Slower Skill Progression

SSanityWithIn

On character creation the 4 additional skill points you have must be assigned to at least 3 different skills. On level up you can still increase any skill you like, but you are not allowed to move a point into a skill that is >= your current level.

This results in reaching a +12 bonus at the earliest at level 7 (3 from stats at creation, 2 from skills at creation, 6 from level up, and 1 from Stat increase at level 4/5).

Design Goals: Make reaching the max bonus slower (baseline you can achieve this at level 3/4). Still allow to remove skill points to reflect different character concepts for the same statline (e.g. wanting to play a high WIL character with low Influence that focuses more on the Wisdom than Charisma side of the stat).

Augments

Leveling Up

The GM may allow you to gain a level (LVL) while Safe Resting after you complete an appropriately challenging quest or adventure. At level 1, this may be as simple as clearing some angry rats out of a basement or rescuing someone from the woods. Each subsequent level will generally take more effort (and therefore more time). When you gain a level:

  • HP Increase. Roll your Hit Die with advantage and increase your max HP by that much, or take the average instead: d4: +3 HP; d6: +4 HP; d8: +5 HP; d10: +7 HP; d12: +8 HP.
  • More Endurance. Your Hit Die max increases by 1 (it is typically equal to your level).
  • More Skilled. Gain 1 skill point. Additionally, you may move 1 point from one skill to another (as long as the skill doesn’t become negative), reflecting your hero’s evolving expertise and priorities.
  • Class Features. Gain new class features for your level. This may mean increasing your mana pool, new spells, or even selecting a subclass!
  • Other Adjustments. If any of your base stats increase, remember to adjust other elements of your character sheet as needed (skills, damage, Initiative, Defense, Mana, languages, etc.).

Note The maximum bonus a skill can have is +12.

The Character Sheet

This handy sheet of paper helps you track your stats, abilities, loot, and other important game info.

1. Basic Details & Stats

Fill in your character details: Name, Ancestry, Class, Level, Speed, and Size. Fill in the arrow for your advantaged (▲) and disadvantaged (▼) saves, and choose a stat array (place the highest numbers in the KEY stats for your class).

  • Standard: +2, +2, +0, –1
  • Balanced: +2, +1, +1, +0
  • Min–Max: +3, +1, –1, –1

Example The Cheat has DEX and INT as their KEY stats. With the Min-Max array, you might put +3 in DEX, +1 in INT, and –1 in WIL and STR. You’d also mark ▲ for DEX saves and ▼ for WIL saves.

2. Skill Points

At level 1, mark your stat bonuses into each of your respective skills (e.g., a hero with +2 DEX would mark +2 in Finesse and Stealth), and then may place 4 additional skill points wherever you like.

Example If you have +1 INT, mark +1 for Arcana, Examination, and Lore. Repeat for your other stats. Then, with your 4 extra points, you could increase Stealth and Finesse by +2 each; any 4 skills by 1; or dump all 4 points into a single skill. Up to you!

3. Secondary Stats

Mark your max HP and Hit Dice size (see your class), Hit Die amount (default: equal to your level), Initiative (default: DEX), Size, Speed (default: 6), max Wounds (default: 6), and inventory slots (10+STR).

4. Equipment & Money

Heroes start at level 1 with the equipment listed for their class and background OR 50 gp to buy their starting equipment. If starting at a higher level, multiply that by the level you are starting at.

5. Inventory Slots

Each hero has 10+STR inventory slots for carrying equipment and loot (held, worn, or in a pack).

  • 1 slot can hold a one-handed weapon, shield, worn armor, stack of javelins, 500 gp, or 2 potions.
  • 2 slots can hold a 2-handed weapon, unworn armor, or similarly bulky items.
  • Small, related items can be grouped into one slot for simplicity (e.g., Camping Supplies: soap, blanket, brush, rations).

On Ammunition. In most games, there’s no need to track ammo. If you have a quiver, you have enough arrows. Assume the hero collects fired arrows, crafts more, or buys them in town.

Alternatively, your GM may allow you to carry what you want without the bookkeeping, so long as you’re reasonable!

6. Languages

All heroes speak Common by default. Each point of INT grants you an additional language known. These languages are typically spoken by:

  • Common. Most intelligent creatures.
  • Dwarvish. Dwarves, Gnomes, and Giants.
  • Elvish. Elves, Fey, and Sylvan.
  • Goblin. Goblins and Orcs.
  • Infernal. Various Fiends and cultists.
  • Thieves’ Cant. Scoundrels and rogues.
  • Celestial. Celestials and priests.
  • Draconic. Dragons, Dragonborn, and Kobolds.
  • Primordial. Elementals and Ancient Beings.
  • Deep Speak. Underworld dwellers.

GROFWINT DRAZLON! Speaking another creature’s language can open doors that weapons alone cannot—being heavily armed without the ability to communicate often leads to hostility.

7. Other Abilities

Mark any other special abilities you get from your class, ancestry, background, etc.