No ability scores, classes, feats, etc. The only stats you keep track of are:
Hit Points: Start with 15, gain +3 per level up.
Skill Points: Start with 15, gain +3 per level up. You spend them to improve skill ranks and acquire special abilities.
Damage: Light weapon is 1d4 + half damage bonus, one-handed/medium weapon is 1d8 + damage bonus and two-handed/heavy weapon is 2d6 + (1.5 x damage bonus). Spell damage is determined normally, though your caster level is equal to your rank in the skill that you acquired.
AC: Your AC and TAC is equal to 10 + defense rank. Your FFAC is 5 + 1/2 defense rank.
Attack Bonus: Your attack bonus is equal to your Combat Rank, except with spells. Your damage bonus is also equal to this.
Spell Attack: Your attack bonus with spells is equal to the rank in the skill that you acquired the spell from. Your damage bonus is also equal to this. Your DCs for these spells are equal to 10 + your rank.
Fortitude: Your Fortitude bonus is equal to your Fortitude Rank.
Reflex: Your Reflex bonus is equal to your Defense Rank.
Will: Your Will bonus is equal to your Willpower Rank.
Ability Score: Any spell or item that normally adjusts an ability score, instead adjusts a special ability that creates the same effects. For example, Bull's Strength normally adds +4 Str, so instead it would add +4 to Damage Bonus with melee attacks or +2 Damage Bonus with melee attacks and +2 Athletics (Strength + Improved Strength). All such effects will add varying bonuses. Use GM discretion. Effects that normally deal ability damage instead deal penalties directly to AC, attack rolls, damage rolls and saving throws.
Old Skills: Any spell or item that normally adjusts a skill now just adds a bonus to ability checks made to perform the designated action. They don't actually adjust the skills listed here.
- ABJURATION
- ATHLETICS
- AWARENESS
- COMBAT
- CONJURATION
- CRAFTS
- DEFENSE
- ENCHANTMENT
- EVOCATION
- FORTITUDE
- ILLUSION
- KNOWLEDGE
- MEDICINE
- NECROMANCY
- SUBTERFUGE
- SURVIVAL
- TRANSMUTATION
- WILLPOWER
*Stackable
ABJURATION
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Abjurer (1): +2 to ability checks made to identify, craft or otherwise work with abjuration spells and magic items utilizing abjuration magic. This also applies as a +2 bonus to attack rolls made with abjuration spells, DCs of abjuration spells you cast, and saving throws you make against abjuration effects.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire an Abjuration spell. The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
ATHLETICS
-Racer (1):* Add 5 feet to your base speed.
--Agile Run (2): You are not flat-footed when you run and don't take the normal -2 AC for charging.
---Sprinter (3):* You can run at x5 instead of x4 speed. Stacking adds +1 to this each time.
-Balance (1):* You gain a +2 bonus to Dexterity checks and saving throws made to overcome balancing on precarious surfaces.
--Improved Balance (2): You are not flat-footed while balancing on precarious surfaces.
---Greater Balance (3):* You can move +10 feet farther than normal when you balance on precarious surfaces (up to a maximum equal to your normal base speed).
-Climbing (1):* You gain a +2 bonus to Strength checks and saving throws made to overcome difficult climbing surfaces.
--Improved Climbing (2): You are not flat-footed while climbing.
---Greater Climbing (3):* You can move +10 feet farther than normal when you climb (up to a maximum equal to your normal base speed).
-Leaping (1):* You gain a +2 bonus to Dexterity checks and saving throws made to leap over obstacles or jump up to certain heights.
--Improved Leaping (2): You are always treated as having a running head start when you jump.
---Greater Leaping (3):* You can move +10 feet farther than normal when you jump (up to a maximum equal to your normal base speed).
-Strength (1):* Your carrying capacity doubles.
--Improved Strength (2): You are treated as one size larger for the purposes of combat maneuvers (if this is advantageous to you).
---Greater Strength (3):* You can wield weapons as if you were one size larger (if this is advantageous to you).
-Swimming (1):* You gain a +2 bonus to Strength checks and saving throws made to overcome difficult climbing surfaces.
--Improved Swimming (2): You are not flat-footed while swimming.
---Greater Swimming (3):* You can move +10 feet farther than normal when you swim.
AWARENESS
Divination Magic: This functions just like acquiring Abjuration spells. It does not work for acquiring Divination spells that don't target a creature or object nor does it work on divination magic that creates prophecies or acquires knowledge spontaneously (such as Augury or Legend Lore). Any divination spells in the Knowledge skill are excluded.
-Perceptive (1): +2 to Wisdom checks made to listen, search or spot hidden creatures, traps or objects.
-Farsight (1): Your sight range in any condition increases to double what it would normally be.
--Farshot (2): As the feat of the same name.
--Quick Scan (2): You can search locations in half the normal time necessary. If the search time is already only a full-round action, you can search twice as large of an area.
--Trap Sense (2): When you move within 10 feet of a trap, you can automatically make a Wisdom check to notice (or Intelligence check if you prefer). If you would normally already be granted such a check, you may roll twice and take the better of the two.
---Danger Sense (3): You gain 50% Fortification vs. Sneak Attacks.
Initiative: +2 to Dexterity checks made to determine turn order.
--Fast Reaction (2): You are not automatically flat-footed at the start of combat or during surprise rounds where you are surprised.
---Instant Reaction (3): You roll 2d20 for initiative and take the better result (instead of 1d20).
Insightful: +2 to Wisdom checks made to see through disguises and deceptions and saving throws to see through illusions.
--Detect Alignment (2): This functions as the spell of the same name. It can be used once per day per rank in Awareness.
----Zone of Truth (4): This functions as the spell of the same name. It can be used once per day per 2 ranks in Awareness.
------Discern Lies (6): This functions as the spell of the same name. It can be used once per day per 3 ranks in Awareness.
COMBAT
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Weapon Proficiency (1): You gain proficiency with all weapons in a single weapon category of your choice (see the Fighter class' weapon categories).
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Offensive Combat Feat (2): You can acquire an offensive combat feat. It can be any combat feat that does not provide a bonus or reroll to your AC or saving throws. For the purposes of prerequisites for these feats, your BAB & effective skill ranks are equal to your rank in this skill and your ability scores are all equal to 10 + (rank x2).
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Vicious Strength (2): Add both your Combat Rank and Athletics Rank together and divide the sum by 2. You can use this as your damage bonus for melee weapons instead of just your combat rank.
CONJURATION
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Conjurer (1): +2 to ability checks made to identify, craft or otherwise work with conjuration spells and magic items utilizing conjuration magic. This also applies as a +2 bonus to attack rolls made with conjuration spells, DCs of conjuration spells you cast, and saving throws you make against conjuration effects. Exception: This does not include any healing spells.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire a Conjuration spell. The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
CRAFTS
(pick one craft): You gain +2 to Intelligence checks made to work with your selected field.
Master Crafter (1): You gain Master Crafter feat.
Efficient Crafter (2): You can craft, repair and redesign your selected craft with only half the normal cost.
Fast Crafter (2): You can craft, repair and redesign your selected craft in half the normal time.
Magic Item Creation Feat (X): You gain a creation feat provided you have a number of ranks in this skill equal to the minimum caster level requirement.
-Pack Rat (2): For the purposes of carrying capacity, you treat gear that you crafted yourself as half its actual weight.
---Come Prepared (3): You can pull small objects out of your pockets that were "there all along". This functions like the minor creation spell except that the quantity of materials is limited to your light load (requiring you to have a free hand to pull them out of your pockets). You can do this once per day per 2 ranks you have in Crafts.
----Jury Rig (4): You can jury rig a makeshift item. This functions as the Fabricate spell except that it requires a full-round action, has a range of 0 feet and it can target only a quantity of materials up to your light load (requiring you to have free hands to do this as well). You can do this once per day per 2 ranks you have in Crafts.
-----Major Creation (5): As the spell but limited in quantity equal to your light load and 0ft. range. Usable 1/day per 3 ranks in this skill.
DEFENSE
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Armor/Shield Proficiency (1): You gain proficiency with all armors and shields in a single category of your choice: Light Armor, Medium Armor, Heavy Armor, Shields.
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Defensive Combat Feat (2): You can acquire a defensive combat feat. It can be any combat feat that provides a bonus or reroll to your AC or saving throws. For the purposes of prerequisites for these feats, your BAB & effective skill ranks are equal to your rank in this skill and your ability scores are all equal to 10 + (rank x2).
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Unarmored Defense (1): So long as you do not wear armor or wield a shield, you gain a +2 dodge bonus to AC. You can still apply armor and shield enhancements to mundane clothes or weapons taking up your armor or shield slot.
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Improved Unarmored Defense (2): So long as you do not wear armor or wield a shield, you gain a +2 insight bonus to AC. You can still apply armor and shield enhancements to mundane clothes or weapons taking up your armor or shield slot.
ENCHANTMENT
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Enchanter (1): +2 to ability checks made to identify, craft or otherwise work with enchantment spells and magic items utilizing conjuration magic. This also applies as a +2 bonus to attack rolls made with enchantment spells, DCs of conjuration spells you cast, and saving throws you make against enchantment effects. Exception: This does not include any healing spells.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire an Enchantment spell or spell with an emotion descriptor (such as [fear]). The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
-Persuasive (1):* You gain a +2 bonus to Charisma checks made to persuade targets and to the DCs of charm effects you create.
--Charm Person (2): This functions as the spell. You can use this 1/day per rank in this skill.
---Charming Aura (3): Against targets within 30 feet of you, you can use your Charm Person as a free action.
---Willful (3): You can make Persuasion check instead of Will save vs. charm effects. In addition, a successful save against a charm effect makes you immune to that same effect for 24 hours and has no effect on you (instead of reducing duration, its negated).
--Bless (2): This functions as the spell. You can use this 1/day per rank in this skill.
--Mass Persuasion (2):* You can persuade 2 targets with a normal check at a time at no penalty. In addition, you only take a -1 penalty per 2 targets you attempt to persuade at a time instead of per 1 target. This can stack each time adding 1 to the base number of targets and the number of targets you can add before taking penalties.
--Psychic (2): You can use INT or WIS instead of CHA to persuade.
--Graceful Save (3): When you achieve a natural 20 on a saving throw or when an enemy rolls a natural 1 on an attack roll against you, you can make a Persuade check as a free action to persuade a target.
--------Suggestion (8): This functions as the spell. You can use this 1/day per 4 ranks in this skill.
Intimidating (1):* You gain a +2 bonus to Charisma checks made to intimidate targets and to the DCs of fear effects you create.
-Cause Fear(2): This functions as the spell. You can use this 1/day per rank in this skill.
--Dread Aura (3): Against targets within 30 feet of you, you can use your Cause Fear as a free action.
---Dreadful (3): You can make Intimidate check instead of Will save vs. fear effects. In addition, a successful save against a fear effect makes you immune to that same effect for 24 hours and has no effect on you (instead of reducing duration, its negated).
-Doom (2): This functions as the spell. You can use this 1/day per rank in this skill.
-Mass Intimidate (2):* You can intimidate 2 targets with a normal check at a time at no penalty. In addition, you only take a -1 penalty per 2 targets you attempt to intimidate at a time instead of per 1 target. This can stack each time adding 1 to the base number of targets and the number of targets you can add before taking penalties.
-Muscle Mass (2): You can use STR or CON instead of CHA to intimidate.
--Gruesome Blow (3): When you achieve a critical hit, you can make an Intimidate check as a free action to intimidate a target.
--------Fear (8): This functions as the spell. You can use this 1/day per 4 ranks in this skill.
---------Fear Aura (9): Against targets within 30 feet of you, you can use your Fear as a free action.
EVOCATION
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Evocator (1): +2 to ability checks made to identify, craft or otherwise work with Evocation spells and magic items utilizing conjuration magic. This also applies as a +2 bonus to attack rolls made with Evocation spells, DCs of Evocation spells you cast, and saving throws you make against conjuration effects.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire a Evocation spell. The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
FORTITUDE
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Condition Resistance (1):* You gain +2 to saving throws vs. one effect type (pick one).
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Damage Resistance (1):* You gain +5 resistance vs. one damage type (pick one).
-Endurance (1): You gain the Endurance feat. It only grants a +2 instead of +4 but it applies to saving throws against special attacks that create the effects it resists as well.
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Natural Armor (1):* You gain +1 natural armor.
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Toughness (1):* You gain +5 hit points.
ILLUSION
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Illusionist (1): +2 to ability checks made to identify, craft or otherwise work with Illusion spells and magic items utilizing conjuration magic. This also applies as a +2 bonus to attack rolls made with Illusion spells, DCs of Evocation spells you cast, and saving throws you make against conjuration effects.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire an Illusion spell. The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
KNOWLEDGE
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Lore (1): +2 to ability checks made to identify, craft or otherwise work with knowledge spells and magic items utilizing knowledge magic. This also applies as a +2 bonus to attack rolls made with knowledge spells, DCs of knowledge spells you cast, and saving throws you make against knowledge effects. Knowledge spells are any divination spells that don't fall under the Awareness category.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire a knowledge spell. Knowledge spells are any divination spells that don't fall under the Awareness category. The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
MEDICINE
Medicine (1):* You gain a +2 bonus to Wisdom checks made to perform first aid, surgery and remove/treat illness. This also applies to checks made to identify, craft or otherwise work with [healing] spells and magic items utilizing [healing] magic. This also applies as a +2 bonus to attack rolls made with Healing spells, DCs of Healing spells you cast, and saving throws you make against healing effects.
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Magic Feat (1): Acquire a wizard bonus feat of your choice (see wizard class's bonus feats). For prerequisites, treat your rank in this skill as your caster level and BAB. You can acquire only up to one of these feats from this skill per two spells you've acquired from it.
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Spell (1+): You acquire a [healing] spell. The maximum spell level you can select is equal to your 1/2 your rank in this skill (round down). You cannot know more 1st level spells than 0 levels spells, or more 2nd level spells than 1st level spells and so on and so forth.
--Combat Medic (2): You provoke no AoOs for performing first aid, surgery or casting healing spells.
--Healing Knack (2): When you heal a target or feed them a potion, you auto maximize a number of healing dice equal to half your rank in this skill.
---Invigorating Aid (2):* When you heal a target or perform first aid, you also grant them 1d8 temporary hit points. These temporary hit points cannot exceed 5 * your rank in this skill.
---Brew Potion (3): As the feat.
----Lesser Restoration (4): As the spell, usable 1/day per 2 ranks in this skill. You must use a healer's kit or healing potion on a target to create this effect.
----------Raid Dead (10): As the spell, usable 1/day per 10 ranks in this skill. You must use a healer's kit or healing potion on a target to create this effect.
This message was last edited by the GM at 22:18, Sun 14 Dec 2014.