Dark.Revenant
2013-05-17, 06:32 PM
This system replaces the ability score generation (point buy, dice rolling, etc.) and the ability score progression (the bonus at every 4 levels) given by the base Pathfinder Roleplaying Game. Dreamscarred Press Psionics and Tome of Battle are included in the tables.
This also works for other editions in the 3.X lineup, though the tables may need adjusting.
First, apply a 15-point buy as described by Pathfinder Roleplaying Game (see this post (http://www.giantitp.com/forums/showpost.php?p=15262164&postcount=9) for the table).
On each level, including the first, a character gains points for increasing ability scores. These points may be used immediately or saved for a different level-up. Fractions are preserved; a level 1 Magus gains 2 points at the beginning, and when he levels up he gains 3 points (the two 1/2 points added up to a whole point).
These rules apply to the raw, unadjusted ability scores of a PC-class or NPC-class character. Racial bonuses, inherent bonuses, item bonuses, and other such modifiers are applied entirely after this system.
Ability Score Increase Point Cost
3 → 4: 1 point
4 → 5: 1 point
5 → 6: 1 point
6 → 7: 1 point
7 → 8: 1 point
8 → 9: 1 point
9 → 10: 1 point
10 → 11: 1 point
11 → 12: 1 point
12 → 13: 1 point
13 → 14: 2 points
14 → 15: 2 points
15 → 16: 3 points
16 → 17: 3 points
17 → 18: 4 points
18 → 19: 4 points
19 → 20: 5 points
20 → 21: 5 points
21 → 22: 6 points
22 → 23: 6 points
23 → 24: 7 points
24 → 25: 7 points
25 → 26: 8 points
26 → 27: 8 points
27 → 28: 9 points
28 → 29: 9 points
29 → 30: 10 points
Points per level represent training specifically for the improvement of one's body and mind; a Monk is Superior because of his dedication to self-improvement, while a Wizard is Low because he spends all his time on learning spellcasting rather than training himself.
Superior: 5 points per level
High: 4 points per level
Medium: 2 1/2 points per level
Low: 1 point per level
Pathfinder Core
Barbarian: High
Bard: Medium
Cleric: Low
Druid: Low
Fighter: High
Monk: Superior
Paladin: High
Ranger: High
Rogue: High
Sorcerer: Low
Wizard: Low
Pathfinder Base
Alchemist: Medium
Cavalier: High
Gunslinger: High
Inquisitor: Medium
Magus: Medium
Oracle: Low
Summoner: Low
Witch: Low
Pathfinder Alternate
Antipaladin: High
Ninja: High
Samurai: High
Pathfinder Prestige
Arcane Archer: Medium
Arcane Trickster: Medium
Assassin: High
Dragon Disciple: Medium
Duelist: High
Eldritch Knight: Medium
Loremaster: Low
Mystic Theurge: Low
P. Chronicler: High
Shadowdancer: High
Psionics Unleashed
Psion: Low
Psychic Warrior: Medium
Soulknife: High
Wilder: Medium
Psionics Expanded
Aegis: Medium
Cryptic: Medium
Dread: Medium
Marksman: High
Tactician: Low
Vitalist: Low
Psionics Prestige
Adaptive Warrior: Medium (High*)
Body Snatcher: Low
Cerebremancer: Low
Elocater: High
Metaforge: Medium
Metamind: Low
Metamorph: Medium
Mystic Archer: High
Phrenic Slayer: Medium (High*)
Psicrystal Imprinter: Low
Psion Uncarnate: Medium
Psychic Fist: Medium (High*)
Pyrokineticist: High
Sighted Seeker: Medium (High*)
Soul Archer: High
T. Weaponmaster: Medium (High*)
Thrallherd: Low
War Mind: Medium (High*)
*Higher progression if Marksman, Soulknife, or non-manifesting class
Tome of Battle
Crusader: Medium
Swordsage: Medium
Warblade: Medium
Tome of Battle Prestige
Bloodclaw Master: High
Bloodstorm Blade: High
D. Sentinel: Medium
Eternal Blade: Medium
Jade Phoenix Mage: Medium
Master of Nine: Medium
Ruby K. Vindicator: Medium
Shadow Sun Ninja: Medium
Pathfinder NPC
Adept: Low
Aristocrat: Medium
Commoner: Medium
Expert: Medium
Warrior: High
See ver 1 here:
This system replaces the ability score generation (point buy, dice rolling, etc.) and the ability score progression (the bonus at every 4 levels) given by the base Pathfinder Roleplaying Game. Dreamscarred Press Psionics and Tome of Battle are included in the tables.
This also works for other editions in the 3.X lineup, though the tables may need adjusting.
First, roll 3d6 a total of seven times, dropping the lowest of the resulting seven. DMs may allow a repeat of this step if the net modifiers are below 0.
Example: Harold rolls 13, 9, 11, 6, 11, 5, and 8. Harold drops the 5. This result is well below average, but Harold's DM hates him.
Then, rearrange the rolled ability scores as desired.
Example: Harold wants to be a Fighter, so he arranges the rolls for 13 Strength, 9 Dexterity, 11 Constitution, 11 Intelligence, 8 Wisdom, and 6 Charisma.
After that, apply a 10-point buy on top of the existing scores. Ability scores may only be increased, not decreased.
Example: Harold increases his Strength from 13 to 16 (7 points), increases his Dexterity from 9 to 10 (1 point), and increases his Constitution from 11 to 13 (2 points). This totals 16 Strength, 10 Dexterity, 13 Constitution, 11 Intelligence, 8 Wisdom, and 6 Charisma.
On each level, including the first, a character gains points for increasing ability scores. These points may be used immediately or saved for a different level-up. Fractions are preserved; a level 1 Fighter gains 2 points at the beginning, and when he levels up he gains 3 points (the two 1/2 points added up to a whole point).
Example: Harold starts as a level 1 Fighter, so he gains 2 points. He decides to immediately increase his Intelligence from 11 to 13 (2 points) so he can qualify for Improved Trip. This totals 16 Strength, 10 Dexterity, 13 Constitution, 13 Intelligence, 8 Wisdom, and 6 Charisma.
Later, Harold becomes a level 11 Fighter. By now, his ability scores have been increased significantly: 19 Strength, 12 Dexterity, 16 Constitution, 13 Intelligence, 10 Wisdom, and 7 Charisma. He has 2 points left unspent, waiting for an opportunity to increase his Strength from 19 to 20 at Level 12.
These rules apply to the raw, unadjusted ability scores of a PC-class or NPC-class character. Racial bonuses, inherent bonuses, item bonuses, and other such modifiers are applied entirely after this system.
Example: At level 11, Harold owns a number of ability-boosting items and used a tome to increase his Strength by 2. He has an overall 25 Strength, 12 Dexterity, 20 Constitution, 13 Intelligence, 12 Wisdom, and 9 Charisma.
Ability Score Increase Point Cost
3 → 4: 1 point
4 → 5: 1 point
5 → 6: 1 point
6 → 7: 1 point
7 → 8: 1 point
8 → 9: 1 point
9 → 10: 1 point
10 → 11: 1 point
11 → 12: 1 point
12 → 13: 1 point
13 → 14: 2 points
14 → 15: 2 points
15 → 16: 3 points
16 → 17: 3 points
17 → 18: 4 points
18 → 19: 4 points
19 → 20: 5 points
20 → 21: 5 points
21 → 22: 6 points
22 → 23: 6 points
23 → 24: 7 points
24 → 25: 7 points
25 → 26: 8 points
26 → 27: 8 points
27 → 28: 9 points
28 → 29: 9 points
29 → 30: 10 points
Points per level represent training specifically for the improvement of one's body and mind; a Monk is Superior because of his dedication to self-improvement, while a Wizard is Inferior because he spends all his time on learning spellcasting rather than training himself.
Superior: 3 points per level
High: 2 1/2 points per level
Medium: 2 points per level
Low: 1 3/4 point per level
Inferior: 1 1/2 point per level
Pathfinder Core
Barbarian: High
Bard: Medium
Cleric: Low
Druid: Low
Fighter: High
Monk: Superior
Paladin: High
Ranger: High
Rogue: High
Sorcerer: Low
Wizard: Inferior
Pathfinder Base
Alchemist: Medium
Cavalier: High
Gunslinger: High
Inquisitor: Medium
Magus: Medium
Oracle: Low
Summoner: Low
Witch: Low
Pathfinder Alternate
Antipaladin: High
Ninja: High
Samurai: High
Pathfinder Prestige
Arcane Archer: Medium
Arcane Trickster: Medium
Assassin: High
Dragon Disciple: Medium
Duelist: High
Eldritch Knight: Medium
Loremaster: Low
Mystic Theurge: Low
P. Chronicler: High
Shadowdancer: High
Psionics Unleashed
Psion: Low
Psychic Warrior: Medium
Soulknife: High
Wilder: Medium
Psionics Expanded
Aegis: Medium
Cryptic: Medium
Dread: Medium
Marksman: High
Tactician: Low
Vitalist: Low
Psionics Prestige
Adaptive Warrior: Medium (High*)
Body Snatcher: Low
Cerebremancer: Low
Elocater: High
Metaforge: Medium
Metamind: Low
Metamorph: Medium
Mystic Archer: High
Phrenic Slayer: Medium (High*)
Psicrystal Imprinter: Low
Psion Uncarnate: Medium
Psychic Fist: Medium (High*)
Pyrokineticist: High
Sighted Seeker: Medium (High*)
Soul Archer: High
T. Weaponmaster: Medium (High*)
Thrallherd: Inferior
War Mind: Medium (High*)
*Higher progression if Marksman, Soulknife, or non-manifesting class
Tome of Battle
Crusader: Medium
Swordsage: Medium
Warblade: Medium
Tome of Battle Prestige
Bloodclaw Master: High
Bloodstorm Blade: High
D. Sentinel: Medium
Eternal Blade: Medium
Jade Phoenix Mage: Medium
Master of Nine: Medium
Ruby K. Vindicator: Medium
Shadow Sun Ninja: Medium
Pathfinder NPC
Adept: Low
Aristocrat: Medium
Commoner: Medium
Expert: Medium
Warrior: High
This also works for other editions in the 3.X lineup, though the tables may need adjusting.
First, apply a 15-point buy as described by Pathfinder Roleplaying Game (see this post (http://www.giantitp.com/forums/showpost.php?p=15262164&postcount=9) for the table).
On each level, including the first, a character gains points for increasing ability scores. These points may be used immediately or saved for a different level-up. Fractions are preserved; a level 1 Magus gains 2 points at the beginning, and when he levels up he gains 3 points (the two 1/2 points added up to a whole point).
These rules apply to the raw, unadjusted ability scores of a PC-class or NPC-class character. Racial bonuses, inherent bonuses, item bonuses, and other such modifiers are applied entirely after this system.
Ability Score Increase Point Cost
3 → 4: 1 point
4 → 5: 1 point
5 → 6: 1 point
6 → 7: 1 point
7 → 8: 1 point
8 → 9: 1 point
9 → 10: 1 point
10 → 11: 1 point
11 → 12: 1 point
12 → 13: 1 point
13 → 14: 2 points
14 → 15: 2 points
15 → 16: 3 points
16 → 17: 3 points
17 → 18: 4 points
18 → 19: 4 points
19 → 20: 5 points
20 → 21: 5 points
21 → 22: 6 points
22 → 23: 6 points
23 → 24: 7 points
24 → 25: 7 points
25 → 26: 8 points
26 → 27: 8 points
27 → 28: 9 points
28 → 29: 9 points
29 → 30: 10 points
Points per level represent training specifically for the improvement of one's body and mind; a Monk is Superior because of his dedication to self-improvement, while a Wizard is Low because he spends all his time on learning spellcasting rather than training himself.
Superior: 5 points per level
High: 4 points per level
Medium: 2 1/2 points per level
Low: 1 point per level
Pathfinder Core
Barbarian: High
Bard: Medium
Cleric: Low
Druid: Low
Fighter: High
Monk: Superior
Paladin: High
Ranger: High
Rogue: High
Sorcerer: Low
Wizard: Low
Pathfinder Base
Alchemist: Medium
Cavalier: High
Gunslinger: High
Inquisitor: Medium
Magus: Medium
Oracle: Low
Summoner: Low
Witch: Low
Pathfinder Alternate
Antipaladin: High
Ninja: High
Samurai: High
Pathfinder Prestige
Arcane Archer: Medium
Arcane Trickster: Medium
Assassin: High
Dragon Disciple: Medium
Duelist: High
Eldritch Knight: Medium
Loremaster: Low
Mystic Theurge: Low
P. Chronicler: High
Shadowdancer: High
Psionics Unleashed
Psion: Low
Psychic Warrior: Medium
Soulknife: High
Wilder: Medium
Psionics Expanded
Aegis: Medium
Cryptic: Medium
Dread: Medium
Marksman: High
Tactician: Low
Vitalist: Low
Psionics Prestige
Adaptive Warrior: Medium (High*)
Body Snatcher: Low
Cerebremancer: Low
Elocater: High
Metaforge: Medium
Metamind: Low
Metamorph: Medium
Mystic Archer: High
Phrenic Slayer: Medium (High*)
Psicrystal Imprinter: Low
Psion Uncarnate: Medium
Psychic Fist: Medium (High*)
Pyrokineticist: High
Sighted Seeker: Medium (High*)
Soul Archer: High
T. Weaponmaster: Medium (High*)
Thrallherd: Low
War Mind: Medium (High*)
*Higher progression if Marksman, Soulknife, or non-manifesting class
Tome of Battle
Crusader: Medium
Swordsage: Medium
Warblade: Medium
Tome of Battle Prestige
Bloodclaw Master: High
Bloodstorm Blade: High
D. Sentinel: Medium
Eternal Blade: Medium
Jade Phoenix Mage: Medium
Master of Nine: Medium
Ruby K. Vindicator: Medium
Shadow Sun Ninja: Medium
Pathfinder NPC
Adept: Low
Aristocrat: Medium
Commoner: Medium
Expert: Medium
Warrior: High
See ver 1 here:
This system replaces the ability score generation (point buy, dice rolling, etc.) and the ability score progression (the bonus at every 4 levels) given by the base Pathfinder Roleplaying Game. Dreamscarred Press Psionics and Tome of Battle are included in the tables.
This also works for other editions in the 3.X lineup, though the tables may need adjusting.
First, roll 3d6 a total of seven times, dropping the lowest of the resulting seven. DMs may allow a repeat of this step if the net modifiers are below 0.
Example: Harold rolls 13, 9, 11, 6, 11, 5, and 8. Harold drops the 5. This result is well below average, but Harold's DM hates him.
Then, rearrange the rolled ability scores as desired.
Example: Harold wants to be a Fighter, so he arranges the rolls for 13 Strength, 9 Dexterity, 11 Constitution, 11 Intelligence, 8 Wisdom, and 6 Charisma.
After that, apply a 10-point buy on top of the existing scores. Ability scores may only be increased, not decreased.
Example: Harold increases his Strength from 13 to 16 (7 points), increases his Dexterity from 9 to 10 (1 point), and increases his Constitution from 11 to 13 (2 points). This totals 16 Strength, 10 Dexterity, 13 Constitution, 11 Intelligence, 8 Wisdom, and 6 Charisma.
On each level, including the first, a character gains points for increasing ability scores. These points may be used immediately or saved for a different level-up. Fractions are preserved; a level 1 Fighter gains 2 points at the beginning, and when he levels up he gains 3 points (the two 1/2 points added up to a whole point).
Example: Harold starts as a level 1 Fighter, so he gains 2 points. He decides to immediately increase his Intelligence from 11 to 13 (2 points) so he can qualify for Improved Trip. This totals 16 Strength, 10 Dexterity, 13 Constitution, 13 Intelligence, 8 Wisdom, and 6 Charisma.
Later, Harold becomes a level 11 Fighter. By now, his ability scores have been increased significantly: 19 Strength, 12 Dexterity, 16 Constitution, 13 Intelligence, 10 Wisdom, and 7 Charisma. He has 2 points left unspent, waiting for an opportunity to increase his Strength from 19 to 20 at Level 12.
These rules apply to the raw, unadjusted ability scores of a PC-class or NPC-class character. Racial bonuses, inherent bonuses, item bonuses, and other such modifiers are applied entirely after this system.
Example: At level 11, Harold owns a number of ability-boosting items and used a tome to increase his Strength by 2. He has an overall 25 Strength, 12 Dexterity, 20 Constitution, 13 Intelligence, 12 Wisdom, and 9 Charisma.
Ability Score Increase Point Cost
3 → 4: 1 point
4 → 5: 1 point
5 → 6: 1 point
6 → 7: 1 point
7 → 8: 1 point
8 → 9: 1 point
9 → 10: 1 point
10 → 11: 1 point
11 → 12: 1 point
12 → 13: 1 point
13 → 14: 2 points
14 → 15: 2 points
15 → 16: 3 points
16 → 17: 3 points
17 → 18: 4 points
18 → 19: 4 points
19 → 20: 5 points
20 → 21: 5 points
21 → 22: 6 points
22 → 23: 6 points
23 → 24: 7 points
24 → 25: 7 points
25 → 26: 8 points
26 → 27: 8 points
27 → 28: 9 points
28 → 29: 9 points
29 → 30: 10 points
Points per level represent training specifically for the improvement of one's body and mind; a Monk is Superior because of his dedication to self-improvement, while a Wizard is Inferior because he spends all his time on learning spellcasting rather than training himself.
Superior: 3 points per level
High: 2 1/2 points per level
Medium: 2 points per level
Low: 1 3/4 point per level
Inferior: 1 1/2 point per level
Pathfinder Core
Barbarian: High
Bard: Medium
Cleric: Low
Druid: Low
Fighter: High
Monk: Superior
Paladin: High
Ranger: High
Rogue: High
Sorcerer: Low
Wizard: Inferior
Pathfinder Base
Alchemist: Medium
Cavalier: High
Gunslinger: High
Inquisitor: Medium
Magus: Medium
Oracle: Low
Summoner: Low
Witch: Low
Pathfinder Alternate
Antipaladin: High
Ninja: High
Samurai: High
Pathfinder Prestige
Arcane Archer: Medium
Arcane Trickster: Medium
Assassin: High
Dragon Disciple: Medium
Duelist: High
Eldritch Knight: Medium
Loremaster: Low
Mystic Theurge: Low
P. Chronicler: High
Shadowdancer: High
Psionics Unleashed
Psion: Low
Psychic Warrior: Medium
Soulknife: High
Wilder: Medium
Psionics Expanded
Aegis: Medium
Cryptic: Medium
Dread: Medium
Marksman: High
Tactician: Low
Vitalist: Low
Psionics Prestige
Adaptive Warrior: Medium (High*)
Body Snatcher: Low
Cerebremancer: Low
Elocater: High
Metaforge: Medium
Metamind: Low
Metamorph: Medium
Mystic Archer: High
Phrenic Slayer: Medium (High*)
Psicrystal Imprinter: Low
Psion Uncarnate: Medium
Psychic Fist: Medium (High*)
Pyrokineticist: High
Sighted Seeker: Medium (High*)
Soul Archer: High
T. Weaponmaster: Medium (High*)
Thrallherd: Inferior
War Mind: Medium (High*)
*Higher progression if Marksman, Soulknife, or non-manifesting class
Tome of Battle
Crusader: Medium
Swordsage: Medium
Warblade: Medium
Tome of Battle Prestige
Bloodclaw Master: High
Bloodstorm Blade: High
D. Sentinel: Medium
Eternal Blade: Medium
Jade Phoenix Mage: Medium
Master of Nine: Medium
Ruby K. Vindicator: Medium
Shadow Sun Ninja: Medium
Pathfinder NPC
Adept: Low
Aristocrat: Medium
Commoner: Medium
Expert: Medium
Warrior: High