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Complete Control
Character Design for the Uninhibited
ii
Mentalis Design
Table of Contents
1
1
2
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
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
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
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!
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
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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.
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
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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.
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
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
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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.
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
XP Cost
1
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
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
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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
Proficiencies
10
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.
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Weapon
Groups
25 XP
50+[25*(total number
of groups having at least
one exotic weapon) 2]
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.
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Constant Abilities
XP COST
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
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
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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
16
Mentalis Design
Variable Abilities
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
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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
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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.
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.
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
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!
23
Complete Control
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
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
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
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
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.
29
Complete Control
Play Considerations
30
Mentalis Design
level game balance designed into the standard
game while the Game Master and the players
are familiarizing themselves with the rules.
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.
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
Controllable
Aspects
Percentage
33
Hit Die
12%
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
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.
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.
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
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.
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.
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
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
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
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.
45
Complete Control
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
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
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
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
Manifester Level
Type: Level-Variable
Level Gained: 1
Base XP Cost: 45 XP
First Increase XP: 30 XP
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 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
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
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 Surge
Prerequisites: Psychic Enervation 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
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
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),
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)
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
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)
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)
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)
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
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
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)
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)
73
Complete Control
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
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
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
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
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
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
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
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
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of
the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (Wizards). All Rights
Reserved.
1. Definitions: (a)Contributors means
the copyright and/or trademark owners
who have contributed Open Game Content;
(b)Derivative Material means copyrighted
material including derivative works and
translations (including into other computer
languages), potation, modification, correction,
addition, extension, upgrade, improvement,
compilation, abridgment or other form in which
an existing work may be recast, transformed or
adapted; (c) Distribute means to reproduce,
license, rent, lease, sell, broadcast, publicly
display, transmit or otherwise distribute;
(d)Open Game Content means the game
mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity
and is an enhancement over the prior art and
any additional content clearly identified as
Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product
Identity. (e) Product Identity means product
and product line names, logos and identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or
audio representations; names and descriptions
of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments,
creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered
trademark clearly identified as Product identity
by the owner of the Product Identity, and which
specifically excludes the Open Game Content;
(f) Trademark means the logos, names,
mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or
the associated products contributed to the Open
Game License by the Contributor (g) Use,
Used or Using means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open
Game Content. (h) You or Your means the
licensee in terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License.
You must affix such a notice to any Open Game
Content that you Use. No terms may be added
to or subtracted from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game
77