All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
Literacy: Any character can read and write all languages he or she speaks if their Intelligence is greater than 8. Intelligence scores less than 8 need to spend 1 APPL for literacy for each language they know and wish to read and write it.
Spark-Related Languages: Characters with one of the sparks can choose certain languages as bonus languages even if they’re not on the lists found in the Species descriptions.
These spark-related languages are as follows:
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.
Sub-species abilities and features work in conjunction with the parent species abilities and features. The exceptions are noted in a few places.
There are many ways to roll character ability scores. The way that works for giving the best slightly above average stats would be 4D6 remove the lowest and add the other 3. Repeat for a total of 6 times. You can place the scores where you want, there isn’t any order. Being that APPL is dependant on your score modifiers, it is best to not have more than 1 single-digit number before applying racial modifiers, so if you have more than 1, you can reroll all but 1 single-digit stat.
When building your first level character you need to purchase more feats and abilities then later levels. This is due to many of the abilities you chose at first level will level up with your character without you needing to give it any more of your ability points per level (APPL). You must purchase a hit die, saving throw tree and an attack tree at first level, though it can be the commoner tree and d4 hit dice all for 0 APPL. Magic requires 3 parts, a spark, a ‘spells per day’ tree, and a caster type. Many other feats can grow stronger over time if you feed them APPL.
Unused points on one level are added to your next level total.
APPL | Hit Dice | - | APPL | Attack | - | APPL | Skill Points |
---|---|---|---|---|---|---|---|
0 | D4 + Con | - | 0 | Commoner | - | 0 | 1d4 + Int |
1 | D6 + Con | - | 1 | Average | - | 1 | 1d6 + Int |
2 | D8 + Con | - | 2 | Good | - | 2 | 1d8 + Int |
3 | D10 + Con | - | 3 | Excellent | - | 3 | 1d10 + Int |
4 | D12 + Con | - | -- | -- | - | 4 | 1d12 + Int |
At first level, you purchase what type of hit dice you will roll each level for your hit points. You are granted the max at first level without the need to roll. You add your Constitution modifier for each level. Level 2 and up you roll the hit dice you have purchased to see how many more hit points you gain that level. If at any level you wish to change the hit dice you are using, you may purchase a different dice and begin rolling each new level with the new hit dice. The new hit dice can be used the level you purchase it.
You may spend 2 APPL at 4th, 8th, 12th, 16th, 20th, 24th, and 28th level to increase 1 ability score by 1 point. (Str, Dex, Con, Int, Wis, Chr) Not spending points at the appropriate level for an ability increase does not allow you to spend points at a level later for the ability increase. It’s an increase that can only be on the levels mentioned above.
Feats and abilities that have alignment prerequisites become unusable if the character’s alignment changes and remain unusable until you meet the requirements again. You do not gain APPL back if you lose the capability to use a feat or ability, nor do you have to spend points to regain that feat or ability when your alignment shifts back.
You can place skill ranks in any skill equally. The maximum number of points a character can have in a skill is equal to his or her character level + 3.
Starting gold is your charisma and Intelligence modifier d6x10. (I.E. Int 13 +1, Chr 16 +3 gets 4d6x10 gold to start).
Lowest 1d6x10When using a weapon from a class that you have no proficiency in, you suffer a -4 penalty on attack rolls. If armor is worn with which a character is not proficient, the character suffers the armor's armor check penalty on attack rolls and on all skill rolls that involve moving. For Armor only, if you spend APPL on heavy, you gain all 3. If you spend on light and then later want medium, medium only cost 2. If you have medium and you want heavy, heavy only cost 2. For Weapons, Simple, Common, and Uncommon are like armor, if you get Uncommon you have access to common and simple also. Dual, and Exotic are individually purchased.
APPL | Weapon | - | APPL | Armor |
---|---|---|---|---|
0 | Simple | - | 0 | None |
1 | Common | - | 1 | Light |
2 | Uncommon | - | 3 | Medium |
3 | Dual | - | 5 | Heavy |
4 | Exotic | - | - | - |
Attack and Saving Throw trees level up as you level up. Switching trees starts your leveling of the new tree from 1.
APPL Cost for Attack Tree:0 = Commoner, 1=Average, 2=Good, 3=Excellent
Spent at First Level or on changes only.
Level | Commoner | Average | Good | Excellent |
---|---|---|---|---|
1 | +0 | +0 | +0 | +1 |
2 | +0 | +1 | +1 | +2 |
3 | +1 | +1 | +2 | +3 |
4 | +1 | +2 | +3 | +4 |
5 | +1 | +2 | +3 | +5 |
6 | +2 | +3 | +4 | +6/+1 |
7 | +2 | +3 | +5 | +7/+2 |
8 | +2 | +4 | +6/+1 | +8/+3 |
9 | +3 | +4 | +6/+1 | +9/+4 |
10 | +3 | +5 | +7/+2 | +10/+5 |
11 | +3 | +5 | +8/+3 | +11/+6/+1 |
12 | +4 | +6/+1 | +9/+4 | +12/+7/+2 |
13 | +4 | +6/+1 | +9/+4 | +13/+8/+3 |
14 | +4 | +7/+2 | +10/+5 | +14/+9/+4 |
15 | +5 | +7/+2 | +11/+6/+1 | +15/+9/+5 |
16 | +5 | +8/+3 | +11/+6/+1 | +16/+11/+6/+1 |
17 | +5 | +8/+3 | +12/+7/+2 | +17/+12/+7/+2 |
18 | +6/+1 | +9/+4 | +13/+8/+3 | +18/+13/+8/+3 |
19 | +6/+1 | +9/+4 | +14/+9/+4 | +19/+14/+9/+4 |
20 | +6/+1 | +10/+5 | +15/+9/+5 | +20/+15/+10/+5 |
21 | +7/+2 | +10/+5 | +16/+11/+6/+1 | +21/+16/+11/+6/+1 |
22 | +7/+2 | +11/+6/+1 | +16/+11/+6/+1 | +22/+17/+12/+7/+2 |
23 | +7/+2 | +11/+6/+1 | +17/+12/+7/+2 | +23/+18/+13/+8/+3 |
24 | +8/+3 | +12/+7/+2 | +18/+13/+8/+3 | +24/+19/+14/+9/+4 |
25 | +8/+3 | +12/+7/+2 | +19/+14/+9/+4 | +25/+20/+15/+10/+5 |
26 | +8/+3 | +13/+8/+3 | +20/+15/+10/+5 | +26/+21/+16/+11/+6/+1 |
27 | +9/+4 | +13/+8/+3 | +21/+16/+11/+6/+1 | +27/+22/+17/+12/+7/+2 |
28 | +9/+4 | +14/+9/+4 | +21/+16/+11/+6/+1 | +28/+23/+18/+13/+8/+3 |
29 | +9/+4 | +14/+9/+4 | +22/+17/+12/+7/+2 | +29/+24/+19/+14/+9/+4 |
30 | +10/+5 | +15/+9/+5 | +23/+18/+13/+8/+3 | +30/+25/+20/+15/+10/+5 |
0 = Poor, 2=Good, 4=Excellent
First Level or on changes only.
Spend points for each saving throw type; Fort, Ref, Will. So, if you wanted to make all three Excellent, you would spend 12 points.
Level | Poor | Good | Excellent |
---|---|---|---|
1 | 0 | 1 | 2 |
2 | 0 | 1 | 3 |
3 | 1 | 2 | 3 |
4 | 1 | 2 | 4 |
5 | 1 | 3 | 4 |
6 | 2 | 3 | 5 |
7 | 2 | 4 | 6 |
8 | 2 | 4 | 6 |
9 | 3 | 5 | 7 |
10 | 3 | 5 | 7 |
11 | 3 | 6 | 8 |
12 | 4 | 6 | 9 |
13 | 4 | 7 | 9 |
14 | 4 | 7 | 10 |
15 | 5 | 8 | 10 |
16 | 5 | 8 | 11 |
17 | 5 | 9 | 11 |
18 | 6 | 9 | 12 |
19 | 6 | 10 | 13 |
20 | 6 | 10 | 13 |
21 | 7 | 11 | 14 |
22 | 7 | 11 | 14 |
23 | 7 | 12 | 15 |
24 | 8 | 12 | 16 |
25 | 8 | 13 | 16 |
26 | 8 | 13 | 17 |
27 | 9 | 14 | 17 |
28 | 9 | 14 | 18 |
29 | 9 | 15 | 18 |
30 | 10 | 15 | 19 |