Character Creation Guide

### Character Building Rules

To get started with your character you'll need to do a few things! In order I recommend selecting a race and class, then ability score point buy, then pick a favored class bonus, feats, and a major and minor drawback (which grant an extra feat and trait respectively) before finally allocating your skill points.

For a larger overview of all the 3rd party content we have available to use please visit the Character Options category.

Please make sure to use Myth Weavers for your character sheet! The nonexperimental pathfinder sheet. Here's a helpful example sheet to show you our formatting, and exactly what you need on your finalized sheet, and where.

When creating your character, please check to see if there are any changes on the 1st Party Class Changes, 1st Party Race Changes, 1st Party Feat Changes, 1st Party Spell Changes, 1st Party Equipment and Magic Items Changes. (This is an important step, just in case you find out your intended build may have been nerfed in our unique system, BUT your GM will normally inform you of any changes we use from the 1st party content before or during character creation, so no need to scour through each of these pages too intensely, or at all most of the time.)

Please do to check out our 3rd party Approved Classes and Homebrew Classes for additional character generation options!

Ability scores are generated with 25 point buy. You may not take more than 1 Ability Score below 10 before racial modifiers. Put your pre-racial ability scores in the Player Name section of your character sheet. Here's a handy calculator for that.

We use the Background Skill system; Meaning characters get 2 extra skill points per level that they can allocate ONLY in the following skills;

* Appraise
* Artistry
* Craft
* Handle Animal
* Knowledge (engineering)
* Knowledge (geography)
* Knowledge (history)
* Knowledge (nobility)
* Linguistics
* Lore
* Perform
* Profession
* Sleight of Hand

All characters have a starting occupation. This grants all characters a bonus feat of their choosing at level one, and proficiency in two new skills of their choosing. Choosing a skill one is already proficient in from class proficiencies instead grants the player a permanent +1 bonus to the selected skill(s).

Characters start with 2 traits at 1st level, and may select a Minor drawback to gain an additional trait. You may also select a Major drawback at 1st level to gain an extra starting feat.

At level 1 you select between becoming a Hero or an Antihero. This has nothing to do with alignment or heroism, and instead refers to an optional ruleset. Choosing antihero grants a character bonus feats at level 1st, 10th, and 20th, but opts them out of the hero point system, leaving them totally unable to use them. Opting in as a hero allows a character to gain and use hero points, which are gained each level, and can be used to reroll attacks and saves, act out of turn, take extra actions, or even cheat death. They are explained in full here.

All characters start out as adults for their race.

Level 1 characters start with 300 gp. Higher Effective Character Level (ECL) starting characters start with their wealth by level.

Characters always take maximum hit points per level.

The following classes now receive skill points equal to 4+intelligence modifier, unless the primary casting modifier changes to or from intelligence (for example, Divine Scholar and Seducer Witch respectively), in which case any class that received 2+ Intelligence Modifier skill points per level prior, now benefits from this change:

* Antipaladin
* Cleric
* Fighter
* Paladin
* Sorcerer
* Summoner
* Warpriest

### Feat Taxes

Feats work a little differently than normal here. Below are all of the major changes we use.

#### **Weapon Finesse**

Gone. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).

#### **Agile Maneuvers**

Gone. A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise.

#### **Power Attack**

Gone. Now simply a combat option for any class with at least +1 BAB.

#### **Combat Expertise**

Gone. Now simply a combat option for any class with at least +1 BAB.

#### **Deadly Aim**

Gone. Now simple a combat option for any class with at least +1 BAB.

#### **Point-Blank Shot**

Removed entirely. Precise Shot replaces it as a prerequisite for further archery feats.

#### **Dodge**

Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

This replaces Mobility for all purposes

#### **Greater Two-Weapon Fighting (Combat)**

You are skilled at fighting with two weapons.

Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a -10 penalty.

Improved Two Weapon Fighting is merged with Greater Two-Weapon Fighting

#### **Deft Maneuvers**

Benefit: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Replaces Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal, and gains the benefits of all of them.

#### **Powerful Maneuvers**

Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Replaces Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder

#### **Unarmed Combatant (Combat)**

*You are skilled at grappling and fighting while unarmed.*

Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

This replaces both Improved Unarmed Strike and Improved Grapple

### **Other Feats**

When picking your feats, please refer to the following pages

## Advancement

Characters advance with the Slow XP progression. If for some reason you earn more experience points than you would like, you can choose to refuse some of the experience points in order to stay at a lower level. In addition to gaining class levels (with maximum hit points per level), you may select some of the following options to increase your character's power:

### Gestalt

The above link takes you to an explanation of the original appearance of the Gestalt system from 3.5. Gestalting is an option that allows you to create ‘hybrid’ classes that are the best of both worlds (better hp, saves, bab, and skills of two classes, as well as class features of both). When determining what benefits you receive from gestalt, compare the base attack bonus, base saves, number of skill ranks, and hit dice of the two classes. Your new "hybrid" class grants you the better of the two.

You gain both classes class features unless said class features appear on both classes, in which case you take the better of the two progressions (e.g. a Slayer/Rogue gestalt character gains +1d6 sneak attack every odd level instead of every three levels). For purposes of gestalting, the Bonus Feat class feature and Spell Casting are always considered different class features (meaning that gestalting two spell casters, or two classes that grant bonus feats, grant the full amount for both classes). Any ability that states "Your classes in [X] count as [Y] for determining [Z]" overlap with class [Y] if the two are gestalted side by side (i.e. you don't count the two classes separately and gain double the progression).

Note, a prestige class that grants "+1 spellcasting of an existing class" *does* count as the same class feature as the class it's advancing. If you're confused, feel free to ask about it in #questions-and-answers channel on Discord.

Characters will level their gestalt level at the same time as your main track.

You may only ever have up to 2 gestalt classes on a character.

#### Gestalt Summary

When you get a gestalt level, you pick a class to 'upgrade' your main class (take the better of both classes base bonuses and class features).

The same class feature doesn't stack, but takes the better progression.

You can only ever have 2 classes on the gestalt side of your classes.

You can never take a prestige class on the gestalt side of classes.

### Effective Character Level

When asked for your Effective Character Level or ECL, only two things factor into that. The first is your character's class levels, and the second is the CR adjustment of any templates. It does not grant you additional ability score increases or feats (only your main class level grants these).

### Experience Points per Level

Use the following chart to help you figure out experience points and gold when making a character higher than level one.

1. Characters cannot gain more than 20 gestalt levels.