Time will Remember
FASCRIP style rules
In Pathfinder, as well as most D20, we all know what the ability scores mean (although CHA has always been murky for me). Keep in mind what you already know, since some of these – such as Strength & Constitution – do not really change.
This is me trying to fix the issues I have with Dexterity & Charisma, as well as sorting out mental ability scores. (emotional intelligence VS conscientiousness VS technical intelligence VS altruism/sympathy VS rational intelligence, etc etc). This is a work in progress.
There are no modifiers. All stats are their modifier (see Character Creation rules page for specifics). For example having a strength of 4 is extraordinary (it equates to having an 18 or 19 in standard Pathfinder/d20!). Here are descriptions of the stats. Strength & Constitution remain unchanged for the most part.
There are seven attributes/ability scores:
Finesse determines hit probability (attack rolls to both ranged and melee), how good you are with your hands, and similar acrobatics. It is also used for ranged attacks, some CMD, & most formerly DEX skills. (Disable Device, Use Rope, Sleight of Hand, etc)
Strength determines damage inflicted by hand-to-hand attacks as well as the success of tasks such as grappling or the lifting and breaking of heavy objects. It never affects when you hit your target without the feat (Strong Weapon, replaces Weapon Finesse), as the Finesse attribute figures this out instead.
Agility (aka Quickness) determines AC, Initiative, & REF saves, as well as adding to your speed (every two points, your speed goes up 5 ft, or 1 square). Agility is also used for some of the formerly DEX skills (Acrobatics, Stealth, a few others in certain cases). When debating to use Agility or Finesse for the former DEX skills, think of Agility as quickness & bodily dexterity, while Finesse is being nimble-handed.
Constitution (aka Endurance in FASERIP) determines resistance to physical damage (e.g., poison, disease, death) & how long a character can exert themselves. It also determines character health. Your wound points = 10 + (CON score x 2). Your vitality points = max HD for your class (plus CON score). Constitution is always the casting stat of the Sorcerer.
Reason determines the success of tasks relating to some knowledge, puzzle-solving, tactic successes, and advanced technology. It is not completely a substitute for Intelligence, as there really is no “IQ stat” in this system. Reason is often the casting stat of the Magus, Ranger, & Wizard.
Intuition determines the success of tasks relating to awareness, perception, and instinct, as well as Sense Motive checks & the character’s general ability to sense what is really going on. This replaces WISDOM, for the most part (However, depending on your character concept, say a druid, you may use Psyche as your “power stat” instead of Intuition..) (Keep in mind that Intuition is NOT used in Will saves; Psyche is). Intuition is often the casting stat of the Naturalist, Oracle, & Witch.
Psyche determines the success of tasks relating to willpower. It reflects how well the character knows their true self, their feelings, & can represent their conscience. It also determines WILL saves & the ability to exert your will (Use Magic Device), as well as determines concentration checks. If you fail Constitution checks because of extreme weather or heavy loads, you may be able to force your body to move a bit more with a Psyche check. Psyche is used in Will saves. Psyche is often the casting stat of the Bard, Mystic, & Summoner.
There is no Charisma. All formerly CHA-based skills now have no skill tied to them, & sometimes it is decided case by case what ability score to use (often Reason, Intelligence, or Intuition) to affect it. There is instead something called Presence that can affect the social rolls & reactions of others.
Presence determines Intimidation skill checks (usually) as well as affecting social rolls. Presence is a stat that is not always represented by what is on your paper. For example, your character is on a battlefield, standing, surrounded by the dead bodies of the fallen he or she has just slain. Lightning strikes as your character looks to the last standing person. A lot of situational bonuses accrue for your character, but a high starting presence is nice for when you don’t have such things. (It is in essence a sub-attribute, but placed among the skills)
- FORT save can be Strength or Constitution.
- WIL save must be Psyche.
- REF can be Agility or Intuition.
*You can substitute these ONLY if it fits your character concept. No min-maxxing. (A bookish wizard who never exercises should not put his possibly higher Intuition into REF save, just because it gets him a higher save, because it does not fit the character. He WOULD be slower to respond to jump out of the way, so he uses his lower AGI score. Intuition & Agility were both dump stats for him in the first place, & Intuition just happened to be a little higher. A character who is highly intuitive, however, – & it shows – can utilize this substitution. If the wizard is less bookish & absorbed in his spellwork, & more down to earth & wise, then it would make more sense)
I’ve made them their own separate page, FASCRIP style classes and companions.
*At first level, you have 14 skill points PLUS highest of REA, INT, or PSY.
*There are no class skills.
*Disable Device still needs training. (RP wise, it can be in your backstory, or you’ve just tinkered all your life)
*After first level, you gain 3 skill points per level PLUS highest of REA, INT, or PSY.
*Heal skill is much more useful & there are a few ways of doing it. & points in Profession (herbalist), Craft (alchemy), are useful as well. Herbalists can make a Healing Salve that heals 1d4 or 2d4, depending on version – though the ointment takes time to act.
- HEALING CHANGES: cure, restoration, raise, poison, disease, and heal spells can be cast by anyone, even sorcerers, but in different ways. Most healing spells are no longer Conjuration (healing), unless cast by a Mystic of a certain domain. Healing magics instead come in two forms; Necromantic (which involves a lot of transferring of life-energy, stabilization and the purging of disease, infection, etc.) and Transmutation (which would cause flesh and bone to weave and fuse together, but still leave trauma behind, only converting lethal damage to nonlethal).
- There is no divine magic. No labels really. (If you want to label it, there is arcane or primal. Arcane is what you learn or comes from inside you. Primal comes from outside of you, whether you know the source or not, & always a connection with some sort of force, be it nature or a being/spirit)
Arcane – Sorcerer, Mystic (Cleric), Bard, Wizard
Primal – Naturalist (Druid), Witch (walks the line between the two. Hexes come from within), Oracle.
- You only have to take the energy substitution feat (making a fireball do ice damage, etc) if you only have fireball & do not have access to a frostball spell. Otherwise, you can learn different energy types of each spell. Some wizards have fireball, frostball, shockball, & acidball all in their spell lists, while another might only have fireball but has gone through intense study in school (taken the Energy Substitution feat) to change the energy types of spells. This is just to show you that there is usually more than one way to do things.
- Since the cutoff is at level 8 in most games, your highest spell access is 4th level. The higher level spells are called rites, & all have demanding prerequisites. 5th level usually requires a ritual atmosphere & is draining (takes two spell slots). 6th & higher demand more than one caster takes part. (A helper with 5th level aids the success of the spell, & does not have to be a caster: they may just have to stand & repeat a small chant or something). There are tales of even more powerful spells, though it is unkown how to find them (around the 6th/7th level spell cutoff) or if they are mere legends.
- There is a feat for having 5th level rites as spells instead of the time consuming, energy consuming resource consuming rites. But in addition to taking the feat slot, it requires giving up a level 4 slot forever.
- I use a Wound Points / Vitality Points system (everyone has Wound points equal to their CON score x 2 + 10. Their class dependent hit dice are Vitality points (plus con or psy), gained every level, which come back like nonlethal damage. Vitality points are taken first, with Wound points being taken when you run out of Vitality, or from certain scary spells like Finger of Death.).
- You gain max VP (hp) every level, adding your CON score, or PSY score.
- You Wound points are only gained once, at first level. It is your CON score (never PSY) X 2, then add that total to 10. Once you are out of Wound Points & Vitality Points, you are dead. If you are out of Vitality Points, you are dying. (Imagine Wound Points as the point below zero HP that you have before you die & need stabilizing. VP are the amount of “hp” above zero, since there is no negative here)
- Favored class bonuses = there is no favored class. Everyone, regardless of multiclassing, gets to choose if they want 1 extra HP or 2 extra skill points per level.
- Level 8 is max. After that, you can buy feats or class abilities (hex, revelation, bravery, etc) for an amount of xp you gain after obtaining max.
- Nonhumanoid monsters are rarer in this campaign, & each is likely unique. However they each came to be in their different ways, each one is practically impossible to kill. Only those with the skills & fortitude to investigate each monster & determine what methods can be used to permanently eliminate it can hope to rid the region of the beasts that terrorize it. (The Medusa is a good example of this. Killed by her reflection. In my world there would be only one, not a whole race of Medusa’s walking around). Compare this with Greek myths, where not many have ever seen monsters but there are tales about them & anyone that can kill them are heroes of the ages.
- There are exceptions to the above rule: your character may have heard legends of distant lands where feathered serpents roam, etc.
- Item costs are greatly decreased & silver is more common than gold. Costs are not as inflated & wealth is not as easy to come by as it is in standard Pathfinder & D&D.
- Also, there are other currencies in the world besides the copperhead, silverhead, goldhead. There are tales of people using shells in a faraway coastal land. It is said Sun Elves have an entirely favor-based economy. There is variety out there (if you are rich in one country, don’t expect to be so rich in another).
- Your character’s starting wealth has to do with their Craft, Profession, & Perform skills (& if they took the Inheritance trait). (There is no “roll by class” chart here).
- Choose two of the three skills (Craft, Profession, or Perform). Roll 1d20 for each point that you have in both. Example: My first level witch from earlier – we’ll call her Moonfox – has 4 points in Craft (painting) (1 rank + 3 REA), & 6 in Profession (herbalist) (2 ranks + 4 INT). She has ranks in Perform (sing) to show she is a singer, but she rarely does so for money – so my two choices were Craft & Profession. I roll 10d20. The total of that roll is her starting silver (first level). You can do the adjustment to make these gold (10 s = 1 g).
- Roll one d20 per character level on top of that silver. This is the amount in gold that you have. (You do not roll a d20 every time you gain a level. Only at character creation do you do these wealth rolls)
- Equipment is bought as usual, though decrease all costs by half (round up if its an odd number). If you can make an item, with Craft or Profession, the cost is only for the raw materials – & free if you can gather those rather than purchase them.
- I’ve modified when you obtain feats. Now it is: 1st level, 2nd, 4th, 6th, 8th. All 8th level characters, except humans, should have five feats. Humans still get one more at first level.
- Everyone gets skill focus at character creation, in any one skill they want. (Half-elves recieve two skill focus feats, each granting +4 rather than the usual +3 bonus)
- Improved Initiative now grants +6 rather than +4 to initiative.
Here are new feats:
Extra Spell Slot (General)
Prerequisite: Ability to cast arcane or divine spells.
Benefit: You gain one additional slot that may hold any one prepared spell
from your known spell list. You must choose whether this is an arcane or
divine spell slot at the time you take this feat, and must be able to cast
arcane or divine spells respectively. This feat may not be taken more times
than the ability bonus for the class’ spellcasting ability score.
Example: A 14 Intelligence, 16 Wisdom cleric/wizard could take this feat a
maximum of five times, twice for their wizard class and three times for their
cleric class. They would not be able to hold arcane spells in their divine spell
slots or vice versa. A 12 Intelligence, 18 Charisma wizard/bard would only
be able to take extra arcane spell slots, but could use the higher of their
two class modifiers (in this instance, Charisma) to determine the number of
maximum extra slots (four).
Enchantment (Item Creation)
You may enchant items with command-word or use-activated spells.
Prerequisites: Caster level 3rd, ability to cast 1st-level spells.
Benefit: You may create use-activated or command-word magical devices,
using any spell you know or minor variants thereof. This feat replaces Craft
Magic Arms & Armor, Forge Ring, Craft Wondrous Item, and Brew Potion.
Normal: You cannot make items of this type.
Variant: A potion only takes 2 hours to brew if its base price is 250gp or
less, otherwise it takes 1 day.
Imbuement (Item Creation)
You may store completed spells in items to be released later.
Prerequisites: Ability to cast 2nd-level spells.
Benefit: You may create spell-trigger devices in a variety of forms, although
the classical wand is the most common. This feat replaces Craft Rod, Craft
Staff, and Craft Wand.
Normal: You cannot make items of this type.
Strong Weapon (General)
Prerequisite: Strength 2
Benefit: You are able to hit an opponent with sheer strength, rather than finesse. Whether bashing through someone’s armor or pounding them to a pulp, hitting at all is more important to you than hitting the right place. You can add your STR score to attack rolls rather than FIN score. This feat replaces Weapon Finesse.
Normal: You add your Finesse score to attack rolls to determine when you hit with a melee attack.
Potent Weaver (General)
Prerequisite: access to 4th level spells (character level 8)
Benefit: In addition to taking this feat, you must give up one 4th level spell slot. You gain a 5th level spell (rite) as a spell, castable just like any of your other spells, & not requiring the ritual that the spell usually would. You can obtain this feat multiple times but must keep giving up your 4th level spell slots to obtain them. You cannot give up bonus slots from a high ability score.
Normal: Rites (spell of level 5-9) are more time consuming than spels, & require more recitation & even people, to cast them. Level 5 rites are more simple than the others, but still not as easy as a spell.
|Level||XP needed||other gains|
|4||1,000||feat, one ability score increase|
|8||3,600||feat, two ability score increases|
|–||(1,000 XP)||(needed for each feat, after obtaining max level)|
- XP is obviously handled differently than in d20. Less is given & it takes less to level; not as little as in World of Darkness, but the inflated numbers of d20 or gone in my system.
- Ability score increases: These are a bit more generous than standard d20, but with the max level brought down, I think it’s fair. At level 4, you give a +1 to any one ability score. At level 8, you grant a +1 to two separate ability scores. (You cannot put them together as +2 to one ability score)