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Progression Charts

Rolling Stats

For this system, stats are rolled differently. Roll 5d4 and reroll any 1s. Do this 5 times, then select your preferred stat and apply an automatic 18 to it.

Attack Curve

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

Magic Growth

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

Terms

Perk

These are bonus abilities or feats gained at designated levels.

Feat

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

Bonus Feat

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

Ability

Thematic tricks, features, and other useful things your character can do. They may include spell-like abilities, positional bonus damage, and other thematic things. These are earned at first, tenth, and twentieth level.

Bonus Ability

These are abilities earned on top of the universal abilities every character gains. Your character still must meet the prerequisites to take the ability.

Definitions

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

Known Spells

A known spell does not need to be prepared and does not need to be in a spellbook at the moment of casting. You still must expend a spell slot of the spell’s level to cast it.

If you have prepared spells (see below), you may also cast a known spell by sacrificing a prepared spell of the same spell level (the prepared spell is lost, and the slot is expended).

Known spells are gained through level progression, definitions, and/or feats.

Spells per Day (Spell Slots)

A character has a number of spells per day (spell slots) as determined by their progression chart and the bonus spell chart based on your PMA modifier. Your progression chart determines the highest spell level you can cast at your current Hit Dice; bonus spells cannot grant access to spell levels your progression does not yet allow.

Primary Mental Attribute (PMA)

All spellcasting derives effectiveness from a Primary Mental Attribute (PMA): Intelligence, Wisdom, or Charisma. Your PMA is chosen at character creation and cannot be changed later unless a rule explicitly allows it.

Trained Skills

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

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

Spell proficiency

Spell proficiency applies to spells, spell-like abilities (Sp), and supernatural abilities (Su) as follows:

  • Spell Save DC: Add Spell Proficiency to your spell DCs.
  • Spell Attack Rolls: Add Spell Proficiency to spell attack rolls, including touch attacks.
  • Damage/Healing/Warding Dice: Add Spell Proficiency as a flat bonus per die rolled.
  • Weapon-Modifying Spells: Spell Proficiency does not apply to the attack or damage rolls of a weapon modified by a spell, unless that spell explicitly says otherwise.

Example: A spell dealing 5d6 with Spell Proficiency 2 becomes 5d6+10 (plus PMA modifier if applicable).

Universal Progression

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

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

Inherent Attribute Growth (Levels 15–20)

Between levels 15 and 20, each character is expected to receive a total of twelve +1 inherent bonuses to attributes. These bonuses are awarded by the Definition Master as part of the campaign rather than gained automatically when the character levels. A character can receive no more than twelve of these bonuses and can apply no more than five of them to any one attribute.

The bonuses should be awarded at approximately the following cadence:

While Advancing Bonuses Awarded Cumulative Total
Level 15 to 1622
Level 16 to 1724
Level 17 to 1826
Level 18 to 1939
Level 19 to 20312

The Definition Master may deliver these bonuses in any form that suits the campaign: supernatural blessings, intensive training, quest rewards, rare consumables, or something else. One example is an Elixir of Excellence, a magical potion that permanently grants a +1 inherent bonus to an attribute chosen by the drinker. Regardless of their form, all such rewards count toward the same twelve-bonus total and the limit of five bonuses per attribute.

Players should track these bonuses separately from the attribute score increases on the universal progression chart. A character who misses one or two will remain playable, but high-level monsters and NPCs are balanced with this expected growth in mind.

Attack Curves

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

Attack/Save Curve Chart

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

HP Dice, Skill Growth, Saves, and Proficiency Chart

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

Main Progress/Attack Curve Application

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

Main Progressions

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

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

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

Advanced Magic: This means the study of magic is paramount and central to your character's life; they will know the most advanced kinds of spells. Advanced Magic characters start with 1 Spell Proficiency and have it increased by 1 every 6 HD to a maximum of 4. Gain bonus HP of 3 per HD. Advanced magic users get 4 simplex spells.

Sub-Progression

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

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

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

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

Progression Charts

Null

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

Basic Magic

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

Standard Magic

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

Advanced Magic

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