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Complete Control

Complete Control
Character Design for the Uninhibited

Author: John Fraser


Layout: Jeremy Smith
Additional Layout: Andreas Rnnqvist
Interior Illustrations: Rick Hershey, Shamans Stockart, V. Shane
Cover Illustration: John Milner
This edition of Complete Control is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License and the
System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later
versions of the license and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e)
of the Open Game License, version 1.0a: Any and all Dreamscarred Press logos and identifying marks and trade dress, such as
all Dreamscarred Press product and product line names including but not limited to Complete Control: Character Design for the
Uninhibited, Untapped Classes: Society Mind, Untapped Potential: New Horizons in Psionics; and all artwork, symbols, designs,
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Some portions of this book which are Open Game Content originate from the System Reference Document and are 1999, 2000,
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except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may
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This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
Adapted from the Buy the Numbers system (see www.stcooleypublishing.com for more information)
Some images contained within copyright V. Shane or Shamans Stockart and are used with permission.

ii

Mentalis Design

Table of Contents

Introduction to Terms and Definitions


What Do You Mean My Character Has No Class?
Corollary One: Character Level
Corollary Two:
Purchasing New Elements of a Character
Symbols Used Throughout This Work

1
1
2

The Basics: Fundamentals for Everyone


Step One: How To Buy A Characters Initial
Statistics With No Experience
Step Two: The First Purchase - Hit Dice
Step Three: Offense
Step Four: Resistance
Step Five: Selecting Feats
Step Six: Skills
Step Seven: Weapon and Armor Proficiencies
Step Eight: Attribute Increases
Summary of the Basics

2
3

4
5
6
7
8
9
11
12
13

Constant Abilities

Variable Abilities
Level-Variable Abilities
Use-Variable Abilities
Progression-Variable Abilities
Summary of Variable Abilities

14

Powers, Spells, and Incantations


Psionic Progressions
Arcane and Divine Progressions
Channeling Progressions
Psionics, Magic, and Channeling Summary

24
25
26
28
29

17
17
20
22
23

iii

Play Considerations
Upper Boundaries
Game Breaking Possibilities
Creating Characters Above 1st Level
What To Do With Characters That
Have A Level Adjustment

Designers Notes
Hit Dice
Base Attack Bonus
Skills
Feats
Saves
Proficiencies
Ability Score Increases
Class Abilities
Psionics and Magic
Channeling
Conclusion on the Designers Notes

30
30
31
31

List of Class Abilities

46

Example Builds
Baruk, a Dark Wanderer
Deneva, a Connected Mind
Juran, a Magus
Marcus, a Pugilist
Shanra, a Force of Persona
Sirensia, a Sonic Mind
Tintal, a Woodsman

Quick Reference Pages

56
56
60
62
64
67
68
71

32
33
34
35
35
36
37
39
40
40
41
44
45

74

Mentalis Design

Introduction to Terms and Definitions

What Do You Mean My Character Has


No Class?
No, it isnt quite what you think. A character can have as much class or as little class as
desired. Anyone can role-play class into or out
of any character. But the principle that must be
understood is that this system frees characters
from the concept of having a class or a prestige
class. A character can have class, but a character no longer has a class.
Let that thought sink into the mind for a little
bit. How much of current role-playing is centered on this concept of class? Many abilities
that a character can attain are dependent on their
class. The amount of damage a character can
endure is based on class. The skills a character
can have are based on class. The psionic powers, magic spells and incantations, or divine
abilities are based on class. But what if this no
longer had to be true? What if like in some
top grade spoof that combined The Matrix with
role-playing Morpheus was sitting before
you holding out two pills? One of them
was red and the other was blue. And you are
told, Take the one pill, and life goes back the
way it was. You go back to gaming, close
this document, and make characters based
on class like youre familiar with doing.
But, if you take the other pill, your eyes
will be opened and your mind will be
freed. Character design will know
only the boundaries of your Game
Master and your imagination. The
choice is yours.
Think about it. What would it be
like to play a wizard who actually
can have d10s as their Hit Dice if
they are willing to sacrifice someNow, the sky is the limit for your concepts. So shoot for thing in return? What would it be
like to play a functional melee bard
what you want, and dont be limited by classes.

Every character has to have certain statistics


in a role-playing game. Depending on the system, the necessary statistics change. Complete
Control: Character Design for the Uninhibited
is designed for gaming systems that incorporate known quantities like Hit Dice, Base Attack Bonus, six Ability Scores, three Saving
Throw modifiers, Skills, Feats, Magic, and
even Psionics and Channeling.
Of course, these are only a handful of things
that make up a character to be role-played.
Since this product has to begin somewhere, it
might as well begin with the most easily definable quantities. Even still, before we can get
to the basics there are three fundamental mindshattering principles that must be accepted. I
suppose to be honest it is more like one
principle and two
additional corollaries.

Complete Control
that gets Base Attack Bonus and Hit Dice like
a fighter by selectively choosing to give up a
few of the typical bard abilities that dont really fit the players concept of their character
anyway? What would it be like to play a fighter who gets to keep their Hit Dice but gives up
a few fighter feats in exchange for a few levels
of psionic power progression and some actually functional skills maybe even a few sneak
attack dice?
The mind-shattering fundamental principle
that absolutely cannot be overlooked is that
role-playing done through spending earned experience is most free when it is classless. Yes,
thats right without class altogether. In this
system there are no such things as class skills
or cross-class skills. There are no such things
as class abilities. There are no such things as
feats that you have to take because they are
built into the class. There is no such thing as
a predetermined save progression, Hit Dice
progression, or even Base Attack Bonus progression. None of these things are predetermined by a choice of class! Not only does the
concept of dead levels go away completely,
but all of a sudden an increase to Base Attack
Bonus, Saves, or spell casting mean something
significant again. All of a sudden experience
is collected, hoarded, and spent as its earned
instead of all at once in the form of a new predetermined class level.
That is the fundamental difference between
playing in a standard role-playing game and
playing in a game where class is eliminated
from the system. Not that there is anything
wrong with playing in either system. To be
honest, a classed system is far easier for the
Game Master to manage. But in a classless
system, every part of a character is the way that
the player wants it to be. It is as close to ultimate freedom in gaming as we can get without
holographic technology!

Corollary One: Character Level


There are certain inherent problems that
creep into game play when a system that was
originally designed to have class as a part of it
suddenly has class yanked out of it. For example, what if a player is trying to decide whether
the effect of a spell can affect their character
based on the number of Hit Dice they have?
Since Hit Dice in this system will be bought
as desired instead of gained every level (see
Hit Dice section below), Hit Dice no longer
becomes a legitimate means for determining
the ability of a power or spell to effect a character. In this case, and cases like it, in place of
determining a characters Hit Dice it is easiest
to find their effective character level based on
the amount of total experience that they have
earned. Then, treat that result as the number
of Hit Dice that a character would have when
considering the effect of spells and power effects. In cases where total Hit Dice is the determining factor, this system will always use
total character level instead.
Additionally, certain class abilities talk about
class level and character level. Later on, this
document will get into more detail this subject;
but for right now understand that these distinctions will be handled. Character level remains
the same in all cases. Simply compare the experience earned with an experience table and
you have the character level. However, class
level is not so easy to overcome because class
is no longer a word that has any meaning in
this kind of game. For now, know that all abilities that are class level dependent will have
individual ability levels. As will be discussed
later, that too is an incredibly freeing proposition once the mind is allowed to absorb it.
Corollary Two: Purchasing New Elements of a Character
From a players perspective, this is almost
always the first question that is asked once the
new system is absorbed. When can experience
be spent? How much can be spent at one time?

Mentalis Design
Symbols Used Throughout This Work
Some of the concepts used in this work come
from the 3.5 SRD. However, some examples
intentionally illustrate a few of the works from
Dreamscarred Press. Classes and abilities that
receive no special notation are from the 3.5
SRD. Those classes and abilities from Dreamscarred Press will be given one of the following
symbols. These symbols are listed to give the
readers the ability to reference the examples
used in the actual document where the class,
ability, or progression can be found.
EM
The Mind Unveiled: Enlightened Monk
HK
The Mind Unveiled: Halo Knight
MO
The Mind Unveiled: Morphean
SK
High Psionics: Soulknives
TC
Tome of Channeling
UP
Untapped Potential: New Horizons in
Psionics
WM
Untapped Classes: The Worldthought
Medic

Do I need training or do I just get better?


These questions are honestly best left answered by each Game Master rather than by
some author who doesnt know the individual game dynamics of every game across the
world. In my games and with my players, I
know that it is safe for me to let them spend
their experience as they earn it although I
do sometimes impose time periods of training. Those are usually meant to explain part
of what the characters did during adventures as
well as explain some down time between gaming sessions. But, for the most part I like the
fluidity of a character improving on the spot as
they are actually fighting, honing their skills,
and overcoming challenges. To my mindset,
that is dynamic that makes the game more fun
and realistic. However, I also game with my
laptop computer and have a Microsoft Excel
spreadsheet to do all my number crunching on
the spot for all the characters in the game. That
makes the game easier to adjust on the fly.
Other Game Masters might consider that scenario a numerical nightmare. Keeping up with
a large number of players changes as soon as
they can make them might bog some groups
down and make the game less enjoyable. In
those cases, Game Masters are certainly within
their right to limit experience point spending
to between gaming sessions. There is nothing
intrinsically wrong about that restriction. It is
a decision best left in the hands of the one who
is most often charged with making the game
balanced and fun to play.

Complete Control

The Basics: Fundamentals for Everyone


had earned an additional 1,750 XP. [1,750 XP
Step One: How To Buy A Characters
= 3,750-2,000] This value of 1,750 XP puts
Initial Statistics With No Experience
Tasha as a second level adventurer.
Actually, this isnt quite as difficult as it
Unspent initial character experience is not
sounds. Of course, the initial question that
lost after character creation; it merely creates
is asked is how a player gets to buy their first
a nest egg for the first in-game purchase. Lets
numbers if their experience is at zero? How
go more in depth with Tasha from above. If
can a Fighter begin adventuring with that first
Tashas player had spent 1,850 XP out of
point of Base Attack Bonus if they have
the 2,000 XP at character creation, she
nothing with which to buy it? How can
wouldnt lose the unspent 150 XP.
a Society Mind begin to establish their
Instead, that 150 XP would be available
own network if they dont have the
to spend later with any experience
experience to buy the ability?
gained once adventuring begins.
The answer is actually very
If Tasha went out and did some
straightforward and puts a fair amount
adventuring and earned the
of control into the Game Masters
previously mentioned 1,750
hands at the beginning of the game.
XP, then she would have
A Game Master establishes a set
that total of 3,750 XP.
limit of experience that all players
However, assuming that
can use to create their character
Tashas player had not
for free. This experience
yet bought any addition
is never counted in the
character aspects she
tabulation that determines
would technically have
the players character level.
1,900 XP to spend: 1,750
From the players perspective
XP to spend from the
the easiest way to keep track
adventuring and 150
of a characters overall level is
XP left over from the
to simply note the current total
character generation
experience that has been given by
process.
the Game Master (initial amount plus
Again, this is
experience gained from adventuring) Want your psion to be a heavily armed
why it is easiest
and deduct away from it the beginning
warrior, capable of wielding sword
free total. The ending result is the and shield as well as the powers of the to keep track of
three numbers:
experience that has advanced the
mind? Feel free!
Total XP given
character beyond the first level.
by the Game Master, Total XP already spent,
For example, Tasha is a character that has
and the initial amount given at character
currently has a total of 3,750 XP. The Game
creation. The overall character level is found
Master established a 2,000 XP spending limit for
by subtracting the initial amount from the total
initial characters. Thus, Tashas player created
given by the Game Master and comparing this
the character with the original XP allowance
result to any experience table. The amount free
and over the course of her adventures Tasha

Mentalis Design
of play determined by the Game Master. For
example, a Game Master might want to start
a 10th level game with an initial free amount
of 1,750 XP. [Remembering to include the
initial free amount is important when creating
characters above 1st level because it is often
forgotten and puts the characters at a slight
disadvantage.] Consulting a character table
for the beginning experience total for 10th level
and then adding the initial free amount will
indicate a reasonable amount of experience
each player has to create their character.

to spend is found by subtracting the amount


already spent from the total given by the Game
Master. It sounds complicated, but it really is
very easy.
For right now, it has to be sufficient to simply
dictate that most traditional characters can be
built in their first level for 2,000 XP or less.
Most Game Masters will therefore find that
an initial purchase amount of between 1,500
XP and 2,000 XP should give their players a
chance to buy a good start to the character they
want. Challenging games might begin as low
as 1,000 XP, but caution should be used by
Game Masters who set the initial limit outside
of the suggested range of 1,500 XP 2,000 XP.
The example characters found at the end of this
work are built on an initial starting value of
1,500 XP.
For games beginning above first level, Game
Masters can set the beginning experience total
that the players can use as well as the initial
free amount. This will allow players to create
their characters as they see fit up to any level

Step Two: The First Purchase - Hit Dice


If a classless system is possible, then Hit Dice
is the perfect place to begin. Every character
needs some Hit Dice. They measure how
much life or vitality the character has at any
given time. They are a measure of how much
punishment a character can endure before
needing to find aid, shelter, or a good horse to
flee on. But a moment of honesty will bring
a simple confession out of most role-players.

Hit Die being Purchased

Total Number of Hit Die Purchased

d4

d6

d8

d10

d12

30

45

60

75

90

60

90

120

150

180

120

180

240

300

360

180

270

360

450

540

240

360

480

600

720

300

450

600

750

900

360

540

720

900

1,080

420

630

840

1,050

1,260

480

720

960

1,200

1,440

10

540

810

1,080

1,350

1,620

11

600

900

1,200

1,500

1,800

12

660

990

1,320

1,650

1,980

13

720

1,080

1,440

1,800

2,160

14

780

1,170

1,560

1,950

2,340

15

840

1,260

1,680

2,100

2,520

16

900

1,350

1,800

2,250

2,700

17

960

1,440

1,920

2,400

2,880

18

1,020

1,530

2,040

2,550

3,060

19

1,080

1,620

2,160

2,700

3,240

20

1,140

1,710

2,280

2,850

3,420

Complete Control
600 XP for the next d8 and 720 XP for the third
d8. Please note that Herrons character level
is never considered in this calculation. The
only thing that is important is whether or not
Herrons player has the unspent experience to
spend on these choices when the player wants
to buy them.
Hit Points become a completely new variable
for every character that is created. However,
this does bring up the issue of Constitution
bonuses to Hit Points and when they properly
accrue. Since this system replaces Hit Die
with character level whenever a total Hit Die is
requested, the same is true here in the case of
Constitution bonuses. To find any characters
Constitution bonus (or penalty) to their
total Hit Points the player simply multiplies
their Constitution modifier by their current
character level and adds the appropriate bonus
or penalty.
Lets use Herron from above as a continued
example. At the end of the prior example,
Herrons player has spent enough XP to
purchase seven Hit Dice: four d4 and three d8.
For the sake of the example, suppose the player
rolled a 3,1,3,4 on the d4 rolls and a 5,7,8 on
the d8 rolls. That would give him 31 Hit Points
from his purchased Hit Dice. But, suppose the
player has actually earned a total of 30,000
XP on Herron. That would put him with the
range of an 8th level character. If Herron has a
Constitution score of 14, giving him a modifier
of +2, Herron would actually receive 16 [8*2]
Hit Points as a Constitution bonus. His total
Hit Points would be 47 [31+16] as an 8th level
character regardless of the fact that Herron
only has purchased seven Hit Dice.

The Hit Dice given for a class or prestige class


may not always be what the player is looking
for. What if a character could have not only
the size Hit Dice that is appropriate for the
players character design but also an amount
of Hit Dice that is independent of the current
level of the character?
Hit Dice does not need to be a function of
level. If a player wants to play a Psion with a
strong mind but a weak frame, is there anything
wrong with skimping out on a few Hit Dice in
order to boost their psionic abilities? Does a 6th
level Society MindUP absolutely have to have
six d6 Hit Dice? What if the player wants five
d4 Hit Die or seven d8? Is that even possible?
Of course it is! The player would need to
be willing to make the appropriate sacrifice
in the cases where the character is exceeding
the expected values as the class was originally
written. So lets get down to the nitty-gritty.
What exactly does a character have to spend in
order to purchase their Hit Dice? The formula
is very easy and the results are listed in the
Table on Hit Die.
So, lets take an example. Herron is a
Worldthought MedicWM, and his player doesnt
particularly feel the need to spend a bunch
of experience points on Hit Points in the
beginning. He starts out buying an initial d4,
thinking that Herron is going to spend most of
his time in the back and healing people. This
initial choice costs Herrons player a mere 30
XP. This thought process continues on for three
more purchases, each d4 Hit Die. These cost
Herrons player 60 XP when purchasing the
second Hit Die, 120 XP for the third Hit Die,
and 180 XP for the fourth Hit Die. However,
Herrons associates continue to get into more
and more difficult scrapes, causing Herron
to have to play a more up front role at times.
Suddenly, Herrons player sees a need to
increase the size of the Hit Die purchased. The
fifth, sixth, and seventh purchases the player
makes for Herron are all d8 Hit Die. These
cost Herrons player 480 XP for the first d8,

Step Three: Offense


If Hit Points were straight forward, then Base
Attack Bonus should be even easier. Under this
system, there are no fractional advancements or
any other form of class restrictions. Points of
Base Attack Bonus are purchased as the player
desires it for their character and as the player

Mentalis Design
has free experience to spend. The formula for
the purchase is actually very easy. Base Attack
Bonus is purchased at a rate listed in the table.
It should be noted that characters must buy their
attack bonuses one point at a time, although
several points may be purchased one after
another if the player has enough experience to
spend at one time.
Lets take two examples. The first is
Shannara, a female MarksmanUP who has
already paid the 9,785 XP over the course of
Shannaras adventuring to get her to a Base
Attack Bonus of +10/+5. Shannaras player has
the experience to spend and wants to upgrade
her to a Base Attack Bonus of +11/+6/+1. The
player will end up spending 2,150 XP in order
to upgrade to the new Base Attack Bonus.
The second example is Jared, a brand new
Fighter preparing for his first adventure.
Jareds player decides that at the beginning of
Jareds career an extra point of Base Attack
Bonus is more important than one of the feats
that he could otherwise spend the experience
on. Jareds player could spend 110 XP to

increase his Base Attack Bonus from +0 to +1


and then immediately spend an additional 215
XP to increase his Base Attack Bonus from +1
to +2. In total, Jareds player would have spent
325 XP out of the free pool of experience given
to the player at character creation.
A character is certainly not obligated to
buy a point of Base attack bonus at any level.
Many classes start off on their first level with a
Base Attack Bonus of zero. By multi-classing
several times, it is impossible to end up with
a character that may be third or fourth level
and still have a Base Attack Bonus of zero
although this is not recommended! But,
just as a character in a standard game could
technically avoid earning their first point of
Base Attack Bonus, there is no limit as to how
low a characters Base Attack Bonus should be
in this system as well.
Step Four: Resistance
Typically, once Hit Dice and Base Attack
Bonus are determined in the process of
character generation the next areas to work
on are the saving throws: Fortitude (FORT),
Reflex (REFL), and Will (WILL). The saving
throws are just as straightforward as Base
Attack Bonus. Since each additional point
of saving throw bonus is purchased when the
player desires, there is no need for strong and
weak save tables. Instead, simply use the table
listed.
There are a couple of things that should be
stated clearly with respect to this table. As
with the formula for Base Attack Bonus, saving
throws must be increased one point at a time
although a player is certainly able to purchase
more than one point of save at any interval
assuming that they have the experience to
spend. Also, each of the three saving throws is
increased independently of the other two.
As an example, suppose the player with Jared
from the previous example is now working on
saving throws. As a beginning character, Jared
begins with all three saving throws set at zero.

New Base Attack Bonus

XP Cost
+1

110

+2

215

+3

430

+4

645

+5

860

+6

1,075

+7

1,290

+8

1,505

+9

1,720

+10

1,935

+11

2,150

+12

2,365

+13

2,580

+14

2,795

+15

3,010

+16

3,225

+17

3,440

+18

3,655

+19

3,870

+20

4,085

Complete Control
Because Jareds Ability Scores make him an
agile fighter with a strong Constitution, Jareds
player is really worried most about WILL saves.
The player wants to begin play with Jared
having a WILL save modifier of +2. Jareds
player can do so by first expending 45 XP and
then expending 60 XP. This would cost Jareds
player 105 XP of the beginning experience
allotted. If Jareds player were slightly
concerned about Jareds REFL save, the player
could purchase a +1 to the REFL for 45 XP.
Even thought the player had already purchased
increases to the WILL save, purchases made to
the other saves are unaffected by the amount of
experience already spent.

a prominent role in character design because


players are satisfied by the customizability of
every aspect of building a character. However,
feats will always remain an important part of
the game and the ability to not only pick feats
when a player wants them but also to pick
the feats that they want is a very rewarding
combination.
When using this table, bonus feats granted
through racial selection should not be counted.
Just as there is no experience cost for gaining
special abilities or skill modifiers because of a
selected race, there is no cost to gaining a free
feat if that is the benefit of a characters race.
Additionally, remember that since there are
no longer classes, there are no feats gained
through character advancement at all. Any
feat that would normally be gained by taking
a level in a class is now purchased only if the
character actually wants the feat. Furthermore,
the feat can be purchased whenever the player
desires it so long as they have the experience
to spend and their character meets the feats
prerequisites. In a similar manner, feats are

45

60

70

350

630

910

1,190

1,470

1,750

10

2,030

11

2,310

12

2,590

13

2,870

14

3,150

15

3,430

16

3,710

17

3,990

18

4,270

19

4,550

20

4,830

XP Cost

Total Number of Feats Purchased

New Saving Throw

XP Cost
1

Step Five: Selecting Feats


Often, feats are one of the most sought after
quantities. However, this is because a players
feats are one of the few truly customizable
aspects in a standard role-playing game. Under
a system like the one presented here, it is not
uncommon for feats to begin to take less of

100

160

680

1,200

1,720

2,240

2,760

3,280

3,800

10

4,320

11

4,840

12

5,360

13

5,880

14

6,400

15

6,920

16

7,440

17

7,960

18

8,480

19

9,000

20

9,520

Mentalis Design
no longer gained automatically as a characters
level increases to 1st, 3rd, or every three levels
after 3rd. Feats are selected only when a player
wants to buy them and outside of a Game
Masters beneficence the only free feat ever
gained is through race at character generation.
Lets take Jared as an example again. Suppose
Jareds player has rethought the decision
earlier to buy two points of Base Attack Bonus
and now is thinking about the feats that could
instead be purchased with the experience. If
the player instead wanted to buy Jareds first
feat it would cost 100 XP. A second feat would
cost Jareds player an additional 160 XP. While
possible for a starting character whose player
to make other sacrifices, Jared could even buy
a third feat for 680 XP. Of course, Jared would
need to meet all the prerequisites for the feats
selected before being able to purchase any of
the feats.
Some classes have class abilities that actually
give a character the option of gaining a feat.
These abilities should be discarded from the
choices that a player can take in this system.
The rationale is that if a character wants to
gain a feat, they should do it by buying a feat,
not buying a class ability that earns them the
feat. A classic example of this is the Rogue
special ability. While most of the options for
this ability are still valid, the option to buy the
Rogue special ability and actual gain a feat
should be disallowed. If the player wants to
buy a feat, they would need to actually buy the
feat according to the prices listed here.
Finally, some feats have class level
requirements. For example, Greater Weapon
Focus requires a character to be a Fighter of
8th level. Since this system no longer uses
classes, there is no longer a Fighter class. Thus,
prerequisites such as these must be rethought.
The simplest answer is implemented in this
work. Chapter Three will discuss levelvariable class abilities, but for right now know
that access to Fighter feats is a level-variable
class ability. If a player wants their character

to be eligible to take a feat with Fighter levels


in the prerequisites they must buy access to
that class ability to the appropriate ability level.
That process will be explained in subsequent
chapters.
Step Six: Skills
Skills are usually to Rogue and Bard type
characters what feats are to Fighter type
characters. That isnt to say that combat
characters cant enjoy skills and skill-type
characters cant enjoy feats. But skills are
certainly fundamental to a Rogues or Bards
development. As with the prior tables, each
rank of a skill must be purchased individually.
However, a player may buy multiple ranks of a
skill at the same time so long as they have the
appropriate experience to spend.
In a standard game, a higher intelligence score
earns free ranks of a skill with each class level.
In this system, intelligence is still important
to a character; but nothing earns a character
any free ranks in a skill (except an appropriate
feat or item). As the table to the left indicates,
the characters intelligence score determines
a skill rating which will be used to determine
the base price per skill rank. To find the actual
cost of the skill rank, multiply the skill rating
indicated from the table above by the level of
the rank minus four. For determining the cost
of the first four ranks of any skill, multiply the
number from the table above by one-half and
round the result up if necessary.

Intelligence

Skill Rating

Non-Human

Human

6-

80

48

8-9

48

34

10-11

34

27

12-13

27

22

14-15

22

18

16-17

18

16

18-19

16

14

20-21

14

13

22 +

13

12

Complete Control
For example, suppose Senna the Rogue has
an Intelligence of 16. That gives Senna a skill
rating of 18 with regard to purchasing skill
ranks. If her player wants to purchase the first
four ranks in the Balance skill, her player could
do that if she had the 36 XP to spend. Each of
the first four ranks would cost 9 XP. A few
adventures later, Sennas player wants to add a
few more ranks to the Balance skill. If Sennas
player wants to buy a 5th rank in the Balance
skill she would have to spend an additional
18 XP for that rank. If the player wanted
to purchase a 6th rank, the cost would be 36
XP. Should Sennas player advance Sennas
Intelligence to 18 (this will be covered later)
before purchasing a 7th rank, the rank would
cost 48 XP when purchased. Remember, the
cost of the 5th skill rank and higher is always
the skill rating times four less than the rank
number being purchased.
Another question that needs answered is
with races that are given a free skill point at
each level. In these cases, it is much easier
to convert the free skill ranks into a reduced
cost for each skill rank purchased. Instead of
races receiving bonus skill ranks, this system
reduces the skill rating found in the table
above for races which grant bonus skill ranks.
These characters should use the in the column
indicated for Humans.
For example, Aswaan the NexusTC begins
play with an Intelligence of 14. This gives
Aswaan a skill rating of 22. However, Aswaan
is Human so this value decreases to 18 as
shown in the table. Thus, if Aswaans player
wanted to pick up the 1st rank in Hide at any
point in the game the player could do so by
paying 9 XP. If Aswaan already had 9 ranks in
the Heal skill and his player wanted to pick up
the 10th rank, it would cost 108 XP.
There are other considerations in regard
to buying skills. Some Game Masters may
not want to hassle with skill ranks that are
Intelligence dependant. In this case, the Game
Master is certainly within their right to set a

static skill rating. A good suggestion for this


number is anything between 18 and 27 for nonhumans and a corresponding rating of between
16 and 22 for human characters. Most games
have characters with an average Intelligence
of 12 or 14, so a static skill rating with this
in mind helps promote an average game.
However, it should be noted that players
who play characters with higher Intelligence
scores will not be pleased with this decision
while players with characters of sub-average
Intelligence will be greatly excited.
Additionally, some Game Masters are
bothered by the ability for a player to buy more
ranks in a skill than would normally be allowed
in a standard game. While this rules system
XP Cost

Proficiencies

Proficiency with any


single simple weapon
Proficiency with all
simple weapons
Proficiency with any
single martial weapon
Proficiency with all martial weapons
Proficiency with any
single exotic weapon

10

Proficiency with any one


light armor
Proficiency with all light
armors
Proficiency with one
medium armor
Proficiency with all medium armors
Proficiency with one
heavy armor
Proficiency with all heavy
armors
Proficiency with light
shields
Proficiency with heavy
shields
Proficiency with tower
shields

5 XP
25 XP
10 XP
50 XP
50+[25*(number
of exotic weapon
proficiencies)2]
5 XP
25 XP
10 XP
50 XP
15 XP
75 XP
10 XP
15 XP
25 XP

Mentalis Design
to only specific weapons. A few classes even
get proficiency with one whole category and
then some of another category. It might seem
confusing, but the rules can make it quite
simple. A Game Master wanting to use the
designations of Simple, Martial, and Exotic
weapons can use the following table for
characters determining their
proficiencies at 1st level:
As a rule, in order for a
character to be proficient in
Step Seven: Weapon and Armor
any single martial weapon they
Proficiencies
must be proficient with at least
This is one of the most overlooked changes
three simple weapons one of
to a game in which class has no inherent
which must be related in form or
meaning. What weapons can a character
function to the martial weapon.
be familiar with if they have no class
In order for a character to be
to define the choices? How many
proficient in all martial weapons
weapons can a character be
they must also be proficient
familiar with over the course of
with all simple weapons. In
their adventuring career?
order for a character to be
Some Game Masters enjoy
proficient in even one
having characters with a broad
exotic weapon they must
range of weapon choices; other
be proficient in all simple
Game Masters prefer that
and all martial weapons.
players stick to the traditional
The same is true for
mace, club, long sword,
armor and shields. In
bow, and great sword.
order for a character
Depending on the
to be proficient
style of the game, two
in any medium
choices are going
armor, they must be
proficient in all light
to be presented
armors. In order
here in this
for a character to be
work. The first
proficient with any
choice will use
heavy armor, they
the
standard
must be proficient
concept
of
with all medium
Simple, Martial,
and
Exotic Now your raging holy warrior can combine heavy armor armors. In order
with rages, unfettered by the design of a class.
for a character to
weapons.
The
use heavy shields the must be proficient with
second option will speak in terms of Weapon
light shields. In order for a character to be
Groups.
proficient with tower shields they must be
In the standard game, there are classes
proficient with heavy shields.
that receive access to whole categories of
It should be noted that purchasing
weapons while other classes receive access
does not place a limit on how many ranks of
a skill a character can have at any one time, it
would certainly be reasonable and easy to place
a maximum limit equal to three plus the current
character level. This would automatically
ensure that balance related to maximum skill
rank would be maintained according to the
benchmarks of a standard game, especially
for Game Masters who make consistent use of
published adventures and adventure paths.

11

Complete Control

Weapon
Groups

proficiencies in this manner does automatically


eliminate a few choices for feats in the standard
game at first level. Some Game Masters might
feel that this price is too insignificant for
exotic weapon proficiencies. However, the
first few feats of a characters development
cost 100 XP and 160 XP respectively. Asking
a character to buy all simple and medium
weapon proficiencies in addition to an exotic
weapon proficiency would cost them 150 XP.
A second exotic weapon proficiency would
cost them an additional 150 XP. A third exotic
weapon proficiency would cost 275 XP. These
costs are reasonable in comparison to the first
few feat costs that a character would incur.
Additionally, these prices are for characters at
the character generation stage only. Adding
weapon, armor, or shield proficiencies after
character generation must be done through
purchasing feats and using the feat table to
indicate the cost.
However, not all Game Masters want to use
weapons broken into these categories. Some
Game Masters enjoy using the concept of
weapon groups. There are many good sources
for finding weapon groups in publication,
and the purpose of this work is to explain the
formulas for using them rather than list out a
series of weapon groups. In that light, the table
below indicates that it using weapons groups is
very straightforward.
XP Cost
Each groups made up of
simple or martial weapons
only

25 XP

Each group with at least


one exotic weapon within
their list

50+[25*(total number
of groups having at least
one exotic weapon) 2]

Additionally, these prices are for characters at


the character generation stage only. Characters
who have already begun to adventure must
use feats to add weapon groups to their
proficiencies.
Step Eight: Attribute Increases
The final area of character development that
doesnt involve spell casting, psionics, or class
abilities is the idea of attribute increases. In a
standard game, a character may increase their
ability score by one point every four character
levels. Many players will like the ability to
purchase their own ability improvements
whenever they want. In fact, many players
also like the freedom of being able to have
more than five ability advancements over the
course of their characters life. This is certainly
possible, realizing of course that if they spend
more experience than expected on ability
increases then they will have less experience
to spend on other aspects of their character. In
any case, the rules are simple.
This may need an example to clarify the rules
of purchasing ability increases. Returning to
the example of Senna the Rogue from above,
there was mention of Sennas Intelligence
score increasing from 16 to 18. Sennas player
could have accomplished this by spending
360 XP to move the score from 16 to 17. The
player could then have spent 1,320 XP to move
the score from 17 to 18. If the player wanted
to continue advancing Intelligence, the next
increase would cost 2,280 XP and the fourth
advancement would cost 3,240 XP. However,
if the player at any time wanted to advance a
statistic besides Intelligence they would only
pay 360 XP for the first advancement to the

These numbers in this table will generally


balance with the numbers listed in the
table above for Simple, Martial, and Exotic
weapons. Some characters will benefit from
one system over the other, but these differences
are usually minor in the beginning of a game
and insignificant as the game runs its course.

Ability
Increase

XP Cost

12

360

1,320

2,280

3,240

4,200

5,160

Mentalis Design
new statistic and 1,320 XP for the second
advance.
A few other notes should be made about this
rule. First, note that the cost to increase an ability
score is independent of the actual ability score.
Also, note that ability advancement happens
independently of advancement to other ability
scores. The cost increases for each advance
to an ability score, but advancing a second or
third ability score always begins back at 360
XP for that particular ability score.

off combats at various levels of builds so


long as their builds do not need class abilities,
psionics, or magic. This is a significant point
to consider, because it demonstrates that
while this system is numbers heavy in terms
of keeping track of experience gained and
experience spent, it is also very basic and easy
to implement. Character conversion in the
areas that have already been discussed should
take a very limited amount of time. What will
take more time is realizing the many ways that
a player can now tweak their character to get
exactly what they want. Suddenly character
design is now as much fun between levels as it
is at each new character level. And that is the
point of this system.

Summary of the Basics


At this point, a Game Master and their
gaming group could begin to throw together
some mock-fighters and begin having one-

13

Complete Control

Constant Abilities
XP COST

Level of the Constant Ability

The name can mean many things, but the one


thing that constant abilities are not is boring.
These abilities are any ability that either does
not change or does not change in a measurable
way. For example, in a standard game a class
ability that adds a static bonus to a specific skill
check is a constant ability. Once the ability is
gained it is present in a constant way and in
a constant amount, hence the name. On the
other hand, abilities that gain additional uses
or change based on the level of the character
are not constant abilities because they contain
at least one variable element. Those abilities
will be handled in the next chapter. Constant
abilities are the easiest to see, define, and they
are by far the easiest to keep track of as a player.
These abilities are purchased with a certain
amount of experience every single game and
once they are purchased the bookkeeping is
minimal.
The table for buying a constant ability is
predominantly a guideline. Every Game Master
and every player knows that not all abilities
gained at a certain level are equal in power.
The temptation to raise and lower ability costs
should be cautioned, however, because the
power of constant abilities is often largely tied
to the build of the character. For example, an
ability to leave no trace while moving through
woodland areas is vastly helpful to a single
character or a group of characters in which
each member has access to the ability. In a
party who does urban adventuring or a party
full of heavy track laying associates, the
abilitys power is somewhat diminished. The
point of this argument is that while the table
is a guideline and a Game Master ultimately
has the ability to raise or lower the cost of any
ability, care should be taken when straying too
far from the suggested cost of such abilities.

270

540

810

1,080

1,350

1,620

1,890

2,160

2,430

10

2,700

11

2,970

12

3,240

13

3,510

14

3,780

15

4,050

16

4,320

17

4,590

18

4,860

19

5,130

20

5,400

As the table shows, the price of constant


abilities is easy to figure out. The only piece of
information needed is the absolute lowest level
that an ability can be gained. As an example,
the Barbarian and the Rogue both gain
Improved Uncanny Dodge. This is a constant
ability because its effects remain the same for
the entire life of the character. However, the
rogue gains this ability at 8th level, while the
Barbarian gains the ability at 5th level. When
determining the price of a constant ability, the
ability should always be priced at the absolute
lowest level that the ability can be gained in
a standard game. In the case of Improved
Uncanny Dodge, the level would be 5. A player
would need to pay 1,350 XP to purchase that
ability for their character regardless of when it
is purchased.
The price for constant abilities is easy
to figure out with respect to base classes.

14

Mentalis Design
However, some work is required when figuring
4th character level since it can be acquired at 5th
out the price of constant abilities found within
level in a regular game. As a Game Masters
Prestige Classes. The work that must be done
experience with these rules increases, the
is to determine what the earliest character level
character level requirement of many abilities
that a Prestige Class may be entered under
can be dropped.
the standard rules and use that as the point
The reason for reducing the level by one in
of comparison for this system. Once that
the above suggestion is simple. In a standard
minimum level is determined then the cost
game, characters have all their 2nd level abilities
of the class abilities falls into place relatively
the moment the characters have enough
painlessly.
experience to be 2nd level. In this system, if a
For example, many ten level Prestige Classes
character has to be 2nd level before purchasing
are built assuming that a typical character who
2nd level constant abilities then they are actually
makes prudent decisions can enter them on
going to be constantly underpowered at the
the 6th character level. In this case, constant
beginning of each level compared to a character
st
in a standard game. Note that this reduction in
abilities for the 1 level of the Prestige
acquisition level does not reduce the purchase
Class would actually be priced
price. That reduction has already been taken
as 6th level constant abilities
into account as will be explained in the
and therefore cost 1,620 XP.
chapter regarding the designers
2nd level constant abilities for
notes. The price of
the Prestige Class would be
th
a constant ability is
priced as 7 level constant
always dependent
abilities and would therefore
upon the lowest level
cost 1,890 XP.
that the ability is gained in a
As another example, a five level
standard game.
Prestige Class that at its earliest can
th
Finally, it is appropriate for Game
be entered at 13 level by a standard
Masters to establish prerequisites for
character will have its constant
most class abilities. Most Prestige
abilities priced accordingly. The
Classes have prerequisites, and
constant abilities of this Prestige
st
these prerequisites are a good
Class 1 level would each cost
place to start when determining
3,510 XP. The constant abilities
appropriate
prerequisites
gained on its 5th (last) level would
th
for abilities that come out of
technically be 17 level and cost
Prestige Classes. Since the
4,590 XP.
Prestige Class prerequisites are
The Game Master can decide
to make all abilities open during Want a monks ability to avoid made irrelevant by the nature
the whole game or to limit when damage, even while playing a of class being irrelevant, the
prerequisites can easily shift to
abilities can be acquired. In
psion? Not a problem!
the class abilities themselves in
most cases when getting used to
order to maintain game balance. Additionally,
the system, it is wise to restrict the purchase
Game Masters may desire to add to or increase
of constant abilities to when the characters
the prerequisites for abilities gained after the
level is one less than when a character would
1st level of a Prestige Class or base class.
gain access to them in a standard game. For
example, Improved Uncanny Dodge could only
For example, the AmalgamistUP Prestige
be bought by a character that is at least at the
Class has a 1st level ability called Crystallic

15

Complete Control
Limb. Since the Almagamist Prestige Class
can be attained on the 6th level in a standard
game, its prerequisites should also be set
accordingly to being able to gain the abilities at
the 5th character level. As such, it is certainly
reasonable to set the following prerequisites for
the ability: Heal 4 ranks, Knowledge (Psionics)
8 ranks, Craft Crystallic feat, Able to manifest
body adjustment and either metaphysical
claws or metaphysical weapon, and having
successfully grafted at least one crystallic
on yourself. Additionally, the AmalgamistUP
Prestige Class also has an 8th level class
ability called Efficient Crafting technically
a 13th level constant ability able to be gained
under this system at the 12th character level. A
reasonable list of requirements for this ability

might be: Crystallic Limb constant ability,


Knowledge (Psionics) 15 ranks.
Following these rules, the experience cost for
any class ability that does not vary as character
development occurs can now be determined.
Any sourcebook that illustrates its new
character classes in either a base class form or
a Prestige Class form can now have its constant
abilities converted into this classless system.
While the rules for constant abilities are easy
to implement, the more exciting aspect of the
progression of the rules is that there are only
a few topics yet to be covered before a game
can be fully converted into a truly classless
wonder!

16

Mentalis Design

Variable Abilities

Variable abilities are not named because their


cost varies from game to game but because
their effectiveness can vary from level to level.
In other words, variable abilities have elements
within them that vary to some extent as the
character improves. Some variable abilities
vary based on an effective user level. Other
variable abilities vary based on the number
of uses granted per day. Still more variable
abilities vary in how many Hit Dice of damage
they can do. While these are certainly the most
popular means for abilities to vary, they are not
the only ways for abilities to vary. Additionally,
some abilities vary in combinations of these
methods, too!
Variable abilities are not difficult in
determining the amount of experience
necessary to purchase. Where these abilities
are more difficult to use is in the upkeep and
bookkeeping on the players end as well as
remembering what the next variable increase
should cost. Even that task is not difficult; it
just requires some attention to detail.
As with constant abilities, the formulas
for generating variable ability costs are only
guidelines. No two variable abilities have
exactly the same effectiveness. Even the same
ability can be vastly different in effectiveness
between characters. For example, the ability
to do extra damage when an opponent is
denied their Dexterity bonus to Armor Class is
much more valuable to a character with high
Dexterity, high initiative, and several means of
denying their opponents their Dexterity bonus
than to a character who lacks these things.
Caution must be used when adjusting the cost
of abilities above or below the guidelines that
the formulas suggest.
As with constant abilities, variable abilities
are always purchased according to the lowest

character level in which the ability could be


attained through any combination of classes in
a standard game. This will initially take some
work for a Game Master to define, but it is not
difficult to accomplish. At worst, it is time
consuming.
Level-Variable Abilities
One of the most interesting aspects of variable
abilities is that since class is irrelevant in this
system, any ability that is based on a class level
must now be based on an ability level. For
example, the Worldthought MedicUP has a class
ability that steals hit points from its enemies
and allows the medic to heal his allies with the
stolen damage. As written, the ability allows
a character to damage an opponent an amount
equal to their Wisdom modifier plus their class
XP COST
Initial

Next increase

45

30

75

60

135

90

225

120

345

150

495

180

675

210

885

240

1,125

270

10

1,395

300

11

1,695

330

12

2,025

360

13

2,385

390

14

2,775

420

15

3,195

450

16

3,645

480

17

4,125

510

18

4,635

540

19

5,175

570

20

5,745

Level of the Variable Ability

17

Complete Control
level. Since there is no longer a class level,
always reaches 5,745 XP by the 20th ability
the term ability level must be introduced and
level. In other words, an ability that begins
defined.
on the 5th level must assume the costs for the
Ability levels may be purchased for a
1st, 2nd, 3rd, 4th, and 5th levels in its initial cost.
character whenever the player has enough
Respectively, those costs would be the initial
free experience to spend regardless of the
45 XP for 1st level, the initial increase of 30 XP
characters character level. As such, it is
for 2nd level, 60 XP for 3rd
entirely possible for a character to have
level, 90 XP for 4th level,
any number of level-variable abilities
and 120 XP for 5th level.
each with their own ability level as
Adding these numbers
preferred by the characters player.
together gives a result of
Since ability levels can be purchased
345 XP, which is listed in
to increase the individual power of
the column for the initial cost
level-variable abilities, the cost of
of a 5th level-variable ability. The
each increase is much smaller than
increase for 6th level is 150 XP, which
that for a constant ability. However,
is listed in the second column titled
over the course of a characters life
next increase. This column is included
the variable abilities outpace the
so that the player can easily know
price of constant abilities of the
where to begin the increase cost when
same level.
purchasing a level-variable ability.
Level-variable ability increases
Following the pattern, the 7th level
must be purchased whenever the
would then cost 180 XP and the 8th
player wants the ability level to
level would cost 210 XP, etc.
increase, and this increase is always
For example, the aforementioned
based on the cost of the previous
Steal Health ability of the
increase. The initial cost for an
Worldthought MedicUP is normally
ability of this type at any given level
gained at 3rd level. This means that
is shown in the table. The cost to
the ability costs 135 XP to purchase
increase the abilitys level the first
initially, and the character can use
time is always 30 XP times the
the ability at as soon as it is gained
original level of the ability.
at an ability level of 3. If Jenna,
Each increase to the ability
a Worldthought MedicUP, had a
level afterwards is always
Wisdom modifier of +2 and the
30 XP more than the prior
Steal Health ability, Jenna could
st
increase. Thus, if a 1 leveldo 5 points of damage as soon as
the ability is purchased. If Jennas
variable ability costs 45 XP,
then increasing the ability to 2nd Anyara began opening the player wants to increase the
level would cost an additional
ability level to 4th level so that
portal to the Fae Lands to
30 XP. Increasing the ability to make the pact and gain new Jenna can do more damage, it
3rd level would cost 60 XP. If
would cost 90 XP. Jenna would
powers
now have Steal Health at the 4th
this were to continue until the
ability level reached 20, the player would have
ability level and she would be capable of doing
spent a cumulative 5,745 XP on that ability.
6 points of damage through that ability. If
The table is created in such a manner that
the player wanted to increase the ability level
the cumulative cost of a level-variable ability
again, they could do so as soon as they had

18

Mentalis Design
the additional 120 XP to spend. At this point,
Jenna would have Steal Health at the 5th ability
level, regardless of her character level. Jenna
would be able to do 7 points damage as defined
by the class ability description.
As the example demonstrates, level-variable
abilities found in base classes always begin
functioning at the minimum level according to
the purchasing cost. A 7th level-variable ability
always costs 675 XP and automatically begins
as a 7th ability level. A 15th level-variable ability
always costs 3,195 XP and automatically
begins as a 15th ability level. Regardless of the
base price of a variable ability, increases to the
ability level always cost 30 XP more than the
cost for the prior increase in level. Using the
chart, the first increase to the above mentioned
7th level ability costs 210 XP. The second
increase to this ability would cost 240 XP, and
it would result in the ability now being 9th level.
The first increase to the above mentioned 15th
level ability costs 450 XP. The second increase
to this ability would cost 480 XP, resulting in a
net ability level of 17.
Some level-variable abilities are phrased in
terms of effectiveness based on a percentage
of the overall class level. For example, the
MarksmanUP class has a level-variable ability
called Cover Fire, which has a class level
variable effect within the Difficulty Class of
the effect. The DC of the effect is calculated
by adding 10 + one-half the characters
MarksmanUP class level + the Dexterity
modifier. Suppose the Xerrem, a MarksmanUP
with a Dexterity modifier of +3, would benefit
from the Cover Fire class ability, which is a 4th
level-variable ability. Xerrems player can buy
the ability for 225 XP. The ability would be 4th
level by the purchase, but the ability description
indicates that the DC of Xerrems Cover Fire
ability is 10+4(.5)+3, or 15. If Xerrems player
pays another 120 XP the ability level rises to 5,
but the DC would not increase due to the rules
about rounding decimals down. If Xerrems
player pays another 150 XP the ability level

rises to 6 and the DC of the Cover Fire effect


becomes 10+6(.5)+3, or 16.
As another example, the Ranger class casts
spells at a caster level equal to half the overall
Ranger class level. Although the Ranger
cannot cast spells until 4th level, other classes
have the ability to cast 1st level divine spells
at 1st level, so increasing caster level is a 1st
level-variable ability. Regardless of when the
player purchases the ability to cast spells, it
would cost 45 XP for a caster ability level of 1.
However, the character still cannot cast spells
because the Rangers caster level is defined as
half the ability level. For the Ranger to actually
cast spells, the player would need to pay an
additional 30 XP so the ability level would be
2 and the effective caster level would be 1. For
the Ranger to have a caster level of 2, the player
would need to spend an additional 150 XP to
raise the ability level first to 3 and then to 4.
In total, the player would spend a cumulative
5,745 XP if the ability was eventually raised
to the 20th level. In this case, though, the
caster level would still only be 10 because of
the caster level for a Rangers spell casting
specifies that caster level is half the ability
level. Furthermore, it should be stated that this
experience spent is only to increase manifester/
caster levels. The actual explanation of how to
buy power points, spell slots, incantations, and
power/spell levels will be handled in the next
chapter.
The one exception to this rule is a class ability
that is defined by a completely different class.
To stick with the Ranger, it has the Animal
Companion class ability which is defined
by the Druid class ability. No player would
consider taking the Ranger version where each
level only counts as a half level when the Druid
ability is also available. Since the Druid ability
functions identically (in fact more efficiently)
than the Ranger ability, the Ranger ability is
simply disregarded. If a player wanted their
character to have an animal companion with
the relative strength of a Ranger, they would

19

Complete Control
simply buy the Druids Animal Companion
ability up to level 10. They could buy increases
whenever it suited them, but they would only
spend 1,395 XP in the process.
Additionally, some level-variable abilities
are improved by other abilities that are fully
dependent on the main ability. Bardic Music
and its many subordinate abilities like Inspire
Courage, Inspire Competence, and Suggestion
are great examples of this. Subordinate abilities
can be priced at 30 XP times the level at which
they are gained once the greater ability has
been increased to an appropriate level. For
example, Bardic Music is a 1st level ability that
initially costs 45 XP and 30 XP to improve.
Countersong is a subordinate ability gained at
1st level, so it can be bought for 30 XP once
Bardic Music is purchased. Mass Suggestion
is a subordinate ability gained at 18th level and
therefore it costs 540 XP, assuming that Bardic
Music has been purchased and improved to an
ability level of 18.
There is a small amount of difficulty with
level-variable abilities that come out of
Prestige Classes. Those abilities that are
based on an overall character level or some
other designation besides the Prestige class
level act as though they were from a base
class. Class abilities from Prestige Classes that
function off of the characters Prestige Class
level are always purchased as a level-variable
ability of the appropriate level but the ability
level begins at the level where the ability first
appears within the Prestige Class. For example,
the Knight MeditantUP has a 2nd level-variable
ability called Meditative Focus. If this Prestige
Class could be entered at the earliest at 6th level,
then Meditative Focus is priced as a 7th levelvariable ability and costs 675 XP. However,
rather than the ability level beginning at 7, the
ability level would begin at 2 since the ability
is dependent upon the Prestige Class level. To
increase the ability to 3rd level, 210 XP would
be required as if it were being increased to 8th
level.

Abilities from Prestige Classes can only be


increased to the maximum level that would
be found in a standard game (usually 5 or
10). Increasing level-variable abilities that
come from Prestige Classes above this limit is
possible only with Game Master approval. To
continue with the Knight MeditantUP example
from above, the ability level for Meditative
Focus can only be increased to 10th level.
Additional increases would require Game
Master approval.
Finally, unlike constant abilities whose
effect is static level-variable abilities can
often be pushed beyond the limits that a
standard game might allow. It is always up to
a Game Master to determine how far beyond
the limits a character may go. In the system
being described here, it is possible for a player
to increase an ability level beyond the current
individual character level. While this is
normally not a problem, some Game Masters
may not be comfortable allowing ability levels
to increase too far above character level. It
is certainly reasonable for a Game Master to
place a requirement that an ability level cannot
exceed a certain number of levels above the
characters current level or above 20, for
example. Ultimately, this is a decision that is
best left in the Game Masters hands.
Use-Variable Abilities
Some class abilities do not vary by the
characters class level but by how many times
the ability may be used during the course of a
day. In this case, the table and application of
the data are considerably simpler than levelvariable abilities. The experience expenditures
for this kind of variable ability are in the
following table.
This table is made up of two kinds of data.
The first column of experience indicates how
much experience must be spent to buy access
to the ability. The second column indicates
how much experience must be spent for one
use of the ability per day. This number is

20

Mentalis Design
governing the amount of uses in a standard
game. If Tierna, a Halo KnightHK, already
has the Avatar Surge ability with one use then
Tiernas player can purchase a second use any
time that the player has the 1,620 XP to spend.
The player could buy an additional use of this
ability should the player have the 2,430 XP to
spend. Since a standard non-epic game would
not give a player a fourth use of this ability, a
fourth use could be bought by Tiernas player
for an additional 3,240 XP only if the Game
Master allowed.
Occasionally, variable abilities contain both
daily uses and a variable ability level. When
this happens the formula for level-variable
abilities is always applied first to determine the
initial cost of the ability. Then, the formula for
finding the cost of each daily use is applied.
In this exception, the first use always costs 30
XP times the level of the ability instead of half
the base cost. The second use would still cost
twice the cost for the first use. The third daily
use would still cost three times the cost for the
first use.
For example, we can return back to Jenna, the
Worldthought MedicWM. Another class ability
this class has is the ability to use the Empathy
power twice per day with a manifester level
equal to the ability level. As written in the
original class, this is a 6th level variable ability.
Since this variable ability contains both levelvariable and use-variable aspects, the levelvariable formula is applied first. Jennas player
could purchase the Empathy ability for 495 XP.
The player could also then purchase a single
use of the ability for 180 XP and a second use
for 360 XP. Additionally, Jennas player can
increase both the ability level and the number
of uses per day. If Jennas player desires to
have Jenna use the Empathy ability as a 7th
level manifester, it would cost 180 XP as can be
found on the chart for level-variable abilities.
If Jennas player desires to have Jenna to be
able to use the Empathy ability three times a
day it would cost 540 XP.

always generated by taking half of the initial


cost for the ability. The third column indicates
the cost for a second daily use of the ability.
This number is generated by multiplying the
cost of the first use by two. In general, uses
may be purchased by multiplying the number
of use being purchased by the cost for the first
use. For example, the fifth use of a 1st level
use-variable ability would cost 450 XP. The
fourth use of a 3rd level use-variable ability
would always cost 1,080 XP.
As an example, the Halo KnightHK has a 9th
level ability called Avatar Surge that allows the
character to use his ability to take on avatars
to give the character a bonus to Strength or
Dexterity. To gain access to this ability for a
character, a player would need to spend 1,620
XP. Additionally, the player would need to
spend 810 XP in order to buy the first use of
the ability. As the character progresses, it is
possible to gain more uses of the ability per day
so long as either the amount of uses desired can
be legitimately obtained in a non-epic game or
the Game Master allows an excess of the rules

Level of the Variable Ability

XP COST
Initial

First use

Second use

180

90

180

360

180

360

540

270

540

720

360

720

900

450

900

1,080

540

1,080

1,260

630

1,260

1,440

720

1,440

1,620

810

1,620

10

1,800

900

1,800

11

1,980

990

1,980

12

2,160

1,080

2,160

13

2,340

1,170

2,340

14

2,520

1,260

2,520

15

2,700

1,350

2,700

16

2,880

1,440

2,880

17

3,060

1,530

3,060

18

3,240

1,620

3,240

19

3,420

1,710

3,420

20

3,600

1,800

3,600

21

Complete Control
by a predetermined amount.
Whatever the
progression, this case may well be the easiest of
all the variable abilities to spot. The following
table for determining the cost of this kind of
variable ability will look suspiciously familiar
to the use-variable table. Progression-variable
abilities feel like use-variable abilities for good
reason. Both types of variable abilities result
from a systematic increase in the effect.
For example, a character might be interested
in gaining a class ability that provides damage
reduction, which can scale depending on the
type of damage reduction desired. Using the
progression found in the Barbarian class, we
can see that a player could buy the initial access
to the Damage Reduction ability. This ability
is priced as a 7th level ability for 1,260 XP. The
player would then have to purchase the first
progression of the ability, DR 1/- for 630 XP.
If a player wanted to increase their characters
damage reduction to the next progression,
2/-, it would cost 1,260 XP. Another increase
would cost 1,890 XP.
Additionally, in cases where there is both a
progression-variable effect as well as a levelvariable effect, the table for finding the initial
cost of the level-variable is always consulted
first. Once the initial cost is determined from
the level-variable formula, the formula for
determining each progression in the effect is
applied. In such cases the cost for the first
progression is 30 XP times the initial level that
the ability can be purchased. In this respect
the rules for progression-variable abilities
continue to be identical to how use-variable
abilities interact with level-variable abilities.
In the case where a variable ability contains
both a progression-variable and a use-variable
but not a level-variable, the initial cost can
be found using either the use-variable or the
progression-variable table since the tables are
identical. Then, the formula for buying the daily
uses is applied in addition to the formula for
buying the desired progression. Both of these
costs continue to be based on half the initial

However, this pricing does present a potential


abuse of the mathematical system. Because
the uses of an ability that contains both levelvariable and use-variable are so cost efficient,
players can often buy more uses than would
normally be found in a standard game for a
relatively insignificant cost. To avoid this,
Game Masters are discouraged from allowing
too many additional uses to be purchased
beyond what the rules allow for in a standard
game. Most Game Masters should feel quite
comfortable in placing a limit in this area
of what a standard game allows or perhaps
an additional use or two if it does not seem
unbalancing.
Progression-Variable Abilities
Most, if not all, of the variable abilities
remaining vary by some sort of predetermined
progression defined in the effect of the ability.
It may be that the ability increases in damage
dice as the character progresses. It may be
that the ability increases elemental resistance

Level of the Variable Ability

XP COST
Initial

First Progression

Second Progression

180

90

180

360

180

360

540

270

540

720

360

720

900

450

900

1,080

540

1,080

1,260

630

1,260

1,440

720

1,440

1,620

810

1,620

10

1,800

900

1,800

11

1,980

990

1,980

12

2,160

1,080

2,160

13

2,340

1,170

2,340

14

2,520

1,260

2,520

15

2,700

1,350

2,700

16

2,880

1,440

2,880

17

3,060

1,530

3,060

18

3,240

1,620

3,240

19

3,420

1,710

3,420

20

3,600

1,800

3,600

22

Mentalis Design
Also, as in the case of constant abilities a Game
Master should feel comfortable establishing
prerequisites for variable class abilities. These
prerequisites can easily be taken and adjusted
from any appropriate portions of the Prestige
Class prerequisite list or the base class abilities
already gained. It is recommended that in the
beginning all abilities be given a minimum
level in which they can be purchased, although
as experience with these rules increases this
decision is less important.
In the end, most Game Masters who want
complete control and the ability to customize
the allies and antagonists for the players
characters soon find themselves caught up in
the desire to convert completely. With a bit
of patience, this can be accomplished with
minimal effort past the initial understanding
of the rules. Furthermore, at this point in the
work all the rules have been explained with
the exception of manifesting powers, casting
spells, and performing incantations!

cost for purchasing access to the ability. This


case is extremely rare in character building.
Summary of Variable Abilities
The tables of variable abilities are certainly
not difficult to apply. If anything, a Game
Master might consider it tedious work in the
beginning. However, most players who want
complete freedom in their character design are
usually quite willing to assist in converting the
abilities of Base Classes and Prestige Classes
into experience progressions. The key to this
aspect of converting a standard game into a
classless game is patience. Dont feel obligated
to convert each class ability of every class before
using the system. A Game Master can easily
allow the players to convert their characters
while using standard methods for generating
antagonists for the game if necessary at least
until a large chunk of the conversions can be
accomplished. The systems are in reasonable
balance with each other, so there shouldnt be a
consistent advantage by using either system.

23

Complete Control

Powers, Spells, and Incantations

In the last chapter we discussed variable


they know only the spells found in a spell book
class abilities. Many people will argue that
as a Wizard would, or they innately know a
manifesting powers and casting spells is a class
small subset of their class spells or powers as
ability, and on one level they are absolutely
a Sorcerer or Psion would. This is still true;
right. That is why the cost for determining
when purchasing manifester/caster levels that
manifester/caster level is given
distinction would be applied to
a cost according to a levelwhatever manifester/caster levvariable ability as discussed
el is purchased.
in one of the examples
An example will help here.
from the previous chapter.
At character creation, a player
However, there is still a
can spend 40 XP and purchase
difference between having a
the ability to manifest powers
specific level of ability and
or cast spells as a first level
actually having some power
manifester or caster. If the
or spell to perform.
player designates that they
A fair
analogy
to
want their ability to manimake regarding power
fest powers to follow the
manifestation and spell
MarksmanUP progression,
casting is the variable
then the characters known
abilities that depend on
powers would follow that
use. In those abilities,
of a 1st level Marksman.
access to the ability did
The character would know
not actually buy any
no powers at their first abiluses.
Instead, the
ity level, one power at the
individual uses for
2nd ability level, two powthe ability had to be
ers at the 3rd ability level,
purchased in addition
and so on until they
to access to the ability
reached fifteen powitself. The same is true
ers known at the
for manifesting powers
20th level. Instead,
and casting spells.
if the player wanted
Before we get to the
their character to cast
actual cost of purchasing
spells like a Cleric
levels of powers/spells,
then the character
spell slots, or even power
would know all the
Want
to
combine
abilities
from
multiple
points something needs to
spells on the Cleric
classes to get that concept just right?
be said about powers/spells
spell list as the Cleric
Here
is
how
you
do
it!
known. In a standard game,
automatically does.
If the player wanted
classes either know all the
their character to cast spells as a Sorcerer, then
spells on their class spell list as a Cleric would,

24

Mentalis Design
the character would know the same amount of
spells that a Sorcerer would know at a class
level equal to the characters ability level. At
first level, the character would know 4 0-level
spells and 2 1-level spells from the spell list.
What is truly variable in this system is how
much power the character can wield. Just as
a character with a variable ability must buy
additional uses, a manifester or spell caster
can buy as many power points or spell slots
as they have experience to spend. This aspect
of the game becomes fully customizable
and admittedly scary to many novice Game
Masters.
Additionally, it is possible to buy access to
multiple manifesting classes or casting classes.
In order to do this, the rules are simply applied
twice, once for each class. If a character wants
to cast spells as a Druid and manifest powers
as a Society MindUP, then the player would
need to buy access for each ability following
the rules for level-variable abilities. First, the
player would need to spend 45 XP to be able
to manifest Society Mind powers as a 1st level
manifester. Second, the player would need to
spend 45 XP to be able to cast Druid spells as
a 1st level caster. Each of these abilities would
progress as slowly or quickly as the player
wanted; and the abilities would be increased
completely independently of each other. This
would only buy them caster and manifester
levels, however. If they actually wanted spells
to cast and power points to spend, then the
player would need to apply the rules below for
each manifesting and casting progression.
There is one other issue that needs to be
covered before the price guidelines are given.
Not all classes have an equal power or spell
list. There is an iconic list for each ability. For
psionic powers, the iconic list is that of the
Psion or the Wilder. For divine spells, the list
is the Clerics spell list. For arcane spells, the
list is that of the Wizard or Sorcerer. Other
class progressions may use these full lists or
grant access to only a portion of them. Classes

whose power or spell lists are reduced more


than slightly from these iconic lists should
use the costs listed below in the 50% column.
This reduction of price only applies to those
costs listed below, not to the cost of purchasing
manifester/caster levels as a level-variable
ability. The manifester/caster ability is always
purchased at full cost as a level-variable
ability.
Psionic Progressions
Psionic progressions are the easiest to
describe and manage because they do not have
spell slots as a part of their structure. A psionic
character knows a specific set of powers
and buys power points in order to be able to
manifest those powers. Power points do not
have levels; they can be used by a character
that has them for any power regardless of level
and augmentation.
Since this is the case, figuring out the
cost for a psionic characters power is very
straightforward. A psionic character simply
needs to buy the initial access to manifest
powers as a level-variable ability discussed
in the prior chapter. Then, the player must
buy access to each level of powers as they are
desired. Access to a level cannot be bought
unless access to all the previous levels has been
purchased. Finally, the player must buy power
points to fuel the ability.
The table shows the cost for buying access
to powers of a certain level. In order for a
character to manifest powers of a given level,

Power Level

XP COST

25

Full

50%

50

25

240

120

720

360

1,200

600

1,680

840

2,160

1,080

2,640

1,320

3,120

1,560

3,600

1,800

Complete Control
they must pay the one-time fee for access to
that level in addition to ensuring that their
manifester ability level is high enough to
allow access to the level. Only when both of
these conditions are met can the player have
his character begin manifesting powers of the
desired level.
For example, Chrysmys is a dwarven
Devoted PsionUP. The player has expended
135 XP to bring Chrysmys manifester level
up to 3following the rules of the level-variable
abilities. This means that it is now possible for
Chrysmys to buy access to second level powers.
Assuming that the player has already spend the
50 XP to gain access to first level powers, the
player can now spend 240 XP and gain access
to second level powers. Once those purchases
are made, Chrysmys player can select as many
known 2nd level psionic powers as afforded to
him by the Devoted PsionUP base class for a 3rd
level manifester.
If Chrysmys was a dwarven MorpheanMO
instead, his player would have needed to
increase Chrysmys manifester level to 4 before
being able to buy access to second level powers.
This would cost 225 XP in total. Since the
MorpheanMO list is reduced in versatility from
the Psion/Wilder list, Chrysmys player would
use the 50% column in the table to determine
the cost for buy power levels. Chrysmys could
manifest 2nd level powers with an expenditure
of 120 XP, assuming that the 25 XP had already
been paid to buy access to first level powers.
The only thing left to discuss regarding
psionics is the cost for power points. This
does not even need a table. Every power point
purchased by a psionic character with access to
a full power list costs 195 XP regardless of the
characters level. Those classes who follow
the 50% column in the table also receive a
reduction in power point cost of 50%, implying
that their cost is 97.5 XP per power point. [A
Game Master can easily round this up to 98
XP or allow these players to buy their points
in pairs for 195 XP.] If we continue to use

Chrysmys as an example, Chrysmys player


can add 6 power points to Chrysmys power
point total at any time for 1170 XP if Chrysmys
were a Devoted PsionUP. If Chrysmys were a
MorpheanMO, the player would pay 585 XP for
6 power points.
It should be noted that power points gained
from having high ability scores are gained as
normal without cost. Bonus power points are
always found using the proper manifester level
purchased as a level-variable ability and the
appropriate ability modifier. Characters that
have more than one manifester ability receive
bonus power points for each manifesting
ability by using the appropriate ability level
and modifier.
However, the lack of a psionic version of
spell slots does imply that there needs to be one
additional consideration with regard to psionic
rules. In this system, psionic power points (and
bonus power points for high ability scores) must
be kept separate if a character desires to have
multiple manifester abilities that use power
points. The first reason is because there is the
possibility of a player spending 195 XP per
power point to fuel one caster ability and 97.5
XP per power point to fuel a second ability. The
second reason is simply one of game balance.
In this system the cost for power points is one
of the major balancing aspects. If a player
were to buy a full set of power points for one
manifesting ability they could add manifester
levels and power levels for much less of a cost
for multiple other casting progressions.
Arcane and Divine Progressions
Fortunately, there is no need to distinguish
between the cost of arcane and divine casting
progressions. Unfortunately, the fact that both
of these systems rely on spell slots instead of
power points means than an additional table is
necessary. However, this table is not difficult
to put into application. Before getting to the
table on spell slots, the table for purchasing
spell levels is necessary.

26

Mentalis Design
cast 4th level spells, the player would need to
spend a total of 390 XP to increase the caster
ability level to 7 and then 8. Then the player
could spend 1,200 XP and buy access to 4th
level spells.
Unlike psionics, spell casters use spell slots
to determine the effectiveness of their ability.
These spell slots must be purchased for the
character, and they can be purchased in any
quantity that the character desires. Once spell
slots are purchased, they cannot be sold. There
is no requirement that a spell caster purchase
any spell slots for a given spell level, however
they still must purchase access to the level in
order to purchase spell levels and spell slots
of a higher level. If a spell caster does not
purchase slots for a given spell level, they
simply cannot cast any spells of that level.
However, if a player buys higher spell slots
the character is able to use the spell slots of a
higher level to cast spells of a lower level or
even use metamagic spells if desired.
Continuing the example from Kira above,
suppose Kiras player had already purchased 4
0-level slots for 680 XP, four 1-level slots for
1,360 XP, and three 2-level slots for 2,040 XP.
Once Kiras player is able to purchase access
to 3rd level spells, the player can buy as many
3-level spell slots for Kira as desired at a cost
of 1,020 XP per slot.
As with psionics, arcane and divine spell
casters with high ability scores receive
bonus spell slots at no experience cost. The

This table is nearly identical to the cost for


buying access to levels of psionic powers. The
only difference in the numbers is that spell
casters often have access to zero level spells
while psionic characters never have access to
zero level powers. In cases where a casting
progression includes the use of zero level
spells, access must be purchased for the zero
level spells before access can be purchased to
first level spells. If the character has enough
experience, the player may purchase access to
multiple levels at the same time so long as all
the prior levels have been purchased.
As with the psionic table, this table shows
the cost for buying access to spells of a certain
level. In order for a character to cast spells of
a given level, they must pay the one-time fee
for access to that level in addition to ensuring
that their caster ability level is high enough to
allow access to the level. Only when both of
these conditions are met can the player have
their character begin buying spell slots of the
desired level and actually casting spells.
For example, if Kira the Sorcerer is already
able to cast 2nd level spells as a 4th level caster
and her player wanted to improve the ability to
cast 3rd level spells, her player would first have
to spend a total of 270 XP to increase her caster
ability level to 5 and then to 6. Additionally,
the player would have already spent 300 XP
to buy access to 0, 1st, and 2nd level spells and
would need to spend an additional 720 XP to
buy access to the 3rd level spells. In order to

XP COST
50%

10

170

85

50

25

340

170

240

120

680

340

720

360

1,020

510

1,200

600

1,360

680

1,680

840

2,160

1,080

2,640

1,320

3,120

1,560

3,600

1,800

Full

Spell Slot Level

Spell Level Access

XP COST
Full

27

50%

1,700

850

2,040

1,020

2,380

1,190

2,720

1,360

3,060

1,530

Complete Control
appropriate caster level purchased as a levelchanneling system converts remarkably well
variable ability - is used in conjunction with the
into the system proposed here.
casting ability modifier to determine any bonus
As with magic and psionics, characters using
spell slots. Of course, bonus spell slots gained
the channeling model need a channeling level.
from different casting
This is accomplished
abilities must be
in an identical fashkept separate from
ion as manifester
each other and
and caster levels.
bonus spell slots
Channeling levels
can only be used
are purchased as
when the character
a level-variable
is able to cast spells
ability.
of a given level by
Once a playpurchasing access to
er has purchased
the spell level.
channeling levels for
The last topic
their character, called
that needs to be
a NexusTC, the only
discussed with regard
remaining things to purchase are
to spell casting is the
the individual incantations. Unlike
issue of Cleric domains.
spells and powers, incantations do
The ability to pick the
not have levels and therefore no levfirst two domains is a
els need to be purchased. Additionfirst level constant ability,
ally, incantations are not fueled by
meaning that it costs 270
power points or spell
XP. Domain spell slots
levels and thus
are purchased at the price
they do not need
indicated by 50% column
to be purchased.
in the spell slot table. The Your channelers can be everything you imagined Once an incantafact that the purchased
tion is purchased
- take them out for a test drive.
domain spell slots are not
it can be used acnearly as versatile as a non-domain spell slots
cording to the rules governing incantations. Of
implies that their cost should be reduced. A
course, the rule saying that a channeler must
character is able to buy as many domain slots
XP COST
as their Game Master allows.
Incantations Known

Channeling Progressions
In the Tome of Channeling a new system
of using power is given. The system is
called channeling, and it offers the ability
for a character to use a certain number of
known incantations largely at will. There is
a requirement on how many incantations can
be used each minute, but there is no limit on
how many times each incantation can be used
over the course of a day. Fortunately, the

28

200

300

400

500

2,500

4,500

6,500

8,500

10,500

10

12,500

11

14,500

12

16,500

Mentalis Design
be able to channel the incantation according to
its DC remains in effect. Since incantations
do not have levels, incantations can be purchased whenever the player has the experience
to spend.
An example will follow. Ayssah is NexusTC
who has grown accustomed to channeling air
incantations out of the sphere of Elements.
If Ayssah is buying his first Incantation it
would cost 200 XP. If it were Ayssahs second
incantation it would cost 300 XP. IF it were
Ayssahs third or fourth incantation it would
cost 400 XP or 500 XP respectively. Once it is
purchased, it would be immediately available
for use.

Psionics, Magic, and Channeling


Summary
Working with characters that use psionics,
magic, and channeling is not difficult at
all. In fact, psionics, magic, and channeling
can be added to almost any build as a minor
enhancement or even a major replacement
for abilities that dont fit the players personal
character design goals. At this point, all the rules
for designing characters following those found
in the SRD and published by Dreamscarred
Press have been explained. Characters should
be able to be fully converted and entire games
should now be able to become fully classless.
True versatility is now at any players or Game
Masters fingertips.

29

Complete Control

Play Considerations

as high as +15, for example. A Game Master


Upper Boundaries
might decide that allowing players to buy more
The rules put forth in this system are fairly
than 20 Hit Dice is perfectly acceptable. A
straightforward. Games should be able to be
Game Master might be fine with allowing an
converted fairly quickly. However, the one
arcane caster to purchase more spell slots than
thing that has been largely and intentionally
would normally be possible.
left out of the discussion up until now is
These are decisions best left to Game Masters
construction of upper limits. There is a very
after they are familiar with how the rules
good reason that this discussion has been left out
work. In spite of the ability for Game Masters
until now. Every purchase, every class ability,
to house rule their own games, the standard
every increase to psionic or magic ability are
beginning policy should be only to allow that
not equal. Some aspects of character design
which can happen in a standard 20 level game
can be pushed beyond the limits of a standard
until the implications are understood. At the
game without breaking it. Others should be
very least, that ruling maintains the original 20
carefully considered before allowing the limits
to be increased.
The safest rule to consider is one which
says that nothing which does not have
precedence in a standard game can be
brought into a game under this system.
So, a character would not be allowed to
purchase more than 20 Hit Dice and a
character would not be allowed to increase
the progression of Sneak Attack beyond
+10d6 damage. The arcane, divine, and
psionic characters would have their spell
slots and powerpoints limited absolutely
by how many power points and spell
slots could ultimately be purchased as a
character in a standard game.
This is the safest position to take
because it limits characters strengths. If
they have extra experience to spend they
need to spend it in areas other than their
strengths. This rule encourages wellrounded characters rather than gamebreaking characters. However, not every
aspect of the game is absolutely broken
if the progressions are allowed. A Game
Master might decide that it is acceptable It might be a good idea to plan out your next purchases,
to allow save progression to continue to
so you know what you can soon do .

30

Mentalis Design
level game balance designed into the standard
game while the Game Master and the players
are familiarizing themselves with the rules.

list can often add that aspect to their design


for a very reasonable cost. Characters that
are willing to buy higher cost Hit Dice in
the beginning and then lower Hit Dice at the
end will have more experience to spend than
characters who try to skimp in the beginning
and have to make up the difference as the total
number of Hit Dice increase.
In the end, this system is about flexibility
instead of limitation. It is about bringing fun
back into character design. Every table and
every game is going to be different; but so
long as the Game Master and players are of the
same mind in building characters this system
should be good for any table. Power gamers
who have a power gaming Game Master will
find themselves challenged like never before
in this system. Role-playing players who find
themselves under a Game Master that likewise
emphasizes role-playing will find their depth
of games increased as well.

Game Breaking Possibilities


Of course, this system opens wide the door
for game breaking combinations. When players
are allowed to design exactly the character that
they want, they have the ability to put together
particularly lethal combinations.
While
this should be monitored, it is also true that
characters who are built with those intentions
also typically paint themselves into fairly small
niches. Game Masters should almost always
be aware of the main design goals that become
apparent as characters gain experience, but
they should also become familiar with apparent
design flaws as well. Game Masters who are
aware of their players characters flaws are
much more likely to have players with wellrounded characters.
Even still, there are certain combinations
that make powerful characters and certain
combinations that make weak characters. In
general, a character that takes on too many
character abilities that are based on the levelvariable model will find themselves falling
short of their design goals as the character
progresses. Characters that rely too heavily of
constant abilities also tend to find themselves
falling short of necessary experience, especially
in the latter character levels. Characters that
intentionally buy three good save progressions
and look to buy better than average aspects of
more than one other category also find it hard
to keep up with the experience demands.
However, there are some ways to use the
system to its fullest and Game Masters should
be aware of these design strategies. Characters
that are able to limit themselves to a three or
fewer level-variable class abilities and then mix
in a few progression-variable or use-variable
abilities often find that they have spent their
experience well. Characters that are willing to
utilize a restricted power, spell, or channeling

Creating Characters Above 1 st Level


Creating characters above 1st level can lead
to some imbalances if some guidelines are
not considered. This is especially true when
discussing powers and abilities whose power
does not increase once purchased. For example,
the need to purchase 1st level spell slots is not
very high if a character is generating a 10th level
character. Instead, the temptation would be to
buy access to the lower spell levels but spend
all the experience for spell slots at the higher
levels. Had this character been generated
from 1st level and played through 10th level,
the character would certainly have purchased
the lower level spell slots. If Game Masters
allow characters to be generated above 1st level
there is a need to ensure that the character is
designed with balance in mind as well as the
characters history.
Another likely area of abuse is in the purchase
of abilities. Characters built from 1st level
are likely to purchase abilities when they are
needed. Characters generated at higher levels

31

Complete Control
will not automatically purchase the lower
level abilities that a character gaining levels
by adventuring would. This problem is best
solved through establishing prerequisites for
higher level abilities. Prerequisites can take
the form of certain skill ranks, feat purchases,
or the purchase of prior abilities. In any case, it
is imperative that the prerequisites make sense
for the ability in question.

to break down a Level Adjusted race into


purchasable subcomponents, and that is what
the following paragraphs will hope to explain.
In this system to follow, a player can build as
much or as little of the racial adjustment into
their character.
In breaking down a Level Adjusted race, the
Hit Dice are the easiest to remove. This system
already has a means for buying Hit Die from
the very beginning, so the racial Hit Die can
simply be ignored. Additionally, the means
for buying ability score improvements are also
integrated into the system already, so each
Level Adjusted race can be broken down into
a fair 1st level racial ability score adjustment
that is equivalent to the rest of the LA +0 races.
Any additional increases to ability scores can
be bought following the normal rules.
At this point, the only thing that remains is
dealing with the racial abilities gained by each
race. Some of the abilities can be kept as part of
an unadjusted 1st level racial package equivalent
to that which an LA +0 race would receive.
The remaining abilities can be converted into
constant or variable abilities at an appropriate
level based on the Level Adjustment. In this
manner a player desiring to play a character
with a Level Adjusted race can buy their
racial abilities as though they were constant
or variable abilities. The best benefit of this
system is that the concept of Level Adjustment
goes away completely. As with every other
character in the game, a character built under
this system has a character level equal to what
his experience dictates it should be.
Essentially, this system proposes treating
Level Adjusted races as vastly reduced base
classes which can be broken down using the
rules provided. It should be noted that Game
Masters who follow this method might consider
placing racial prerequisites upon the abilities
taken from Level Adjusted races. At the very
least, it opens up the door to character history
becoming much more significant at character
generation!

What To Do With Characters That Have


A Level Adjustment
This consideration is a bit more simply solved
than it originally seems. Level Adjustments
happen because a playable race receives more
in their racial package than seems normally
appropriate. Once Level Adjustments are seen
in this light breaking them down can be quite
easy. In fact, there is both a simple and a more
complex solution to the problem.
The simplest solution to the problem is to
figure out the Effective Character Level of a
players design and simply set that value as the
point at which the player collects experience.
For example, if a player wants to play a character
with 3 racial Hit Die and a Level Adjustment
of +2 then they would effectively already be
a 5th level character. Thus, they would gain
all aspects of the Level Adjusted race for the
lowest experience total of a level 5 character.
They are then able to purchase other aspects to
their character at an appropriate price as they
have experience to spend. Furthermore, when
they go to buy their next Hit Die they would
pay 180 XP for a d4, 270 for a d6, 360 for a d8,
450 for a d10, or 540 for a d12. These prices
are for a character that has already bought their
first three Hit Dice.
However, that does not need to be the only
solution to the question of Level Adjustment.
Fantasy world genetics is a funny thing where
races can often freely intermingle. In this kind
of a world, it is reasonable to think that not all
members of a race would have every aspect of
ones heritage to the same degree. It is possible

32

Mentalis Design

Designers Notes
Part of the beauty of a system like this is that the
logic behind the design is able to be explained
for those who are interested. However, the
system can be used easily enough without
explanation. Because not all the people who
want to use the system also want to know how
and why the system works, these notes have
been pulled out and separated from the rules.
For those who want to know why the system
works, continue reading. For those who dont
particularly care why it works so long as it
does, skipping this section of explanation will
not hinder your game play.
The underlying principle of this system is
found in the systematic method that a character
gains experience; and that can be found on any
experience chart. As was stated earlier in this
work, remember that in a standard game a
character has access to all abilities of a certain
level the moment the Game Master allows the
character to increase their level. Usually this
occurs as soon as the characters have enough
experience to increase their level. In order
for this understanding of game power to be
maintained, it should be understood that the
abilities gained at any level should technically
be able to be purchased using the experience
gained before they were able to level. The
understanding that a levels gained abilities
are actually gleaned from the prior levels
experience is one of the most fundament
aspects of this project but Ill confess that it
was one of the most difficult to remember and
apply.
So, knowing this fact makes the explanation
easier. Also, for the time being realize that
the first level of a character actually breaks
most of the progressions. The first level of
a character usually includes at least one save
where the character not only gets an increase

of one, but of two! Some characters gain spell


casting progression for spell levels of zero and
one. Characters who channel incantations like
the NexusTC gain two at their first level. The
character in a typical game receives four times
the normal skill points at first level. Outside
of Hit Dice progression and class abilities,
virtually all other aspects of character design
are broken by the very first level of gaming!
So, in all aspects of character design where
the first level of a character does not follow
the rules for the remaining 19 levels the
first level is ignored. The progression is
chosen for the last 19 levels and a random
yet appropriate value is used for the levels
that do not fit the progression. This is why
many of the tables included in this work have a
beautiful mathematical progression if the first
(and sometimes second) value is ignored. It is
unfortunate that it worked out this way, but it is
an unavoidable consequence of having a game
where the rules of character progression dont
always apply to the very first level.
With those two disclaimers out of the way,
Id like to spend the rest of this space talking
about how the numbers and progressions were
chosen within this project. The hardest part
of the project was determining the typical
baseline for a completely average character in
a completely average class. If you will, assume
that I am speaking about the result coming out
of all the classes being blended together into

Controllable
Aspects

Percentage

33

Hit Die

12%

Base Attack Bonus

12%

Saves

12%

Proficiencies

< 1%

Ability Increases

6%

Skills

12%

Feats

12%

Complete Control
forms: d4, d6, d8, d10, and d12. The average of
these is the d8. Using the formula given above
for determining the per level expenditure gives
the results shown earlier in the d8 column of
the table detailing the XP cost for each Hit Die
purchased. The second d8 Hit Die is equal to
(120)(2-1) or 120 XP. The third die is (120)
(3-1) or 240 XP. The last die is (120)(20-1) or
2,280 XP. Dividing each of these values by the
amount of experience needed to get to the new
level always gives a result of 12%.
That was easy. And before you ask, the
rest of the attributes of character design were
certainly not that easy! But were not quite
finished with Hit Die. We only have all the
values for the 2nd d8 through the 20th d8. To
convert these prices fairly among the remaining
dice, simply realize that 120 XP divided by 8
is 15. Essentially, the base cost for the second
Hit Die is equal to 15 times the number of sides
on the die. Extrapolating that information onto
the other dice gives the base cost of 60 for the
d4, 90 for the d6, 150 for the d10, and 180
for the d12. From there, simply multiply the
base cost times the previous number of Hit Die
already purchased and you almost completely
fill out the rest of the Hit Dice table.
The neat aspect of this analysis is that
technically a Game Master could allow
characters to use nonstandard Hit Die. A
character wanting a d9 would simply pay 135
XP for their second die. 135 equals 9 times 15.
A character wanting a d7 could pay 105 XP
for their second die using the same logic. To
determine actual Hit Points, the Game Master
could use a random number generator or apply
a formula that gives standard Hit Points for
each non-standard die.
Of course, an astute observer of this discussion
should have already realized that the formula
breaks down for the first Hit Die. Regardless
of the size of the Hit Die, 1 minus 1 is always
zero and the equation always turns out a result
of zero. As explained earlier, all the values
that were chosen for the first level acquisitions

one class that represents the average of them


all. The strengths of one class are balanced
by the weaknesses of another until a truly
generic character remains. This was difficult
to determine, but for the sake of this work Ill
establish the basic guidelines for those aspects
that are controllable.
Looking at the table of controllable aspects,
youll notice the obvious absence of psionics,
magic, and class abilities. The anomaly that
is iroficiencies will be discussed later, but
for now believe that from the perspective of
the proposed 190,000 XP needed to make
a maximum level character their cost is
insignificant. Ability increases are about half
as consuming as the other aspects listed. All of
the other aspects on the table were determined
to be of relatively equal importance to a generic
character although admittedly individual
classes rely on each of those aspects differently.
What this does is set a benchmark of 66% of
a characters experience being spent in these
aspects. Considering that psionics, magic, and
class abilities are intentionally left off the table
at this point, this proposal sounded fair.
What that table implies, then, is that at each
level 12% of a completely generic characters
experience should be spent towards each
aspect. While this sounds bland on the very
surface, the fact that not all of these aspects
increase with each level makes them all unique.
To explain what is meant by this, Ill take each
one in order of complexity. Also remember the
first principle as it is applied to the results of
the table above because it gives us the guiding
principle behind most of this work. The goal
for the per level expenditure for an average
progression of each of the aspects in the table
is: XP = (12%)(experience gained during the
previous level). This always equals 120 times
the previous character level.
Hit Dice
This is by far and away the easiest of the
components to nail down. Hit Dice come in five

34

Mentalis Design
were chosen largely at random so as to make
as much sense as possible. In each case, the
first Hit Die always costs half of the second Hit
Die. It does not follow the exact progression
of the rest of the table, but it does make logical
sense. Even better, it fits well among the other
costs of building a 1st level character.

for Base Attack Bonus, then 110 XP seemed a


reasonable choice for the cost of a Base Attack
Bonus of +1.
Once the value was chosen, filling out the
table is just as easy as it was for Hit Die. The
third increase is 430, or 215(3-1). The fourth
increase is 645, or (215)(4-1). In this manner,
a character with a Base Attack Bonus
progression will have a total XP expenditure
of slightly less than 12% because we rounded
217 down to 215. In fact, the total XP that
an iconic Cleric would spend for their Base
Attack Bonus is 22,685. Considering that
the number is only 115 XP off of the
12% mark that was established, I
considered this a success. It should
also be noted that a character with a
full Base Attack progression that
was given 1,500 XP as a free
pool would spend 40,960, or
21.4% or their 191,500 XP.
A character with a Base
Attack Bonus progression
would spend 9,675 XP, or
5.1%.

Base Attack Bonus


One might think that Base Attack Bonus is
as simple as Hit Die. After all, Base Attack
Bonus can progress in an integral pattern
at each level. However, this becomes
more difficult once the determination of
the average Base Attack Bonus is made.
For the sake of this work and for obvious
reasons, I chose the progression found in
the Cleric class to be the average.
The problem that this choice grants is that
now the progression doesnt happen along
a linear path. The progression begins
at the 2nd level, occurs for 3 levels, and
then takes one level off before repeating.
What this means is that the average
character purchases an increase to
their Base Attack Bonus 15 times over
Skills
20 levels. If the ideal total XP of a
Its hard to believe that skills
finished generic character is 190,000
would be the next least complicated
XP, then 12% of that total is 22,800
progression to figure out, but it actually
XP. What this implies is that
is. At the beginning, I had to make a
the 22,800 XP needs to be
difficult choice for this system. That
divided linearly over only
choice was what to do with the fact
15 increases. Finding the
that a character receives four times
cumulative sum of the
the amount of skill points at 1st level in
numbers 1 through 15 is
easy; and the result is 105.
a standard game. Once again, the first
Dividing 22,800 by 105 gives
level completely messes up any hope of
217 (rounded down to the
a true mathematical progression
nearest whole number). To
from level 1 to 20.
Mergil focused on his sword
make tabulation easier, 215
Where this really comes into
training, making him a better
XP was chosen as the initial
play is in keeping the progression
fighter than any of his allies,
value for a Base Attack Bonus
at a constant 12% through each
or even most of his enemies.
of +2. Remember, the formula
of the levels. Additionally, the
breaks down for level 1 because 1 minus 1
fact that players can choose any rank in a
always equals zero. If 215 is the base value
skill at any level also wreaks havoc on the

35

Complete Control
mathematical progression meant to balance
the skill rank number with the level at which
it is normally gained in a standard game. To
alleviate this dilemma completely, I chose a
system that would work around both of these
problems. In this system, the first four ranks
normally all gained at the 1st level would
cost the same. Skill rank prices would then
begin with the fifth rank because it cannot ever
be purchased until 2nd level or beyond. What
this allows is for a progression to be developed
using the 12% formula listed at the beginning
of this chapter. The average number of skills
purchased at 2nd level should total 120 XP, the
average number of skills purchased at 3rd level
should equal 240 XP, and so forth.
The only thing that is left is to determine
the average number of skill ranks gained by
a purely generic character. The temptation
is to use 5 as this number because 8 is the
maximum class value for skill ranks and 2 is the
lowest. Finding the average of 2 and 8 gives
5 as a result. However, while this would be
numerically correct, it does not represent a true
average among the classes. Few classes give
8 skill ranks per level. In fact, my experience
tells me that there are far more classes that
give 2 skill points as any other amount. Ive
found that the best overall approximation for
the average skill ranks is 3.5 ranks per level.
It was stated earlier that the 2nd level skill
ranks gained should equal 120 XP. Dividing
120 XP by 3.5 gives a result of 34 XP per
rank as an average remembering that these
are actually the 5th skill ranks. While I was
tempted to round this number up to 35 to
make the numbers clean, even an increase of
1 XP per skill rank would cause effects in the
final tally. Additionally, the method used to
integrate Intelligence score as well as racial
bonus skill ranks mandated that round numbers
would simply not be possible where skills were
concerned. Thus, the skill rating for each skill
rank for a non-human character with average
Intelligence of 10 remained 34 XP each.

To determine the XP for characters of


differing Intelligence, a bit of calculation
is required. In a standard game, increasing
the intelligence of a character by two points
increases the number of skill ranks gained by
one. If a character with an intelligence of 10
can buy 3.5 ranks for 120 XP, then a character
with an intelligence of 12 should be able to
buy 4.5 ranks for 120 XP. Dividing 120 by 4.5
gives a result of 26.67. That result rounds up
nicely to 27 XP per rank. Following that logic,
a character with Intelligence 14 should be able
to buy 5.5 ranks by paying 21.8, or 22 XP, per
rank. Simply continuing with this logic fills
out the rest of the chart for non-humans.
The column for racial bonus skill rating
follows the same logic and gives the same
result. If a non-human with Intelligence of
10 can buy 3.5 skill ranks for 120 XP, then a
human with Intelligence of 10 should be able
to buy 4.5 ranks for 120 XP. The calculation
is the same as above and it results in 26.67, or
27 XP. A human with Intelligence 12 should
be able to buy 5.5 ranks for 120 XP. The result
is 21.8, rounded up to 22 XP. Continuing
with this pattern fills out the rest of the human
column of the chart as well.
Of course, there are limits to how cheaply
or how expensive skill ranks can get before
the game runs the risk of being broken or too
expensive. Those limits are arbitrary, and I
established the limit at Intelligence 6 for the
lower bound and Intelligence 22 for the upper
bound. Characters can have an Intelligence
score above and below these levels, but the cost
does not increase or decrease outside the range.
Obviously, should a Game Master desire to set
different upper or lower boundaries they can
easily use the patterns and logic expressed here
to find those values and use them if desired.
Feats
For here on to the end, the formulas involve
another level of logic simply because the
remaining character attributes do not necessarily

36

Mentalis Design
increase level by level. Instead, they increase
sporadically or at best every other level. The
sporadic nature of feat acquisition seems to
make them difficult to price. Sure, feats are
gained at first level and then every level that is a
multiple of three. But many classes incorporate
feat acquisition in their class progression and
they seldom do it in a predictable pattern. This
fact nearly makes feat purchasing impossible
to calculate.
However, there is something nice that
happens when the average number of feats per
class is calculated. On average, classes gain
just over 10 feats in total. 7 of those feats are
gained through the character levels which all
classes get. The other three are gained through
the average class progression. What makes that
nice is that the average number of feats divides
nicely into the total number of character levels.
On average, a character gains a feat every other
level through various means.
What this means for the math behind the
tables is that a general progression can be
easily fit into a nice and neat full level package.
If the totals for level pairs are examined, a nice
pattern comes forward. The experience to get
from the bottom value of one pair of levels to
the bottom of another pair of levels is always
4,000 XP greater than the prior increase.
{Start by adding the 19th and 20th levels
together and comparing them to the 17th and
18th levels. Then compare it to the sum of the
15th and 16th levels and work your way down
the list. Youll soon see the pattern of 4,000
XP difference emerging.} 12% of 4,000 XP is
480 XP, and this would become the beginning
of the process.
As has been said before, the complexity of 1st
level character generation tragically plays with
this progression. Several classes gain a feat at
first level in addition to the character feat gained
at first level. That means that many classes
would be expected to expend a minimum of
around 500 XP of their initial experience pool
and that assumes that the price for the first

feat would be just 10 XP! Those classes like


the Ranger that end up with a total of three feats
at their first level would be spending 1,470 XP
out of their initial experience just on feats.
This demonstrates that while math can do a
great job of handling the progression from 2nd
level through 20th level, creating the table for
feats would need to be more of an art than a
science for the first two costs. If the progression
could start at the second feat chosen, the initial
cost would be on the second feat and would
thus lower the total. In order to compensate
for starting the progression one feat later and
the subsequent lowering of all the feats costs,
the step in cost between the feats needed to be
increased to a value more than 480 XP.
Given the need to play with the numbers for
the sake of keeping 1st level characters at a
functional build, the easiest means was to find a
progression that gives the desired total. Having
a base starting value of 160 XP for the 2nd feat
and having an average increase of 520 XP
results in a progression that approximates the
desired goal of 12% expenditure. Furthermore,
the results on the table are reasonably neat
numbers to use. The only thing left was to pick
a random number for the initial feat cost, and
100 XP is a good round number that produces
good results when used in an average 1st level
character build.
As a demonstration of the numbers, remember
that the average number of feats that a character
gains over a 20 level career is between 10 and
11. A character with 10 feats would spend
20,260 XP on those feats, which is 10.6% of
the proposed 190,000 XP. A character with 11
feats would spend 25,100 XP on those feats,
which is 13.1% of the proposed 190,000 XP.
These numbers surround the desired 12%,
which was the preferred goal stated at the
beginning of this section.
Saves
The process of figuring out the save
progression cost within a character seems like

37

Complete Control
a difficult job. This is particularly true because
while all classes receive one good save, some
classes receive two or even three good saves.
Interestingly enough, on average there are only
a few more classes that have only one good
save than have two good saves. This implies
that the true average lies within a character that
has about one and a half good saves.
The nice thing about this system is that there
is no distinction between the cost of a +1 on
a good save and a +1 on a poor save. The
cost is the same, it is just that the poor save is
earned later in the characters life so the cost is
much less significant at the level it is earned.
Thus, figuring out the progression for the good
save becomes the most important. Filling
out the cost for the poor save would simply
mean applying the cost for the good save and
checking the percentages.
Also, the fact that a good save results in a
+12 at the end of 20 levels seems to indicate
that the assumptions used by the feats would
be less likely to apply in this case. However,
it is important to note that in a good save
progression a class earns a +2 at first level. If
we ignore that first level as has become the
custom, a character with a good save really
receives a +10 over 19 levels. That begins to
look more and more like the feat progression
after all.
Another problem is that since a character
receives three saves, each save must be less than
12% so that the sum of the save expenditures for
an average character approaches 12%. There
are several approaches to finding that value,
but it should be realized that in this system it
isnt as easy as simply saying a good save will
be twice as much as a poor save. The cost for
each increase to a save costs more than the one
before it, so the poor save is really only the six
cheapest costs of the total cost for a good save
progression. As with feats, a mathematical
approach could only work so well. The
formation of the table is just as much an art as
a science.

Considering that a good save would make up


the lions share of a characters save expenditure,
7% was the initial mark. Interestingly enough,
this mark implied that a poor save would
account for 1.1% of a characters experience.
That would mean that a character with one good
save and two poor saves would spend around
9.2% of their experience on saves, a character
with two good saves would spend about 15.1%
of their experience on saves, and a character
with all good saves would spend 21% of their
total experience on saves. Perhaps even more
importantly, a character with one good save,
one poor save, and one save exactly halfway
in between would spend just under 12%
of their experience. Those totals appeared
mathematically fair.
Using an initial baseline of 7% and using
the argument from the feat section above that
a characters available experience grows by
4,000 XP every two levels it is easy to see that
the step increase for the progression should be
280 XP. As with feats, the first two points of the
good save occur within the first level and thus
imply that the progression cannot begin with the
first point of bonus and still be functional. In
order to make a good mathematical progression
that also allows first level character to be
built reasonably well, those first two bonuses
would have to be ignored for the purposes of
developing a good progression.
In the end analysis, 280 XP turned out to be a
near ideal amount of increase for each step in the
progression. A base value needed to be chosen
as well, and through a bit of experimentation
the value of 70 was chosen to best represent
the overall data in the progression. Once the
experience totals for the progression were
established for the third point of save and
higher, the initial two values needed to be
chosen. Making the first value so small as to
be insignificant was not an option, but with
the third value being 70 XP it only gave so
much room. In the end, 45 XP and 60 XP were
chosen because they were round numbers,

38

Mentalis Design
mathematically could become (X) + (2X) +
(3X) = 150. That equation nicely works out
to 6X = 150, or X = 25. That sounded like the
perfect round number.
With light armor and simple weapons being
25 XP each, it seemed reasonable to price
Proficiencies
individual elements of each of those categories
Choosing the vales
at 5 XP, or one-fifth the cost. Extrapolating that
for proficiencies was
progression to martial weapons and medium
not difficult. The
armor the individual prices become 10 XP.
proficiencies needed
Individual heavy armors become 15 XP
to be priced so that
apiece. Exotic weapons are purchased
while not individually
individually already, so the first one
expensive the cumulative
would cost 75 XP if the progression
total would be significant to
from simple to martial weapons
a character being developed at first
is to be followed. It didnt seem
level. Additionally, the cost of the
right to allow players to buy exotic
first two feats that a character incurs
weapons at will, so an increase
was used as a guideline. That
that grew according to a quadratic
value totaled 260 XP, so it seemed
function was employed. The cost
reasonable to aim for 300 XP as
stays low for the first few exotic
a high target for proficiencies.
weapons, but after that it becomes
That value was used as a
too high for most players to spend
baseline to determine the
without a good reason.
cost of the individual
The prices for weapons groups
proficiencies.
were simply ported over from
In terms of weapons and
the explanation above. Most
armor, there were three
characters are not going to be
categories within each type.
too content with a single weapon
Weapons are divided into
group unless they really arent
simple, martial, and exotic.
martial characters at all. If they
Armor is divided into light,
arent martial characters, they
medium, and heavy. Knowing that
arent going to be expending
no class is granted exotic weapons
much XP on proficiencies
as an innate ability, it seemed fair to
anyway. In the system
say that of the 300 XP proposed
above, a character
Having trained as both an assassin
above that half could go to each
buying access to both
and as a marksman, Devon could hit a
of armor and weapons. What that
martial and simple
human heart at 200 yards.
initial says is that: (simple cost) +
weapons spends 75 XP.
(martial cost) + (first exotic cost) should be 150
That total seems appropriate for three weapons
XP. Also: (light armor cost) + (medium armor
groups, which should be plenty of options for
cost) + (heavy armor cost) should also be 150
any character. As with simple and martial
XP. Realizing that in each equation the first
weapons, the equation for finding the cost for
number should be least and it should progress
exotic weapons is simply ported into weapons
higher in total until the end, the equations
groups.
offered a hint at a mathematical rationale
behind them, and while both numbers will not
break a high level character the experience
spent on each save is not insignificant to a first
level character.

39

Complete Control
Ability Score Increases
Increasing Ability Scores is actually one of
the easier increases to figure out of those that
do not increase every level. In a standard game,
Ability Score increases come at a very regular
and predetermined rate. The only difficult part
is that they increase every four levels rather
than every one or two levels like the others.
However, the same logic that applied to feats
and save progression can apply here. Using the
same logic that gave us the 4,000 XP increase
in the discussion about feats, we can arrive at
the differential between ability score increases.
{Start by examining the total experience
needed to reach 17th, 18th, 19th, and 20th levels
and compare them with the experience needed
to reach the lower quadruplets of levels and you
will see a pattern begin to emerge} Examining
the pattern reveals that each increase from one
quadruplet to the next is 16,000 XP.
Since the premise put forth in the opening
paragraphs of this chapter was to have the
experience spent on ability scores set to 6%
of the total, then 6% of each increase should
give the number that is used to determine the
cost increase from one level to the next. 6%
of 16,000 XP is 960 XP. Thus each increase
should differ from the prior increase by 960
XP.
Setting the base value for the first increase
should also be easy. Multiplying 6% and the
total amount of experience that a character has
when they receive their first ability increase
in a standard game results in 360 XP. Using
360 XP as the base figure and 960 XP as the
increase amount makes it easy to fill out the
chart for the 2nd, 3rd, 4th, 5th, and even 6th ability
score increases.

and then use mathematical progressions to


determine the rest of the pattern and whether
the pattern gives a proper result. Of course,
with each subsequent refinement each class
had to be recalculated using the new data set.
However, there is a little math that can be
helpful in making proper estimated guesses.
Once the aspects of character design that
have already been discussed are tabulated, the
completely generic character has 66% of their
experience spent. This means that an ideal
mathematical progression for class abilities
would increase with each level and give a total
between 16% and 18% of the total experience
spent. This means that an average class ability
expenditure of between 30,400 XP and 34,200
XP is the target. In this system, the average
expenditure per class on class abilities is
31,539 XP or 16.5%.
The process began with the class abilities that
are level dependant. If all the level-variable
abilities were to cost the same, an ideal goal
had to be determined. It seemed reasonable
to assume that if 16% - 18% was to be the
average total goal that 3% would make a good
per ability goal. This goal translates into an
XP amount of 5,700XP.
If the cost of a level-variable ability is related
to the experience gained over the previous
level, then the equation representing this is
easy to figure out. If Z equal the initial cost
and X equals the upgrade cost then the formula
is simply: Z + X + 2X+ 3X+ 4X+ 5X+ 6X+
7X+ 8X+ 9X+ 10X+ 11X+ 12X+ 13X+ 14X+
15X+ 16X+ 17X+ 18X + 19X. This reduces
to Z + 190X. If the goal is to make this total
approximate 5,700 XP as closely as possible,
we can see that Z + 190X = 5,700 should give
us a good answer. Since we are only going
for an approximation and hopefully one that
gives fairly round values an interesting thing
happens when we drop Z from the equation.
If 190X = 5,700 XP, then X = 30. This is a
number that produces satisfactory results.
At this point, it is only a matter of picking an

Class Abilities
The math for class abilities is nearly
impossible to determine. At some point, a
leap of faith had to be exerted and the math
had to be tested from there. In other words, it
is far simpler to simply guess at a base value

40

Mentalis Design
initial value that makes logical sense. Since
it should cost a bit more to buy access to an
ability than to increase its power, it seemed
reasonable to have the initial cost equal 1.5
times the increase cost. Thus, the value of 45
was determined. In the end, this gives a total
accumulation of 5,745 XP for a level-variable
ability taken the whole way to level 20.
As to the remaining class abilities, the work
above set up the work to follow. If the levelvariable abilities each cost 5,745 XP over the
course of twenty levels, then it is reasonable
to set a maximum value for constant abilities
around that range as well. Of course, constant
abilities often do increase in power the higher
they are gained, so it is almost always fair to
say that the higher a constant ability becomes
available the more it should cost. In this case,
those constant abilities that are gained at the
twentieth level should cost the most.
It follows that a number that is divisible by
20 would make a great beginning value for
determining the base price of a constant ability.
5,745 XP is not evenly divisible by 20, but it
results in 287.25. This is not a good, round
number that would make a system friendly
to use. Either 290 or 280 would work well,
but the fact that 270 and 300 are both nicely
divisible by 3 as well they become even more
ideal. The reason for considering divisibility
by 3 will be discussed shortly. Either number
works, but 270 was chosen because in the end
this progression gave the best results.
The only remaining abilities to be determined
were progression-variable abilities and usevariable abilities. Since these abilities are related
in terms of progression, it was desirable to keep
the math behind their progression identical if
possible. Furthermore, there is no difference in
the game mechanics between a constant ability
and a use-variable or progression-variable
ability with only one progression. Thus, they
should be priced equivalently.
Using that logic and the progression that
constant abilities are simply 270 XP times the

lowest level that they can be gained, these last


kinds of abilities are actually easy to figure out.
It was desirable to have the base cost equal to
twice the use or progression cost. This means
that the increase cost should be one-third the
cost of a constant ability of the same level and
the base cost should be the remaining twothirds. This is why it was desirably to choose
a number for constant abilities that could be
nicely divided by 3. For example, a first level
constant ability costs 270 XP. A progressionvariable or use-variable ability should cost 180
XP to grant access and an additional 90 XP to buy
its first use. This pattern continues throughout
the whole level by level progression.
There are two desirable outcomes that
happen with this application of logic. The
first is that low level abilities can grow
substantially without becoming too expensive.
The Rogues sneak attack ability, for example,
is a 1st level ability that needs to increase a
total of 10 times. Following the math given
above through the whole cost of the ability, the
Rogue spends a total of 5,130 XP for its ability.
This is significant, because the Rogues sneak
attack is a signature to the class and it should
be priced accordingly. The fact that it costs
only a little less than a level-variable ability
progressed through 20 levels is ideal.
The second desirable outcome of this process
is that even higher level abilities can gain
multiple uses without costing incomprehensible
prices. Even a powerful ability gained at 12th
level can be improved twice (for a total of 3 uses
per day or at its third progression) for 8,640
XP total. As was hinted at in the beginning,
the numbers worked out well once a bit of
mathematical reasoning and testing was done
at the beginning with level-variable abilities.
Psionics and Magic
There was no simple way to determine the
cost for psionics and magic together. Instead,
one of the progressions had to be determined
first and the other progression would be made

41

Complete Control
to conform to the progression of the other.
Because spell casting with spell levels
and slots within those levels is much more
complicated than psionics, it was easiest to
start with magic and then conform the easier
psionics to the magic progression.
Using the assertion set in the opening
paragraphs of this chapter, an absolutely generic
character is going to spend roughly 66% of
the gained experience on everything besides
magic and class abilities. If class abilities
were designed to accommodate about 17%,
this would leave 17% for magic and psionics.
However, this isnt overly helpful information
because not all classes use magic and abilities
to the same level if at all!
So, the easiest method of determining the
cost for magical progression was to build a
generic Wizard according to the 3.5 SRD and
find out exactly how much experience a generic
Wizard consumes in everything except their
spell abilities. Doing that gives an astonishing
result. A wizard only spends 93,780 XP
building their character with their spell casting
abilities removed. That leaves almost 100,000
XP to be used in generating the costs for spell
casting.
Of course, it should be asserted that once again
spell casting messes with the mathematical
perfection across the 20 levels. The fact that
a wizard gains both 0-level spells and 1-level
spells at their 1st level indicates that a true
progression from start to finish will not give
a desired result. So, the progression would
need to be determined from 2nd through 9th
level spells and then the data from that would
help guide the pricing of the 0 and 1 level
information.
Fortunately, spell casting progression is
very systematic in the wizard. Spells levels
are gained every two levels. Spell slots are
also gained with a very precise progression.
That would make the cost easier to figure out.
Unfortunately, because the magic system was
chosen to have 9 levels instead of 10 and thus

spell level acquisition stops being gained at


level 17 instead of level 19, the math would
not be as clean as was found in the section
on saves or even ability score progression.
That is an unfortunate circumstance of the way
that the game had been designed, but it is a
circumstance that can be worked around.
In this system, there are three aspects to
being able to cast spells. First, the caster level
has to be bought and increased. That cost is
best handled as a level-variable ability, so its
experience cost will be not be explained again
within this argument. Second, spell levels
must be purchased. Third, spell slots must be
purchased. It is this third purchase that truly
gives the wizard its power, so this third one
should also carry the greatest burden of cost.
Using that logic, a value of 12% was selected
as the desired outcome for determining the total
cost of each spell level. The 12% was a random
number, but it seemed logical considering that
spell level acquisition really does not give a
spell caster any power. Additionally, spell level
acquisition does not occur after 9th level spells
are gained so it made sense to pick a slightly
larger number than would be expected because
of the offset from not having to spend any later
experience on this acquisition. Finally, it was
a number that had worked well in determining
the feat progression earlier. Using 12% as a
guide, knowing that the progression stops after
9th level rather than continuing through the
whole class, and knowing that the nature of
1st level purchasing throws off the 0-level and
1-level costs, the cumulative result would be
about 8% of an iconic Wizards total XP spent
on spell level acquisition. This seemed like a
fair number considering that wizards in general
spend over half of the total experience on their
spell casting ability.
To obtain the cost for each spell level,
remember from the section on feats that each
increase should be 480 XP on a 12% model
applied to a progression that gains an increase
every other level. With the increase already

42

Mentalis Design
determined, the only thing left to explain is the
4.5(9X). This reduces to 3X + 5.5X + 11 X +
beginning value. Since 8% became the overall
16.5X + 22X + 27.5X + 27X + 31.5X + 36X +
goal for the total experience spent, it seemed
40.5X. This reduces even further to 220.5X.
reasonable to use 8% of the experience total
At the end of its progression, the Sorcerer
by level 3, which is the first spell level gained
ends up with 6 spells of every level. If X again
after the spell levels gained by the notoriously
equals the cost of increase and the base cost,
difficult 1st character level. 8% of the total
then the Sorcerer equation becomes: 6(.5X)
experience gained by that level is 240 XP,
+ 6(X) + 6(2X) + 6(3X) + 6(4X) +
which mathematically is pleasing considering
6(5X) + 6(6X) + 6(7X) + 6(8X) +
the static increase is 480 XP. Using 240
6(9X). This reduced nicely to
nd
XP as the base price for acquiring 2
3X + 6X + 12X + 18X + 24X
level spells and increasing each value by
+ 30X +36X + 42X + 48X +
480 XP to obtain the next level almost
54X. This reduces even further
completely fills out the table. The costs
to 273X.
for 0-level and 1-level acquisition were
At the end of its progression,
st
determined by building a 1 level generic
the Wizard ends up with 4 spells
wizard and finding a reasonable cost.
of every level. If X again equals
The only thing left to be determined
the cost of increase and the base
regarding spell casting is spell slot
cost, then the Wizard equation
acquisition. With the Cleric, the
becomes: 4(.5)X + 4(X) + 4(2X)
Wizard, and the Sorcerer models
+ 4(3X) + 4(4X) + 4(5X) +
spell slots are predetermined.
4(6X) + 4(7X) + 4(8X) + 4(9X).
This reduced nicely to 2X +
If a generic progression can be
assumed so that each slot costs
4X + 8X + 12X + 16X +20X
+ 24X + 28X + 32X + 36X.
a certain amount of experience
more than a slot from the previous
This reduces even further to
level, then the numbers become
182X.
easier to assume. If the amount of
Using the Cleric as the
increase is set equal to the cost of
middle guide and also realizing
1-level slots and the cost of 0-level
that the Cleric spell casting is
st
spells is set to equal half that of 1
often seen as one of the more
level spells, then the math becomes
powerful lists in a game, the
Cleric seems like a reasonable
even easier as can be seen in the
choice to use in determining
paragraphs to follow.
The Cleric ends up with 6
spell slot cost. Calculating
0-level spells slots, 5+1 spell
all of the costs for building
slots for levels 1-5, and 4+1 Arcane, divine and psionic powers a 20th level cleric except
spell slots for levels 6-9. The - all were available to Ghundra and for spell slot cost gives
assumption was made that she revelled in controlling them all. 135,596 XP. That leaves
the Clerics spell slot cost is
54,404 XP to spend on
half for domain spells. If X equals the cost
spell slot costs. Dividing 54,404 XP by 220.5
of increase and the base cost for each spell
gives a result of 246.73, or 245 if rounded to
slot, then the Cleric equation becomes:6(.5X)
a much nicer number. This gives the Cleric
+ 5.5(X) + 5.5(2X) + 5.5(3X) + 5.5(4X) +
an experience total that sits very close to
5.5(5X) + 4.5(6X) + 4.5(7X) + 4.5(8X) +
190,000 XP. However, this value proves to

43

Complete Control
be considerably short when applied to the
20th level Sorcerer and Wizard builds. This is
good, because in terms of power the Cleric is
powerful enough to justify an overall experience
expenditure over the proposed 190,000 XP.
In the end, if the cleric is pushed to an overall
expenditure of around 209,000 XP near the
upper limit for 20th level characters the
cost per spell slot rises to 300 XP. This is a
good number, and it lifts both the Wizard and
Sorcerer into the accepted range of experience.
The numbers are also favorable when analyzing
the iconic class builds and the level-by-level
experience costs for other classes as well.
Now that the magic progression has been
determined, the psionic progression falls easily
into place. The cost for accessing psionic power
levels is identical to the spell levels; there is no
need to alter what is functionally the same for
both classes. This only leaves the determination
for the cost of psionic power points, and this is
easily enough accomplished. The Psion and
the Wizard are nearly identical builds, simply
swapping out the spell slots for power points
and removing the Wizards familiar. If these
classes are roughly equivalent, then simply
finding a numeric cost for each power point
that approximates the cost for the Wizards
spell slot and summon familiar ability should
do the trick.
The Wizard spends 67,625 XP on spell slots
and familiar. Dividing 67,625 XP by 343 (the
Psions power point total) gives a result of
197.16 XP per power point. This number can
be rounded to 195 to make it easier to use as
well as give a nice result within each iconic
class. There is no need to scale the cost, because
the rising number of power points needed to
manifest higher level powers implies the need
to buy more with each level. This increase in
quantity needed removes the necessity to have
the cost rise as well.
One final note should be added with regard to
classes who have limited spell casting ability.
Those classes who have access to a power or

spell list that has restricted options shouldnt be


required to pay the same amount of experience
as a Psion, Wilder, Cleric, Wizard, or Sorcerer
would. These restricted classes have less
versatility at their disposal. Thus, their cost
is reduced. This cost reduction determination
was done by building each class with reduced
manifester/caster abilities as though it had
full access to a spell list and then finding a
percentage that worked well across the board.
The value that seemed to work the best as well
as give reasonable numbers was 50%. That is
why that value was included within the table.
Channeling
At first glance, the table for channeling looks
highly disjointed. The first three incantations
certainly do not follow the pattern of the fourth
incantation and those that follow. However,
once again the progression is bitten by the fact
that the first level disrupts the pattern. This is
not a bad thing, merely a design element that
must be overcome.
If a Nexus is built with everything except its
invocations in place, the character would need
112,117 XP. That leaves 77,883 XP to be split
among the incantations. Considering that the
fourth incantation begins a pattern and the first
three come in the first two levels where costs
need to be minimized, it made sense to find a
mathematical progression that puts the lions
share of the experience upon the last nine
incantations.
If X is the base cost and Y is the increase
between incantations, then a formula for the
last nine incantations is fairly easy to find. X +
(X+Y) + (X+2Y) + (X+3Y) + (X+4Y) + (X+5Y)
+ (X+6Y) + (X+7Y) + (X+8Y) < 77,833 XP.
This implies that 9X + 36Y < 77,883 XP. In
the interest of discovering figures that are easy
to use, it should be noted that 36 times 2,000
XP is 72,000 XP. That would leave 5,883 XP,
and 9 times 500 XP would make up 4,500 XP
of the remaining difference. This implies a
difference of 1,383 XP to be divided among the

44

Mentalis Design
first three incantations which do not fit into the
progression of incantations gained at the later
levels. Since the fourth incantation would cost
500 XP, it made sense to make the first three
incantations 200 XP, 300 XP, and 400 XP. This
totals 900 XP, makes a nice pattern, and is only
483 XP short of the goal. Over the course of a
characters life, 483 XP is rather insignificant.
The final remaining piece that remained was
to check the numbers and make sure that the
progression fits within the expectations set
for each level. When placed within an iconic
Nexus build, eighteen of the twenty levels
came in under the expectation. The two levels
where the total experience spent exceeded
the expectation were by 435 XP and 72 XP
respectively. Considering the overall build is
189,517 XP the result was satisfying.

the individual aspects of each character can (and


will) be exploited. Power gamers can use this
system as well if not better than a standard
game. With freedom to build the character
that is truly desired comes absolute power over
character creation. And we all know what they
say about absolute power. In the end, the Game
Master needs to understand the system and set
reasonable limits on how far each aspect of
this system can be pushed. Is a Game Master
comfortable allowing progressions to be taken
further than would normally be allowed in a
standard 20 level game? Is a Game Master
comfortable allowing skill ranks or abilities
to be purchased whenever the funds are
available without setting limits on when and
how much can be bought at a given character
level? These are the kinds of questions whose
answers depend largely on the type of players
sitting around the table. Each table may find
different comfort levels in applying the rules
of this system.
The goal of this system isnt to replace a
system that has limitations with another system
that has different limitations. The goal of this
system is to allow players to build characters
that they want to build and have fun. The
Game Masters and the players at each table can
determine their individual comfort with how
much leniency to allow when applying these
rules to character generation.
In the end, this system works. It is a system
that allows a player to build exactly the character
they want so long as their expectations of
power are reasonable. But like all good games,
there are areas to be exploited by those who
understand the system best. I hope the system
has been an inspirational read, and if nothing
else I hope that this system has kindled a fire
within you to try out a few builds that you
always wanted to do but never thought were
possible. Go, and have fun gaming!

Conclusion on the Designers Notes


The fun thing about mathematics is that while
the numbers dont lie, there are often multiple
equations to accomplish the same task. There
will no doubt be readers who disagree with a
few assumptions stated in this chapter. There
are no doubt readers who might suggest a
different pattern or progression. There is
certainly more than one way to break down a
character into the sum of the acquisition of all
its parts. This work is not the final word in this
process.
However, it is a work that succeeds in
accomplishing the task at hand generally
well across the board. It works fairly well at
identifying classes that are underdeveloped
as well as those that may be a little too
robust. It works well in accomplishing a
reasonable approach to designing non-standard
characters.
However, there are aspects to this system of
which Game Masters need to be aware. Any
system that sets out to use math to break down

45

Complete Control

List of Class Abilities


Before going through the following list of
these prices are simply guidelines based on the
class abilities, reresources present to the author at the time of
member that class
writing. If a Game Master has access to a class
abilities are priced
that gains a particular ability at a level lower
according to the lowthan that listed here, they are certainly welest level that they
come to alter the price downward for
can be obtained in
their game. On the other hand, if a
a game. This has
Game Master decides that the price
two implications.
listed here is too low the price can
First, the prices listcertainly be adjusted upward.
ed in this document
This leads to the
are priced accordsecond implicaing to official available
tion. Generatclasses and Prestige Classes at
ing new homethe time of the writing of this
brew classes
document. These classes were
that offer these
taken only from the works of
abilities at lowWizards of the Coast (as holders
er levels is potenof the OGL license) and
tially unbalancing and
Dreamscarred Press
should be done with care
(as publishers of
under this system. This
this work).
system is based on the
With regard to
premise that classes
pricing, there are a
are designed with abilifew considerations to
ties that are balanced for
discuss. First, occasionally
the level on which they are
abilities may have the exact
gained. While that is true
same effect in spite of having
to varying degrees, it is an
different names. In these casassumption that is neceses, these abilities are considsary.
ered to be the same ability for
Additionally, as menthe sake of pricing and thus
tioned above the specific
priced the same in all cases
class abilities listed here
regardless of the name.
are from the 3.5 SRD as
Additionally, as more
well as from products from
classes and Prestige ClassDreamscarred Press. Infores are produced and dePiqa was a trained berzerker who mation on the abilities as
pending on which ones are had unlocked her psionic potential, wield- well as the classes from
at each gaming table the
which they are drawn
ing both the power of her mind, and of
prices can vary. Therefore,
can be found in the 3.5
her heart, in battle.

46

Mentalis Design
SRD or in the appropriate Dreamscarred Press
products. Prerequisites have been listed according to the classes out of which they have
been drawn. Prerequisites that contain a number inside parenthesis indicate the level of
progression needed by the prerequisite. For
example, the Alter Mind Armor has a prerequisite of: Mind Armor Bonus (+1) ability.
That means that the Mind Armor Bonus ability
must be purchased through its first progression
in order to take the Alter Mind Armor ability.
A prerequisite listing Damage Reduction (3/-)

means that the player must already have purchased the Damage Reduction ability and increased it to 3/-.
Ability names are listed in bold. Some
abilities like Bardic Music: Countersong
are subordinate abilities to a greater ability
and are listed with the greater ability. The
subordinate abilities are listed in bold as well.
As one would expect, the greater ability is
an automatic prerequisite for the subordinate
ability.

Class Abilities
The class abilities presented
below are listed in alphabetical
order, with an abilitys upgrade
listed directly below its root
ability.
Abundant Step
Prerequisites: Unarmored
Speed Bonus ability
Type: Level-Variable
Level Gained: 8
Base XP Cost: 885 XP
First Increase XP: 240 XP
Alter Mind ArmorSK
Prerequisites: Mind Armor
Bonus (+1) ability
Type: Constant
Level Gained: 5
Base XP Cost: 1,350 XP
Anima FlareHK
Prerequisites: Primary Avatar
Ability
Type: Progression-Variable
Level Gained: 3
Base XP Cost: 540 XP
First Progression XP: 270 XP
Flare Mastery: 510 XP

Animal Companion
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Aura of (Alignment)
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Aura of Courage
Prerequisites: Aura of (Alignment) ability
Type: Constant
Level Gained: 3
Base XP Cost: 810 XP
Avatar SurgeHK
Prerequisites: Primary Avatar
ability, Anima Flare (30 ft)
ability
Type: Progression-Variable
Level Gained: 9
Base XP Cost: 1,620 XP
First Progression XP: 810 XP
Bardic Knowledge
Prerequisites: Bardic Music
(1) ability

47

Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Bardic Music
Type: Level/Use-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
First Use XP Cost: 30 XP
Countersong: 30 XP
Prerequisites: Bardic Music
(1) ability
Fascinate: 30 XP
Prerequisites: Bardic Music
(1) ability
Inspire Competence: 90 XP
Prerequisites: Bardic Music
(3) ability
Inspire Courage Base: 30
XP
Prerequisites: Bardic Music
(1) ability
First Progression XP: 30 XP
Inspire Greatness: 270 XP
Prerequisites: Bardic Music
(9) ability
Inspire Heroics: 450 XP
Prerequisites: Bardic Music

Complete Control
(15) ability
Mass Suggestion: 540 XP
Prerequisites: Bardic Music
(18) ability
Song of Freedom: 360 XP
Prerequisites: Bardic Music
(12) ability
Suggestion: 180 XP
Prerequisites: Bardic Music
(6) ability
Bladewind
Prerequisites: Mind Blade
Bonus (+2) ability
Type: Constant
Level Gained: 9
Base XP Cost: 2,430 XP
Camouflage
Prerequisites: Hide or Survival 11 ranks
Type: Constant
Level Gained: 8
Base XP Cost: 2,160 XP
Caster Level
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
CatfallEM
Prerequisites: Monks WIS
Bonus to AC
Type: Level-Variable
Level Gained: 4
Base XP Cost: 225 XP
First Increase XP: 120 XP
TC

Channeler Level
Prerequisites: Magic Sensitivity ability
Type: Level-Variable
Level Gained: 1
Base XP Cost: 40 XP

First Increase XP: 25 XP


Cooperative HealingWM
Prerequisites: Worldthought
Network ability
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Cover FireUP
Prerequisites: Wind Reader
ability, BAB +4
Type: Level-Variable
Level Gained: 4
Base XP Cost: 225 XP
First Increase XP: 120 XP
Damage Reduction
Type: Progression-Variable
Level Gained: 7
Base XP Cost: 1,260 XP
First Progression XP: 630 XP
Deflect BlowsSK
Prerequisites: Wild Talent feat
Type: Use-Variable
Level Gained: 3
Base XP Cost: 540 XP
First Use XP: 270 XP
Detect (Alignment)
Prerequisites: Aura of (relevant Alignment) ability
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Diamond Body
Prerequisites: Purity of Body
ability or Knowledge (religion) 18 ranks
Type: Constant
Level Gained: 11
Base XP Cost: 2,970 XP

48

Diamond Soul
Type: Level-Variable
Level Gained: 13
Base XP Cost: 2,385 XP
First Increase XP: 390 XP
Dimensional SwapSK
Prerequisites: Alter Mind Armor ability
Type: Level/Use-Variable
Level Gained: 7
Base XP Cost: 675 XP
First Increase XP: 210 XP
First Use XP: 210 XP
Discipline ApotheosisUP
Prerequisites: Discipline Expertise (+2) DC ability
Type: Constant
Level Gained: 20
Base XP Cost: 5,400 XP
Discipline Expertise +1/-1
MLUP
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Discipline Expertise +1 DCUP
Prerequisites: Discipline Expertise +1/-1 ML
Type: Progression-Variable
Level Gained: 10
Base XP Cost: 1,800 XP
First Progression XP: 900 XP
Divert ConcentrationUP
Prerequisites: Mystic Echo
ability
Type: Constant
Level Gained: 17
Base XP Cost: 4,590 XP
Divine Grace
Prerequisites: Follower of

Mentalis Design
a deity, Aura of (alignment)
ability, Detect (alignment)
ability
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP
Divine Health
Prerequisites: FORT +3
Type: Constant
Level Gained: 3
Base XP Cost: 810 XP
Domain Powers
Prerequisites: Divine Caster
CLERIC DOMAIN VARIANT
If the game being played is one
where faith-based characters can
gain single domains as the character
progresses rather than the standard
two domains as per the first level
cleric ability, the following variant
can be used. In this case, the Cleric
Domain class feature is priced as
a progression variable (following
the rules found in the chapter on
progression variables). Access to
the Domain class ability costs 180
XP, and the first domain costs 90
additional XP. This grants access
to a single granted domain power
as well as the specific known
spells of the domain. The actual
spell slots would continue to be
purchased using the 50% column
as indicated on the table for spell
slot cost.
The character's second domain
would cost 180 XP, and it would
give access to a second granted
domain power as well as the known
spells for the given domain. A third
domain would cost 270 additional
XP and grant the respective power
and access to the known spells.
This ability can follow the
progression for as many domains
as a GM feels is balanced within
their game.

Level (1)
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Efficient NetworkUP
Prerequisites: Mystic Echo
ability
Type: Constant
Level Gained: 20
Base XP Cost: 5,400 XP
Elude Touch
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP
EmpathyUP
Prerequisites: Request Aid
ability
Type: Level/Use-Variable
Level Gained: 6
Base XP Cost: 495 XP
First Increase XP: 180 XP
First Use XP: 180 XP
Empty Body
Prerequisites: Abundant Step
ability
Type: Level-Variable
Level Gained: 19
Base XP Cost: 5,175 XP
First Increase XP: 570 XP
Evade ArrowsUP
Prerequisites: Wind Reader
ability, BAB +2
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP
Evasion
Prerequisites: REFL +3
Type: Constant
Level Gained: 2

49

Base XP Cost: 540 XP


Fast Movement
Type: Constant
Level Gained: 1
Base XP Cost: 540 XP
Favored Enemy
Prerequisites: BAB +1
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP
Fearsome InsightMO
Type: Level-Variable
Level Gained: 2
Base XP Cost: 75 XP
First Increase XP: 90 XP
Fear Incarnate: 360 XP
Fighter Feat Access
Prerequisites: BAB +1
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Flurry of Blows
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Use XP: 90 XP
Greater Flurry: 330 XP
Free Draw
Prerequisites: Mind Blade
ability, BAB +3
Type: Constant
Level Gained: 5
Base XP Cost: 1,350 XP
Greater Rage
Prerequisites: Rage 3/day
Type: Constant

Complete Control
Level Gained: 11
Base XP Cost: 2,970 XP
Healing AffinityWM
Prerequisites: Health
Sense (stabilize) ability,
Worldthought Network (long)
ability
Type: Progression-Variable
Level Gained: 11
Base XP Cost: 1,980 XP
First Progression XP: 990 XP
WM

Health Sense
Prerequisites: Medic Powers
ability
Type: Progression-Variable
Level Gained: 2
Base XP Cost: 360 XP
Firs Progression XP: 180 XP
Hide in Plain Sight
Prerequisites: Move Silently 8
ranks, Hide 10 ranks
Type: Constant
Level Gained: 8
Base XP Cost: 2,160 XP
Idealized WeaponHK
Prerequisites: BAB +2
Type: Level/ProgressionVariable
Level Gained: 2
Base XP Cost: 75 XP
First Increase XP: 60 XP
First Progression XP: 60 XP
Improved Evasion
Prerequisites: Evasion ability,
REFL +6
Type: Constant
Level Gained: 9
Base XP Cost: 2,430 XP

Improved Mind ArmorSK


Prerequisites: Mind Armor
(+1) ability,
Type: Constant
Level Gained: 11
Base XP Cost: 2,970 XP
Improved Shield/SpikesSK
Prerequisites: Mind Shield/
Spikes ability
Type: Progression-Variable
Level Gained: 8
Base XP Cost: 1,440 XP
First Progression XP: 720 XP
Improved Uncanny Dodge
Prerequisites: Ucanny Dodge
ability
Type: Constant
Level Gained: 5
Base XP Cost: 1,350 XP
Indomitable Will
Prerequisites: Rage (4/day)
ability
Type: Constant
Level Gained: 14
Base XP Cost: 3,780 XP
Inner LanguageUP
Prerequisites: Worldthought
Network ability
Type: Constant
Level Gained: 11
Base XP Cost: 2,970 XP
Keep on StandingSK
Prerequisites: Trade Blows (2)
abilty
Type: Constant
Level Gained: 20
Base XP Cost: 5,400 XP
Ki PsionicsEM
Type: Level-Variable

50

Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Ki Strike
Prerequisites: Unarmed Damage Bonus, BAB +3
Type: Progression-Variable
Level Gained: 4
Base XP Cost: 720 XP
First Progression XP: 360 XP
Ki StyleEM
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP
Knife to the Soul
Prerequisites: Mindblade (+3)
Bonus ability
Type: Constant
Level Gained: 17
Base XP Cost: 4,590 XP
Lay on Hands
Prerequisites: Aura of (nonevil alignment) ability
Type: Level-Variable
Level Gained: 2
Base XP Cost: 75 XP
First Increase XP: 60 XP
Lore
Prerequisites: Caster/Manifester level (1) ability
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Magic SensitivityTC
Type: Constant
Level Gained: 1
Base XP Cost: 0 XP

Mentalis Design
Magic TouchTC
Prerequisites: Magic Sensitivity
Type: Level-Variable
Level Gained: 4
Base XP Cost: 225 XP
First Increase XP: 120 XP

First Progression XP: 540 XP

Manifester Level
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP

Mind Blade Bonus


Prerequisites: Mind Blade
ability, BAB +3
Type: Progression-Variable

Mind Blade
Prerequisites: Wild Talent feat
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP

Medic PowersWM
Prerequisites: Worldthought
Network ability, Cooperative
Healing ability
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP

Mind Blade Enhancement


Prerequisites: Mind Blade
(+1) Bonus ability, BAB +4
Type: Progression-Variable
Level Gained: 6
Base XP Cost: 1,080 XP
First Progression XP: 540 XP
Mind Shield/Mind SpikesSK
Prerequisites: Mind Armor
ability
Type: Progression-Variable
Level Gained: 3
Base XP Cost: 540 XP
First Progression XP: 270 XP
MindlockMO
Prerequisites: Touch of Fear
ability
Type: Level/ProgressionVariable
Level Gained: 4
Base XP Cost: 225 XP
First Increase XP: 120 XP
First Progression XP: 120
XP
Focused Mindlink: 420
XP

Mind ArmorSK
Prerequisites: Wild Talent feat
Type: Constant
Level
Gained: 1
Base XP
Cost: 270 XP
Mind Armor BonusSK
Prerequisites: Mind Armor
ability
Type: Progression-Variable
Level Gained: 4
Base XP Cost: 720 XP
First Progression XP: 360 XP
Mind Armor EnhancementSK
Prerequisites: Mind Armor
(+1) Bonus ability
Type: Progression-Variable
Level Gained: 6
Base XP Cost: 1,080 XP

Level Gained: 4
Base XP Cost: 720 XP
First Progression XP: 360 XP

Monks AC
Prerequisites: Monks
WIS Bonus to AC ability
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP
Monks WIS Bonus to AC
Type: Constant
Level Gained: 1
Arundel learned how to focus his mind
Base XP Cost: 270 XP
into a weapon of psionic energy.

51

Complete Control
Multiple Throw
Prerequisites: Throw Mind
Blade ability
Type: Constant
Level Gained: 13
Base XP Cost: 3,510 XP
Mystic EchoUP
Prerequisites: Cooperative
Healing ability and Network
Telepathy ability
Type: Constant
Level Gained: 8
Base XP Cost: 2,160 XP
Nature Sense
Prerequisites: Knowledge
(Nature) 3 ranks
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Network SenseUP
Prerequisites: Social Insight
ability
Type: Progression-Variable
Level Gained: 5
Base XP Cost: 900 XP
First Progression XP: 450 XP
Nightmare FormMO
Prerequisites: Fearsome Insight ability
Type: Use-Variable
Level Gained: 8
Base XP Cost: 1,440 XP
First Use XP: 720 XP
Persistant Nightmare: 570
XP
Perfect Self
Prerequisites: Monks AC
ability and Diamond Soul
ability
Type: Constant

Level Gained: 20
Base XP Cost: 5,400 XP
Primary AvatarHK
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP
Psychic Enervation
Type: Constant
Level Gained: 1
Base XP Cost: 0 XP
Purity of Body (Divine
Health)
Prerequisites: FORT +3
Type: Constant
Level Gained: 3
Base XP Cost: 810 XP
Qaelic AscendancyMO
Prerequisites: Persistant
Nightmare ability
Type: Constant
Level Gained: 20
Base XP Cost: 5,400 XP
Quivering Palm
Prerequisites: Greater Flurry
ability, BAB +11
Type: Level-Variable
Level Gained: 15
Base XP Cost: 3,195 XP
First Increase XP: 450 XP

Level Gained: 6
Base XP Cost: 1,080 XP
First Use XP: 540 XP
Request AidWM
Prerequisites: Network Telepathy abilty, Health Sense
ability
Type: Constant
Level Gained: 5
Base XP Cost: 1,350 XP
Resist Natures Lure
Prerequisites: Knowledge
(Nature) 7 ranks, Nature
Sense ability
Type: Constant
Level Gained: 4
Base XP Cost: 1,080 XP
Rogue Special Ability
Prerequisites: Sneak Attack
+5d6
Type: Constant
Level Gained: 10
Base XP Cost: 2,700 XP
Secondary AvatarHK
Prerequisites: Primary Avatar
Type: Progression-Variable
Level Gained: 7
Base XP Cost: 1,260 XP
First Progression XP: 630 XP

Rage
Type: Use-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Use XP: 90 XP

Shape Mind Blade


Prerequisites: Mind Blade
ability, BAB +3
Type: Constant
Level Gained: 5
Base XP Cost: 1,350 XP

Remove Disease
Prerequisites: Lay on Hands
ability
Type: Use-Variable

Share AvatarHK
Prerequisites: Primary Avatar
(3) ability and Anima Flare
(30 ft) ability

52

Mentalis Design
Type: Progression-Variable
Level Gained: 11
Base XP Cost: 1,980 XP
First Progression XP: 990 XP

Network ability
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP

Shroud of Fears
Prerequisites: Nightmare
Form ability
Type: Progression-Variable
Level Gained: 10
Base XP Cost: 1,800 XP
First Progression XP: 900 XP

Soul OpeningTC
Prerequisites: Channeler Level
(3) ability
Type: Constant
Level Gained: 3
Base XP Cost: 810 XP

UP

Signature Style
Type: Progression-Variable
Level Gained: 7
Base XP Cost: 1,260 XP
First Progression XP: 630 XP
Slow Fall
Prerequisites: Monks WIS
Bonus to AC
Type: Progression-Variable
Level Gained: 4
Base XP Cost: 720 XP
First Progression XP: 360 XP
Smite (Alignment)
Prerequisites: Aura of (relevant Alignment) ability
Type: Level/Use-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
First Use XP: 30 XP
Sneak Attack
Prerequisites: Hide 4 ranks
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP
Social InsightUP
Prerequisites: Worldthought

Soul RiftTC
Prerequisites: Soul Opening
ability
Type: Constant
Level Gained: 20
Base XP Cost: 5,400 XP
UP

Soulbinding Gaze
Prerequisites: Worldthought
Network ability
Type: Level/ProgressionVariable
Level Gained: 3
Base XP Cost: 135 XP
First Increase XP: 90 XP
Progression(11th level): 330
XP
Progression(14th level): 420
XP
Subconscious Gaze: 420 XP
Special Mount
Prerequisites: Divine Grace
ability, Lay on Hands ability
Type: Level-Variable
Level Gained: 5
Base XP Cost: 345 XP
First Increase XP: 150 XP
Sphere DefenseTC
Prerequisites: Sphere Resistance ability
Type: Constant

53

Level Gained: 10
Base XP Cost: 2,700 XP
Sphere ResistanceTC
Prerequisites: Channeler Level
(1) ability
Type: Progression-Variable
Level Gained: 3
Base XP Cost: 540 XP
First Progression XP: 270 XP
Spirit of the ManyUP
Prerequisites: Worldthought
Network ability
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP
Spontaneous Conversion:
Cure
Prerequisites: Divine Caster
level (1) ability
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Spontaneous Conversion:
SNA
Prerequisites: Divine Caster
level (1) ability
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP
Steal HealthWM
Prerequisites: Worldthought
Network ability, Cooperative
Healing ability
Type: Level/ProgressionVariable
Level Gained: 3
Base XP Cost: 135 XP
First Increase XP: 90 XP
Range Increase (7th level): 210
XP

Complete Control
Steal LifeWM
Prerequisites: Steal Health
ability
Type: Level-Variable
Level Gained: 14
Base XP Cost: 2,775 XP
First Increase XP: 420 XP
Still Mind
Prerequisites: Any 2 Saves +3
Type: Constant
Level Gained: 3
Base XP Cost: 810 XP
Summon Familiar
Prerequisites: Arcane Caster
Level (1) ability
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Suppress DisplayHK
Prerequisites: Anima Flare (20
ft) ability
Type: Constant
Level Gained: 8
Base XP Cost: 2,160 XP
Surging Euphoria
Prerequisites: Wild Surge ability, BAB +3
Type: Progression-Variable
Level Gained: 4
Base XP Cost: 720 XP
First Progression XP: 360 XP
Swift Tracker
Prerequisites: Track feat
Type: Constant
Level Gained: 6
Base XP Cost: 1,620 XP
Telepathy (Network)UP
Prerequisites: Worldthought
Network ability and Spirit of

the Many ability


Type: Constant
Level Gained: 3
Base XP Cost: 810 XP
TerrorsMO
Prerequisites: Touch of Fear
(1) ability
Type: Level/Use-Variable
Level Gained 1
Base XP Cost: 45 XP
First Increase: 30 XP
First Use XP: 30 XP
Channel Terror: 180 XP
Terror Mastery: 510 XP
Tertiary AvatarHK
Prerequisites: Secondary
Avatar
Type: Level-Variable
Level Gained: 17
Base XP Cost: 4,125 XP
First Increase XP: 510 XP
Thousand Faces
Prerequisites: Druid Caster
Level (9) ability and Able to
cast 5th level Druid Spells
Type: Constant
Level Gained: 13
Base XP Cost: 3,510 XP
Throw Mind Blade
Prerequisites: Mind Blade
Ability, BAB +1
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP
Timeless Body
Prerequisites: Knowledge
(Nature) 18 ranks
Type: Constant
Level Gained: 15
Base XP Cost: 4,050 XP

54

Tireless Rage
Prerequisites: Greater Rage
ability and Rage (5/day) ability
Type: Constant
Level Gained: 17
Base XP Cost: 4,590 XP
Tongue of Sun and Moon
Type: Constant
Level Gained: 9
Base XP Cost: 2,430 XP
Touch of FearMO
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
Trackless Step
Prerequisites: Woodland
Stride ability
Type: Constant
Level Gained: 3
Base XP Cost: 810 XP
Trade BlowsSK
Prerequisites: Mind Armor
(+1) ability
Type: Progression-Variable
Level Gained: 5
Base XP Cost: 900 XP
First Progression XP: 450 XP
Trap Sense
Type: Progression-Variable
Level Gained: 3
Base XP Cost: 540 XP
First Progression XP: 270 XP
Trapfinding
Prerequisites: Search 4 ranks
Type: Constant
Level Gained: 1
Base XP Cost: 270 XP

Mentalis Design
Turn Undead
Prerequisites: Cleric Caster
Level (1) and able to cast 1st
level Divine spells
Type: Level/Use-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
First Use XP: 30 XP
Unarmed Damage
Prerequisites:
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP

Wholeness of Body
Type: Level-Variable
Level Gained: 7
Base XP Cost: 675 XP
First Increase XP: 210 XP

Type: Level/Use-Variable
Level Gained: 16
Base XP Cost: 3645 XP
First Increase XP: 480 XP
First Use XP: 480 XP

Wild Empathy
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
Increase XP: 30 XP

Wild Shape (Natural)


Prerequisites: Knowledge
(Nature) 8 ranks
Type: Level/Use-Variable
Level Gained: 5
Base XP Cost: 345 XP
First Increase XP: 150 XP
First Use XP: 150 XP

Wild Shape (Elemental)


Prerequisites: Knowledge
(Nature) 19 ranks

Wild Surge
Prerequisites: Psychic Enervation ability
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP

Unarmored Speed Bonus


Prerequisites: Monks WIS
Bonus to AC ability
Type: Progression-Variable
Level Gained: 1
Base XP Cost: 180 XP
First Progression XP: 90 XP

Wind ReaderUP
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP

Uncanny Dodge
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP

Woodland Stride
Prerequisites: Nature Sense
ability
Type: Constant
Level Gained: 2
Base XP Cost: 540 XP

Venom Immunity
Prerequisites: Knowledge
(Nature) 12 ranks
Type: Constant
Level Gained: 9
Base XP Cost: 2,430 XP

Worldthought NetworkUP
Volatile Mind
Type: Level/ProgresPrerequisites: Wild
sion-Variable
Surge ability and
Level Gained: 1
BAB +3
Base XP Cost: 45
Type: Progression-Variable
XP
Gailbraith uses her emotions to manifest her pow- Increase XP: 30 XP
Level Gained: 5
ers, not unlike a Wilder, but her deep emotional
Base XP Cost: 900 XP
Range Progression
connection also allows her to form a worldthought
First Progression XP: 450 XP
XP: 30 XP
network.

55

Complete Control

Example Builds

In order to demonstrate few of the rules and


how they are put into practice, it might make
sense to put out a few sample builds. In one
respect, this is merely an examination of the
rules for the purpose of having examples. In a
second respect, these might serve for alternate
base classes for a standard game. As a third
benefit, this shows an alternate use of this system: this is a quick and dirty means for generating new base classes and Prestige Classes.
With respect to base classes, this work is not
going to attempt to put what follows in a typical base class or Prestige Class format. This
work has been about breaking free of classes,
and the culmination of the work wont bring
the reader back into that mind frame. Instead,
what follows is going to be a breakdown of
playable characters in this system. The breakdowns are split roughly into level equivalents,
however in this system the purchases would
actually be made as the experience becomes
available. The examples that follow are going to be made up of parts of already existing
base classes from the SRD and Dreamscarred
Press.
Additionally, things like feats, powers,
spells, incantations, and race is largely ignored
in the following examples. Baruk and Marcus
are designated as a Human simply to show examples of reduction in skill points and a free
feat. The other examples could be of any race.
Feat selection, spells, powers, and incantations
are ignored because the exact selections do not
increase the cost. Instead, these are noted generically where they would be purchased.
Finally, these builds may seem overpowered
when compared to the multi-classed build necessary to approximate each character in a standard game. In many respects they are more
powerful; and this is intentional. The ability

to pick and choose a characters elements automatically makes a character design more
efficient and powerful. Perhaps more importantly the increase in power comes because a
player can tap into two full level-variable aspects of completely different classes and not
worry about sacrificing ability level progression. A character can have full access to 20th
level fighter feats and full access to Bardic Music if they want. A character can have access
to Primary, Secondary, and Tertiary Avatars in
addition to having a 20th level Worldthought
Network. Granted, some things will have to
be sacrificed from the traditional Fighter, Bard,
Halo KnightHK, and Society MindSM build from
the examples above. But these combinations
are possible and at first glance they may seem
unbalancing.
The key to remember is that the common
denominator of all characters is actions. Each
character only receives so man actions per
round. The best builds will be characters that
have combinations which dont overlap more
than necessary. A good build will contain both
combat and out-of-combat options and these
builds are not only the best kind of builds but
also the most fun to play and the easiest for a
Game Master to balance. When evaluating the
examples of possible builds, take into account
not only what has been combined but also what
has been sacrificed in order to add new options
in a non-traditional build.
Baruk, a Dark Wanderer
There are a few people who enjoy walking
through this world and preying upon the fears
of others. In Baruks case, he is just as well
equipped to take it as dish it out. Baruk has the
ability to tap into the fears of anyone who challenges him, and hes pretty good at avoiding

56

Mentalis Design
3rd, 4th ranks (36), Search 1st, 2nd, 3rd, 4th ranks
(36), Spot 1st, 2nd, 3rd, 4th ranks (36), 1 Free Feat
(0), Touch of Fear 1st level (45), Mind Blade
(270), Trapfinding (270)
2 [951 / 2,083] d10 (150), BAB +1 (110),
FORT +2 (60), REFL +3 (70), WILL +2 (60),
Bluff 5th rank (18), Concentration 1st, 2nd ranks
(18), Disable Device 5th rank (18), Gather Information 1st, 2nd ranks (18), Hide 5th rank (18),
Intimidate 1st, 2nd ranks (18), Move Silently 5th
rank (18), Open Locks 5th rank (18), Search 5th
rank (18), Spot 5th rank (18), Tumble 1st, 2nd
ranks (18), 1st Feat (100), 1 power point (98),
Touch of Fear 2nd level (30), Fearsome Insight
2nd level (75)
3 [1,973 / 4,056] d10 (300), BAB +2
(215), Bluff 6th rank (36), Concentration 3rd
rank (9), Disable Device 6th rank (36), Gather
Information 3rd rank (9), Hide 6th rank (36),
Intimidate 3rd rank (9), Move Silently 6th rank
(36), Open Locks 6th rank (36), Search 6th rank
(36), Spot 6th rank (36), Tumble 3rd rank (9), 2
power points (195), Evasion (540), Touch of
Fear 3rd level (60), Fearsome Insight 3rd level
(60), Terrors 3rd level 3/day (135+180)
4 [3,143 / 7,199] d10 (450), BAB +3
(430), FORT +3 (70), REFL +4 (350), WILL
+3 (70), Bluff 7th rank (54), Disable Device 7th
rank (54), Hide 7th rank (54), Move Silently 7th
rank (54), Open Locks 7th rank (54), Search 7th
rank (54), Spot 7th rank (54), 2 power points
(195), Tap Sense +1 (810), Touch of Fear 4th
level (90), Fearsome Insight 4th level (90), Terrors 4th level 4/day (90+120)
5 [4,255 / 11,454] d10 (600), CHA +1
(360), Bluff 8th rank (72), Concentration 4th rank
(9), Disable Device 8th rank (72), Gather Information 4th rank (9), Hide 8th rank (72), Intimidate 4th rank (9), Move Silently 8th rank (72),
Open Locks 8th rank (72), Search 8th rank (72),
Spot 8th rank (72), Tumble 4th rank (9), 2nd Feat
(160), 2 power points (195), Monks WIS to AC
bonus (270), Monks AC Bonus +0 (180+90),
Unarmored Speed Bonus +0 (180+90), Mind
Blade Bonus +1 (720+360), Touch of Fear 5th

being hit hard as well. In addition to tapping


into fears, hes also quite skilled at setting and
disarming traps to enhance the psychological
effect of his power. All in all, Baruk tends to
be a mean spirited Human who simply enjoys
watching other people succumb to their fears
at his hands.
Purchase Highlights:
20d10: 28,575 XP
BAB +15: 22,685 XP
1 Good Save: 13,405 XP - Reflex
2 Average Saves: 12,950 XP - Fortitude &
Will
6 Attribute Inc: 6,000 XP - STR 8, DEX
14(13), CON 12(10), INT 14, WIS 12, CHA
18(15)
Proficiencies: 25 XP - All Simple Weapons
205 Skill Ranks: 26,352 XP Bluff 23, Concentration 11, Disable Device 23, Gather
Information 11, Hide 23, Intimidate
11, Move Silently 23, Open Lock 23,
Search 23, Spot 23, Tumble 11
8 Feats (1 Free): 8,860 XP
16 Abilities: 58,980 XP - Touch of Fear, Mind
Blade, Trapfinding, Fearsome Insight, Terrors, Evasion, Trap Sense, Monks WIS bonus to AC, Monks AC Bonus, Unarmored
Speed, Mind Blade Bonus, Uncanny Dodge,
Mind Blade Enhancement, Abundant Step,
Improved Uncanny Dodge, Improved Evasion
Manifesting: 12,383 XP - 127 power points
(For use with MorpheanMO Terror ability
only, no manifesting)
TOTAL: 190,215 XP (188,715 XP not
counting Initial 1,500 XP)
Breakdown:
1 [1,132 / 1,132] d10 (75), FORT +1 (45),
REFL +1 (45), REFL +2 (60), WILL +1 (45),
Proficiencies (25), Bluff 1st, 2nd, 3rd, 4th ranks
(36), Disable Device 1st, 2nd, 3rd, 4th ranks (36),
Hide 1st, 2nd, 3rd, 4th ranks (36), Move Silently
1st, 2nd, 3rd, 4th ranks (36), Open Locks 1st, 2nd,

57

Complete Control
level (120), Fearsome Insight 5th level (120),
Terrors 5th level 5/day (120+150)
6 [4,935 / 16,389] d10 (750), BAB +4
(645), REFL +5 (630), Bluff 9th rank (90), Disable Device 9th rank (90), Hide 9th rank (90),
Move Silently 9th rank (90), Open Locks 9th
rank (90), Search 9th rank (90), Spot 9th rank
(90), 4 power points (390), Uncanny Dodge
(540), Unarmored Speed Bonus increase to +10
(180), Trap Sense increase to +2 (540), Touch
of Fear 6th level (150), Fearsome Insight 6th
level (150), Terrors 6th level 6/day (150+180)
7 [6,058 / 22,447] d10 (900), BAB +5
(860), FORT +4 (350), Bluff 10th rank (108),
Concentration 5th rank (18), Disable Device
10th rank (108), Gather Information 5th rank
(18), Hide 10th rank (108), Intimidate 5th rank
(18), Move Silently 10th rank (108), Open
Locks 10th rank (108), Search 10th rank (108),
Spot 10th rank (108), Tumble 5th rank (18), 4
power points (390), Monks AC bonus increase to +1 (180), Mind Blade Enhancement
+1 (1080+540), Channel Terror (180), Touch
of Fear 7th level (180), Fearsome Insight 7th
level (180), Terrors 7th level 7/day (180+210)
8 [7,032 / 29,479] d10 (1,050), BAB +6
(1,075), REFL +6 (910), WILL +4 (350), Bluff
11th rank (126), Disable Device 11th rank (126),
Hide 11th rank (126), Move Silently 11th rank
(126), Open Locks 11th rank (126), Search 11th
rank (126), Spot 11th rank (126), 3rd Feat (680),
4 power points (390), Touch of Fear 8th level
(210), Fearsome Insight 8th level (210), Terrors
8th level 8/day (210+240), Abundant Step 8th
level (825)
9 [7,962 / 37,441] d10 (1,200), FORT +5
(630), WILL +5 (630), Bluff 12th rank (144),
Concentration 6th rank (36), Disable Device 12th
rank (144), Gather Information 6th rank (36),
Hide 12th rank (144), Intimidate 6th rank (36),
Move Silently 12th rank (144), Open Locks
12th rank (144), Search 12th rank (144), Spot
12th rank (144), Tumble 6th rank (36), 4th Feat
(1,200), 4 power points (390), Trap Sense increase to +3 (810), Mind Blade Bonus increase

to +2 (720), Touch of Fear 9th level (240), Fearsome Insight 9th level (240), Terrors 9th level 9/
day (240+270), Abundant Step 9th level (240)
10 [8,714 / 46,155] d10 (1,350), BAB
+7 (1,290), REFL +7 (1,190), DEX +1 (360),
Bluff 13th rank (162), Disable Device 13th rank
(162), Hide 13th rank (162), Move Silently 13th
rank (162), Open Locks 13th rank (162), Search
13th rank (162), Spot 13th rank (162), 4 power
points (390), Unarmored Speed increase to
+20 (270), Mind Blade Enhancement increase
to +2 (1,080), Monks AC Bonus increase to
+2 (270), Touch of Fear 10th level (270), Fearsome Insight 10th level (270), Terrors 10th level
10/day (270+300), Abundant Step 10th level
(270)
11 [10,221 / 56,376] d10 (1,500), BAB
+8 (1,505), Bluff 14th rank (180), Concentration 7th rank (54), Disable Device 14th rank
(180), Gather Information 7th rank (54), Hide
14th rank (180), Intimidate 7th rank (54), Move
Silently 14th rank (180), Open Locks 14th rank
(180), Search 14th rank (180), Spot 14th rank
(180), Tumble 7th rank (54), 5th Feat (1,720), 8
power points (780), Improved Uncanny Dodge
(1,350), Unarmored Speed increase to +30
(360), Touch of Fear 11th level (300), Fearsome
Insight 11th level (300), Terrors 11th level 11/
day (300+330), Abundant Step 11th level (300)
12 [10,866 / 67,242] d10 (1,650), BAB
+9 (1,720), FORT +6 (910), REFL +8 (1,470),
WILL +6 (910), Bluff 15th rank (198), Disable
Device 15th rank (198), Hide 15th rank (198),
Move Silently 15th rank (198), Open Locks
15th rank (198), Search 15th rank (198), Spot
15th rank (198), 8 power points (780), Fear Incarnate (360), Touch of Fear 12th level (330),
Fearsome Insight 12th level (330), Terrors 12th
level 12/day (330+360), Abundant Step 12th
level (330)
13 [11,250 / 78,492] d10 (1,800), Bluff
16th rank (216), Concentration 8th rank (72),
Disable Device 16th rank (216), Gather Information 8th rank (72), Hide 16th rank (216), Intimidate 8th rank (72), Move Silently 16th rank

58

Mentalis Design
(216), Open Locks 16th rank (216), Search
16th rank (216), Spot 16th rank (216), Tumble 8th rank (72), 8 power points (780), Trap
Sense increase to +4 (1,080), Mind Blade Bonus increase to +3 (1,080), Improved Evasion
(2,430), Unarmored Speed Bonus increase to
+40 (450), Touch of Fear 13th level (360), Fearsome Insight 13th level (360), Terrors 13th level
13/day (360+390), Abundant Step 13th level
(360)
14 [12,773 / 91,265] d10 (1,950), BAB
+10 (1,935), FORT +7 (1,190), REFL +9
(1,750), WILL +7 (1,190), CON +1 (360),
Bluff 17th rank (234), Disable Device 17th rank
(234), Hide 17th rank (234), Move Silently 17th
rank (234), Open Locks 17th rank (234), Search
17th rank (234), Spot 17th rank (234), 8 power
points (780), Touch of Fear 14th level (390),
Fearsome Insight 14th level (390), Terrors 14th
level 14/day (390+420), Abundant Step 14th
level (390)
15 [14,824 / 106,089] d10 (2,100), BAB
+11 (2,150), CHA +2 (1,320), Bluff 18th rank
(252), Concentration 9th rank (90), Disable
Device 18th rank (252), Gather Information 9th
rank (90), Hide 18th rank (252), Intimidate 9th
rank (90), Move Silently 18th rank (252), Open
Locks 18th rank (252), Search 18th rank (252),
Spot 18th rank (252), Tumble 9th rank (90), 6th
Feat (2,240), 8 power points (780), Mind Blade
Enhancement increase to +3 (1,620), Monks
AC Bonus increase to +3 (360), Touch of Fear
15th level (420), Fearsome Insight 15th level
(420), Terrors 15th level 15/day (420+450),
Abundant Step 15th level (420)
16 [15,315 / 121,404] d10 (2,250), BAB
+12 (2,365), REFL +10 (2,030), Bluff 19th rank
(270), Disable Device 19th rank (270), Hide 19th
rank (270), Move Silently 19th rank (270), Open
Locks 19th rank (270), Search 19th rank (270),
Spot 19th rank (270), 12 power points (1,170),
Trap Sense increase to +5 (1,350), Unarmored
Speed increase to +50 (540), Mind Blade Bonus increase to +4 (1,440), Touch of Fear 16th
level (450), Fearsome Insight 16th level (450),

Terrors 16th level 16/day (450+480), Abundant


Step 16th level (450)
17 [15,978 / 137,382] d10 (2,400),
FORT +8 (1,470), WILL +8 (1,470), CON +2
(1,320), Bluff 20th rank (288), Concentration
10th rank (108), Disable Device 20th rank (288),
Gather Information 10th rank (108), Hide 20th
rank (288), Intimidate 10th rank (108), Move
Silently 20th rank (288), Open Locks 20th rank
(288), Search 20th rank (288), Spot 20th rank
(288), Tumble 10th rank (108), 7th Feat (2,760),
12 power points (1,170), Terror Mastery (510),
Touch of Fear 17th level (480), Fearsome Insight 17th level (480), Terrors 17th level 17/day
(480+510), Abundant Step 17th level (480)
18 [17,112 / 154,494] d10 (2,550), BAB
+13 (2,580), REFL +11 (2,310), Bluff 21st rank
(306), Disable Device 21st rank (306), Hide 21st
rank (306), Move Silently 21st rank (306), Open
Locks 21st rank (306), Search 21st rank (306),
Spot 21st rank (306), 12 power points (1,170),
Trap Sense increase to +6 (1,620), mind Blade
Enhancement increase to +4 (2,160), Touch of
Fear 18th level (510), Fearsome Insight 18th level (510), Terrors 18th level 18/day (510+540),
Abundant Step 18th level (510)
19 [17,947 / 172,441] d10 (2,700),
BAB +14 (2,795), FORT +9 (1,750), WILL
+9 (1,750), CHA +3 (2,280), Bluff 22nd rank
(324), Concentration 11th rank (126), Disable
Device 22nd rank (324), Gather Information
11th rank (126), Hide 22nd rank (324), Intimidate 11th rank (126), Move Silently 22nd rank
(324), Open Locks 22nd rank (324), Search 22nd
rank (324), Spot 22nd rank (324), Tumble 11th
rank (126), 12 power points (1,170), Touch of
Fear 19th level (540), Fearsome Insight 19th level (540), Terrors 19th level 19/day (540+570),
Abundant Step 19th level (540)
20 [17,774 / 190,215] d10 (2,850), BAB
+15 (3,010), REFL +12 (2,590), Bluff 23rd rank
(342), Disable Device 23rd rank (342), Hide
23rd rank (342), Move Silently 23rd rank (342),
Open Locks 23rd rank (342), Search 23rd rank
(342), Spot 23rd rank (342), 12 power points

59

Complete Control
(1,170), Unarmored Speed Bonus increase
to +60 (630), Mind Blade Bonus increase to
+5 (1,800), Monks AC Bonus increase to +4
(450), Touch of Fear 20th level (570), Fearsome Insight 20th level (570), Terrors 20th level
20/day (570+600), Abundant Step 20th level
(570)

Avatars only, not manifesting)


TOTAL: 191,187 XP (189,687 XP not
counting Initial 1,500 XP)
Breakdown:
1 [1,336 / 1,336] d6 (45), FORT +1
(45), FORT +2 (60), REFL +1 (45), Proficiencies (25), Concentration 1st, 1nd, 3rd, 4th ranks
(68), Sense Motive 1st, 2nd, 3rd, 4th ranks (68),
1st Feat (100), Access to 1st level Society Mind
powers (25), 2 Society Mind power points
(195), Society Mind Manifester 1st level (45),
Worldthought Network 1st level touch (45+30),
Cooperative Healing (270), Primary Avatar 1
(180+90)
2 [1,106 / 2,442] d6 (90), BAB +1 (110),
FORT +2 (70), REFL +2 (60), Concentration
5th rank (34), Sense Motive 5th rank (34), 2nd
Feat (160), 4 Society Mind power points (390),
1 Halo Knight power points (98), Society Mind
Manifester 2nd level (30), Worldthought Network 2nd level (30)
3 [1,824 / 4,266] d6 (180), WILL +1 (45),
Concentration 6th rank (68), Sense Motive 6th
rank (68), Access to 2nd level Society Mind
powers (120), 5 Society Mind power points
(488), 2 Halo Knight power points (195), Spirit of the Many (540), Society Mind Manifester
3rd level (60), Worldthought Network 3rd level
(60)
4 [2,939 / 7,205] d6 (270), BAB +2 (215),
FORT +4 (350), REFL +3 (70), Concentration
7th rank (102), Sense Motive 6th rank (102),
6 Society Mind power points (585), 2 Halo
Knight power points (195), Network Telepathy
(810), Society Mind Manifester 4th level (90),
Worldthought Network 4th level close (90+60)
5 [4,147 / 11,352] d6 (360), WIS +1 (360),
CON +1 (360), CHA +1 (360), Concentration
8th rank (136), Sense Motive 8th rank (136), 3rd
Feat (680), Access to 3rd level Society Mind
powers (360), 8 Society Mind power points
(780), 2 Halo Knight power points (195), Primary Avatar 2 (180), Society Mind Manifester
5th level (120), Worldthought Network 5th level

Deneva, a Connected Mind


Deneva is not what many would call a knight,
although she is highly interested in protection
and bringing people together under her banner.
Denevas mind has long since been trained to
tap into the mental thoughts of others even
so much as allowing telepathic communication
between specific individuals. Furthermore,
Denevas mind has also learned to tap into the
energies of the world around her to enhance
her abilities and even those around her. She
is quite flamboyant, and her mastery over the
auras that surround her only enhances that conception of her.
Purchase Highlights:
20d6: 17,145 XP
BAB +10: 9,785 XP
1 Good Save: 13,405 XP - Fortitude
1 Average Save: 6,475 XP - Reflex
1 Poor Save: 2,065 XP - Will
7 Attribute Inc: 9,240 XP - STR 8, DEX 14,
CON 14(12), INT 10, WIS 19(15), CHA
14(13)
Proficiencies: 25 XP - All Simple Weapons
46 Skill Ranks: 13,056 XP - Concentration
23, Sense Motive 23
12 Feats:- 30,460 XP
11 Abilities: 36,000 XP - Manifester (Society
MindUP), Worldthought Network, Primary
Avatar, Cooperative Healing, Spirit of
the Many, Network Telepathy, Secondary
Avatar, Mystic Echo, Inner Language, Share
Avatar, Efficient Network
Manifesting: 53,531 XP - 9 levels, 11 powers known, 343 Society Mind power points,
127 Halo Knight power points (For use with

60

Mentalis Design
(120)
(270+120)
6 [4,775 / 16,127] d6 (450), BAB +3
11 [11,735 / 56,114] d6 (900), Concen(430), FORT +5 (630), WILL +2 (60), Contration 14th rank (340), Sense Motive 14th rank
th
th
centration 9 rank (170), Sense Motive 9 rank
(340), Access to 6th level Society Mind powers
(170), 4th Feat (1,200), 10 Society Mind pow(1,080), 18 Society Mind power points (1,755),
er points (975), 4 Halo Knight power points
8 Halo Knight power points (780), Inner Lan(390), Society Mind Manifester 6th level (150),
guae (2,970), Share Avatar (1,980+990),
th
Worldthought Network 6 level (150)
Society Mind Manifester 11th level (300),
7 [5,701 / 21,827] d6 (540), REFL +4
Worldthought Network 11th level (300)
(350), Concentration 10th rank (204), Sense
12 [11,173 / 67,287] d6 (990), BAB +6
th
th
Motive 10 rank (204), Access to 4 level Soci(1,075), FORT +8 (1,470), REFL +6 (910),
ety Mind powers (600), 11 Society Mind powWILL +4 (350), Concentration 15th rank (374),
er points (1,073), 4 Halo Knight power points
Sense Motive 15th rank (374), 6th Feat (2,240),
(390), Secondary Avatar 1 (1,260+630), Society
20 Society Mind power points (1,950), 8 Halo
th
Mind Manifester 7 level (180), Worldthought
Knight power points (780), Society Mind Manth
ifester 12th level (330), Worldthought
Network 7 level Medium (180+90)
8 [6,801 / 28,628] d6 (630), BAB +4
Network 12th level (330)
(645), FORT +6 (910), Concentration 11th
13 [10,454 / 77,741] d6 (1,080),
rank (238), Sense Motive 11th rank (238),
WIS +3 (2,280), Concentration 16th
12 Society Mind power points (1,170), 4
rank (408), Sense Motive 16th
rank (408), Access to 7th level
Halo Knight power points (390), Mystic
powers (1,320), 21 Society
Echo (2,160), Society Mind Manifester
th
Mind power points (2,048),
8 level (210), Worldthought Network
8th level (210)
8 Halo Knight power points
9 [7,679 / 36,307] d6 (720),
(780), Secondary Avatar
2 (1,260), Society Mind
REFL +5 (630), WILL +3 (70), WIS
Manifester 13th level
+2 (1,320), CON +2 (1,320), Con(360), Worldthought
centration 12th rank (272), Sense
Motive 12th rank (272), Access to
Network 13th level
5th level Society Mind powers
Miles (360+150)
(840), 14 Society Mind pow14 [16,087
er points (1,365), 4 Halo
/ 93,827] d6
Knight power points (390),
(1,170), BAB
Society Mind Manifester 9th
+7
(1,290),
level (240), Worldthought
FORT +9 (1,750),
th
Network 9 level (240)
REFL +7 (1,190), WIS
+4 (3,240), Con10 [8,072 / 44,379] d6
Denevas
connections
vibrate
outwards
(810), BAB +5 (860), FORT
centration 17th rank
from
her,
connecting
her
on
a
level
th
+7 (1,190), Concentration 13
(442), Sense Motive
unachievable
by
others.
th
rank (306), Sense Motive 13
17th rank (442), 7th
rank (306), 5th Feat (1,720),
Feat (2,760), 23 So16 Society Mind power points (1,560), 4 Halo
ciety Mind power points (2,243), 8 Halo Knight
Knight power points (390), Primary Avatar
power points (780), Society Mind Manifester
3 (270), Society Mind Manifester 10th level
14th level (390), Worldthought Network 14th
(270), Worldthought Network 10th level Long
level (390)

61

Complete Control
15 [12,100 / 105,927] d6 (1,260), WILL
+5 (630), Concentration 18th rank (476), Sense
Motive 18th rank (476), 8th Feat (3,280), Access to 8th level Society Mind powers (1,560),
25 Society Mind power points (2,438), 8 Halo
Knight power points (780), Primary Avatar
4 (360), Society Mind Manifester 15th level
(420), Worldthought Network 15th level (420)
16 [14,490 / 120,417] d6 (1,350), BAB
+8 (1,505), FORT +10 (2,030), Concentration 19th rank (510), Sense Motive 19th rank
(510), 9th Feat (3,800), 26 Society Mind power
points (2,535), 12 Halo Knight power points
(1,170), Society Mind Manifester 16th level
(450), Worldthought Network 16th level Planar
(450+180)
17 [17,056 / 137,472] d6 (1,440), REFL
+8 (1,470), Concentration 20th rank (544),
Sense Motive 20th rank (544), 10th Feat (4,320),
Access to 9th level powers (1,800), 29 Society
Mind power points (2,828), 12 Halo Knight
power points (1,170), Share Avatar 2 (1,980),
Society Mind Manifester 17th level (480),
Worldthought Network 17th level (480)
18 [12,741 / 150,213] d6 (1,530), BAB
+9 (1,720), FORT +11 (2,310), WILL +6 (910),
Concentration 21st rank (578), Sense Motive
21st rank (578), 30 Society Mind power points
(2,925), 12 Halo Knight power points (1,170),
Society Mind Manifester 18th level (510),
Worldthought Network 18th level (510)
19 [22,207 / 172,420] d6 (1,620), REFL
+9 (1,750), Concentration 22nd rank (612),
Sense Motive 22nd rank (612), 11th Feat (4,840),
31 Society Mind power points (3,023), 12 Halo
Knight power points (1,170), Secondary Avatar
3 (1,890), Efficient Network (5,400), Society
Mind Manifester 19th level (540), Worldthought
Network 19th level any range (540+210)
20 [18,767 / 191,187] d6 (1,710), BAB
+10 (1,935), FORT +12 (2,590), Concentration 23rd rank (646), Sense Motive 23rd rank
(646), 12th Feat (5,360), 32 Society Mind power points (3,120), 12 Halo Knight power points
(1,170), Primary Avatar 5 (450), Society Mind

Manifester 20th level (570), Worldthought Network 20th level (570)


Juran, a Magus
For some, ultimate power comes not in
strength or quickness of the body. They believe in true power arcane and divine forces
working together through a single conduit. Juran is one such person. The cost of being a
conduit for arcane and divine power has come
at an extreme cost, however. His body is frail
and he has few talents beyond his magic. But
when his magic is needed, there are few in the
world who can accomplish what he can. Few
in the world can even dream of wielding the
power that he has been given.
Purchase Highlights:

20d4: 11,430 XP
BAB +10: 9,785 XP
2 Average Saves: 12,950 XP - Fortitude & Reflex
1 Poor Save: 2,065 XP - Will
9 Attribute Inc: 14,760 XP - STR 8, DEX 14(13), CON
12, INT 10, WIS 19(15), CHA 18(14)
Proficiencies: 25 XP - All Simple Weapons
46 Skill Ranks: 13,056 XP - Concentration 23, Intimidate 23
7 Feats: 8,860 XP
3 Abilities: 11,760 XP - Caster (Cleric), Caster (Sorcerer), Spontaneous Cure Spell Conversion
Spell Casting: 105,780 XP - 9 Cleric Spell Levels, Cleric Spell List Known, Cleric Slots: 3/3/3/3/3/3/3/3/3/3,
8 Sorcerer Spell levels, Known Sorcerer spells:
9/5/5/4/4/4/3/3/3, Sorcerer Slots: 3/3/3/3/3/3/3/2/2
TOTAL: 190,471 XP (188,971 XP not counting Initial
1,500 XP)

Breakdown:
1 [1,271 / 1,271] d4 (30), FORT +1 (45),
REFL +1 (45), Proficiencies (25), Concentration 1st, 2nd, 3rd, 4th ranks (68), Intimidate 1st,
2nd, 3rd, 4th ranks (68), 1st Feat (100), Access to
0-level Sorcerer Spells (10) , Access to 1-level
Sorcerer Spells (50) , Access to 0-level Cleric
Spells (10) , Access to 1-level Cleric Spells
(50), 2 0-level Sorcerer slots (340), 2 0-level
Cleric slots (340), Cleric caster 1st level (45),
Sorcerer caster 1st level (45)

62

Mentalis Design
2 [1,038 / 2,308] d4 (60), BAB +1 (110),
(170), Intimidate 9th rank (170), Access to 3rd
th
FORT +2 (60), Concentration 5 rank (34),
level Sorcerer Spells (720), 1 3-level Sorcerth
Intimidate 6 rank (34), 1 1-level Sorcerer
er Slot (1,020), 2 3-level Cleric slot (2,040),
slot (340), 1 1-level Cleric slot
Cleric caster 6th level (150), Sorcerer
(340), Cleric caster 2nd level
caster 6th level (150)
(30), Sorcerer caster 2nd level
7 [6,608 / 22,349] d4
(30)
(360), FORT +4 (350),
3 [2,191 / 4,500]
REFL +4 (350), Concend4 (120), REFL
tration 10th rank (204), In+2(60),
WILL
timidate 10th rank (204),
+1 (45), DEX +1
4th Feat (1,200), Ac(360), Concentracess to 4th level Clertion 6th rank (68),
ic Spells (1,200), 1
3-level Sorcerer Slot
Intimidate
6th
nd
(1,020), 1 4-level
rank (68), 2 Feat
nd
Cleric slot (1,360),
(160), Access to 2
Cleric caster 7th
level Cleric Spells
(240), 1 1-level Sorlevel (180), Sorcerer Slot (340), 1
cerer caster 7th level
1-level Cleric slot
(180)
(340), Cleric caster
8 [5,881 /
3rd level (60), Sorcerer
28,230] d4 (420),
caster 3rd level (60),
BAB +4 (645),
Spontaneous
Cure
Concentration 11th
Conversion (270)
rank (238), Intimi4 [2,519 / 7,019]
date 11th rank (238),
d4 (180), BAB +2
Access to 4th level
(215), FORT +3 (70),
Sorcerer
Spells
REFL +3 (70), Con(1,200), 1 4-levcentration 7th rank (102),
el Sorcerer Slot
th
Intimidate 7 rank (102),
(1,360), 1 4-level
Access to 2nd level SorCleric slot (1,360),
cerer Spells (240), 1 2-level
Cleric caster 8th levSorcerer Slot (680), 1 2-level
el (210), Sorcerer
Only
the
most
devoted
can
master
the
Cleric slot (680), Cleric caster
caster 8th level (210)
heights
of
both
the
arcane
arts
and
the
4th level (90), Sorcerer caster 4th
9 [7,574 / 35,804]
divine miracles.
d4 (480), FORT +5
level (90)
5 [3,512 / 10,531] d4 (240), Concentra(630), REFL +5 (630), WILL +3 (70), Contion 8th rank (136), Intimidate 8th rank (136),
centration 12th rank (272), Intimidate 12th rank
3rd Feat (680), Access to 3rd level Cleric Spells
(272), Access to 5th level Cleric Spells (1,680),
(720), 1 2-level Sorcerer Slot (680), 1 2-level
1 4-level Sorcerer Slot (1,360), 1 5-level Cleric
Cleric slot (680), Cleric caster 5th level (120),
slot (1,700), Cleric caster 9th level (240), SorSorcerer caster 5th level (120)
cerer caster 9th level (240)
6 [5,210 / 15,741] d4 (300), BAB +3
10 [9,712 / 45,516] d4 (540), BAB +5
th
(430), WILL +2 (60), Concentration 9 rank
(860), CHA +1 (360), Concentration 13th rank

63

Complete Control
8-level Cleric slot (2,720), Cleric caster 16th
level (450), Sorcerer caster 16th level (450)
17 [17,258 / 137,014] d4 (960), BAB +9
(1,720), FORT +8 (1,470), REFL +8 (1,470),
WIS +4 (3,240), Concentration 20th rank (544),
Intimidate 20th rank (544), Access to 8th level
Sorcerer Spells (3,120), 1 8-level Sorcerer Slot
(2,720), 1 0-level Cleric slot (170), 1 1-level
Cleric slot (340), Cleric caster 17th level (480),
Sorcerer caster 17th level (480)
18 [17,226 / 154,240] d4 (1,020), WILL
+6 (910), Concentration 21st rank (578), Intimidate 21st rank (578), Access to 9th level Cleric
Spells (3,600), 1 8-level Sorcerer Slot (2,720),
1 2-level Cleric slot (680), 1 9-level Cleric slot
(6,120), Cleric caster 18th level (510), Sorcerer
caster 18th level (510)
19 [17,359 / 171,599] d4 (1,080), BAB
+10 (1,935), FORT +9 (1,750), REFL +9
(1,750), Concentration 22nd rank (612), Intimidate 22nd rank (612), 7th Feat (2,760), 1 2-level
Sorcerer spell (680), 1 3-level Sorcerer spell
(1,020), 1 3-level Cleric spell (1,020), 1 4-level Cleric spell (1,360), 1 5-level Cleric spell
(1,700), Cleric caster 19th level (540), Sorcerer
caster 19th level (540)
20 [18,872 / 190,471] d4 (1,140), Concentration 23rd rank (646), Intimidate 23rd rank
(646), 1 4-level Sorcerer spell (1,360), 1 5-level Sorcerer spell (1,700), 1 6-level Sorcerer
spell (2,040), 1 6-level Cleric spell (2,040), 1
7-level Cleric spell (2,380), 1 8-level Cleric
spell (2,720), 1 9-level Cleric spell (3,060),
Cleric caster 20th level (570), Sorcerer caster
20th level (570)

(306), Intimidate 13th rank (306), 5th Feat


(1,720), Access to 5th level Sorcerer Spells
(1,680), 1 5-level Sorcerer Slot (1,700), 1
5-level Cleric slot (1,700), Cleric caster 10th
level (270), Sorcerer caster 10th level (270)
11 [8,140 / 53,656] d4 (600), WIS +1
(360), Concentration 14th rank (340), Intimidate 14th rank (340), Access to 6th level Cleric
Spells (2,160), 1 5-level Sorcerer Slot (1,700),
1 6-level Cleric slot (2,040), Cleric caster 11th
level (300), Sorcerer caster 11th level (300)
12 [12,873 / 66,529] d4 (660), BAB
+6 (1,075), FORT +6 (910), REFL +6 (910),
WILL +4 (350), CHA +2 (1,320), Concentration 15th rank (374), Intimidate 15th rank (374),
Access to 6th level Sorcerer Spells (2,160), 1
6-level Sorcerer Slot (2,040), 1 6-level Cleric
slot (2,040), Cleric caster 12th level (330), Sorcerer caster 12th level (330)
13 [12,876 / 79,405] d4 (720), WIS +2
(1,320), Concentration 16th rank (408), Intimidate 16th rank (408), 6th Feat (2,240), Access to
7th level Cleric Spells (2,640), 1 6-level Sorcerer Slot (2,040), 1 7-level Cleric slot (2,380),
Cleric caster 13th level (360), Sorcerer caster
13th level (360)
14 [12,634 / 92,039] d4 (780), FORT +7
(1,190), REFL +7 (1,190), CHA +3 (2,280),
Concentration 17th rank (442), Intimidate 17th
rank (442), Access to 7th level Sorcerer Spells
(2,640), 1 0-level Sorcerer Slot (170), 1 1-level Sorcerer Slot (340), 1 7-level Cleric slot
(2,380), Cleric caster 14th level (390), Sorcerer
caster 14th level (390)
15 [13,762 / 105,801] d4 (840), WILL
+5 (630), WIS +3 (2,280), Concentration 18th
rank (476), Intimidate 18th rank (476), Access
to 8th level Cleric Spells (3,120), 1 7-level Sorcerer Slot (2,380), 1 8-level Cleric slot (2,720),
Cleric caster 15th level (420), Sorcerer caster
15th level (420)
16 [13,955 / 119,756] d4 (900), BAB +7
(1,290), BAB +8 (1,505), CHA +4 (3,240),
Concentration 19th rank (510), Intimidate 19th
rank (510), 1 7-level Sorcerer Slot (2,380), 1

Marcus, a Pugilist
Nothing brings a person back to reality like a
quick jab to the bottom of their chin. Marcus
understands that getting in and getting dirty is
the quickest way to victory. Hes centrally focused on fighting with his hands and other specially made weapons. He doesnt particularly
enjoy long debates or waiting for people to work
their way through a situation. He isnt exactly

64

Mentalis Design
the most sociable character, either. But when a
fight breaks out in a side alley and theres only
so much time until the town guard shows up to
start making arrests, Marcus makes sure that
the fight ends quickly. As a human, he tends to
not have any favorite race to pick on. Hes an
equal opportunity brawler.

(160)
3 [1,155 / 3,345] d10 (300), BAB +3
(430), REFL +1 (45), Balance 3rd and 4th rank
(28), Climb 6th rank (54), Jump 3rd and 4th rank
(28), Monks Unarmored AC Bonus +0 (270
XP)
4 [3,370 / 6,715] d10 (450), BAB +4
(645), FORT +4 (350), WILL +4 (350), Balance 5th (27), Climb 7th rank (81), Jump 5th rank
(27), Flurry increase to -1/-1 (180), Unarmed
Damage increase to 1d8 (180), Ki Strike: Magic (720+360)
5 [2,924 / 9,639] d10 (600), BAB +5
(860), STR +1 (360), Balance 6th rank (54),
Climb 8th rank (108), Escape Artist 3rd rank
(14), Jump 6th rank (54), Swim 3rd rank (14),
3rd Feat (680), Monks AC improvement to +1
(180)
6 [4,868 / 14,507] d10 (750), BAB +6
(1075), FORT +5 (630), REFL +2 (60), WILL
+5 (630), DEX +1 (360), Climb 9th rank (135),
Escape Artist 4th rank (14), Swim 4th rank (14),
4th Feat (1,200)
7 [6,589 / 21,096] d10 (900), BAB +7
(1,290), WIS +1 (360), STR +2 (1,320), Balance 7th rank (81), Climb 10th rank (162), Jump
7th rank (81), 5th Feat (1,720), Wholeness of
Body 7th level (675)
8 [6,469 / 27,565] d10 (1,050), BAB +8
(1,505), FORT +6 (910), WILL +6 (910), Balance 8th rank (108), Climb 11th rank (189), Escape Artist 5th rank (27), Jump 8th rank (108),
Swim 5th rank (27), Flurry increase to -0/-0
(270), Unarmed Damage increase to 1d10
(270), Wholeness of Body 8th level (210),
Abundant Step 8th level (885)
9 [7,246 / 34,811] d10 (1,200), BAB
+9 (1,720), REFL +3 (70), DEX +2 (1,320),
Climb 12th rank (216), 6th Feat (2,240), Wholeness of Body 9th level (240), Abundant Step 9th
level (240)
10 [9,466 / 44,277] d10 (1,350), BAB +10
(1,935), FORT +7 (1,190), WILL +7 (1,190),
WIS +2 (1,320), Balance 9th rank (135), Climb
13th rank (243), Escape Artist 6th rank (54),

Purchase Highlights:
20d10: 28,575 XP
BAB +20: 40,960 XP
2 Good Saves: 26,810 XP - Fortitude & Will
1 Poor Save: 2,065 XP - Reflex
8 Attribute Inc: 9,600 XP - STR 18(15), DEX
14, CON 16(13), INT 10, WIS 14(12), CHA
8
Proficiencies: 25 XP Monk Weapons
73 Skill Ranks: 10,108 XP - Balance - 15,
Climb - 23, Escape Artist - 10, Jump - 15,
Swim - 10
13 Feats (1 Free): 30,460 XP
11 Abilities: 41,925 XP - WIS Bonus to AC,
Monks AC Bonus, Unarmed Strike (Damage), Flurry of Blows, Ki Strike, Wholeness
of Body, Abundant Step, Diamond Soul,
Quivering Palm, Empty Body, Perfect Self
TOTAL: 190,528 XP (189,028 XP not counting Initial 1,500 XP)
Breakdown: (Numbers in parenthesis are XP
expenditures; numbers in brackets represent
cumulative totals for each breakdown as well
as for the whole character)
1 [1,386 / 1,386] d10 (75), BAB +1 (110),
FORT +1 (45), FORT +2 (60), WILL +1 (45),
WILL +2 (60), Monk Weapons Group (25),
Climb 1st,2nd,3rd,4th ranks (56), Human Bonus
Feat (0), 1st Feat (100), Flurry of Blws -2/-2
(180+90), Monks WIS bonus to AC (270),
Unarmed Damage 1d6 (270)
2 [804 / 2,190] d10 (150), BAB +2 (215),
FORT +3 (70), WILL +3 (70), Balance 1st and
2nd ranks (28), Climb 5th rank (27), Escape
Artist 1st and 2nd ranks (28), Jump 1st and 2nd
ranks (28), Swim 1st and 2nd ranks (28), 2nd Feat

65

Complete Control
Jump 9th rank (135), Swim 6th rank (54), Great+3 (360), Wholeness of Body (420), Abundant
er Flurry (330), Monks AC Bonus to +2 (270),
Step (420), Diamond Soul (420), Quivering
Ki Strike: Lawful (720), Wholeness of Body
Palm (3,195)
(270), Abundant Step (270)
16 [14,026 / 120,185] d10 (2,250), BAB
11 [7,604 / 51,881] d10 (1,500), BAB
+16 (3,225), FORT + 10 (2,030), WILL +10
th
+11 (2,150), Balance 10 rank (162), Climb
(2,030), Balance 13th rank (243), Climb 19th
th
th
th
14 rank (270), Jump 14 rank (162), 7 Feat
rank (405), Escape Artist 9th rank (135), Jump
(2,760), Wholeness of Body (300), Abundant
12th rank (243), Swim 9th rank (135), Unarmed
Step (300)
Damage increase to 2d8 (450), Ki Strike: Ad12 [12,064 / 63,945] d10 (1,650), BAB
amantine (1,080), Wholeness of Body (450),
+12 (2,365), FORT
Abundant Step (450), Diamond
+8 (1,470), REFL
Soul (450), Quivering Palm
+4 (350), WILL +8
(450)
(1,470), Climb 15th
17 [13,572 / 133,757]
rank (297), Escape Artist
d10 (2,400), BAB +17
th
7 rank (81), Swim (81),
(3,440), Balance 14th
th
8 Feat (3,280), Unarmed
rank (270), Climb
Damage increase to 2d6 (360),
20th rank (432), Jump
th
14 rank (270), 11th Feat
Wholeness of Body (330), Abundant Step (330)
(4,840), Wholeness of Body
13 [14,267 / 78,212]
(480), Abundant Step (480), Diad10 (1,800), BAB
mond Soul (480), Quivering Palm
+13 (2,580), STR
(480)
+3 (2,280), Bal18 [14,558 / 148,315]
th
ance 11
rank
d10 (2,550), BAB +18
th
(189), Climb 16
(3,655),
FORT
+11
rank (324), Jump 11th
(2,310), REFL +6 (910),
rank (189), 9th Feat
WILL +11 (2,310),
(3800), Wholeness of
Climb 21st rank (459),
Body (360), Abundant
Escape Artist 10th rank
Step (360), Diamond Soul
(162), Swim 10th rank
(2385)
(162), Wholeness of
14 [12,694 / 90,906]
Body (510), Abundant
Step (510), Diamond
d10 (1,950), BAB +14
(2,795), FORT +9 (1,750),
Soul (510), Quivering
Marcus, the Pugilist, can devastate almost
WILL (1,750), DEX +3
Palm (510)
any enemy through a combination of pow(2,280), Balance 12th rank
19 [20,345 /
erful unarmed attacks and his feat chains.
th
(216), Climb 17 rank (351),
168,660]

d10
(2,700), BAB +19 (3,870), Balance 15th rank
Escape Artist 8th rank (108), Jump 12th rank
(216), Swim 8th rank (108), Wholeness of
(297), Climb 22nd rank (486), Jump 15th rank
Body (390), Abundant Step (390), Diamond
(297), 12th Feat (5,360), Wholeness of Body
Soul (390)
(540), Abundant Step (540), Diamond Soul
15 [15,253 / 106,159] d10 (2,100), BAB
(540), Quivering Palm (540), Empty Body
+15 (3,010), REFL +5 (630), Climb 18th rank
(5,175)
th
(378), 10 Feat (4,320), AC bonus increase to
20 [21,868 / 190,528] d10 (2,850), BAB

66

Mentalis Design
+20 (4,085), FORT +12 (2,590), WILL +12
(2,590), Climb 23rd rank (513), AC Bonus increase to +4 (450), Unarmed Damage increase
to 2d10 (540), Wholeness of Body (570),
Abundant Step (570), Diamond Soul (570),
Quivering Palm (570), Empty Body (570),
Perfect Self (5,400)

Breakdown:
1 [1,347 / 1,347] d4 (30), WILL +1 (45),
WILL +2 (60), Proficiencies (25), Bluff 1st, 2nd,
3rd, 4th ranks (54), Concentration 1st, 2nd, 3rd,
4th ranks (54), Diplomacy 1st, 2nd, 3rd, 4th ranks
(54), 1st Feat (100), 2nd Feat (160), Access to 1st
level powers (60), 2 power points (390), Manifester 1st level (45), Psychic Enervation (0),
Wild Surge (180+90)
2 [1,131 / 2,478] d4 (60), BAB +1 (110),
WILL +3 (70), Bluff 5th rank (27), Concentration 5th rank (27), Diplomacy 5th rank (27), 4
power points (780), Manifester 2nd level (30)
3 [1,947 / 4,425] d4 (120), FORT +1 (45),
REFL +1 (45), Bluff 6th rank (54), Concentration 6th rank (54), Diplomacy 6th rank (54), 5
power points (975), Manifester 3rd level (60),
Elude Touch (540)
4 [2,913 / 7,338] d4 (180), BAB +2 (215),
WILL +4 (350), Bluff 7th rank (81), Concentration 7th rank (81), Diplomacy 7th rank (81), 1st
Invocation (200), Access to 2nd level powers
(240), 6 power points (1,170), Channeler 1st,
2nd,3rd,4th levels (45+30+60+90), Manifester 4th
level (90)
5 [3,584 / 10,922] d4 (240), CHA +1
(360), Bluff 8th rank (108), Concentration 8th
rank (108), Diplomacy 8th rank (108), 3rd Feat
(680), 8 power points (1,560), Channeler 5th
level (120), Manifester 5th level (120), Wild
Surge +2 (180)
6 [4,855 / 15,777] d4 (300), BAB +3
(430), FORT +2 (60), REFL +2 (60), WILL
+5 (630), Bluff 9th rank (135), Concentration
9th rank (135), Diplomacy 9th rank (135), Access to 3rd level powers (720), 10 power points
(1,950), Channeler 6th level (150), Manifester
6th level (150)
7 [6,291 / 22,068] d4 (360), CON +1
(360), Bluff 10th rank (162), Concentration 10th
rank (162), Diplomacy 10th rank (162), 4th Feat
(1,200), 2nd Incantation (300), 11 power points
(2,145), Channeler 7th level (180), Manifester
7th level (180), Soul Opening (810), Wild Surge
+3 (270)

Shanra, a Force of Persona


Some are content to allow the world to pass
them by without leaving a mark. Others learn
how to impose their will upon the people around
them. For the remaining people, impacting the
world around them is simply a part of who they
are. Shanra is one of those people who simply use their will to change her environment.
While she is weak in frame, her sheer force of
persona has overcome many who dared underestimate her abilities. She is emotional, and
once her emotions come to the surface she is
quite dangerous. Her assaults can come either
from her internal fuel or her passionate connection to the world around her. Either way,
she is best left uncrossed.
Purchase Highlights:
20d4: 11,430 XP
BAB +10: 9,785 XP
1 Good Save: 13,405 XP - Will
2 Poor Saves: 5,320 XP - Fortitude & Reflex
5 Attribute Inc: 7,560 XP - STR 8, DEX 14,
CON 14(13), INT 12, WIS 10, CHA 19(15)
Proficiencies: 25 XP - All Simple Weapons
69 Skill Ranks: 15,552 XP - Bluff - 23, Concentration - 23, Diplomacy - 23
9 Feats: 15,940 XP
6 Abilities: 14,910 XP - Manifesting (Wilder),
Channeling (Nexus), Soul Opening, Wild
Surge, Psychic Enervation, Elude Touch
Channeling: 14,900 XP - 7 Incantations
Manifesting: 82,305 XP - 9 Levels, 11 Powers
Known, 343 Power points
TOTAL: 191,132 XP (189,632 XP not counting Initial 1,500 XP)

67

Complete Control
8 [6,902 / 28,970] d4 (420), BAB +4
(645), WILL +6 (910), Bluff 11th rank (189),
Concentration 11th rank (189), Diplomacy 11th
rank (189), 3rd Incantation (400), Access to 4th
level powers (1,200), 12 power points (2,340),
Channeler 8th level (210), Manifester 8th level
(210)
9 [8,018 / 36,988] d4 (480), FORT +3
(70), REFL +3 (70), CHA +2 (1,320), Bluff
12th rank (216), Concentration 12th rank (216),
Diplomacy 12th rank (216), 5th Feat (1,720),
4th Incantation (500), 14 power points (2,730),
Channeler 9th level (240), Manifester 9th level
(240)
10 [8,659 / 45,647] d4 (540), BAB +5
(860), WILL +7 (1,190), Bluff 13th rank (243),
Concentration 13th rank (243), Diplomacy 13th
rank (243), Access to 5th level powers (1,680),
16 power points (3,120), Channeler 10th level
(270), Manifester 10th level (270)
11 [10,620 / 56,267] d4 (600), Bluff 14th
rank (270), Concentration 14th rank (270), Diplomacy 14th rank (270), 6th Feat (2,240), 5th
Incantation (2,500), 18 power points (3,510),
Channeler 11th level (300), Manifester 11th level (300), Wild Surge +4 (360)
12 [11,126 / 67,393] d4 (660), BAB
+6 (1,075), FORT +4 (350), REFL +4 (350),
WILL +8 (1,470), Bluff 15th rank (297), Concentration 15th rank (297), Diplomacy 15th rank
(297), Access to 6th level powers (2,160), 18
power points (3,510), Channeler 12th level
(330), Manifester 12th level (330)
13 [11,937 / 79,330] d4 (720), CHA +3
(2,280), Bluff 16th rank (324), Concentration
16th rank (324), Diplomacy 16th rank (324), 7th
Feat (2,760), 23 power points (4,485), Channeler 13th level (360), Manifester 13th level
(360)
14 [12,778 / 92,108] d4 (780), BAB +7
(1,290), WILL +9 (1,750), Bluff 17th rank (351),
Concentration 17th rank (351), Diplomacy 17th
rank (351), Access to 7th level powers (2,640),
23 power points (4,485), Channeler 14th level
(390), Manifester 14th level (390)

15 [13,899 / 106,007] d4 (840), FORT +5


(630), REFL (630), Bluff 18th rank (378), Concentration 18th rank (378), Diplomacy 18th rank
(378), 6th Incantation (4,500), 25 power points
(4,875), Channeler 15th level (420), Manifester
15th level (420), Wild Surge +5 (450)
16 [14,740 / 120,747] d4 (900), BAB
+8 (1,505), WILL +10 (2,030), Bluff 19th rank
(405), Concentration 19th rank (405), Diplomacy 19th rank (405), Access to 8th level powers
(3,120), 26 power points (5,070), Channeler
16th level (450), Manifester 16th level (450)
17 [15,391 / 136,138] d4(960), CHA +4
(3,240), Bluff 20th rank (432), Concentration
20th rank (432), Diplomacy 20th rank (432), 8th
Feat (3,280), 29 Power points (5,655), Channeler 17th level (480), Manifester 17th level
(480)
18 [17,807 / 153,945] d4 (1,020), BAB
+9 (1,720), FORT +6 (910), WILL +11 (2,310),
Bluff 21st rank (459), Concentration 21st rank
(459), Diplomacy 21st rank (459), Access to 9th
level powers (3,600), 30 power points (5,850),
Channeler 18th level (510), Manifester 18th level (510)
19 [18,263 / 172,208] d4 (1,080), FORT
+7 (1,190) REFL +6 (910), Bluff 22nd rank
(486), Concentration 22nd rank (486), Diplomacy 22nd rank (486), 7th Incantation (6,500),
31 power points (6,045), Channeler 19th level
(540), Manifester 19th level (540)
20 [18,924 / 191,132] d4 (1,140), BAB
+10 (1,935), WILL +12 (2,590), Bluff 23rd
rank (513), Concentration 23rd rank (513), Diplomacy 23rd rank (513), 9th Feat (3,800), 32
power points (6,240), Channeler 20th level
(570), Manifester 20th level (570), Wild Surge
+6 (540)
Sirensia, a Sonic Mind
Not all who pick up a lute can use magic. Not
all who pick up a harp are poor combatants.
Sirensia loves nothing more than entertaining
a crowd to gain their trust. Fortunately, she
is a highly compassionate person once she has

68

Mentalis Design
2nd Feat (160), Access to 1st level powers (30),
Manifester 1st level (45), Access to Fighter
Feats 1st level (45), Bardic Music 1st level 1/
day (45+30), BM: Fascinate (30), BM: Inspire
Courage +1 (30+30)
2 [744 / 2,016] d10 (150), BAB +1 (110),
FORT +3 (70), WILL +3 (70), Intimidate 5th
rank (48), Perform: Stringed Instruments 5th
rank (48), 1 power point (98), Manifester 2nd
level (30), Access to Fighter Feats 2nd level
(30), Bardic Music 2nd level 2/day (30+60)
3 [1,987 / 4,003] d10 (300), BAB +2
(215), REFL +1 (45), Intimidate 6th rank (96),
Perform: Stringed Instruments 6th rank (96), 3rd
Feat (680), 2 power points (195), Manifester
3rd level (60), Access to Fighter Feats 3rd level
(60), Bardic Music 3rd level 3/day (60+90),
BM: Inspire Competence (90)
4 [2,957 / 6,960] d10 (450), BAB +3
(430), FORT +4 (350), WILL +4 (350), WIS
+1 (360), Intimidate 7th rank (144), Perform:
Stringed Instruments 7th rank (144), Access to
2nd level powers (144), 2 power points (195),
Manifester 4th level (90), Access to Fighter
Feats 4th level (90), Bardic Music 4th level 4/
day (90+120)
5 [3,249 / 10,209] d10 (600), CHA +1
(360), Intimidate 8th rank (192), Perform:
Stringed Instruments 8th rank (192), 4th Feat
(1200), 2 power points (195), Manifester 4th
level (120), Access to Fighter Feats 5th level
(120), Bardic Music 5th level 5/day (120+150)
6 [4,575 / 14,784] d10 (750), BAB +4
(645), FORT +5 (630), REFL +2 (60), WILL
+5 (630), CON +1 (360), Intimidate 9th rank
(240), Perform: Stringed Instruments 9th rank
(240), 4 power points (390), Manifester 6th level (150), Access to Fighter Feats 6th level (150),
Bardic Music 6th level 6/day (150+180)
7 [5,628 / 20,412] d10 (900), BAB +5
(860), Intimidate 10th rank (288), Perform:
Stringed Instruments 10th rank (288), 5th Feat
(1,720), Access to 3rd level powers (432), 4
power points (390), Manifester 7th level (180),
Access to Fighter Feats 7th level (180), Bardic

the trust of those listening to her. She listens


to their stories and learns where they might
need help. Because her mind has learned to
utilize psionics instead of magic, she has also
learned how to augment her compassion with
her powers. Sirensia will stand up and fight
for the downtrodden, often using her psionic
power to enhance her abilities. What might
make Sirensia an even more inventive character would be to expend 8 or 10 of her 14 gained
feats on Mind Blade feats outlined in The Mind
Unveiled: Mind Blade Feats available from
Dreamscarred Press.
Purchase Highlights:
20d10: 28,575 XP
BAB +15: 22,685 XP
2 Good Saves: 26,810 XP - Fortitude & Will
1 Poor Save: 2,065 XP - Reflex
6 Attribute Inc: 7,920 XP - STR 14, DEX
10, CON 14(13), INT 8, WIS 16(15), CHA
16(12)
Proficiencies: 250 XP - All Simple & Martial
Weapons, All Armors, All Shields (except
Tower)
46 Skill Ranks: 18,432 XP - Intimidate - 23,
Perform: Stringed Instruments - 23
14 Feats: 42,740 XP
9 Abilities: 25,065 XP - Manifesting (Psychic
Warrior), Access to Fighter Feats, Bardic
Music, BM: Fascinate, BM: Inspire Courage, BM: Inspire Competence, BM: Inspire
Greatness, BM: Song of Freedom, BM: Inspire Heroics
Manifesting: 16,013 XP
6 Levels, 20
Powers Known, 127 Power points
TOTAL: 190,555 XP (189,055 XP not counting Initial 1,500 XP)
Breakdown:
1 [1,272 / 1,272] d10 (75), FORT +1
(45), FORT +2 (60), WILL +1 (45), WILL +2
(60), Proficiencies (250), Intimidate 1st, 2nd,
3rd, 4th ranks (96), Perform: Stringed Instruments 1st, 2nd, 3rd, 4th ranks (96), 1st Feat (100),

69

Complete Control
Music 7th level 7/day (180+210)
8 [8,177 / 28,589] d10 (1,050), BAB +6
(1,075), FORT +6 (910), WILL +6 (910), Intimidate 11th rank (336), Perform: Stringed Instruments 11th rank (336), 6th Feat (2,240), 4
power points (390), Manifester 8th level (210),
Access to Fighter Feats 8th level (210), Bardic
Music 8th level 8/day (210+240), BM: Inspire
Courage increase to +2 (60)
9 [7,768 / 36,357] d10 (1,200), REFL
+3 (70), CHA +2 (1,320), Intimidate 12th rank
(384), Perform: Stringed Instruments 12th rank
(384), 7th Feat (2,760), 4 power points (390),
Manifester 9th level (240), Access to Fighter
Feats 9th level (240), Bardic Music 9th level 9/
day (240+270), BM: Inspire Greatness (270)
10 [8,104 / 44,461] d10 (1,350), BAB +7
(1,290), FORT +7 (1,190), WILL +7 (1,190),
Intimidate 13th rank (432), Perform: Stringed
Instruments 13th rank (432), Access to 4th level
powers (720), 4 power points (390), Manifester 10th level (270), Access to Fighter Feats
10th level (270), Bardic Music 10th level 10/day
(270+300)
11 [9,255 / 53,716] d10 (1,500), BAB
+8 (1,505), Intimidate 14th rank (480), Perform: Stringed Instruments 14th rank (480),
8th Feat (3,280), 8 power points (780), Manifester 11th level (300), Access to Fighter Feats
11th level (300), Bardic Music 11th level 11/day
(300+330)
12 [10,206 / 63,922] d10 (1,650), BAB
+9 (1,720), FORT +8 (1,470), REFL +4 (350),
WILL +8 (1,470), Intimidate 15th rank (528),
Perform: Stringed Instruments 15th rank (528),
8 power points (780), Manifester 12th level
(330), Access to Fighter Feats 12th level (330),
Bardic Music 12th level 12/day (330+360),
BM: Song of Freedom (360)
13 [12,290 / 76,212] d10 (1,800), CHA
+3 (2,280), Intimidate 16th rank (576), Perform:
Stringed Instruments 16th rank (576), 9th Feat
(3,800), Access to 5th level powers (1,008), 8
power points (780), Manifester 13th level (360),
Access to Fighter Feats 13th level (360), Bardic

Music 13th level 13/day (360+390)


14 [15,413 / 91,625] d10 (1,950), BAB
+10 (1,935), FORT +9 (1,750), WILL +9
(1,750), Intimidate 17th rank (624), Perform:
Stringed Instruments 17th rank (624), 10th Feat
(4,320), 8 power points (780), Manifester
14th level (390), Access to Fighter Feats 14th
level (390), Bardic Music 14th level 14/day
(390+420), BM: Inspire Courage increase to
+3 (90)
15 [14,004 / 105,629] d10 (2,100), BAB
+11 (2,150), REFL +5 (630), Intimidate 18th
rank (672), Perform: Stringed Instruments 18th
rank (672), 11th Feat (4,840), 8 power points
(780), Manifester 15th level (420), Access to
Fighter Feats 15th level (420), Bardic Music
15th level 15/day (420+450), BM: Inspire Heroics (450)
16 [14,411 / 120,040] d10 (2,250), BAB
+12 (2,365), FORT +10 (2,030), WILL +10
(2,030), Intimidate 19th rank (720), Perform:
Stringed Instruments 19th rank (720), Access
to 6th level powers (1,296), 12 power points
(1,170), Manifester 16th level (450), Access to
Fighter Feats 16th level (450), Bardic Music
16th level 16/day (450+480)
17 [15,656 / 135,696] d10 (2,400), CHA
+4 (3,240), Intimidate 20th rank (768), Perform:
Stringed Instruments 20th rank (768), 12th Feat
(5,360), 12 power points (1,170), Manifester
17th level (480), Access to Fighter Feats 17th
level (480), Bardic Music 17th level 17/day
(480+510)
18 [15,532 / 151,228] d10 (2,550), BAB
+13 (2,580), FORT +11 (2,310), REFL +6
(910), WILL +11 (2,310), Intimidate 21st rank
(816), Perform: Stringed Instruments 21st rank
(816), 12 power points (1,170), Manifester
18th level (510), Access to Fighter Feats 18th
level (510), Bardic Music 18th level 18/day
(510+540)
19 [16,463 / 167,691] d10 (2,700), BAB
+14 (2,795), Intimidate 22nd rank (864), Perform: Stringed Instruments 22nd rank (864),
13th Feat (5,880), 12 power points (1,170),

70

Mentalis Design
Manifester 19th level (540), Access to Fighter
Feats 19th level (540), Bardic Music 19th level
19/day (540+570)
20 [22,864 / 190,555] d10 (2,850), BAB
+15 (3,010), FORT +12 (2,590), WILL +12
(2,590), Intimidate 23rd rank (912), Perform:
Stringed Instruments 23rd rank (912), 14th Feat
(6,400), 12 power points (1,170), Manifester
20th level (570), Access to Fighter Feats 20th
level (570), Bardic Music 20th level 20/day
(570+600), BM: Inspire Courage increase to
+4 (120)

of Body, Swift Tracker, Improved Evasion,


Remove Disease, Venom Immunity
TOTAL: 190,600 XP (189,100 XP not counting Initial 1,500 XP)
Breakdown:
1 [1,435 / 1,435] d8 (60), BAB +1 (110),
REFL +1 (45), REFL +2 (60), WILL +1 (45),
WILL +2 (60), Proficiencies (150), Balance 1st,
2nd, 3rd, 4th ranks (44), Handle Animal 1st, 2nd,
3rd, 4th ranks (44), Knowledge: Nature 1st, 2nd,
3rd, 4th ranks (44), Survival 1st, 2nd, 3rd, 4th ranks
(44), Use Rope 1st, 2nd, 3rd, 4th ranks (44), 1st
Feat (100), Favored Enemy 1 (180+90), Aura
of Good (270), Animal Companion 1st level
(45)
2 [938 / 2,373] d8 (120), BAB +2 (215),
REFL +3 (70), WILL +3 (70), Balance 5th rank
(22), Climb 1st, 2nd ranks (22), Handle Animal
5th rank (22), Heal 1st, 2nd ranks (22), Knowledge: Nature 5th rank (22), Jump 1st, 2nd ranks
(22), Survival 5th rank (22), Swim 1st, 2nd ranks
(22), Use Rope 5th rank (22), 2nd Feat (160),
Animal Companion 2nd level (30), Lay on
Hands 2nd level (75)
3 [1,909 / 4,282] d8 (240), BAB +3 (430),
FORT +1 (45), Balance 6th rank (44), Climb 3rd
rank (11), Handle Animal 6th rank (44), Heal
3rd rank (11), Knowledge: Nature 6th rank (44),
Jump 3rd rank (11), Survival 6th rank (44), Swim
3rd ranks (11), Use Rope 6th rank (44), Animal
Companion 3rd level (60), Lay on Hands 3rd
level (60), Evasion (540), Nature Sense (270)
4 [2,980 / 7,262] d8 (360), BAB +4
(645), REFL +4 (350), WILL +4 (350), Balance 7th rank (66), Handle Animal 7th rank (66),
Knowledge: Nature 7th rank (66), Survival 7th
rank (66), Use Rope 7th rank (66), Animal
Companion 4th level (90), Lay on Hands 4th
level (90), Cover Fire 4th level (225), Woodland Stride (540)
5 [4,214 / 11,476] d8 (480), BAB +5
(860), DEX +1 (360), Balance 8th rank (88),
Climb 4th rank (11), Handle Animal 8th rank
(88), Heal 4th rank (11), Knowledge: Nature 8th

Tintal, a Woodsman
Many call Tintal a druid, but it is not really an
appropriate title. Tintal has no official membership into a druidic order, although there are
plenty of druids who call Tintal a friend. In
truth, Tintal is a benevolent caretaker of the
woods. He has been aided by the forests many
times, often doing nothing to deserve the assistance of the forest. Tintal has learned compassion, and freely gives it to anyone who is in
genuine need of his assistance.
Purchase Highlights:
20d8: 22,860 XP
BAB +20: 40,960 XP
2 Good Saves: 26,810 XP - Reflex & Will
1 Poor Save: 2,065 XP - Fortitude
10 Attribute Inc: 13,200 XP - STR 8, DEX
18(15), CON 12(10), INT 14, WIS 14(13),
CHA 16(12)
Proficiencies: 150 XP - All Simple & Martial
Weapons, Light & Medium Armors
159 Skill Ranks: 23,760 XP - Balance 23,
Climb 11, Handle Animal 23, Heal 11,
Knowledge: Nature 23, Jump 11, Survival 23, Swim 11, Use Rope 23
10 Feats: 20,260 XP
16 Abilities: 40,535 XP - Favored Enemy,
Aura of Good, Animal Companion, Lay on
Hands, Evasion, Nature Sense, Cover Fire,
Woodland Stride, Trackless Step, Resist
Natures Lure, Hide in Plain Sight, Purity

71

Complete Control
rank (88), Jump 4th rank (11), Survival 8th rank
(88), Swim 4th rank (11), Use Rope 8th rank
(88), 3rd Feat (680), Favored Enemy increase
to 2 (180), Trackless Step (810), Animal Companion 5th level (120), Lay on Hands 5th level
(120), Cover Fire 5th Level (120)
6 [4,715 / 16,191] d8 (600), BAB +6
(1,075), FORT +2 (60), REFL +5 (630), WILL
+5 (630), CON +1 (360), WIS +1 (360), Balance 9th rank (110), Handle Animal 9th rank
(110), Knowledge: Nature 9th rank (110), Survival 9th rank (110), Use Rope 9th rank (110),
Animal Companion 6th level (150), Lay on
Hands 6th level (150), Cover Fire 6th Level
(150)
7 [5,578 / 21,769] d8 (720), BAB +7
(1,290), Balance 10th rank (132), Climb 5th
rank (22), Handle Animal 10th rank (132), Heal
5th rank (22), Knowledge: Nature 10th rank
(132), Jump 5th rank (22), Survival 10th rank
(132), Swim 5th rank (22), Use Rope 10th rank
(132), 4th Feat (1,200), Resist Natures Lure
(1,080), Animal Companion 7th level (180),
Lay on Hands 7th level (180), Cover Fire 7th
Level (180)
8 [7,725 / 29,494] d8 (840), BAB +8
(1,505), REFL +6 (910), WILL +6 (910), Balance 11th rank (154), Handle Animal 11th rank
(154), Knowledge: Nature 11th rank (154), Survival 11th rank (154), Use Rope 11th rank (154),
Hide in Plain Sight (2,160), Animal Companion 8th level (210), Lay on Hands 8th level (210),
Cover Fire 8th Level (210)
9 [7,416 / 36,910] d8 (960), BAB +9
(1,720), FORT +3 (70), CHA +1 (360), Balance 12th rank (176), Climb 6th rank (44), Handle Animal 12th rank (176), Heal 6th rank (44),
Knowledge: Nature 12th rank (176), Jump 6th
rank (44), Survival 12th rank (176), Swim 6th
rank (44), Use Rope 12th rank (176), 5th Feat
(1,720), Purity of Body (810), Animal Companion 9th level (240), Lay on Hands 9th level
(240), Cover Fire 9th Level (240)
10 [8,785 / 45,695] d8 (1,080), BAB +10
(1,935), REFL +7 (1,190), WILL +7 (1,190),

DEX +2 (1,320), Balance 13th rank (198), Handle Animal 13th rank (198), Knowledge: Nature
13th rank (198), Survival 13th rank (198), Use
Rope 13th rank (198), Favored Enemy increase
to 3 (270), Animal Companion 10th level (270),
Lay on Hands 10th level (270), Cover Fire 10th
Level (270)
11 [9,374 / 55,069] d8 (1,200), BAB +11
(2,150), Balance 14th rank (220), Climb 7th rank
(66), Handle Animal 14th rank (220), Heal 7th
rank (66), Knowledge: Nature 14th rank (220),
Jump 7th rank (66), Survival 14th rank (220),
Swim 7th rank (66), Use Rope 14th rank (220),
6th Feat (2,240), Swift Tracker (1,520), Animal
Companion 11th level (300), Lay on Hands 11th
level (300), Cover Fire 11th Level (300)
12 [11,335 / 66,404] d8 (1,320), BAB
+12 (2,365), FORT +4 (350), REFL +8
(1,470), WILL +8 (1,470), Balance 15th rank
(242), Handle Animal 15th rank (242), Knowledge: Nature 15th rank (242), Survival 15th rank
(242), Use Rope 15th rank (242), Improved
Evasion (2,160), Animal Companion 12th level
(330), Lay on Hands 12th level (330), Cover
Fire 12th Level (330)
13 [12,472 / 78,876] d8 (1,440), BAB
+13 (2,580), CON +2 (1,320), Balance 16th
rank (264), Climb 8th rank (88), Handle Animal
16th rank (264), Heal 8th rank (88), Knowledge:
Nature 16th rank (264), Jump 8th rank (88), Survival 16th rank (264), Swim 8th rank (88), Use
Rope 16th rank (264), 7th Feat (2,760), Remove
Disease 1/day (1,080+540), Animal Companion 13th level (360), Lay on Hands 13th level
(360), Cover Fire 13th Level (360)
14 [12,855 / 91,731] d8 (1,560), BAB +14
(2,795), REFL +9 (1,750), WILL +9 (1,750),
CHA +2 (1,320), Balance 17th rank (286), Handle Animal 17th rank (286), Knowledge: Nature
17th rank (286), Survival 17th rank (286), Use
Rope 17th rank (286), Remove Disease 2/day
(1,080), Animal Companion 14th level (390),
Lay on Hands 14th level (390), Cover Fire 14th
Level (390)
15 [14,480 / 106,211] d8 (1,680), BAB

72

Mentalis Design
+15 (3,010), FORT +5 (630), DEX +3 (2,280),
Balance 18th rank (308), Climb 9th rank (110),
Handle Animal 18th rank (308), Heal 9th rank
(110), Knowledge: Nature 18th rank (308),
Jump 9th rank (110), Survival 18th rank (308),
Swim 9th rank (110), Use Rope 18th rank (308),
8th Feat (3,280), Favored Enemy increase to
4 (360), Animal Companion 15th level (420),
Lay on Hands 15th level (420), Cover Fire 15th
Level (420)
16 [13,705 / 119,916] d8 (1,800), BAB
+16 (3,225), REFL +10 (2,030), WILL +10
(2,030), Balance 19th rank (330), Handle Animal 19th rank (330), Knowledge: Nature 19th
rank (330), Survival 19th rank (330), Use Rope
19th rank (330), Remove Disease 3/day (1,620),
Animal Companion 16th level (450), Lay on
Hands 16th level (450), Cover Fire 16th Level
(450)
17 [17,328 / 137,244] d8 (1,920), BAB
+17 (3,440), CHA +3 (2,280), Balance 20th
rank (352), Climb 10th rank (132), Handle
Animal 20th rank (352), Heal 10th rank (132),
Knowledge: Nature 20th rank (352), Jump 10th
rank (132), Survival 20th rank (352), Swim 10th
rank (132), Use Rope 20th rank (352), 9th Feat
(3,800), Remove Disease 4/day (2,160), Animal Companion 17th level (480), Lay on Hands
17th level (480), Cover Fire 17th Level (480)

18 [14,625 / 151,869] d8 (2,040), BAB


+18 (3,655), FORT +6 (910), REFL +11
(2,310), WILL +11 (2,310), Balance 21st rank
(374), Handle Animal 21st rank (374), Knowledge: Nature 21st rank (374), Survival 21st rank
(374), Use Rope 21st rank (374), Animal Companion 18th level (510), Lay on Hands 18th level
(510), Cover Fire 18th Level (510)
19 [20,236 / 172,105] d8 (2,160), BAB
+19 (3,870), CHA +4 (3,240), Balance 22nd
rank (396), Climb 11th rank (154), Handle
Animal 22nd rank (396), Heal 11th rank (154),
Knowledge: Nature 22nd rank (396), Jump 11th
rank (154), Survival 22nd rank (396), Swim 11th
rank (154), Use Rope 22nd rank (396), 10th Feat
(4,320), Venom Immunity (2,430), Animal
Companion 19th level (540), Lay on Hands 19th
level (540), Cover Fire 19th Level (540)
20 [18,495 / 190,600] d8 (2,280), BAB
+20 (4,085), REFL +12 (2,590), WILL +12
(2,590), Balance 23rd rank (418), Handle Animal 23rd rank (418), Knowledge: Nature 23rd
rank (418), Survival 23rd rank (418), Use Rope
23rd rank (418), Favored Enemy increase to 5
(450), Remove Disease 5/day (2,700), Animal
Companion 20th level (570), Lay on Hands 20th
level (570), Cover Fire 20th Level (570)

73

Complete Control

Quick Reference Pages

Below are the tables presented in the work for quick reference during character creation. Additionally, the skill table, level-variable ability table, and use/progression-variable table have been
expanded for ease of use.
Hit Dice
DIE #
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

d4
30
60
120
180
240
300
360
420
480
540
600
660
720
780
840
900
960
1,020
1,080
1,140

d6
45
90
180
270
360
450
540
630
720
810
900
990
1,080
1,170
1,260
1,350
1,440
1,530
1,620
1,710

d8
60
120
240
360
480
600
720
840
960
1,080
1,200
1,320
1,440
1,560
1,680
1,800
1,920
2,040
2,160
2,280

d10
75
150
300
450
600
750
900
1,050
1,200
1,350
1,500
1,650
1,800
1,950
2,100
2,250
2,400
2,550
2,700
2,850

d10
90
180
360
540
720
900
1,080
1,260
1,440
1,620
1,800
1,980
2,160
2,340
2,520
2,700
2,880
3,060
3,240
3,420

BAB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

XP
5 XP
25 XP
10 XP
50 XP
75 XP
150 XP
275 XP
5 XP
25 XP
10 XP
50 XP
15 XP
75 XP
10 XP
15 XP
25 XP

XP
110
215
430
645
860
1,075
1,290
1,505
1,720
1,935
2,150
2,365
2,580
2,795
3,010
3,225
3,440
3,655
3,870
4,085

Constant
Abilities

Standard Weapon Proficiencies


Proficiency
Proficiency with any single simple weapon
Proficiency with all simple weapons
Proficiency with any single martial weapon
Proficiency with all martial weapons
Proficiency with first exotic weapon
Proficiency with second exotic weapon
Proficiency with third exotic weapon
Proficiency with any one light armor
Proficiency with all light armors
Proficiency with any one medium armor
Proficiency with all medium armors
Proficiency with aany one heavy armor
Proficiency with all heavy armors
Proficiency with light shields
Proficiency with heavy shields
Proficiency with tower shields

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Weapon Group Proficiencies


Proficiency
Group with only simple or martial weapons
First group with at least one exotic weapon
Second group with at least one exotic weapon
Thrid group with at least one exotic weapon

Saving
Throws

BAB

XP
25 XP
75 XP
150 XP
275 XP

74

XP Cost
270
540
810
1,080
1,350
1,620
1,890
2,160
2,430
2,700
2,970
3,240
3,510
3,780
4,050
4,320
4,590
4,860
5,130
5,400

Save
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

XP
45
60
70
350
630
910
1,190
1,470
1,750
2,030
2,310
2,590
2,870
3,150
3,430
3,710
3,990
4,270
4,550
4,830

Feats
Feat #
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

XP Cost
100
160
680
1,200
1,720
2,240
2,760
3,280
3,800
4,320
4,840
5,360
5,880
6,400
6,920
7,440
7,960
8,480
9,000
9,520

SKILL RANK PURCHASED

Mentalis Design

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23

Total for Maximum


Ranks

Attribute
Increases
Increase
1
2
3
4
5
6
7
8
9
10

XP Cost
360
1,320
2,280
3,240
4,200
5,160
6,120
7,080
8,040
9,000

80
40
40
40
40
80
160
240
320
400
480
560
640
720
800
880
960
1,040
1,120
1,200
1,280
1,360
1,440
1,520

48
24
24
24
24
48
96
144
192
240
288
336
384
432
480
528
576
624
672
720
768
816
864
912

SKILLS
COST OF RANK BY INTELLIGENCE RATING
34
27
22
18
16
14
17
14
11
9
8
7
17
14
11
9
8
7
17
14
11
9
8
7
17
14
11
9
8
7
34
27
22
18
16
14
68
54
44
36
32
28
102
81
66
54
48
42
136
108
88
72
64
56
170
135
110
90
80
70
204
162
132
108
96
84
238
189
154
126
112
98
272
216
176
144
128
112
306
243
198
162
144
126
340
270
220
180
160
140
374
297
242
198
176
154
408
324
264
216
192
168
442
351
286
234
208
182
476
378
308
252
224
196
510
405
330
270
240
210
544
432
352
288
256
224
578
459
374
306
272
238
612
486
396
324
288
252
646
513
418
342
304
266

15,360

9,216

6,528

5,186

4,224

Power and Spell


Levels
Level
0
1
2
3
4
5
6
7
8
9

XP Cost
10
50
240
720
1,200
1,680
2,160
2,640
3,120
3,600

50%
5
25
120
360
600
840
1,080
1,320
1,560
1,800

3,456

3,072

XP Cost
170
340
680
1,020
1,360
1,700
2,040
2,380
2,720
3,060

75

12
6
6
6
6
12
24
36
48
60
72
84
96
108
120
132
144
156
168
180
192
204
216
228

2,498

2,304

Incantations

Spell Slots
Level
0
1
2
3
4
5
6
7
8
9

2,688

13
7
7
7
7
13
26
39
52
65
78
91
104
117
130
143
156
169
182
195
208
221
234
247

50%
85
170
340
510
680
850
1,020
1,190
1,360
1,530

# Known
1
2
3
4
5
6
7
8
9
10
11
12

XP Cost
200
300
400
500
2,500
4,500
6,500
8,500
10,500
12,500
14,500
16,500

BEGINNING LEVEL OF ABILITY

BEGINNING LEVEL OF ABILITY

Complete Control

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

1
45

1
270
540
810
1,080
1,350
1,620
1,890
2,160
2,430
2,700
2,970
3,240
3,510
3,780
4,050
4,320
4,590
4,860
5,130
5,400

2
30
75

3
60
60
135

2
180
360
540
720
900
1,080
1,260
1,440
1,620
1,800
1,980
2,160
2,340
2,520
2,700
2,880
3,060
3,240
3,420
3,600

4
90
90
90
225

3
270
540
810
1,080
1,350
1,620
1,890
2,160
2,430
2,700
2,970
3,240
3,510
3,780
4,050
4,320
4,590
4,860
5,130
5,400

5
120
120
120
120
345

6
150
150
150
150
150
495

7
180
180
180
180
180
180
675

Level-Variable Abilities
COST TO ATTAIN EACH ABILITY LEVEL
8
9
10
11
12
13
14
210
240
270
300
330
360
390
210
240
270
300
330
360
390
210
240
270
300
330
360
390
210
240
270
300
330
360
390
210
240
270
300
330
360
390
210
240
270
300
330
360
390
210
240
270
300
330
360
390
885
240
270
300
330
360
390
1,125
270
300
330
360
390
1,395
300
330
360
390
1,695
330
360
390
2,025
360
390
2,385
390
2,775

15
420
420
420
420
420
420
420
420
420
420
420
420
420
420
3,195

16
450
450
450
450
450
450
450
450
450
450
450
450
450
450
450
3,645

Progression- and Use-Variable Abilities


COST FOR EACH STEP IN PROGRESSION OR USE
(1st column includes cost for both both initial access and firt use/progression)
4
5
6
7
8
9
10
11
12
13
360
450
540
630
720
810
900
990
1,080 1,170
720
900
1,080 1,260 1,440 1,620 1,800 1,980 2,160 2,340
1,080 1,350 1,620 1,890 2,160 2,430
1,440 1,800 2,160 2,520
1,800 2,250 2,700
2,160 2,700
2,520 3,150
2,880 3,600
3,240
3,600
3,960
4,320

76

17
480
480
480
480
480
480
480
480
480
480
480
480
480
480
480
480
4,125

14
1,260
2,520

18
510
510
510
510
510
510
510
510
510
510
510
510
510
510
510
510
510
4,635

15
1,350

19
540
540
540
540
540
540
540
540
540
540
540
540
540
540
540
540
540
540
5,175

16
1,440

20
570
570
570
570
570
570
570
570
570
570
570
570
570
570
570
570
570
570
570
5,745

17
1,530

Mentalis Design
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