//Age:
Players choose the age for their characters at 1st level.
For characters starting at levels higher than first, add 1 year per level.
//Skills & Feats System (SFS):
At initial character creation, the SFS is unchanged from the System Document (D&Dv3.5). As soon as a character is played, age and time tracking become vital to the SFS.
Characters must fill out a time budget sheet to analyze available time for personal maintence and improvement (PMI) as follows
24 - (required hours rest/day) - (total of all attribute modifiers/2)
- (1 hour if character eats) = (free time/day)
The remaining amount of time per day is available for duties (traveling, job) and improvement (skills, feats, abilites, and simEXP)
Used in blocks of 8 hours, the task must be performed 5 days out of the week to count for a weeks worth of activity. (it is possible to make 6 checks per month, per 8 hours, using one per week, then the 6th day, 5 times)
Improvement/training activities must be specified prior to rolling learning check. To find the number of IMP (improvement points) earned:
Skills, and soft feats:
weekly IMP = 1d(class skill points) + (key ability mod: skills only) + (mentor check result)
Hard feats:
weekly IMP = 1d(class HD) + (mentor check result)
Abilities, and simEXP:
weekly IMP = (1d10 + (ability mod: for abilites) + (mentor check result)) X (ECL: for simEXP)
Mentors must have a number of ranks in the Profession:Mentor skill and in the relevant skill equal to or higher than the rank being taught to the student or posses the feat being taught or an equal or higher relevant ability score to be able to add thier result to the roll
Mentor Check:
skill Profession:Mentor vs. DC = (highest student's current skill ranks or desired ability)
Divide the number succedded or failed by equally between all the students, rounding down.
Treat a natural 20 as a rolled 30, and a 1 as a -10, the mentor may take 10 but not 20 on this roll
Skill IMP Costs:
Base cost is 10 IMP / Rank
(i.e. 10 IMP for 1st rank, 20 IMP to go from 1st to 2nd Ranks, etc.)
COST MULTIPLIERS:
Class skill, usable untrained: 1
Cross-class skill, usable untrained: 2
Class SKill, trained use only: 2
Cross-class skill, trained use only: 4
A Character cannot have a number of ranks in a skill excceding thier ECL X 10
Soft Feats:
Soft feats are any feat that do not directly effect combat.
Soft Feats cost 100 IMP each
A character cannot have a number of feats (hard and soft) excceding their ECL
Hard Feats:
Hard feats are any feat that directly effects combat.
Hard Feats cost 100 IMP each
A character cannot have a number of feats (hard and soft) excceding their ECL
Abilities:
The cost to improve an ability score is IMP = (desired ability score) X 10
A character cannot have a natural ability score that excceds the racial maximum
A character gains 1% of their EXP as generic IMP that can be applied to any feat or ability.
Characters do not gain feats or abilities from leveling unless granted by a class.
When a character uses a craft or profession skill, in addition to the normal use of the skill, they also gain IMP as per the rules above.
//Racial Maximum Ability Scores:
A character's ability score cannot naturally excced the maximum for his or her race.
A racial max is calculated using the initial bonus to abilty scores to modify 18.
(i.e. an elf's racial max is: STR 18, DEX 20, CON 16, INT 18, WIS 18, CHA 18)