
Exorcist 1/rank Wisdom
Explosives 3/rank none
Fast Explosives 1 none
Launcher 1 none
Fantasy Spellcasting varies
Bard 6/rank Charisma
Cleric 7/rank Wisdom
Druid 7/rank Wisdom
Paladin 3/rank Charisma
Ranger 3/rank Wisdom
Sorcerer 12/rank Charisma
Spell Access, Greater 2 none
Spontaneous Casting 1 or 2/rank none
Summoner 6/rank Charisma
Wizard 12/rank Intelligence
Fast movement 1/rank none
Racial Trait 1 none
Sprint 1 none
Favored Enemy 2/rank none
Hatred 1 none
Master Hunter 1 none
Quarry 1/rank none
Ferocity 2 or 4 none
Flight 2 + 2/rank none
Flight, Lesser 2 none
Flunkies 1 or 2/rank none
Forcefield 2, 3, or 4/rank none
Forcefield, Offensive 4/rank none
Group Minded 5/rank none
Gunsmith 3 none
Hit Dice 1 – 4 Constitution
Hyperflight 3/rank none
Inherent Sorcery 1 Charisma
Inspire Competence 2/rank Charisma
Inspire Courage 2/rank Charisma
Inspire Greatness 3/rank Charisma
Intellectual 20 Intelligence
Intellectual Student 20 Intelligence
Passable Intellect 5 Intelligence
Item of Power 3 or 4/rank none
Jack-of-All-Trades 1/rank none
Ki Pool 2 Wisdom
Flurry 2 or 3 none
Ki Powers 1 Wisdom
Lay on Hands 4 Charisma
Channel energy 4 Charisma
Corrupting Touch 4 Charisma
Holy Champion 3 Charisma
Mercy 1 Charisma
Life Link 3/rank none
Linguist 1 Intelligence
Gift of Tongues 2 Intelligence
Lore Master 1/rank none
Monster Lore 1 none
Low-Light Vision 1 none
Magical Adept 3 none
Maker’s Call 1 + 1/rank none
Transposition 2 none
Martial Arts 1/rank none
Natural Attack Damage 1 none
Massive Damage 1, 3, or 5/rank Strength
Mecha 8/rank none
Remote Control 12 (mech) none
Sentai Mecha 15 (mech) none
Mechanical Genius 2/rank none
Practical Genius 1/rank none
Merge Forms 6 none
Metamorphosis 5/rank Charisma
Mimicry 1 + 1 per rank none
Perfect Copy 2 none
Multiple Arms 4, 5, or 6/rank none
Claws 1 + 1/rank none
Multiple Legs 2, 3, or 4/rank none
Improved Natural Armor 1/rank none
Natural Armor 2 none
Natural Attacks Strength
Bite 1, 2, or 3 Strength
Bleed 3 Strength
Claws 1 + 1/rank Strength
Gore 1 or 3 Strength
Grab 1 or 2 Strength
Hooves 1 or 2 Strength
Slam 1 or 2 Strength
Talons 1 or 2 Strength
Tentacles 2 or 4 Strength
Venomous 6 Strength
Wings 1 or 2 Strength
Nature Stride 1 none
Favored Terrain 1 none
Trackless Step 1 none
Woodland Stride 1 none
Nimble 1/rank Dexterity
No Trace 2/rank none
Organizational Ties 1 – 3/rank none
Overpower 1 or 3/rank none
Performer 2/rank Charisma
Inspire varies Charisma
Personal Wealth 3/rank none
Pet Monster 6/rank none
Portable Armory 3/rank none
Rage 3/rank Constitution
Indomitable Will 1 none
Rage Powers 2 Strength
Tireless Rage 2 none
Rejuvenation 1/rank none
Resolve 1/rank none
Determined 2 none
Resolute 2 none
Unstoppable 2 none
Saving Throws 2/rank varies
Scent 4 none
Shared Space 1 or 2 none
Shield Ally 3/rank none
Shield Proficiency 3 or 5 Strength
Size 0, 4, or 7 none
Size Change 1, 5, or 6/rank Constitution
Skill Bonus 2/rank none
Skill Ranks 1 per 2 ranks Intelligence
Skilled 4 none
Skill Versatility 1/rank varies
Smite 2/rank Charisma
Challenge 2/rank Charisma
Demanding Challenge 1 Charisma
Holy Champion 2 Charisma
Sneak Attack 2/rank none
Master Strike 2 none
Special Attack 3/rank varies
Special Movement
Burrow 3 or 6 none
Climb 2 none
Jump 2 none
Swim 2 or 3 none
Spell-Like Ability: 1 – 4/rank Charisma
At Will x4 Charisma
Dangerous 2 Charisma
Gate 4 Charisma
Racial Trait x2 Charisma
Summon Monsters 2/rank Charisma
Style Strike 1/rank none
Two-Style 1 none
Surge 3 none
Team Strike 2 + 2/rank none
Twin Eidolon 4 none
Uncanny Dodge 2 or 3 none
Weapon Expertise 5 none
Weapon Training 6/rank none
Weapon Mastery 10 none
Special Attack Attributes
Attribute Cost
Accurate 1d8 or 4d8
Area 1d8
Aura 2d8
Bane 1d8
Blinding/Deafening 2d8
Concealable 1d8
Contagious 2d8 or 4d8
Debilitating 2d8
Disabling 1d8
Draining 1d8
Elemental 1d8
Enduring 1d8
Flurrying 2d8
Flurrying, Greater 2d8
Ghost Touch 1d8
Heal-Blocking 2d8
Incapacitating 1d8
Indirect 1d8 or 2d8
Irritant 1d8
Maddening 2d8
Magic-Resistant 2d8
Powerful 1d8
Prehensile 1d8
Quaking 3d8
Ranged 1d8, 2d8, or 4d8
Restorative 3d8
Seeking 1d8
Spreading 3d8
Stored 1d8 or 2d8
Storing 1d8
Sweep 3d8
Suffering 1d8
Tangle 2d8
Trapped 1d8
Undetectable 1d8
Vampiric 2d8 or 4d8
Special Attack Disabilities
Disability Gained
Backblast 1d8
Biased 3d8
Energy-Drawing 2d8
Environmental 1d8 or 2d8
Expensive 2d8
Harmful 3d8
Inaccurate 1d8
Limited 1d8, 2d8, or 3d8
Low Penetration 2d8
No Damage
No Defense 2d8
No Shields 1d8
Self-Destruct 1d8 or 3d8
Site-Bonded 4d8
Slow 3d8 or 4d8
Static 1d8
Unreliable 1d8
Volleying 1d8 or 2d8

Translated Attributes

If you’re converting characters from similar sources to Play Manga d20, some attributes are not directly represented here. Instead, they are handled by other attributes or feats. If you still cannot find a specific attribute here, work with your Gamemaster to determine an appropriate cost and effect for the attribute in question.

Class Levels and Hit Dice

Some of the attributes here refer to class levels or Hit Dice. Because each class level includes one Hit Die, it is safe to assume that any reference to class level also works if you have an equal number of Hit Dice or a combination of the two.

Energy

Attributes in Play Manga d20 sometimes draw energy from their users, whether to create a magical spell, fire a blast of power directly out of one’s forehead, or charge the core of a giant mecha. This energy comes from within, and it is only as strong as a character is focused.

A character who lacks understanding, attention, or awareness of others has a harder time tapping into their well of energy. Energy is represented as:

2 + the lowest modifier of Intelligence, Wisdom, or Charisma

A character regains all spent energy after resting for at least 8 hours.

Characters with the dynamic sorcery attribute gain additional energy per Hit Die, and the Extra Energy feat grants 5 energy every time it is chosen.

Class Energy: Almost every class that uses it refers to energy as something different, be it the channeled power of gods, grit, ki, or rage. Ultimately, it is all one and the same. When a character chooses a class with energy, they gain the pool of energy defined by that class if it is more than what they would already gain. Sources of energy do not otherwise stack.

Ex, Sp, and Su Attributes

Attributes can fall into one or more categories, depending on their origin/use. In general, an attribute is extraordinary (Ex) if it is non-magical and always present or usable because of the physiology of the user. If the attribute is magical or somehow limited by outside forces, it is probably supernatural (Su). If the attribute is wholly magical and governed through forces like arcane or divine power, it is spell-like (Sp). Exceptions to these are spelled out in the attributes themselves. If an attribute is not labeled, its function is largely determined by the character’s backstory, although the GM has final say on if the character’s spell resistance is a naturally occurring function of their being, for example, and the character should make note of the decision for future interactions.

Defense Attributes

Adaptation (Ex or Su)

Cost: 1 point per rank.

Relevant Ability Score: Constitution

A character with adaptation chooses 1 environment or hazard per rank in which they can survive normally. Environments include acidic liquids, alternate planes, extreme pressure, intense cold, noxious gases, radiation, or a vacuum such as space.

Restriction(s): This grants immunity to the chosen natural environmental effects, not effects generated within the environment. For resistance against specific effects, see exceptional resistance and exceptional saves.

Example: A character with adaptation to the plane of fire wouldn’t die from walking around on the surface of that plane—where the air is noxious to non-natives—but could still be killed by a fireball spell or if dropped into a river of lava (which requires its own adaptation to both extreme heat and pressure).

Armor Training (Ex)

Requirement(s): Proficiency with at least 1 type of armor.

Cost: 3 points per rank.

A character with armor training reduces armor check penalty by 1 (to a minimum of 0) and increases maximum Dexterity bonus allowed by their armor by 1 per rank.

For 1 additional point total, a character ignores any movement penalty from wearing medium armor. For 2 additional points total, the character ignores movement penalties from wearing medium or heavy armor.

Damage Reduction (Ex)

Cost: 1 or 2 points per rank.

A character with Damage Reduction can Subtract 1 per rank from the damage they take (minimum 0) each time they are dealt damage from a weapon or a natural attack

For 2 points per rank, the character has no restrictions on their Damage Reduction, gaining DR/–. For 1 point per rank, Damage Reduction can be overcome in some way, such as DR/bludgeoning, DR/evil, DR/magic, or DR/silver. Restriction: If a character only gains Damage Reduction when a specific requirement is met (such as when wearing armor), the total cost is reduced by 2.

Danger Sense (Ex)

Cost: 2 points per rank.

A character with danger sense gains +1 per rank to AC and Reflex saves against traps, and on Perception checks to avoid being surprised by a foe.

Defensive Training (Ex)

Cost: 1 or 4 points.

For 4 points, a character gains a +2 dodge bonus to AC. For 1 point, the character gains +4 against one type of creature instead.

Restriction(s): If choosing humanoids or outsiders, the character must pick a subtype as well.

Defensive Instinct

Cost: 1 + 1 per rank.

The character adds their Intelligence or Wisdom modifier to their Armor Class and CMD in addition to Dexterity. For each rank beyond the first, the character gains an additional +1 to each. These bonuses apply even when the character is flat-footed.

Evasion

Cost: 1 point per rank.

Rank 1: On a successful save, the character takes no damage from effects that require a Reflex saving throw.

Rank 2: On a failed save, the character only takes half damage.

A character with evasion can avoid even magical and unusual attacks with great agility.

Stalwart: A character with stalwart gains the benefit of evasion, but Fortitude and Will saving throws for reduced effect instead.

Exceptional Resistance

Cost: By resistance.

Energy Resistance: 1 point per rank. A character with energy resistance gains 5x their rank as resistance to one type of energy (acid, cold, electricity, fire, negative energy, positive energy, or sonic). If the character has at least 6 ranks in 1 energy type, they are immune to that energy instead.

Minor Immunity: 2 points. A character minor immunity becomes immune to a specific ailment such as aging, bleed damage, breathing, hunger, poison, or sleep effects.

Purity: 4 points. A character with purity is immune to all diseases, including supernatural and magical diseases.

Spell Resistance: 2 or 3 points. The character gains spell resistance 6 (2 points) or 11 (3 points) + their total hit dice.

Exceptional Saves (Ex)

Cost: 1 or 3 points per rank, or 2 points.

For 3 points per rank, a character with exceptional saves chooses Fortitude, Reflex or Will and gains +1 per rank on those saves. For 1 point per rank, the bonus only applies against 1 specific effect, such as fear, poison, or mind- affecting spells.

For 2 points, a character gains a +4 on saves against a few related minor effects and situations.

Bolstered Defenses: 4 points. A character with bolstered defenses chooses Intelligence or Charisma and adds that bonus on all saving throws.

Lucky: 2 or 4 points. For 2 points, a character with lucky gains +1 on all saving throws. For 4 points, the character gains +2 instead.

Twice-Saved: (1 point). A character with twice-saved chooses Fortitude, Reflex, or Will and once per day (before rolling) can choose to roll that save twice (taking the better result).

Forcefield (Su)

Cost: 2, 3, or 4 points per rank.

Forcefield can be selected as either a magical or mechanical attribute.

For 2 points per rank, a character with forcefield can create a static wall of force effect with 3 hardness per rank and 10 hit points per rank as a full-round action. This otherwise functions as the spell of the same name, and the character’s caster level is equal to their rank. Rounds of forcefield do not need to be spent consecutively, but it does require a move action to deactivate.

For 3 points per rank, the character can wrap the wall’s effect around them, allowing it to move with them. The character can attack out of the effect.

For 4 points per rank, the character can extend the wall’s effect around up to 1 adjacent creature per rank.

Defect: The effect always generates the same wall, so damage dealt remains even if deactivated and recreated. Once the wall is destroyed or its duration ends, it is suppressed until the character rests for at least 8 hours.

Offensive Forcefield: 4 points per rank. The character can create a resilient sphere effect as a full-round action instead. The sphere has 3 hardness per rank and 10 hit points per rank.

Group Minded (Su)

Cost: 5 points per rank.

Allies within 10 feet of each other and a character with group minded share the highest base saving throw bonuses between them. For each rank beyond the first, increase the range by +20 feet.

Hit Dice (Ex)

Cost: 1, 2, 3, or 4 points per rank.

Relevant Ability Score: Constitution

A character with Hit Dice gains 1d6 (1 point), 1d8 (2 points), 1d10 (3 points), or 1d12 (4 points) Hit Die per rank. These Hit Dice override the Hit Dice gained by a point-based character.

A character’s total level is equal to their ranks in Hit Dice + their ranks in the class level attribute + 1 for every 15 points spent on other attributes beyond the character’s initial points gained.

Natural Armor

Cost: 2 points.

A character with natural armor gains a +1 natural armor bonus to their Armor Class.

Improved Natural Armor: 1 point per existing bonus. The character gains an additional +1 natural armor bonus per rank to their AC. For example, a character with a +3 natural armor bonus can buy +4 for 3 points, then +5 for 4 points, and so on.

Nimble

Cost: 1 point per rank.

Relevant Ability Score: Dexterity

A character with nimble gains a +1 dodge bonus per rank to AC while wearing light or no armor. Anything that causes the character to lose their Dexterity bonus to AC also causes them to lose this dodge bonus.

Rejuvenation (Su)

Cost: 1 point per rank.

Relevant Ability Score: Wisdom

A character with rejuvenation can regain 5 (or 1d10) hit points or energy per rank as a full-round action once during each scene. The character must choose a trigger, such as a crowd of fans cheering them on, a distinct sound or action taken by the character or an ally, or the presence of a companion or mentor. Hit points or energy regained in this way cannot raise the character above their maximum total; any excess is lost.

Resolve (Ex)

Cost: 1 point + 1 point per rank.

A character with resolve gains energy equal to 1/2 their total Hit Dice.

Rank 1: The character gains determined, resolute, and unstoppable.

Rank 2: After a critical hit is confirmed against the character, they can spend 1 energy as an immediate action to treat that critical hit as a normal hit. Effects that only trigger on a critical hit do not trigger when the character uses this ability.

Rank 3: If the character has at least 2 energy remaining when an attack would kill them, they can spend all remaining energy as a free action to remain alive, at –1 hit points (or lower if they were already below –1), unconscious, and stable.

Determined: 2 points. A determined character can spend 1 energy as a standard action to remove their fatigued, shaken, or sickened condition. If the character has at least 8 Hit Dice, they can remove the exhausted, frightened, nauseated, or staggered condition instead. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: 2 points. When a character with resolute makes a Fortitude or Will save, they can spend 1 energy as an immediate action to roll twice and take the better result. The character must decide to use this ability before they roll the saving throw.

Unstoppable: 2 points. When a character with unstoppable is reduced to fewer than 0 hit points but not slain, they can spend 1 energy as an immediate action to instantly stabilize and remain conscious. The character is staggered, but does not fall unconscious and begin dying if they take a standard action. The character does fall unconscious if they take additional damage from any source.

Saving Throws (Ex)

Cost: 2 points per rank per saving throw.

Relevant Ability Scores: By saving throw

A character that increases their saving throws chooses Fortitude, Reflex, or Will and increases their base save bonus in that saving throw by +1 per rank. With each rank, the character chooses to which the bonus applies.

Shield Proficiency

Cost: 3 or 5 points.

Relevant Ability Score: Strength

A character with shield proficiency can wield a shield in combat. For 2 additional points (5 total), the character is also proficient with tower shields.

Uncanny Dodge (Ex)

Cost: 2 or 3 points.

For 2 points, a character with uncanny dodge cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if immobilized. For 3 points, the character also cannot be flanked unless the creatures flanking them have 4 more class levels than the character.

Restriction(s): The character can still lose their Dexterity bonus to AC if an opponent successfully feints.

Eidolon Character Attributes

A character with an eidolon or pet monster gains access to a special set of attributes. Each of these attributes requires a bond with an eidolon or the pet monster attribute in addition to any listed requirements. An eidolon without life link (rank 1) cannot travel further than 60 feet from the character that summoned it without being sent away.

Aspect (Su)

Requirement(s): Evolution pool (rank 4).

Cost: 3 or 6 points.

For 3 points total, a character with aspect can use up to 2 points of evolution pool on themselves any time they change their eidolon’s evolutions.

For 6 points total, the character can use up to 3 points instead, gaining 2 evolution points for each.

Restriction(s): The character can only choose evolutions available to their eidolon, and they must meet the requirements of those evolutions (except for subtype requirements, so long as the eidolon meets the subtype requirement). The character cannot select the ability increase evolution with this attribute.

Bond Senses (Su)

Requirement(s): At least 1 summoner level, 1 rank in eidolon, or 1 rank in pet monster.

Cost: 2 points.

As a standard action, a character with bond senses can feel, hear, see, smell, and taste everything through their eidolon from anywhere on the same plane for a number of rounds per day equal to the character’s summoner level, ranks in eidolon, or ranks in pet monster, whichever is highest. The character can end this effect as a free action.

Evolution Pool

Cost: 3 points per rank.

A character with evolution pool adds 1 point per rank to their eidolon’s evolution pool.

Life Link (Su)

Cost: 3 points per rank.

Rank 1: The character can pay up to 1 hit point for every 1 damage dealt to the eidolon if that damage would send it away.

Rank 2: The character can take 1 hit point from the eidolon for every 1 damage dealt to the character that would put them below 0 hp.

A character with life link shares a stronger bond with their eidolon can prevent damage dealt to either.

Restriction(s): If the character moves too far from their eidolon, it begins to grow weaker. Current hit points lost in this way are not restored when the eidolon gets closer to the character, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Pet Monsters: A character with at least 1 rank of pet monster gains life link (rank 1) automatically and is required to pay hit points equal to the damage dealt to prevent the pet monster from being sent away. The pet monster still suffers any other effects related to the prevented damage.

Distance from Eidolon Effect
Greater than 100 feet 50% max hp
Greater than 1,000 feet 25% max hp
Greater than 10,000 feet Sent away

Maker’s Call (Su)

Cost: 1 point + 1 point per rank.

As a standard action, a character with maker’s call can cast dimension door to return their eidolon to an unoccupied space adjacent to the character. They can do this once per rank each day.

Transposition: 2 points. The character can instead swap places with their eidolon if each can fit in the new space.

Merge Forms (Su)

Requirement(s): At least 1 summoner level, 1 rank in eidolon, or 1 rank in pet monster.

Cost: 6 points

As a full-round action, a creature with merge forms can touch their eidolon and the two can merge forms for up to 1 round per summoner level each day. The character disappears and is immune to effects and spells for the duration (ongoing effects continue as normal).

While merged, the character becomes the eidolon in all ways except as noted here. The character retains their Intelligence, Wisdom, and Charisma scores, as well as their ability to cast spells. All of the character’s equipment is absorbed into the eidolon.

As a swift action, the character can emerge from their eidolon in an unoccupied space adjacent to the eidolon.

Defect: If the eidolon is sent away while merged, the character is immediately ejected, takes 4d6 points of damage, and is stunned for 1 round.

Shield Ally (Su)

Cost: 3 points per rank.

A character with shield ally gains protection from their eidolon when within reach of it.

Rank 1: +2 shield bonus to AC and +2 circumstance bonus on saves.

Rank 2: As above, but +4 and the eidolon also grants +2 to allies.

Restriction(s): The eidolon cannot be grappled, helpless, paralyzed, stunned, or unconscious.

Twin Eidolon

Requirement(s): At least 1 summoner level, 1 rank in eidolon, or 1 rank in pet monster.

Cost: 4 points.

As a standard action, a character with twin eidolon can become a copy of their eidolon in all ways except as noted here for up to 1 minute per summoner level each day (the duration need not be consecutive, but must be spent in 1-minute increments). This is a polymorph effect.

The character retains their own Intelligence, Wisdom, and Charisma scores, as well as their attributes, feats, languages, and skills. They gain the eidolon’s physical form, attributes, and evolutions. The character chooses which of their equipment remains and what is absorbed into the new form.

As a free action, the character can return to their normal form.

Restriction(s): The character does not gain the eidolon’s feats, languages, or skills.

Feat & Skill Attributes

Bonus Feats: (Ex)

Cost: 1, 2, or 3 points per feat.

A character with bonus feats chooses one or more feats beyond those gained for having a higher total number of class levels and Hit Dice.

In general, feats cost 3 points each, but the GM can rule that a weaker feat costs less (treat it as restricted). If the feat has one other feat as a prerequisite, it costs only 2 points. If the feat has two or more feats as a prerequisite, it costs only (1 point). Unless otherwise stated (such as by some classes), all prerequisites on a feat must be met, and prerequisites beyond other feats do not lower the cost. Classes with a small subset of bonus feats gain those feats at 2 points each. Classes that draw from a large collection of feats (such as combat) pay full price for each.

Class Talents: Class talents are abilities that are specific to an individual class (or group of classes) which cannot also be taken as feats outside of the class progression.

They otherwise function as feats and cost the same.

Combat Focus: 2 points per rank. A character with combat focus gains 1 bonus combat feat per rank and counts their class levels as fighter levels for the purpose of meeting prerequisites. Restriction: As a standard action, the character chooses one creature they can see as their focus and applies the benefits of their combat focus feats only to that creature.

Racial Feats: Bonus feats for a race cost 4 points if they can choose any feat, or 2 if the feat is specific to the race.

Camouflage (Ex)

Cost: 1 point per rank.

A character with camouflage is able to hide in unusual circumstances.

Rank 1: The character chooses a terrain and can use the Stealth skill to hide in that terrain, even if it doesn’t grant cover or concealment. Terrains include: Cold, desert, forest, jungle, mountain, plains, planes, swamp, underground, urban, and water. A character with nature stride (favored terrain) gains this benefit with each favored terrain instead.

Rank 2: The character can use the Stealth skill even while being observed in one of their chosen terrains.

Class Skills (Ex)

Cost: 0 or 1 point per class skill.

Relevant Ability Scores: By skill

A character who gains class skills is more adept at performing some tasks than other characters. All characters gain Craft as a class skill, and most gain Profession. A character can have any number of class skills appropriate to their theme (use the existing fantasy classes as guidelines). A character buying a class skill that doesn’t fit their theme (a wizard with Stealth or a paladin with Bluff) can do so for 1 point.

A character that spends at least 1 skill rank (see below) in a class skill gains +3 on all checks with that skill.

Combat Mastery

Cost: 6 points.

A character with combat mastery can apply the benefits of their combat feats (such as Weapon Focus) when wielding any weapon.

Cunning

Cost: 1 point per rank.

A character with cunning can detect peculiarities in their immediate vicinity.

Rank 1: The character chooses one type of material, such as stone or wood, and gains +2 on Perception checks to notice traps and hidden doors located in walls or floors made of that material. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Rank 2: The character gains their bonus with all materials.

Intellectual

Cost: 20 points.

Relevant Ability Score: Intelligence

An intellectual character chooses spells on the full prepared spell list or attacks and damage. The character’s Intelligence is added to rolls and saving throw DCs related to the chosen option in place of another ability score.

Intellectual Student: 10 points. A character with intellectual student adds their Intelligence only to attacks or damage, or relies on Intelligence for spells on the moderate prepared spell list.

Passable Intellect: 5 points. A character with passable intellect adds their Intelligence to attack or damage rolls in a limited capacity, such as by spending energy or uses per day, or relies on Intelligence for spells on the poor prepared spell list.

Jack-of-All-Trades

Requirement(s): General Studies.

Cost: 1 point per rank.

A character with jack-of-all-trades can pick up any skill with ease and begin using it.

Rank 1: The character can use any skill as if trained in it.

Rank 2: All skills are class skills.

Rank 3: The character can take 10 on any skill check.

Linguist (Ex)

Cost: 1 point.

Relevant Ability Score: Intelligence

A character with linguist learns a number of non-secret languages equal to their Intelligence modifier (minimum 1). They know those languages in addition to their common language without putting skill ranks in Linguistics.

Gift of Tongues (Ex): 2 points. The character learns one additional language every time they put a skill rank in Linguistics and gains their choice of +1 to Bluff and Diplomacy or +4 Linguistics.

Lore Master (Ex)

Cost: 1 point per rank.

A character with lore master can choose to take 10 on any Knowledge skill check in which they have ranks. Once per day per rank, as a standard action, the character can take 20 instead.

Monster Lore (Ex): (1 point). A character with monster lore adds their Wisdom modifier on Knowledge skill checks in addition to their Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

No Trace (Ex)

Cost: 2 points per rank.

A character with no trace gains a +1 insight bonus per rank on Disguise skill checks and on opposed Stealth checks. They also increase the DC to track them using the Survival skill by +1 per rank.

Restriction(s): The character only gains the bonus on Disguise and Stealth checks as long as they are stationary and have not taken any action for at least 1 round.

Skill Bonus (Ex)

Cost: 2 points per rank.

A character with skill bonus gains +2 to one skill of their choice per rank or +1 to two skills of their choice per rank (to a maximum of +2 per skill).

Skill Ranks (Ex)

Cost: 1 point per 2 skill ranks.

Relevant Ability Score: Intelligence

A character with this attribute gains skill ranks equal to twice the points spent. At 5 points, and every 4 points spent thereafter (9, 13, and so on), the character adds their Intelligence modifier to their total number of skill ranks. This can reduce the character’s total number of skills ranks if their Intelligence is 9 or lower. Skills cannot have more ranks than a character’s level.

Skilled: 4 points. The character gains 1 additional skill rank for every class level, Hit Die, or skill ranks attribute they buy.

Skill Versatility (Ex)

Cost: 1 point per rank.

A character with skill versatility chooses one skill and two related skills. The character can use their bonus on the chosen skill in place of the bonus in related skills. The GM decides if skills are related for this purpose.

Example: A character with Appraise can choose Linguistics and Perception as related skills, using Appraise when deciphering scripts, detecting forgeries, or searching for traps.

Restriction(s): The character cannot choose the same skills more than once, but can choose multiple sub-skills, such as Knowledge (arcana) and Knowledge (religion).

Magical Attributes

Unless otherwise noted, all magical attributes are spell- like (Sp) or Supernatural (Su) abilities.

Aspect of Power (Su)

Cost: 3 points per rank.

A character with aspect of power chooses 1 ability score per rank. As a swift action, the character can gain a +2 enhancement bonus to that ability score.

Improved Aspect: 2 points per rank. All of the character’s aspects of power increase their bonuses by +2 per rank.

Chimeric Aspect: 4 points per rank. The character can gains the benefits of 1 additional aspect of power per rank with 1 use.

Restriction(s): Each use of aspect of power lasts for 3 minutes +1 minute per rank.

Aura (Su)

Cost: 1 point per aura.

A character with aura chooses 1 attribute they have and grants the benefit of that attribute to each of their allies within 10 feet.

Restriction(s): The character must be alive and conscious.

Cantrips (Sp)

Cost: 2 points per rank.

Relevant Ability Scores: Intelligence, Wisdom, or Charisma

A character with cantrips chooses a fantasy spellcasting class and gains 0-level spells related to that class. Each rank of cantrips grants the next increase to the number of cantrips the character can know or prepare, within the restrictions of the class.

Example: A character with wizard cantrips gains a spellbook containing all core 0-level sorcerer/wizard spells. The character can prepare and cast up to 3 of those spells each day. By contrast, a character with sorcerer cantrips knows 4 0-level sorcerer/wizard spells they can cast at will. Both characters would spend 2 points to increase their number of cantrips known/per day by 1.

Spell-Like Ability: 1 or 2 points. For 1 point, a character can learn 1 cantrip that can be cast as a spell-like ability twice per day or 2 cantrips that can each be cast once per day. For 2 points, a character learns 1 cantrip that can be cast at will.

Channel Energy (Su)

Cost: 4 points per rank.

A character with channel energy gains energy equal to 3 + their Charisma modifier. As a standard action, the character chooses to heal or harm every living or undead creature in a 30-ft. radius centered on the character for 1d6 per rank (up to 10d6). Creatures damaged in this way can attempt a Will save (DC 10 + the total ranks up to 10 + the character’s Charisma modifier) to halve the damage.

Lay on Hands: 4 points. As a standard action, a character with the lay on hands attribute can spend 2 energy to use channel energy with an effective rank equal to half their total Hit Dice.

Restriction(s): If a character’s alignment affects their channel energy (such as clerics), the cost is reduced to 2 points per rank (or 2 points total with lay on hands).

Clone (Su)

Cost: 3 points + 3 points per rank.

A character with clone can, as a full-round action, take 10 points of damage to create a clone of themselves. The clone is a 1st-level member of the character’s race and class with identical ability scores and 7 points per rank to spend toward the character’s attributes. A point-based clone gains 12 points + 12 points per rank instead, but can only spend those points toward the character’s attributes, except clone.

The clone is its own creature. It is not mindless, and will not allow itself to be sacrificed needlessly, but will otherwise aid the character in any way it can.

A clone lasts for 1 minute per rank, after which it fades away, melts, or otherwise leaves reality.

Defect: If a clone is destroyed or dismissed before its time is up, the character must make a Fortitude save (DC 10 + damage dealt), or suffer half of the damage from the last attack or negative effect that it suffered.

Domains

Cost: 3 points per rank.

A character with domains chooses 1 domain per rank (up to 2 domains) and gains access to the 1st-level power of those domains.

Rank 1: The character gains the domain’s 1st-level benefits.

Rank 2: The character gains all of the domain’s benefits.

Domain Spells: 1 point per rank. A character that can cast spells learns 1 spell level’s worth of domain spells per rank for each of their domains. The character can cast 1 domain spell of each level per day without expending energy or a spell slot.

Dynamic Sorcery

Cost: 5, 10, or 15 points per rank.

Relevant Ability Score: Charisma

Note: Dynamic sorcery is one of the most complex, potentially powerful attributes, but can be very fun to play if used properly. Work with the GM to determine the limitations (and thus final cost per rank) that dynamic sorcery holds within the world.

A character with dynamic sorcery gains energy equal to their Charisma modifier + the value listed for their rank for each Hit Die they possess.

For 15 points per rank, the character can spend energy to cast up to 5 spells per spell level each day with a maximum spell level equal to their dynamic sorcery rank. These spells can be from any class spell list.

For 10 points per rank, the character chooses a central theme from which to cast spells.

For 5 points per rank, the character can only use dynamic sorcery under specific conditions, such as only against other pet monsters, when in an alternate reality, or when they have 1/4 or fewer hit points remaining.

Spell Cost: Casting a spell costs energy equal to the spell level squared (see Cost on the chart below).

Rank Energy per HD Spell level Cost
1 3 1st 1
2 5 2nd 4
3 8 3rd 9
4 12 4th 16
5 18 5th 25
6 24 6th 36
7 32 7th 49
8 40 8th 64
9 50 9th 81

Defect: The Eschew Materials feat does not affect dynamic sorcery.

Restriction(s): The character must provide all required components when casting a spell with dynamic sorcery, including any focus or material components. This limiting factor means that while seemingly all-powerful, a character with dynamic sorcery remains constrained to what they have on hand or can easily procure in the heat of the moment. Because of this, most characters with dynamic sorcery will keep a small list of common spells and their components handy, with a few more emergency options on their horse or in a nearby cart.

Dynamic Strike (Sp): 2 points. As an immediate action, the character can spend 3 energy per spell level to grant a bonus on their next attack made with a manufactured weapon equal to the spell level, and double that bonus to the damage if they hit. The character can use dynamic strike after the attack roll has been made, but before the result is revealed. This extra damage is the same type as the weapon, but does not multiply on a critical hit.

Pet Monster Sorcery (Sp): 5 points per rank. A character with pet monster (rank 1) can cast dynamic sorcery spells through their active pet monster. The character’s dynamic sorcery spells are governed by their active pet monster’s type and theme (cold-based monsters can’t cast fireball, and so on). Work with the GM to determine a specific pet monster’s type and theme. Restrictions: Multiple pet monsters of different types and themes can grant access to additional spells, but those spells must still be cast through the appropriate pet monster.

Elasticity (Su)

Cost: 2 points per rank.

A character with elasticity can contort, manipulate, and stretch their body in different ways. For each rank, choose one of the following.

Lunge: As a free action, the character takes a –2 penalty to AC for 1 round and increases their reach by 5 feet. This option can be selected more than once. The character can stack its effects.

Manipulate: The character can squeeze into a space sized for a creature 1 category per rank smaller than its base size. Alternatively, the character gains +1 per rank on Disable Device checks when the target has internal mechanisms (such as tumblers on a lock).

Shape: As a full-round action, the character can grow or shrink up to 1 foot, or adjust up to 1 physical feature per rank. This otherwise functions as an alter self spell.

Wrap: The character gains +1 per rank when attempting a grapple combat maneuver and +1 per rank on Escape Artist checks.

Environmental Control (Su)

Cost: By option.

Relevant Ability Score: Wisdom

A character with at least 1 rank in environmental control gains energy equal to their Wisdom modifier + 1 per rank. Once started, a character can spend 1 energy as a free action each round to continue controlling the environment. Environmental control can affect an area with a 10-ft.- radius + 10 feet per rank, centered on the character, with one of the following. Ranks in each of these options are gained separately. For 1 additional point, the character can instead target an unattended object up to 10 feet per rank away from them as the source of the effect.

Darkness: 2 points per rank. The character can lower the light level in the area by 1 per rank (bright, normal, dim, darkness). Visually, this can be a fog, gloom, or shadow.

Light: 1 point per rank. The character can raise the light level in the area by 1 per rank (darkness, dim, normal, bright). Visually, this can be a beam, sunlight, or torchlight.

Silence: 2 points per rank. The character can lower the level of noise in the area, granting +1 per rank on Stealth checks and saves against auditory or sonic effects, but also –1 per rank on Perception checks to listen while within the area. When the effect first enters their space, creatures in the area are granted one Perception check with no penalty (DC 10 + the character’s Wisdom modifier + 1 per rank up to 10) to recognize the difference.

Temperature: 1 or 2 points per rank. For 2 point per rank, the character can either raise or lower the ambient temperature in the area up to a burning summer’s day or a freezing winter’s night. For 1 point per rank, the character can do one or the other, but not both.

Weather: 1, 2, or 3 points per rank. For 1 point per rank, the character can create non-damaging weather effects typical of the area and season (rain in the fall, a breeze on a warm day, or a light snow in the winter). For 2 points per rank, the character can create non-damaging weather effects not typical of the area or season (snow in the summer or rain underground). For 3 points per rank, the character can create damaging weather regardless of their current location (lightning storms, freezing wind in the desert heat, or a tornado).

Once the weather is created, the character does not control it, and it can potentially harm the character or their allies. The weather remains for up to 1 round per 2 ranks after the character stops spending energy to maintain it. A character that wants to cease the weather immediately must make a Will save (DC 10 + 1 per rank + 1 per round remaining) to do so.

Exorcist (Sp)

Cost: 1 point per rank.

Relevant Ability Score: Wisdom

A character with exorcist gains energy equal to their Wisdom modifier + 1 per rank. They can spend energy to create cleric spell effects, and their effective cleric level is equal to twice their ranks in exorcism.

1 pointbless water, deathwatch, detect alignment (choose one), protection from alignment (choose one), remove fear.

2 pointsaugury, calm emotions, consecrate, status.

3 points—accept affliction, magic circle against alignment (choose one), remove curse.

4 pointsdeath ward, dimensional anchor, discern lies, dismissal.

5 pointsbreak enchantment, commune, hallow.

6 points—alleviate corruption, banishment, undeath to death.

Fantasy Spellcasting (Sp)

Requirement(s): At least 1 Hit Die (full or moderate spell list) or 4 Hit Dice (poor spell list).

Cost: By class.

Relevant Ability Score: By class

A character with fantasy spellcasting gains a few choices in how they want to gain and cast spells.

These spells are learned and cast with all of the restrictions and level (or Hit Dice) requirements placed on the chosen class—they do not require energy. Each rank buys a new spell level from the same, or a different list. See each list for its cost per rank.

For unbridled spellcasting that requires energy, see dynamic sorcery. Example fantasy spellcasters include:

Bard: (Charisma) Fantasy bards can cast arcane spells for 6 points per rank. Their spells are drawn from the bard spell list and cast using the moderate spontaneous spell progression. Restrictions: Arcane spell failure (1 point), spell list (4 points), spells known (2 points).

Cleric: (Wisdom) Fantasy clerics can cast divine spells for 7 points per rank. Their spells are drawn from the cleric spell list and cast using the full prepared spell progression. Restrictions: Code of conduct (2 points), spell list (1 point).

Druid: (Wisdom) Fantasy druids can cast divine spells for 7 points per rank. Their spells are drawn from the druid spell list and cast using the full prepared spell progression. Restrictions: Code of conduct (2 points), spell list (1 point).

Paladin: (Charisma) Fantasy paladins can cast divine spells for 3 points per rank. Their spells are drawn from the paladin spell list and cast using the poor prepared spell progression. Restrictions: Code of conduct (3 points), reduced spells per day (2 points), spell list (4 points).

Ranger: (Wisdom) Fantasy rangers can cast divine spells for 3 points per rank. Their spells are drawn from the ranger spell list and cast using the poor prepared spell progression. Restrictions: Reduced spells per day (2 points), spell list (4 points).

Sorcerer: (Charisma) Fantasy sorcerers can cast arcane spells for 12 points per rank. Their spells are drawn from the sorcerer/wizard spell list and cast using the full spontaneous spell progression. Restrictions: Arcane spell failure (3 points), spells known (1 point).

Summoner: (Charisma) Fantasy summoners can cast arcane spells for 6 points per rank. Their spells are drawn from the sorcerer/wizard spell list and cast using the moderate spontaneous spell progression. Restrictions: Arcane spell failure (2 points), spells known (2 points), spell list (4 points).

Wizard: (Intelligence) Fantasy wizards can cast arcane spells for 12 points per rank. Their spells are drawn from the sorcerer/wizard spell list, added to a spellbook, and cast using the full prepared spell progression. Restrictions: Arcane spell failure (3 points).

Full Prepared Spell List
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 4 2
3rd 4 2 1
4th 4 3 2
5th 4 3 2 1
6th 4 3 3 2
7th 4 4 3 2 1
8th 4 4 3 3 2
9th 4 4 4 3 2 1
10th 4 4 4 3 3 2
11th 4 4 4 4 3 2 1
12th 4 4 4 4 3 3 2
13th 4 4 4 4 4 3 2 1
14th 4 4 4 4 4 3 3 2
15th 4 4 4 4 4 4 3 2 1
16th 4 4 4 4 4 4 3 3 2
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3
20th 4 4 4 4 4 4 4 4 4 4
Moderate Prepared Spell List
Level 0 1st 2nd 3rd 4th 5th 6th
1st 3 1
2nd 4 2
3rd 4 3
4th 4 3 1
5th 4 4 2
6th 5 4 3
7th 5 4 3 1
8th 5 4 4 2
9th 5 5 4 3
10th 5 5 4 3 1
11th 5 5 4 4 2
12th 5 5 5 4 3
13th 5 5 5 4 3 1
14th 5 5 5 4 4 2
15th 5 5 5 5 4 3
16th 5 5 5 5 4 3 1
17th 5 5 5 5 4 4 2
18th 5 5 5 5 5 4 3
19th 5 5 5 5 5 5 4
20th 5 5 5 5 5 5 5

Greater Spell Access: 2 points per spell level. The character learns 2 spells per spell level from another spell list. If the character and their alternate spell list also have cantrips, the character learns 2 new cantrips from that list for free.

Spontaneous Casting: 1 or 2 points per rank. A character with spontaneous casting and a prepared spell list chooses a small subset of spells per level that they can cast in place of a spell they have already prepared. The cost of this attribute is determined based on the group of spells chosen.

Inherent Sorcery (Ex)

Cost: 1 point.

Relevant Ability Score: Charisma

A character with inherent sorcery chooses up to 2 sorcerer bloodlines. When they have at least one of 69 the chosen bloodlines, the character either treats their Charisma as 2 points higher for all attributes of that class or increases their caster level (not class level) by 1.

Poor Prepared Spell List
Level 1st 2nd 3rd 4th
1st
2nd
3rd
4th 1
5th 1
6th 1
7th 1 1
8th 1 1
9th 2 1
10th 2 1 1
11th 2 1 1
12th 2 2 1
13th 3 2 1 1
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3
Moderate Spontaneous Spell List
Level 1st 2nd 3rd 4th 5th 6th
1st 1
2nd 2
3rd 3
4th 3 1
5th 4 2
6th 4 3
7th 4 3 1
8th 4 4 2
9th 5 4 3
10th 5 4 3 1
11th 5 4 4 2
12th 5 5 4 3
13th 5 5 4 3 1
14th 5 5 4 4 2
15th 5 5 5 4 3
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Full Spontaneous Spell List
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3
2nd 4
3rd 5
4th 6 3
5th 6 4
6th 6 5 3
7th 6 6 4
8th 6 6 5 3
9th 6 6 6 4
10th 6 6 6 5 3
11th 6 6 6 6 4
12th 6 6 6 6 5 3
13th 6 6 6 6 6 4
14th 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 4
16th 6 6 6 6 6 6 5 3
17th 6 6 6 6 6 6 6 4
18th 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6
Poor Spontaneous Spell List
Level 1st 2nd 3rd 4th
1st
2nd
3rd
4th 1
5th 1
6th 1
7th 1 1
8th 1 1
9th 2 1
10th 2 1 1
11th 2 1 1
12th 2 2 1
13th 3 2 1 1
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 2

Inspire Competence (Su)

Cost: 2 points per rank.

Relevant Ability Score: Charisma

A character with inspire competence gains energy equal to their Charisma modifier + 1 per rank. As a standard action, the character can spend 1 energy and choose a skill. They grant themselves and each ally who can hear and see them a +1 competence bonus per rank on skill checks with that skill. Once started, a character can spend 1 energy as a free action each round to continue inspiring competence.

Performer: A character with the performer attribute can buy ranks of inspire competence for 1 point per rank instead.

Inspire Courage (Su)

Cost: 2 points per rank.

Relevant Ability Score: Charisma

A character with inspire courage gains energy equal to their Charisma modifier + 1 per rank. As a standard action, the character grants themselves and each ally who can hear and see them a +1 morale bonus per rank on saving throws against charm and fear effects and a +1 competence bonus per rank on attack and weapon damage rolls. Once started, a character can spend 1 energy as a free action each round to continue inspiring courage.

Performer: A character with the performer attribute can buy ranks of inspire courage for 1 point per rank instead.

Inspire Greatness (Su)

Cost: 3 points per rank.

Relevant Ability Score: Charisma

A character with inspire greatness gains energy equal to their Charisma modifier + 1 per rank. As a standard action, the character can spend 1 energy and choose up to 1 ally per rank who can hear and see them. The character and each those allies gain 2 ranks of Hit Dice (d10), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The hit points gained from this attribute are temporary hit points. Once started, a character can spend 1 energy as a free action each round to continue inspiring competence.

Performer: A character with the performer attribute can buy ranks of inspire greatness for 1 point + 1 point per rank instead.

Item of Power (Su)

Cost: 3 or 4 points per rank.

A character with item of power gains access to a piece of special equipment with functions beyond that of magical and technological items (but may begin as or become either as it progresses). The item itself is the source of the power, not the character.

An item of power begins as an object, such as a necklace, tome, vehicle, or wand with 5 points per rank to spend on attributes. If the item is intended to be magical, it can either be priced accordingly by the GM against the character’s wealth by level, or grow into that power as the character grows proportionately in strength.

For 3 points per rank, the item of power can be de- powered, lost, or destroyed without much effort, such as simply taking it or through spells like dispel magic. For 4 points per rank, the item automatically returns to its owner within 8 hours –1 hour per rank (minimum 1 hour), and only effects similar to a wish or mage’s disjunction can cause the item to be de-powered, lost, or destroyed. An item that is de-powered, lost, or destroyed, can usually still be recovered by spending 1 week during downtime to gain it back, or the GM may provide a storyline and a quest to help recover its power.

Restriction(s): If the item can only be used by a specific group of individuals (such as only one race or a team of sentai members), it costs 1 additional point total. If the item can only be used by a specific individual, it costs 2 additional points total.

Rank 1: The item can be activated as a full-round action.

Rank 3: The item can be activated as a standard action.

Rank 5: The item can be activated as part of a move action.

Rank 7: The item can be activated as a swift action.

Ki Pool (Su)

Cost: 2 points.

Relevant Ability Score: Wisdom

A character with ki pool gains energy equal to their Wisdom modifier + 1/2 their total Hit Dice.

Flurry: A character with the flurry attribute can spend 1 energy as a swift action when using flurry to make 1 additional attack at their highest attack bonus.

Ki Powers: 1 point each. The character gains a monk ki power. The core ki powers (and the Hit Dice required) include abundant step (8th), diamond body (8th), diamond soul (12th), empty body, high jump, quivering palm (16th), slow fall, and wholeness of body.

Lay on Hands (Su)

Cost: 4 points.

Relevant Ability Score: Charisma

A character with lay on hands gains energy equal to half their total Hit Dice + their Charisma modifier. As a standard action, the character can heal a touched creature for 1d6 hit points per 2 Hit Dice (minimum 1d6), or damage a touched undead for the same amount. As a swift action, the character can heal themselves instead.

Channel Energy: 4 points. As a standard action, the character with can spend 2 energy to use the channel energy attribute with an effective rank equal to half their total Hit Dice.

Restriction(s): If a character’s alignment affects their channel energy (such as clerics), the cost is reduced to 2 points per rank (or 2 points total with lay on hands).

Corrupting Touch: 4 points. A character with corrupting touch damages a touched creature or heals an undead instead.

Holy Champion: 3 points. A character with 20 Hit Dice heals the maximum amount they are able with lay on hands or channel energy.

Mercy: 1 point each. The character gains a paladin mercy.

Magical Adept (Ex)

Cost: 3 points.

A character with magical adept gains +2 on caster level checks to overcome spell resistance and +2 on Spellcraft checks made to identify the properties of magic items.

Metamorphosis (Sp)

Cost: 5 points per rank.

Relevant Ability: Charisma

A character with metamorphosis gains energy equal to their Charisma modifier + 1 per rank. As a full-round action, the character can target one creature within 30 feet and spend points to grant it an alternate form or eidolon evolution.

Rank 1: The character can spend up to 3 energy with one use to grant the target that many evolution points. Those points can be spent on 1 or 2-point evolutions. Alternatively, the character can cast up to a 3rd- level transmutation spell, using twice their ranks in metamorphosis as their effective sorcerer level.

Rank 3: The character can spend up to 5 energy with one use, and can grant 3-point evolutions, or cast up to a 5th-level transmutation spell.

Rank 5: The character can spend up to 7 energy with one use, and can grant 4-point evolutions, or cast up to a 7th-level transmutation spell.

Restriction(s): The effect lasts for 1 round per rank. If used on an unwilling creature, this is either a curse or a disease (choose when purchasing rank 1). If it’s a curse, that creature can ignore the effect with a successful Will save (DC 10 + the character’s Charisma modifier + 1 per rank). If it’s a disease, the save is Fortitude instead.

Greater Duration: Increasing the duration to 1 minute per rank reduces the effective rank by 2, 1 hour per rank by 3, and permanent by 4.

Remove Defect: 2 points. The character can also spend energy to remove defects from the creature, spending 2 energy for every 1 point of defect removed.

Common Defects & Restrictions: Conditional ownership, indebted, marked, nemesis, red tape, significant other, skeleton in the closet, and wanted.

Mimicry (Su)

Cost: 1 point + 1 point per rank.

Once per day per rank, a character with mimicry can use any ability they witness another creature use. The ability is used in exactly the same way, but the character chooses different targets. The character is treated as meeting all prerequisites and requirements of the ability at the time it is used. Skill checks mimicked in this way use the mimicked creature’s bonus plus the character’s ability score modifier.

Defect: The strength of the mimicked ability is limited by the character’s own ability scores and Hit Dice (minimum 1). Even if a 2nd-level character mimics a fireball cast by an 11th-level wizard, they still only deal 2d6 fire damage with their own.

Restriction(s): The character must use the ability within one minute of witnessing it, or it loses the ability until it witnesses it again.

Perfect Copy: 2 points. For up to 1 minute per day, the character can act as a duplicate of another creature they can see, gaining each of that creature’s abilities and attacks after the creature uses them, with the same defects and restrictions as mimicry. For every 2 ranks of mimicry gained beyond the first, the character can use perfect copy for 1 additional minute. These minutes do not need to be used consecutively, but must be used in 1-minute increments.

Performer (Su)

Cost: 2 points per rank.

Relevant Ability Score: Charisma

A character with performer gains energy equal to 2 + their Charisma modifier + 2 per Hit Die. As a standard action, the character can spend 1 energy to create a performance. Once created, a character can spend 1 energy as a free action each round to continue it.

Each rank of performer grants one performance of the character’s choice (except inspire competence, courage, and greatness, see below). The character can begin a performance as a move action at rank 5, or as a swift action at rank 7.

Restriction(s): The character can have 1 performance active at a time. There’s a 50% chance to lose a performance if blind (visual) or 20% if deaf (audible). The performance ends immediately if the character is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round.

Inspire: By attribute. A character can use performer to create the effects of inspire competence, courage, or greatness for a lower cost.

Size Change (Su)

Cost: 1, 5, or 6 points per rank.

Relevant Ability Score: Constitution

For 1 point per rank, as a standard action, a character with size change can shrink up to 1 size category per rank. The character can return to their full size as part of a move action.

For 5 points per rank, the character can grow instead.

For 6 points per rank, the character can choose to shrink or grow up to 1 size category per rank with each standard action. Returning to their own size is still part of a move action.

Spell-Like Ability (Sp)

Cost: 1, 2, 3, or 4 points per rank.

Relevant Ability Score: Charisma

A character with lesser spell-like ability chooses a 1st (1 points), 2nd (2 points), 3rd (3 points), or 4th-level spell (4 points) that does not attack a creature or deal damage and learns to cast that spell once per rank each day. The caster level of the spell is equal to the character’s total Hit Dice (minimum 1).

At Will: A character can pay 4x the cost to learn how to use a 3rd-level or lower spell at will instead.

Dangerous: 2 points. The chosen spell can attack a creature or deal damage. This cost is added before at will. The saving throw DC for this spell is 10 + its level + the character’s Charisma modifier.

Gate: 4 points. A character with summon monsters (rank 9) can use that ability to cast gate instead, paying any required material components. This otherwise functions as summon monsters.

Racial Trait: A character with a race can pay twice the cost at character creation to learn how to use a 3rd-level or lower spell at will instead. Restriction: This attribute is only available at character creation to characters with a race and appropriate backstory.

Summon Monsters: 2 points per rank. A character with summon monsters can cast summon monster spells 3 + their Charisma modifier times per day. The spell level is equal to the character’s summon monsters rank, and the caster level is equal to the character’s total Hit Dice (minimum 1). Restrictions: Only one casting of the spell can exist at a time. A character cannot have both an eidolon and monsters summoned with this attribute at the same time.

Mechanical Attributes

Computer Scanning (Ex or Su)

Cost: 2 points per rank.

Relevant Ability Score: Intelligence

A character with computer scanning can access, read, and understand computer language, also known as code, by plugging directly into a computer or terminal. Computer language is comprised of 1’s and 0’s, and is not restricted by actual languages (such as Common), but knowing the standard language used on a computer or terminal does grant a +2 circumstance bonus on any relevant checks.

Defect: Scanning computers leaves the character vulnerable to cyber attacks, malware, and viruses. Successful Reflex, Will, and Fortitude saves, respectively, can avoid such attempts, and failed saves can manifest as physical damage, confusion, or illness. In addition, the character’s use of the computer can be perceived by others with access without one or more Stealth checks to avoid detection.

Restriction(s): At ranks 1 through 4, the character must have an access point, such as a computer interface or terminal.

Constructed (Ex)

Cost: 2 points.

A constructed character counts as a construct that gains +4 on all saves against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease, emotion-based effects, fear, and sleep effects.

Defect(s): The character cannot gain morale bonuses.

Customization

Requirement(s): Constructed attribute or proficiency with light, medium, or heavy armor.

Cost: 2 points per customization.

Rank 1: The character can scan the code from one computer or terminal within 5 feet, ignoring up to 1 security protocol per rank.

Rank 2: The character can scan the code from up to 2 simultaneous computers within 5 feet, or 1 computer they can see within 30 feet.

Rank 3: 5 computers within 5 feet, or 1 computer within 100 feet.

Rank 4: 10 computers within 30 feet, or 1 computer within 500 feet.

Rank 5: The character can scan any computer they are aware of within 1 mile of their location.

Rank 6: The character can search for computers using Perception checks (DC 20 + 5 per mile away), then scan them as normal. This does not allow the character to pinpoint the location of a computer or terminal. They can also scan any computer they are already aware of while on the same plane of existence.

A customization is any attribute worth no more than 3 points (with the exception of flight), or any single weapon or vehicle upgrade, added as a permanent addition to a constructed character or a suit of armor. Work with the GM if buying a customization or restriction not listed here.

Common Customizations: Alternate form, bonus feat, damage reduction, danger sense, exceptional saves, fast movement, flight, hit dice (d10), minor immunity, special movement, natural attacks, overpower, rage, spell resistance, spell-like ability, rejuvenation, surge, and uncanny dodge.

Common Defects & Restrictions: Achilles heel, activation time, concentration, dependent, detectable, famous, marked, owned, permanent, unreliable, vulnerability, and weakness.

Discoveries

Cost: 1 point per discovery.

A character with discoveries gains 1 alchemist discovery per rank as an alchemist of their level. Some discoveries may not benefit the character without additional attributes, such as explosives (bombs).

Explosives (Ex)

Cost: 3 points per rank.

A character with explosives can swiftly mix various volatile chemicals to create powerful explosive devices that they can hurl at their enemies. A character can create and use up to 2 explosives per rank each day plus additional explosives equal to their Intelligence modifier.

Drawing and throwing an explosive requires a standard action that provokes an attack of opportunity. Thrown explosives have a range of 20 feet. On a direct hit, an explosive inflicts 1d6 points of fire damage + additional damage equal to the character’s Intelligence modifier. For each rank beyond the first, the explosive deals an additional 1d6 fire damage.

An explosive’s splash damage is always equal to its minimum damage (so if the explosive would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the character’s level + the character’s Intelligence modifier.

Restrictions: An explosive’s additional damage is not multiplied on a critical hit. Explosives typically only last for 1 round if not used immediately. Explosives are considered weapons in the thrown weapon group and can be selected using feats such as Point-Blank Shot and Weapon Focus.

Fast Explosives: (1 point). A character with fast explosives can create and use explosives as part of a full-attack action.

Launcher: (1 point). A character with launcher can create explosives they can shoot with a bow, crossbow, or firearm out to that weapon’s first range increment.

Gunsmith (Ex)

Cost: 3 points.

A character with gunsmith gains one firearm of their choice. Their starting weapon is battered, and only they know how to use it properly. All other creatures treat the character’s gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 cy when sold). The character also gains Gunsmithing as a bonus feat.

Surge (Ex)

Cost: 3 points.

Once per day, as an immediate action before rolling a d20, a character with surge adds 3 + their total Hit Dice (minimum 1) to that roll.

Mecha (Giant Mobile Armor)

Cost: 8 points per rank.

A character with mecha gains a suit of giant mobile armor they can control while in battle. A mech is treated as a huge, 1st-level barbarian with no starting race and 10 points +14 points per rank beyond the first to spend on attributes. The mech’s skill ranks can only be spent on Strength, Dexterity, and Constitution-based skills, plus Intimidate and Perception. It also gains Intimidating Prowess as its 1st-level feat.

A mech is a mindless object (to play a thinking robot, see the android race or giant robot class) directed by its pilot’s actions. It does not possess Intelligence or Charisma scores, and its proficiencies act as compatibility, allowing a pilot that can afford it to give their mech a huge martial weapon, shield, and breast plate, for example. A mech treats spells and spell-like abilities it gains as special attacks that use its Strength (melee), Dexterity (ranged) or Constitution (area) for any related saving throw DC.

Entering a mech is a full-round action that requires the pilot to be in the mech’s space. The pilot disappears and is immune to effects and spells while piloting the mech (ongoing effects continue as normal).

While within a mech, the pilot becomes the mech in all ways except as noted here. The pilot retains their Intelligence, Wisdom, and Charisma scores. All of the pilot’s equipment is absorbed into the mech.

As a swift action, a pilot can emerge from their mech in an unoccupied space adjacent to the mech.

Maintenance: Mecha do not recover hit points like other creatures. Instead, a character can make a DC 15 Knowledge (engineering) check once per day to restore hit points to 1 mech equal to the check result. Failure by 4 or less restores no hit points. Failure by 5 or more deals damage to the mech equal to 15 – the check result. More than one character can make this check each day to help with repairs, and magic such as mending or make whole can also aid in repairing damaged mecha.

Character Restrictions: The character cannot benefit from their other attributes while piloting a mech.

Mecha Restrictions: Mecha cannot gain a companion, flunkies, a pet monster, or a cohort. A mech that would gain a companion from an attribute or class levels must choose the non-companion option if able or gain those points back if not. Mecha also cannot choose any defects or restrictions that only affect living creatures, such as phobia, recurring nightmares, red tape, significant other, or skeleton in the closet.

Defect(s): A mech is not a creature. It cannot act in initiative unless a character pilots it. If a mech is reduced to 0 hit points while a character pilots it, the character is immediately ejected, takes 4d6 damage, and is stunned for 1 round.

When not in use, a mech must be stored and requires 1 day of routine maintenance per week. Routine maintenance does not restore hit points. A mech without routine maintenance temporarily reduces its total points by 3 for each missed routine maintenance. This can cause the mech to lose some attributes temporarily as points are removed from them.

Remote Control: 12 points spent by the mech. The mecha can be directed by the character from up to 1 mile away to take equivalent actions (it moves as a move action, attacks as a standard action, and so on) without the character piloting it, but the character is not immune to effects or spells while using remote control.

Sentai Mecha: 15 points spent by the mech. As a standard action, a mech with this attribute can touch another mech with this attribute or a character with at least 1 sentai member level and combine into a more powerful mech. Treat all combined mecha as piloted by the smallest among them (or choose if there is a tie). Each pair of mecha except the last must be the same size, and the combined mech increases its size by 1 category, up to colossal.

While combined, the new mech can use all combined mecha’s attributes at the highest rank among them +1 (if applicable) and gains ranks in special attack equal to the total number of mecha combined + the highest rank of mecha or special attack among them.

It is strongly recommended that characters with sentai mecha plan combinations out ahead of time so they know what attributes gain bonuses and can spend any extra 75 points gained as a team.

Example: A group of 5 huge mecha (rank 1) combine to battle a difficult enemy. For optimal results, four of the mecha pair off and combine, becoming 2 gargantuan mecha with +1 in all attributes and special attack (rank 3). Those two mecha then combine into a colossal mech with +2 total in all attributes and special attack (rank 6). Finally, the remaining mech combines with the colossal mech, gaining +1 in its attributes and +3 total in all attributes of the colossal mech. The final mech has special attack (rank 9) that it can use.

Mechanical Genius

Cost: 2 points per rank.

A character with mechanical genius reduces the time it takes to craft mechanical devices using the Craft skill by 1 hour per rank each day, to a minimum of 1 hour. Items created in proportionate increments are equally reduced, so if an item normally takes 10 minutes to craft, it takes 1 minute less per rank of mechanical genius, to a minimum of 1 minute.

Aid from other characters with equal ranks of mechanical genius can further reduce this time as they divide up the work between them.

Restriction(s): The character must still have access to all appropriate tools and, if necessary, a workshop.

Practical Genius: 1 point per rank. A practical genius chooses a single type of mechanical device, such as airplanes, cars, or computers, and applies mechanical genius only to that type of device.

Miscellaneous Attributes

Alternate Form

Cost: 3 or 9 points per rank.

A character with alternate form gains a new form with no starting race or class and 14 points to spend on its attributes. Each rank beyond the first can be used to either start a new alternate form with 14 points or improve an existing alternate form with 10 additional points.

For 3 points per rank, a new form is a completely different being. The character must buy ability scores and a creature type as the basis for the form. The form has none of the character’s attributes or defects, though the GM may decide that some attributes not directly related to the character’s original form (such as personal gear or flunkies) and some defects still retain their effects. Defects can also be assigned to the new form to provide it with additional points. Unless the GM indicates otherwise, normal clothing becomes part of the alternate form as well.

For 9 points per rank, a new form is an improvement on—or stronger version of—the character’s existing form. The character retains their current ability scores, attributes, and defects. They can use their points to buy out defects and restrictions, add new attributes, or improve on the attributes they already have.

Cosmetic Changes: 2 points. The character can undergo cosmetic changes that confer no additional abilities or attributes. This includes: a 10% size increase or decrease, change of gender, 50% apparent age increase or decrease (no changes to ability scores), color changes (eye, skin, or hair), and minor physical changes (shape of ears, facial features, or bodily proportions).

Wild Shape: 1 point + 1 point per rank. A character with wild shape gains the ability to become different animals once per rank each day. At rank 9, wild shape grants 2 points back, and the character can assume these forms at will. Additional sizes and forms cost 1 point extra at the rank where they are gained.

Restriction(s): Each use of wild shape lasts for 2 hours +2 hours per rank, or until the character changes back. Changing form (to a creature or back) is a standard action and doesn’t provoke an attack of opportunity. The character can only become creatures with which they are familiar through previous contact and interaction, or with at least 1 day of thorough study per Hit Die of the creature. Once a creature is known, similar creatures (Medium vs. Large elementals, or lions and tigers) reduce this time to 1 hour per Hit Die.

Rank 1: Small or Medium animal as beast shape I.

Rank 2: Tiny or Large animal as beast shape II, or Small elemental as elemental body I.

Rank 3: Diminutive or Huge animal as beast shape III, Medium elemental as elemental body II, or Small or Medium plant creature as plant shape I.

Rank 4: Large elemental as elemental body III, or Large plant creature as plant shape II.

Rank 5: Huge elemental as elemental body IV, or Huge plant creature as plant shape III.

A character loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but they can communicate normally with other animals of the same general grouping as the new form. (Parrots squawk naturally, so changing to such a form does not permit speech.)

Bond

Cost: 2, 4, or 6 points.

2 points: The character gains a hunter’s bond, as the ranger feature (requires 4 Hit Dice).

4 points: The character gains an arcane bond, as the wizard feature or an eidolon with life link as the summoner feature.

6 points: The character gains an animal companion as the druid feature or a divine bond as the paladin feature

A character with a bond chooses a specific type of bond they have with some allies, creatures, or objects. The strength of the bond is determined by the character’s level.

Restriction(s): A character cannot use bond to gain 2 animal companions or familiars. A character that wants more control over their options for a companion can buy cohort, flunkies, mecha, or pet monster instead.

Class Level

Cost: 20 points + 14 points per level.

A character with a class level gains the benefits listed by that class for the number of ranks bought in it. While not all levels of a class (particularly the first) are worth exactly 14 points, the full range of class levels up to 20 balance out to that total +20 points for being a 1st-level character.

Levels in an individual class must be bought in order, but characters can buy levels in as many classes as they choose, provided they meet the requirements to do so. Some class benefits overlap and are ignored (such as armor proficiency) when gained by multiple classes, but the GM can also allow points to be returned for attributes bought outside of class progression.

Class levels always include 1 rank in Hit Dice, at least 1 point in skill ranks, and up to 6 ranks in saving throws, as well as one or more attributes that fit the theme and progression of that class.

A character can also choose one favored class. When a class level is gained in the character’s favored class, they gain +1 hit point or +1 skill rank. The GM may allow other options in place of these.

Example: A point-based character with 4 ranks of weapon training buys weapon Mastery. Later in their progression, the character picks up 20 levels of fighter. With 20th level fighter, he can either choose a second weapon to master or gain 3 points back with their GM’s permission. If the character also gains a level in paladin, the paladin’s overlapping proficiencies are ignored.

Character Feats and Ability Score Increases

Every character gains 1 feat with their first rank of class level or Hit Dice, plus 1 additional feat at every odd combination of class levels and Hit Dice gained thereafter. The character also gains +2 to one ability score of their choice for every 4 total class levels or Hit Dice they possess.

Multitalented: 2 points. The character can choose 2 favored classes instead.

Cohort

Cost: 2, or 5 points per rank.

A character with cohort gains a 1st-level adventurer with no starting race and 10 points + 10 points per rank to spend on its attributes. The cohort is its own creature. It is not mindless and will not allow itself to be sacrificed needlessly, but will otherwise aid the character in any way it can.

For 2 points per rank, the character cannot change their cohort and must recover it in the event that it is lost or slain.

For 5 points per rank, the character can change the cohort between scenes or when the character gains a new rank of cohort. This requires similar effort to a druid changing animal companions.

Restriction(s): A cohort cannot also have a companion, flunkies, mecha, or cohort of its own (a cohort that would gain a companion from an attribute or class levels must choose the non-companion option if able or gain those points back if not). It doesn’t usually choose the owned, red tape, or significant other defects, but the GM may allow it with a good enough story reason.

Flunkies

Cost: 1 or 2 points per rank.

For 1 point per rank, a character with flunkies gains 1 helpful minion + 1 per rank that can perform minor, non- adventuring tasks for the character, such as gathering information or supplies, helping to craft an item, or procuring room and board at a local inn. For this purpose, each minion gains a skill of the character’s choice with a +6 bonus to aid another.

For 2 points per rank, the character’s flunkies travel outside of town with the character, and are willing to throw themselves in front of an oncoming enemy if the character directs them to do so with a swift, move, or standard action. For this purpose, each minion has +3 to aid another, 5 hit points and 12 AC.

Defect: Flunkies cannot make skill checks on their own, only to aid the character and their allies. They cannot flank, automatically fail attacks and saving throws, and combat maneuvers always succeed against them.

Recharge: If a character loses any flunkies, they can acquire 1d3 more (up to their limit) each day during downtime.

Multiple Arms

Cost: 4, 5, or 6 points per rank.

A character with multiple arms has 1 additional, fully functioning arm per rank. This allows the character to meet the prerequisites for the Multiweapon Fighting feat. Multiple arms costs 6 points per rank for standard races, 5 for advanced, and 4 for monstrous.

Claws: A character with the natural attack (claws) attribute only gains 2 claw attacks unless they choose that attribute again for every 2 additional arms.

Organizational Ties

Cost: 1 to 3 points per rank.

A character with organizational ties has a close relationship with a specific organization within their world, such as a thieves’ guild, local government, powerful church, or a fortune 500 corporation. The organization provides contacts and aid in situations related to the character’s association.

An organization’s influence on a campaign is largely up to the GM. For 1 point per rank, it has only minor influence on an area or direct influence only on a specific demographic, such as a small town or kids ages 3+.

For 2 points per rank, the organization has major influence in its immediate area and some presence on a national scale, such as the steel company that provides most of the jobs in the city and supplies the hulls for the government’s military ships.

For 3 points per rank, the organization has major influence on a national scale and is recognized internationally as well.

Example: A hot rod is sponsored by a world-class car dealership. While on a mission, his current ride gets blown up by a rival gun bunny and he must requisition another, but the nearest site is in the next country over. At rank 1, he can travel there and request a discount on a new vehicle. By rank 4, he can have one flown to him. At rank 6, he already has a backup waiting in anticipation of the loss.

Organizational ties that affect larger areas, such as interplanetary, or even intergalactic, can be found in the right campaign, at which point it is best to adjust the scale, rather than the cost. A world-hopping story might see a character buying organizational ties across a single planet for 1 point per rank, within their star system for 2, and across the galaxy for 3 points per rank.

For more personal notoriety, the fame/infamy attribute would be a better choice.

Defect: For each step outside of their influential area, a character treats their effective rank as 1 lower. A character who buys influence with their city council would need at least rank 3 before they can rely on occasional support from the governor’s office, and the United Nations has likely never heard of them.

Restriction(s): The presence of an organization can change the flow of the game. Work with the GM prior to choosing this attribute to determine the extent of the organization’s influence, and thus, its point cost.

Minor assistance is any sort of monetary aid worth no more than 100 currency or an equivalent favor.

Moderate assistance takes the form of monetary aid or an equivalent favor worth up to 500 currency.

Major Assistance takes the form of monetary aid or an equivalent favor worth up to 2,500 currency.

Personal Wealth

Cost: 3 points per rank.

A character with personal wealth has amassed enough currency that they can own 1 expensive item per rank with an effective level equal to their rank. In addition, they gain wealth by level as a character of their level + their personal wealth rank.

Effective Level Starting Wealth (cy)
21st 112,500 cy
22nd 144,000 cy
23rd 183,500 cy
24th 233,000 cy
25th 296,500 cy
26th 376,000 cy
27th 475,500 cy
28th 603,000 cy
29th 762,500 cy
30th 962,000 cy

Rank 1: The character can ask for minor assistance with a varying chance of success. After making a successful request, the character may be asked by the organization for a proportionate favor, such as representing them publicly, before making another.

  • Minor 1/month 100%, 1/week 50%, 1/day 25%.

    Rank 2: The character can ask for minor or moderate assistance.

  • Minor 1/week 75%; Moderate 1/week 25%, 1/month 50%.

    Rank 3: The character can ask for minor, moderate, or major assistance.

  • Minor 1/day 50%; Moderate 1/month 75%; Major 1/month 25%

Rank 4

  • Minor 1/day 75%; Moderate 1/month 100%, 1/week 50%

    Rank 5

    • Moderate 1/week 75%; Major 1/week 25%, 1/month 50%

      Rank 6

    • Minor 1/week 100%; Moderate 1/day 50%; Major 1/month 75%

      Rank 7

    • Moderate 1/day 75%; Major 1/week 50%, 1/month 100%

      Rank 8

    • Minor 1/day 100%; Major 1/week 75%

      Rank 9

    • Moderate 1/week 100%; Major 1/week 75%

      Rank 10

    • Major 1/day 75%

    Pet Monster (Sp)

    Cost: 6 points per rank.

    A character with pet monster gains a 1st-level adventurer with no starting race and 20 points + 20 points per rank to spend on its attributes. A pet monster is its own creature. It is not mindless, but seeks to aid the character in any way it can, even sacrificing itself if ordered to do so.

    A character with pet monster (rank 2 or higher) can have up to 1 additional pet monster per rank. Each pet monster is its own 1st-level adventurer with 20 points, and the character divides the other 20 points per rank between all pet monsters (minimum 5 each).

    The character can summon one pet monster from wherever it is stored (a crystal, a special orb, or a toy, for example) as a standard action. Alternatively, they can summon all of their available pet monsters as a full-round action. Monsters appear within 5 feet of the character and can be directed by the character to take equivalent actions (move as a move action, attack as a standard action, and so on). When controlling more than one pet monster, the character can use a full-round action to direct each of their pet monsters to move and make a single attack. A pet monster that receives no direction can take no actions other than total defense.

    Restriction(s): A pet monster is always non-human and must buy attributes accordingly. It cannot gain class levels, a companion, flunkies, a mecha, or a cohort. It doesn’t usually choose the owned, red tape, or significant other defects, but the GM may allow it with a good enough story reason.

    Defect(s): Pet monsters share the highest hit point pool between them and have life link, as the summoner feature. If a pet monster would be dealt enough damage to send it away, the character takes all of that damage instead. All other effects from the damage still occur on the pet monster.

    Portable Armory (Su)

    Cost: 3 points per rank.

    A character with a portable armory can spend 1 minute concentrating to access a digital, magical, or otherworldly emporium that allows for the sale and purchase of various items for a small fee.

    Size: Large 7 points. A Large character gains +2 Strength, –2 Dexterity, –1 to AC and attacks, +1 CMB and CMD, and –4 Stealth. The character’s space is 10 feet by 10 feet with a reach of 5 feet. For 2 additional points

    Size: Small 0 points. A Small creature gains +1 to AC and attacks, –1 CMB and CMD, and +4 Stealth.

    Tiny: 4 points. A Tiny character gains +2 Dexterity, –2 Strength, +2 to AC and attacks, –2 CMB and CMD, and +8 Stealth. Restrictions: The character’s space is 2-1/2 feet by 2-1/2 feet, so up to four can fit into a single square. Tiny characters typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares and must enter an opponent’s square (provoking an attack of opportunity) to attack it in melee. They do not threaten the squares around them, so other creatures can move through those squares without provoking attacks of opportunity. Creatures with 0-ft. reach cannot flank an enemy.

    Movement Attributes

    Biped

    Cost: 0 points.

    All characters have biped by default. A character with biped has a 30-ft. base movement speed.

    Serpentine: (1 point). A character who is serpentine still moves as fast as a biped, but instead of legs, they have some form of tail, treads, or other means of locomotion. The character also gets their choice of a climb speed of 20 ft. or woodland stride.

    Steady: (1 point). A character with steady does not reduce their speed when wearing armor or carrying a heavy load.

    Fast Movement

    Cost: 1 point per rank.

    A character with fast movement adds 5 feet of movement per rank to all of their movement types.

    Rank 1: The emporium counts as a large town, and the character pays a 10% fee on the total (an item worth 2,000 currency can be bought for 2,200 or sold for 800).

    Rank 2: The emporium counts as a small city, and the character pays an 8% fee on the total.

    Rank 3: The emporium counts as a large city, and the character pays a 5% fee on the total.

    Rank 4: The emporium counts as a metropolis, and the character pays a 2% fee on the total.

    Restriction(s): A character can spend 1 week during downtime to refresh the items available to purchase at their emporium. This also happens any time the character buys at least 1 rank of portable armory or gains 1 Hit Die.

    Size

    Cost: 0 points or by size.

    All characters are Medium-size by default. Each size larger or smaller has its own benefits and restrictions.

    Racial Trait: (1 point). The character is a member of a race that is inherently faster than most and increases their speed by +10 feet. Each time this attribute is purchased, the cost increases by +1 point. Restriction: This attribute is only available at character creation to characters with a race and appropriate backstory.

    Special Movement Sprint (1 point). A character with sprint increases its speed by +10 feet when using the charge, run, or withdraw actions.

    Flight

    Cost: 2 + 2 points per rank.

    A character with flight gains a fly speed of 30 feet with clumsy maneuverability. For each rank beyond the first, the character increases their fly speed by +10 and their maneuverability by 1 step (clumsy, poor, average, good, perfect).

    Flight, Lesser: 2 points. A character with lesser flight can only fly up to 10 feet in the air (Medium and Small creatures can still reach it with melee weapons) at a speed of 20 feet with average maneuverability (good if Small, poor if Large). For 1 additional point, the character can also fly over liquid surfaces as long as it remains only up to 5 feet above that surface.

    Restriction(s): If the character moves over a space where the ground or surface is further than 5 feet beneath them, they can attempt an Acrobatics or Fly check (DC 15) to “jump” back to a safe location as a free action. Failure indicates that the character falls until they are no more than 5 feet above the ground. Failure by 5 or more indicates that the character falls completely and takes falling damage, ignoring the first 10 feet.

    Hyperflight (Ex or Sp)

    Cost: 3 points per rank.

    A character with hyperflight can travel vast distances through space in very little time. This generates a small forcefield around the character that allows them to breath and survive minor collisions with objects such as tiny debris or rocks while traveling.

    Hyperflight can be selected as either a magical or mechanical attribute.

    Rank 1: The character can travel the distance between nearby celestial bodies (such as a moon orbiting a planet) with 1 day of travel.

    Rank 2: The character can travel the distance between variable celestial bodies (such as planets orbiting the same star) with 1 day of travel, or between nearby celestial bodies within 6 hours.

    Rank 3: The character can travel between solar systems in 1 day, planets in 6 hours, and celestial bodies in 1 hour.

    Rank 4: The character can travel between galaxies in 1 day, solar systems in 6 hours, planets in 1 hour, and celestial bodies in 1 minute. Rank 5+: Reduce the time for each by 1 increment. 1 minute becomes 5 rounds, becomes a minimum of 1 round.

    Defect: The character flies directly between these locations on the shortest possible route while also avoiding potentially deadly collisions.

    Restriction(s): Atmosphere, gravity, and inertia prevent the character from using hyperflight anywhere other than the vacuum of space. The forcefield generated by hyperflight only works while traveling. Stopping immediately ends the effect and the character becomes subject to their current environment as normal. Without also being able to fly, the character must already be in space to use hyperflight.

    Searching an Area: Searching within an area for a specific creature, goal, or object reduces the effective rank by 2, in addition to requiring appropriate checks (in case the target of the search is mobile or actively hiding).

    Carrying: Carrying a light load reduces the effective rank by 1. A medium load reduces the effective rank by 2, and a heavy load reduces the effective rank by 3.

    Multiple Legs (Ex)

    Cost: 2, 3, or 4 points per rank.

    A character with multiple legs has 2 additional legs per rank, granting them +4 per rank to CMD against trip attempts and a +10 foot bonus to their base speed.

    Multiple legs costs 4 points per rank for standard races, 3 for advanced, and 2 for monstrous.

    Tauric: A character with multiple legs and at least 2 arms is considered tauric (as in centaur). These creatures begin with a Large space and Medium reach, and they wield medium weapons with their arms.

    Nature Stride (Ex)

    Cost: 1 point per option.

    A character with nature stride gains 1 or more small benefits from their knowledge of the forest, its creatures, and its plants. For each point spent, choose one of the following.

    Favored Terrain: The character chooses 1 terrain per rank, gaining trackless step and +2 initiative, Knowledge (geography), Perception, Stealth, and Survival in that terrain. Terrains include: Cold, desert, forest, jungle, mountain, plains, planes, swamp, underground, urban, and water.

    For each rank beyond the first, the character also increases 1 of their favored terrain bonuses by +2 (to a maximum of +10).

    Trackless Step: The character can choose to leave no trail in natural surroundings (they cannot be tracked).

    Woodland Stride: The character may move through any sort of non-magical undergrowth at their normal speed and without taking damage or suffering any other impairment.

    Special Movement

    Cost: By option.

    A character with special movement chooses one of the following movement types.

    Special Movement: Burrow 3 or 6 points. For 3 points, the character gains a burrow speed of 20 feet. For 6 points, the character’s burrow speed is 30 feet instead.

    Special Movement: Climb 2 points. The character gains a climb speed of 20 feet and a +8 to Climb checks.

    Special Movement: Jump 2 points. The character always has a running start when making an Acrobatics check to jump.

    Special Movement: Swim 2 or 3 points. The character gains a swim speed of 30 feet and a +8 to Swim checks. For 3 points the character also gains water breathing.

    Offense Attributes

    Base Attack (Ex)

    Cost: 2 points + 2 points per increase.

    A character who has some experience in combat will often grow more competent at hitting enemies over time. This is represented by that character’s base attack, which grants the character +1 to all attacks for every rank bought.

    Poor Attack: A class with poor attack gains 1 rank of base attack every 2 levels, and usually picks up a bonus attack at 12th level (base attack +6).

    Moderate Attack: A class with moderate attack gains 3 ranks of base attack for every 4 levels they possess, often staggering those ranks across levels beginning at 2nd. They gain one bonus attack at 8th level (base attack +6), and another at 15th level (base attack +11).

    Full Attack: A class with full attack gains 1 rank of base attack every level, with bonus attacks at 6th, 11th, and 16th level.

    Bonus Attacks (Ex)

    Cost: 4 points per attack.

    A character with bonus attacks can make 1 additional attack per rank as part of a full-attack action each round. Each bonus attack is made at the character’s lowest attack bonus –5. For example, a character with an attack bonus of +6 can make a bonus attack at a +1. A character with 2 bonus attacks and an attack bonus of +12 could make one at +7 and the other at +2.

    Flurry: 2 or 3 points per attack. For 3 points per rank, a character with flurry gains 1 additional attack per rank. Restrictions: Additional attacks count as two-weapon fighting with no penalties. For 2 points per rank, all attacks must be made using only unarmed strikes or monk weapons.

    Two-Weapon Fighting: Bonus attacks gained through Two-Weapon Fighting and similar feats do not count against the limit here, but their penalties are factored in before making any bonus attacks. The first character above, for example, could use Two-Weapon Fighting to make 2 attacks at +4 and a bonus attack at –1.

    Debilitating Injury (Ex)

    Requirement(s): Martial arts or sneak attack (rank 1).

    Cost: 1 point per rank.

    A character with debilitating injury can hamper the target of their martial arts or sneak attack in some way. For 1 round, the target takes a –2 penalty to AC or attacks, or has its speed reduced by half (to a minimum of 5 ft.) and cannot take 5-ft. steps. These penalties increase by 2 per rank against the character using martial arts or sneak attack.

    Restriction(s): Penalties from debilitating injury do not stack.

    Favored Enemy (Ex)

    Cost: 2 points per rank.

    A character with favored enemy chooses 1 creature type per rank and gains a +2 Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of that type. Likewise, the character gets +2 to weapon attack and damage rolls against them. The character may make Knowledge skill checks untrained when attempting to identify those creatures.

    For each rank beyond the first, the character also increases 1 of their favored enemy bonuses by +2 (to a maximum of +10).

    Restriction(s): If choosing humanoids or outsiders, the character must pick a subtype as well.

    Hatred: (1 point). The character chooses 2 subtypes of humanoid or outsider and gains +1 to attacks against those creatures.

    Master Hunter: (1 point). A character with master hunter and at least 20 ranger class levels can always move at full speed while using Survival to follow tracks without penalty. As a standard action, the character can make a single attack against a favored enemy at their full attack bonus. If the attack hits, the target takes damage normally and dies (Fortitude DC 20 + the character’s Wisdom modifier negates). The character can choose instead to deal nonlethal damage equal to the creature’s current hit points (Fort negates). Restriction: A character can use this once per day against each favored enemy type they possess, but not against the same creature more than once in a 24-hour period.

    Quarry: 1 point per rank. The character chooses 1 favored enemy within line of sight as their quarry and gains specific benefits against that creature while the effect lasts. The character can end this effect as a free action. Restrictions: The character can have up to 1 quarry, and can change their quarry once per day. If the character can prove their previous quarry is dead, they can change their quarry per hour (rank 1) or once per 10 minutes (rank 2).

    Rank 1: As a standard action, the character can gains a +2 insight bonus on attack rolls made against their quarry, and all critical threats are automatically confirmed. When following the quarry’s tracks, the character can take 10 on Survival checks while moving at normal speed with no penalty.

    Rank 2: Free action, +4 insight bonus, take 20 on Survival.

    Ferocity (Ex)

    Cost: 2 or 4 points.

    For 4 points, a character with ferocity can continue to fight at or below 0 hit points.

    Defect: The character is staggered, loses 1 hit point each round, and dies when its total negative hit points equal its Constitution score.

    For 2 points, the character can fight for only 1 more round after being reduced to 0 or fewer hit points.

    Defect: The character is disabled. On the following round, they fall unconscious and begin to die if not healed above 0 hit points.

    Martial Arts (Ex)

    Cost: 1 point per rank.

    A character with martial arts deals 1d6 damage (1d4 if Small, 1d8 if Large) with unarmed strikes and can make unarmed strikes using any of their limbs (hands, head, feet, etc…). For each rank beyond first (up to 6), the damage die increases (1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 4d8).

    Natural Attack Damage: 1 point each. The character increases the damage of 1 natural attack beyond its normal progression, following the increases listed above.

    Style Feats: Martial arts (rank 1) counts as Improved Unarmed Strike for the purpose of meeting the prerequisites of style feats.

    Massive Damage

    Cost 1, 3, or 5 points per rank.

    Relevant Ability Score: Strength

    A character with massive damage deals 2 additional points of damage with successful attacks. For 1 point per rank, the damage is a conditional, spell-like ability, or usable only once per day. Conditions include only against objects or when the character beats its target’s AC by 5 or more.

    For 3 points per rank, the character can use the attack once per rank each day, or there are fewer conditions, such as when attacking a flat-footed target. The massive damage is often a supernatural ability.

    For 5 points per rank, the character has no conditions and can deal the damage with every attack.

    Natural Attacks

    Cost: By attack.

    A character with natural attacks chooses one of the following natural attack types. Some natural attacks can be increased with additional points. All natural attacks count as secondary when used in conjunction with manufactured weapon attacks. A secondary attack is usually made at the character’s highest bonus –5 and adds only 1/2 the character’s Strength modifier (negative modifiers are always added in full).

    Bite: 1, 2, or 3 points. For 1 point, a character with bite gains a primary bite attack that deals 1d6 + Str modifier bludgeoning, piercing, and slashing damage (1d4 if Small, 1d8 if Large). For 2 points, the character’s bite adds 1-1/2 times the character’s Strength modifier. For 3 points, the character can increase the damage by 1 size category, the threat range to 19-20 x2, or the critical multiplier to x3.

    Bleed: 3 points. A character with bleed chooses bite, claws, gore, or talons and deals 1 bleed damage on a hit with that attack. Multiple hits with the attack increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped with a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply bleed damage. Creatures immune to critical hits are immune to this bleed damage.

    Claws: 1 point + 1 point per rank. A character with claws gains 2 primary claw attacks that each deal 1d4 + Str modifier slashing and piercing damage (1d3 if Small, 1d6 if Large). For each rank beyond the first, the character can increase the damage by 1 size category, the threat range to 19-20 x2, or the critical multiplier to x3.

    Gore: 1 or 3 points. For 1 point, a character with gore gains 1 primary gore attack that deals 1d6 + 1-1/2 times their Str modifier piercing damage (1d4 if Small, 1d8 if Large). For 3 points, the character’s gore gains the brace weapon quality and deals double damage when charging (this becomes x3 damage with a confirmed critical hit while charging).

    Grab: 1 or 2 points. For 1 point, a character with grab chooses bite, claws, slam, talons, or tentacles and can make a free grapple attempt on a hit with that attack. For 2 points, the character also gains +2 on the grapple attempt and to CMD to resist being grappled.

    Hooves: 1 or 2 points. For 1 point, a character with hooves gains 1 secondary hoof attack that deals 1d4 + 1/2 their Str modifier bludgeoning damage (1d3 if Small, 1d6 if Large). For 2 points, the character’s hoof adds the character’s full Strength modifier and deals x3 damage against prone targets (this becomes x4 damage with a confirmed critical hit against a prone target).

    Slam: 1 or 2 points. For 1 point, a character with slam gains 1 primary slam attack that deals 1d4 + Str modifier bludgeoning damage (1d3 if Small, 1d6 if Large). For 2 points, the character can increase the critical multiplier to x3.

    Talons: 1 or 2 points. For 1 point, a character with talons gains 1 primary talon attack that deals 1d4 + Str modifier piercing or slashing damage (1d3 if Small, 1d6 if Large). For 2 points, the character can increase the threat range to 19-20 x2.

    Tentacles: 2 or 4 points. For 2 points, a character with tentacles gains 2 secondary tentacle attacks with 10-ft. reach that each deal 1d4 + 1/2 their Str modifier bludgeoning damage (1d3 if Small, 1d6 if Large). For 4 points, the character’s tentacles are primary attacks that add the character’s full Strength modifier to damage instead.

    Venomous: 6 points. A character with poison chooses bite, claws, talons, or tentacles and Strength, Dexterity, or Constitution. As part of a move action (similar to drawing a weapon), the character’s next hit with that attack deals 1d3 points of damage to the chosen ability score. The creature hit by the attack can make a Fortitude saving throw (DC 10 + half the character’s total Hit Dice + their Constitution modifier) to negate the damage. This is a poison effect.

    Wings: 1 or 2 points. For 1 point, a character with wings gains 1 secondary wing attack that deals 1d4 + 1/2 their Str modifier bludgeoning damage (1d3 if Small, 1d6 if Large). For 2 points, the character’s hoof adds the character’s full Strength modifier and deals x3 damage against prone targets (this becomes x4 damage with a confirmed critical hit against a prone target).

    Overpower

    Cost: 1 or 3 points per rank.

    For 3 points per rank, a character with overpower ignores some forms of Damage Reduction with any attack while they have at least 1 energy remaining.

    Rank 1: The character ignores DR/magic.

    Rank 2: The character ignores DR/cold iron and DR/silver.

    Rank 3: The character ignores DR/lawful.

    Rank 4: The character ignores hardness and DR/adamantine.

    Rank 5: The character ignores all Damage Reduction (DR/–).

    For 1 point per rank, the character chooses 1 type of weapon or circumstance (such as when using dynamic strike) to which overpower applies.

    Rage (Ex)

    Cost: 3 points per rank.

    Relevant Ability Scores: Strength and Constitution

    A character with rage gains energy equal to 2 + their Constitution modifier +2 per Hit Die. As a free action, the character can fly into a dangerous frenzy, spending 1 energy for each round of the rage. Temporary increases to Constitution do not increase the character’s energy.

    Recharge: For every round spent raging, the character is fatigued for 2 rounds when they stop.

    Restriction(s): A character cannot rage if fatigued or exhausted. Temporary hit points are not replenished if the character rages more than once within 1 minute.

    Rank 1: +4 Strength, 2 temporary hp per level, +2 Fortitude and Will.

    Rank 2: +6 Strength, 3 temporary hp per level, +3 Fortitude and Will.

    Rank 3: +8 Strength, 4 temporary hp per level, +4 Fortitude and Will.

    Defect(s): While raging, the character takes a –2 penalty to AC and cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any attribute that requires patience or concentration (such as spellcasting).

    Indomitable Will

    (1 point). A character with rage (rank 2) gains +4 on Will saves to resist enchantments when raging.

    Rage Powers: 2 points each. The character gains a barbarian rage power.

    Tireless Rage: 2 points. A character with rage (rank 2) is no longer fatigued when rage ends.

    Smite (Su)

    Cost: 2 points per rank.

    Relevant Ability Score: Charisma

    A character with smite chooses an alignment (chaotic, evil, good, lawful) and can smite a creature with that alignment once per rank. Smite lasts until the target is dead or the next time the character rests and regains all uses of this ability.

    As a swift action, the character chooses one target within line of sight to smite. If this target is of the chosen alignment, the character adds their Charisma bonus (if any) to attack rolls and deals 1 additional damage +3 damage per rank beyond the first. If the target is also an aberration, dragon, outsider, or undead, the first smite attack each round deals 2 additional damage +6 damage per rank beyond the first instead. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

    In addition, while smite is in effect, the character adds their Charisma bonus to AC against attacks made by the target.

    Restriction: If the character targets a creature that is not of the chosen alignment, the smite is wasted with no effect.

    Challenge: 2 points per rank. A character with challenge can smite a creature regardless of its alignment. Defect: The character does not gain the bonus to attack or AC, and takes a –2 penalty to AC, except against attacks made by the target of challenge.

    Demanding Challenge: (1 point). The target takes a –2 penalty to AC, except against attacks made by the character.

    Holy Champion: 2 points. A character with holy champion that hits an outsider of the correct alignment with smite can cast banishment as a free action, treating their weapon and holy symbol as objects the target hates. If the target is banished, the smite ends.

    Style Strike (Ex)

    Requirement(s): Bonus attacks (flurry, rank 1), martial arts (rank 1).

    Cost: 1 point per rank.

    A character with style strike gains 1 style strike per rank that they can add to a single attack while using flurry.

    Two-Style: (1 point). A character with style strike (rank 3) can designate up to 2 attacks as style strikes each round.

    Defensive Spin: If the attack hits, the character gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of the character’s next turn. This bonus does not stack with itself. Restriction: The character must attack with a fist to use this style strike.

    Elbow Smash: If the attack hits, the character can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal.

    Restriction(s): The character must attack with a fist to use this style strike.

    Flying Kick: Before the attack, the character can move a distance equal to their fast movement bonus. This movement is made as part of the character’s flurry attack and does not require an additional action. At the end of this movement, the character must make an attack against an adjacent foe. This movement may be between attacks. Restrictions: This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

    Foot Stomp: If the attack hits and the character ends their turn adjacent to that foe, the foe’s movement is restricted. Until the start of the character’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the character. Alternatively, it can attempt a combat maneuver check (against the character’s CMD) as a standard action to break free. Restrictions: This strike does not work against foes that cannot be tripped. The character must attack with a kick to use this style strike.

    Hammerblow: If the attack hits, the character rolls their unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. Restrictions: This bonus damage is not multiplied on a critical hit. The character must attack with a fist to use this style strike, and must have both hands free.

    Head-Butt: If the attack hits and the foe is of the same size or one size smaller than the character, the character can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the character, the character takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). Restriction: The character must attack with a head-butt to use this style strike.

    Knockback Kick: If the attack hits, the character can attempt a free combat maneuver check against the target (using the base attack bonus of the attack used to hit). If the check is successful, the target is knocked 10 feet directly away from the character. This distance increases by 10 feet for every 5 by which the check exceeds the target’s CMD, to a maximum distance equal to the character’s fast movement bonus (minimum 10 extra feet). This movement does not provoke an attack of opportunity. The target stops moving if it strikes another creature, barrier, or otherwise solid object. The target is not knocked prone by this movement. Restriction: The character must attack with a kick to use this style strike.

    Leg Sweep: If the attack hits, the character can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit). This trip attempt does not provoke an attack of opportunity. Restriction: The character must attack with a kick to use this style strike.

    Shattering Punch: If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. Restriction: The character must attack with a fist to use this style strike.

    Spin Kick: The target is flat-footed against the attack. Restrictions: Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The character must attack with a kick to use this style strike.

    Sneak Attack

    Cost: 2 points per rank.

    A character with sneak attack deals +1d6 damage per rank with successful melee attacks or ranged attacks made within 30 feet.

    Restriction(s): The target must be flanked by the character or denied its Dexterity bonus to AC. Sneak attack is considered precision damage and is not multiplied on a critical hit.

    Master Strike: 2 points. A character with sneak attack and at least 20 rogue levels can choose to slay, paralyze (2d6 rounds), or put to sleep (1d4 hours) a target that takes their sneak attack damage (Fortitude DC 20 + the character’s Dexterity modifier negates). Restriction: A character cannot use this against the same creature more than once in a 24-hour period. Creatures that are immune to sneak attack damage are also immune to master strike.

    Shared Space (Ex)

    Cost: 1 or 2 points.

    For 1 point, a Small character with shared space can share the same space with another creature that has shared space and counts as flanking enemies attacked by the other creature. For 2 points, the character can be Medium-size.

    Team Strike (Ex)

    Cost: 2 points + 2 points per rank.

    A character with team strike deals +2 extra damage per rank against creatures that have been attacked by one of their allies since the end of their last turn. This increases to +2d6 extra damage per rank if at least one of those allies dealt precision damage to the target.

    Restriction(s): This extra damage counts as, and does not stack with, sneak attack damage.

    Weapon Expertise (Ex)

    Cost: 5 points.

    A character with weapon expertise gains the benefit of Quick Draw and +2 to confirm critical hits with one weapon of their choice. Levels in 1 class of their choice count as fighter levels for the purpose of meeting the prerequisites of feats.

    Weapon Training (Ex)

    Requirement(s): Proficiency with at least 1 type of weapon.

    Cost: 6 points per rank.

    A character with weapon training gains +1 per rank to attacks and damage with one weapon group of their choice. For each rank beyond the first, the character also chooses another weapon group and gains their lowest bonus –1 to attacks and damage with that weapon group.

    Example: A character buys 3 ranks of weapon training. He gains a +3 bonus with axes, a +2 with heavy blades, and a +1 with flails.

    Weapon Mastery: 10 points. A character with at least 4 ranks of weapon training chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, the character cannot be disarmed while wielding a weapon of the chosen type. Some classes may ignore the requirement.

    Senses Attributes

    All-Around Vision

    Cost: 4, 5, or 6 points.

    A character with all-around vision can see in every direction, granting them a +4 racial bonus on Perception checks and making them immune to flanking.

    All-around vision costs 6 points total for standard races, 5 for advanced, and 4 for monstrous.

    Blindsense

    Cost: 4, 5, or 6 points.

    A character with blindsense automatically pinpoints the location of creatures within 30 feet of them.

    Blindsense costs 6 points total for standard races, 5 for advanced, and 4 for monstrous.

    Restriction(s): The character still suffers a miss chance against invisible creatures and creatures with concealment.

    Darkvision

    Cost: 1 + 1point per rank.

    A character with darkvision can see in conditions with no light, but their vision is black and white with no detail.

    Rank 1: The character sees up to 60 feet in non-magical darkness.

    Rank 2: The character sees up to 120 feet in non-magical darkness.

    Rank 3: The character sees perfectly in darkness of any kind, including that created by spells such as deeper darkness.

    Low-Light Vision

    Cost: 1 point.

    A character with low-light vision can see twice as far as a human in conditions of dim light.

    Scent

    Cost: 4 points.

    A character with scent can detect creatures by their smell up to 30 feet away. Being up wind doubles this distance (60 feet), and being downwind halves it (15 feet). Creatures with stench or similar attributes triple the base distance (90 feet). The base distance to pinpoint a creature with scent is 5 feet.

    Special Attack

    Because special attacks are handled differently than other offense attributes, they gain their own section.

    Cost: 3 points per rank.

    Relevant Ability Score: See below

    A character with special attack can make an attack against their target as a standard action. On a hit, the attack deals 1d8 bludgeoning, piercing, or slashing damage (choose when purchasing rank 1) +1d8 per rank. A special attack can possess a maximum value of 11d8 spread across damage and modifications (see below), with a minimum of 1d8 damage (unless the character takes the non-damaging disability).

    Each 1d8 of a special attack beyond the first counts as a +1 enhancement bonus when determining price, if the special attack can be purchased in some way (with special training or as a physical weapon).

    When creating a special attack, choose a relevant ability score that best reflects the attack. Strength is often used for melee and thrown attacks, Dexterity is often used for ranged attacks. Constitution or Charisma is often used for breath weapons and other body-based attacks. Intelligence, Wisdom, or Charisma is often used for area or non-physical attacks.

    Any saves required by a special attack are made at DC 10 + the character’s relevant modifier + 1 per rank of special attack.

    Modifications and Disabilities: Each of the following modifications can be added to a special attack by reducing the effective damage by 1 or more d8s, as indicated by the modification. Disabilities added to a special attack increase its effective damage, up to the limit. Disabilities allow access to stronger modifications and higher damage sooner than a character’s rank would otherwise allow. Unless otherwise noted, they do not increase the maximum damage or the maximum number of modifications allowed.

    Accurate

    Cost: 1d8 or 4d8.

    For 1d8, the attack is unusually accurate giving a +2 bonus to attack rolls (and increasing any required saving throw DCs by 2). This modification can be assigned two or three times for a +3 or +5 bonus, respectively.

    For 4d8, the attack targets touch AC when made against a target within range (to a maximum 30 feet with the ranged modification).

    Defect: An accurate special attack cannot also be stored.

    Area

    Cost: 1d8.

    The attack requires a Reflex save and targets each creature in a 15-ft. cone. If the attack is also ranged, the area can be a 5-ft.-radius burst instead. All affected creatures are allowed a Reflex save for half damage. Area can be assigned multiple times; each modification doubles the area or radius.

    Aura

    Cost: 2d8.

    The attack extends out to 5 feet per rank as an aura of power. Creatures that enter the aura suffer the attack automatically. If the attack is also ranged, the character can choose a point within range as the source of the aura, which lasts until the start of the character’s next turn.

    Bane

    Cost: 1d8.

    The attack gains the bane magic weapon property (choose when purchasing this modification).

    Blinding/Deafening

    Cost: 2d8.

    The attack blinds or deafens the target for 1 round per rank (Fort negates, choose when purchasing this modification). As a full-round action, a creature that fails its save can try again to end the effect.

    Concealable

    Cost: 1d8.

    The attack can be easily hidden on the character, either internally or within a pocket dimension. Accessing the attack functions as drawing a concealed weapon.

    Contagious

    Cost: 2d8 or 4d8.

    The attack is considered a virulent disease. The target takes the attack’s damage and 1 point of Constitution damage. A successful Fortitude save halves the damage, negates the Constitution damage, and prevents the disease from progressing. If the target fails its save, it must save again once per minute. After two consecutive failed saves, the target is also sickened until it succeeds at a saving throw. After four consecutive failed saves, the target is nauseated instead. Two consecutive successful saves ends the disease for the target.

    For 2d8, any creature that touches the target or its blood must also save or catch the disease. For 4d8, any creature that ends its turn within 5 feet of the target must save instead.

    Debilitating

    Cost: 2d8.

    For every 2d8 spent, the attack deals 1d4 Strength, Dexterity, or Constitution damage (choose when purchasing this modification) instead. A successful Fortitude save halves the ability damage (minimum 0). A creature reduced to 0 Constitution by drain body does not die, but falls unconscious until its Constitution is at least a 1. This ability damage is recovered at a rate of 2 points per hour of rest. A character can make all damage dealt by their attack debilitating.

    Disabling

    Cost: 1d8.

    The attack stuns the target on a successful critical hit for 1 round per 3 ranks. The target can attempt a Will save to negate the effect. If it fails, it can try again as a full round action on each of its turns until it succeeds or the effect ends. Constructs do not gain saving throws against this effect.

    Draining

    Cost: 1d8.

    For every 1d8 spent, the attack deals 1d8 damage to the target’s energy instead. If the target uses fantasy spellcasting, it instead loses half that many spell-level’s worth of spell slots (minimum 1), beginning with the highest spell-level it can cast. A character can make all damage dealt by their attack draining.

    Example: A 7th-level wizard hit with a draining special attack for 12 loses one 4th-level spell slot and one 2nd-level spell slot, if he has one of each available. Any remaining value is lost if the target doesn’t have spell levels of that value to lose. A successful Will save halves the energy damage and reduces the total spell slots affected by half (minimum 0).

    Elemental

    Cost: 1d8.

    For every 1d8 spent, the attack deals 1d8 acid, cold, electricity, or fire damage (choose when purchasing this modification) instead. A character can make all damage dealt by their attack elemental.

    Enduring

    Prerequisite(s): Area modification.

    Cost: 1d8.

    For every 1d8 spent, the attack’s area effect remains for 1 additional round. A creature that enters or starts its turn in the effect suffers from the attack.

    Flurrying

    Cost: 2d8.

    The attack can be made twice as a full-round action, but every attack made in the same round takes a –2 penalty. If the character has bonus attacks (rank 1), they can make a fourth attack at an additional –5 penalty.

    Example: A 6th-level fighter with a total +10 to attack can use his flurrying special attack to make up to 4 attacks at +8/+8/+3/+3 as a full-round action.

    Flurrying, Greater

    Prerequisite(s): Flurrying modification, bonus attacks attribute (rank 2).

    Cost: 2d8.

    When the character uses their flurrying special attack as full-round action, they can make a total of 6 progressive attacks, each at a –2 penalty. If the character has bonus attacks (rank 4), they can make an 8th attack at a –15 penalty.

    Example: A 17th-level fighter with a total +25 to attack can use his greater flurrying special attack to make up to 8 attacks at +23/+23/+18/+18/+13/+13/+8/+8 as a full-round action.

    Ghost Touch

    Cost: 1d8.

    The attack gains the ghost touch magic weapon property.

    Heal-Blocking

    Cost: 2d8.

    On a hit, the attack prevents healing with fast healing and regeneration for 1 round. If the attack reduces its target to 0 or fewer hit points, the target can die as normal.

    Incapacitating

    Cost: 1d8.

    When the attack is successful, the character can also attempt a dirty trick combat maneuver as a free action. The character does not draw attacks of opportunity from their targets, but may draw one from other creatures within reach unless they have the Improved Dirty Trick feat.

    Indirect

    Cost: 1d8 or 2d8.

    The attack can target a square near the intended target (which makes the attack great for hitting invisible targets or creatures behind cover). The character chooses one 5-ft. square within range that they can see and have line of effect to and makes their attack against the intended target’s AC, ignoring all cover and concealment. For every 5 feet away from the chosen square the intended target is, the attack takes a penalty to hit and to any save DCs, and if the target is more than 5 feet from the chosen space, even a natural 20 is not a guaranteed hit. An indirect special attack cannot threaten a critical hit unless it is equally accurate (if the bonus from the accurate modification is equal to or greater than the penalty from indirect).

    The character must still be aware of their intended target. For 1d8, the penalty is –4 for every 5 feet the target is from the chosen space. For 2d8, the penalty is –2 instead.

    Irritant

    Cost: 1d8.

    The attack creates an itch, a burning sensation, or a gross smell. This sickens the target on a hit, or nauseates the target on a critical hit (Fort negates).

    Maddening

    Cost: 2d8.

    For every 2d8 spent, the attack deals 1d4 Intelligence, Wisdom, or Charisma damage (choose when purchasing this modification) instead. A successful Will save halves the ability damage (minimum 0). This ability damage is recovered at a rate of 2 points per hour of rest.

    Magic-Resistant

    Cost: 2d8.

    Creatures attempting to heal damage dealt by the attack, or cure the effects of the attack, must first succeed at a Heal check against the attack’s DC or the attempt fails. Other damage and effects are healed normally.

    Defect: A magic-resistant special attack does not prevent a creature’s natural fast healing or regeneration unless it is also heal-blocking.

    Powerful

    Cost: 1d8.

    The attack adds the character’s relevant modifier to its damage.

    Prehensile

    Cost: 1d8.

    When the attack is successful, the character can also attempt a disarm, grapple, steal, or trip combat maneuver as a free action (choose when purchasing this modification). The character does not draw attacks of opportunity from their targets, but may draw one from other creatures within reach unless they have the appropriate feat (such as Improved Disarm). Prehensile can be assigned multiple times; each modification grants a new combat maneuver from the list above.

    Quaking

    Cost: 3d8.

    The attack is made in a straight line, targeting creatures on the ground within 5 feet per rank and knocking them prone. Targets can make a Reflex save to halve the damage and remain standing. Creatures with a bonus to CMD against trip add that bonus to their save.

    Ranged

    Cost: 1d8, 2d8, or 4d8.

    For 1d8, the special attack deals damage at close range (25 feet + 5 feet per 2 ranks). It uses Strength for the attack roll if thrown, or Dexterity if shot.

    For 2d8, the special attack deals damage at medium range (100 feet + 10 feet per rank).

    For 4d8, the special attack deals damage at long range (400 feet + 40 feet per rank).

    Restorative

    Cost: 3d8.

    The attack heals damage, rather than dealing it, and removes any additional effects it would otherwise cause. No attack roll is needed, but the range is touch unless the attack also has the ranged modification.

    Example: A restorative attack that is also suffering removes ongoing damage or poison. One that is also maddening restores Intelligence, Wisdom, or Charisma.

    Seeking

    Prerequisite(s): Ranged modification.

    Cost: 1d8.

    The attack gains the seeking magic weapon property.

    Spreading

    Cost: 3d8.

    After the attack hits a target, it can also hit each creature adjacent to that target other than the character. Compare the attack –4 to each new target’s AC. This continues until there are no new adjacent targets. A creature can only be affected by a spreading attack once per attack.

    Stored

    Cost: 1d8 or 2d8.

    For 1d8, the attack counts as a spell that can be stored within a spell storing weapon. Its effective spell level is equal to 1/2 of its total d8 value, rounded up.

    Restriction(s): 7d8 and higher special attacks cannot be stored in this way.

    For 2d8, the attack is always linked to a specific attack (choose when purchasing this modification), and occurs automatically when that attack hits. No additional attack roll is required, but saving throws still occur.

    Defect: A stored special attack cannot also be accurate, inaccurate, low penetration, or ranged.

    Storing

    Cost: 1d8.

    The attack triggers another of the character’s attributes on a hit, such as a debilitating injury, fantasy spell, metamorphosis, or size change. If the attack hits, the attribute triggers without an additional attack roll, but saving throws still occur.

    Restriction(s): The attribute stored by the attack has a maximum of rank 3 (the attribute can have more ranks, but only up to rank 3 affects the target). Fantasy spells are similarly restricted to 3rd level and lower.

    Sweep

    Cost: 3d8.

    The attack targets up to 3 creatures within range using a single attack roll.

    Defect: This modification does not stack with the area, aura, or stored modifications.

    Suffering

    Cost: 1d8.

    Choose acid, bleed, cold, fire, or poison. The attack causes 2 ongoing damage each round of acid, bleed, cold, or fire damage, or 1 Con damage per 3 ranks every minute of poison. One successful Fortitude save negates the ongoing damage, and 2 successful saves in a row negate the poison.

    Tangle

    Cost: 2d8.

    The attack entangles the target, which must deal 4 damage per rank to break free or succeed at an Escape Artist check or Reflex save as a move action.

    Trapped

    Cost: 1d8.

    The attack is set up in advance as a trap with a bonus on any related skill checks to set it up equal to its rank.

    Undetectable

    Cost: 1d8.

    Using the attack never draws attacks of opportunity. If a character is hidden before making the attack, they gain a bonus equal to its rank on their Stealth check to remain hidden afterward. Any skill checks made to conceal the attack gain a bonus equal to its rank.

    Vampiric

    Cost: 2d8 or 4d8.

    For 2d8, the attack also heals the character’s hit points for an amount equal to 1/2 the damage it deals, up to a maximum of 5 x its rank per day.

    For 3d8, the attack heals up to 10 x its rank instead, and any hit points healed in excess of the character’s total become temporary hit points. These temporary hit points stack with themselves.

    Special Attack Disabilities

    The following disabilities are available to add to most special attacks.

    Backblast

    Gained: 1d8.

    The attack deals 25% of its damage to the character (1 damage for every 4 points of damage it deals to all other targets).

    Biased

    Gained: 3d8.

    Choose one monster type or subtype (if humanoid or outsider). The attack can only be made against that type of creature.

    Energy-Drawing

    Requirement(s): The character must have an energy pool.

    Gained: 2d8.

    The attack costs additional energy equal to its rank to use.

    Environmental

    Gained: 1d8 or 2d8.

    Choose one terrain when this disability is chosen. The attack can only be used within that terrain. This disability is worth 1d8 in a campaign where the terrain is common, but not constant, or 2d8 in a campaign where the terrain is uncommon or rare.

    Expensive

    Gained: 2d8.

    The attack costs 20 cy per rank to use.

    Harmful

    Gained: 3d8.

    The attack also causes the character to become sickened for a number of rounds equal to the attack’s rank. If the character is already sickened, it becomes nauseated instead. If it is already nauseated, the character also becomes exhausted.

    Inaccurate

    Requirement(s): The attack must be made with an attack roll.

    Gained: 1d8.

    The attack is unusually inaccurate giving a –2 on attack rolls (and increasing any required saving throw DCs by 2). This modification can be assigned two or three times for a –4 or –6 on attack rolls, respectively.

    Defect: An inaccurate special attack cannot also be stored.

    Limited

    Gained: 1d8, 2d8, or 3d8.

    For 1d8, the attack can be used once per day per rank. For 2d8, the attack can be used once per day per 2 ranks. For 3d8, the attack can be used once per day.

    Defect: A limited special attack cannot also self-destruct.

    Low Penetration

    Gained: 2d8.

    The attack takes a penalty to its damage equal to the target’s manufactured armor bonus or 1/2 of its natural armor bonus (minimum 0). This is applied before damage reduction.

    Example: Against a fighter in +2 full plate, the attack deals 11 less damage. Against a bear with +6 natural armor, the attack deals 3 less damage.

    Defect: A low penetration special attack must deal at least 1 damage to have any other effect on its target.

    No Damage

    The initial 1d8 damage dealt by the attack can be spent on other modifications, giving the attack an effective 0 damage dealt on a hit. Some modifications may still require tracking the number of d8s the attack would deal otherwise.

    This disability is usually combined with modifications such as blinding/deafening, irritant, or prehensile. It is not required debilitating, draining, or maddening, but can be used if those modifications would leave the character with 1d8 damage.

    No Defense

    Gained: 2d8.

    The attack causes the character to become flat-footed.

    No Shields

    Gained: 1d8.

    The attack cannot pass through any forcefield, even the character’s.

    Out of Phase

    Gained: 1d8 or 3d8.

    The attack is only partially real because it is either an illusion or cannot fully manifest in the current reality. For 3d8, treat the attack as having been cast through the shadow evocation spell. For 1d8, treat it as greater shadow evocation instead.

    Self-Destruct

    Prerequisite(s): Stored or Storing modification.

    Gained: 4d8.

    The attack also destroys the object in which it is stored, or immediately removes the ability to use the stored attribute. Either can be rebuilt or retrained with the appropriate amount of downtime and supplies.

    Defect: A self-destruct special attack cannot also be limited.

    Site-Bonded

    Gained: 4d8.

    Choose one facility, mech, or area no larger than a large town, or a single district in a city or metropolis. The attack can only be made while in the area, against targets within the area. A giant robot can use this to make an attack that targets creatures inside of it.

    Slow

    Gained: 3d8 or 4d8.

    For 3d8, the attack requires a full-round action to use. For 4d8, the attack does not reach its target until the beginning of the character’s next turn. If the target is no longer in the same space, treat the attack as being indirect for a –4 penalty per 5 feet (or –2 if the attack is already indirect).

    Defect: A slow attack cannot also be stored, and it cannot have modifications that benefit from using a full- round action, such as flurrying. 89

    Table: Defects & Restrictions
    Attribute Gained
    Activation Time up to 5
    Allergen up to 3
    Arcane Spell Failure up to 3
    Armor Penalty 1 + 1 per
    Code of Conduct up to 3
    Concentration 3
    Conditional Ownership 1, 3, or 6
    Dependent 1
    Detectable 1, 2, or 4
    Famous up to 3
    Frenzy up to 3
    Hyper Focus 3
    Inattentive 2 or 3
    Indebted up to 3
    Light Vulnerability 1 or 2
    Logical 1
    Marked up to 3
    Negative Affinity 1
    Nemesis 1, 3, or 6
    Permanent 1
    Phobia up to 4
    Recurring Nightmares 1, 3, or 6
    Red Tape varies
    Reduced Spells per Day 2
    Short Attention Span 1, 3, or 6
    Significant Other up to 6
    Skeleton in the Closet 1, 3, or 6
    Slow Movement up to 3
    Special Requirement up to 3
    Spells Known 1, 2, or 3
    Unique Defect or Restriction varies
    Untrained Class Feature varies
    Vulnerability 2
    Wanted 3, 6, or 9
    Weakness up to 3

    Volleying

    Prerequisite(s): Ranged modification.

    Gained: 1d8 or 2d8.

    For 1d8, the attack takes a –2 penalty to hit or the save DC when its target is within 30 feet. For 2d8, the attack either takes a –4 penalty instead, or takes its penalty against targets within 60 feet.

    Static

    Gained: 1d8.

    The character cannot move on the round it attacks.

    Unreliable

    Gained: 1d8.

    The attack becomes unusable for 1 round per 2 ranks when the character rolls a natural 1 to attack or the target rolls a natural 20 to save against it.