Character Creation


Character advancement has been consolidated into an XP buy system that allows players to spend XP to buy their starting attribute points, race points, automatic bonus progression, class levels, templates, mythic ranks, etc. rather than traditional advancement.

Characters start with 25 or more XP at character creation depending on the power level the GM sets.

Table: Character Design
AdvancementXP cost
Attribute Points11:1 (max 102 = all 18s)
Race Points11:1
Auto Bonus Progression2,45 per level
Class Level (NPC)15 per level
Class Level (Other)25 per level
Monster/Template3,450 per CR
Mythic Tier425 per tier
Mythic Rank450 per rank
Feat/Trait1,42-6 XP/tier
Power1,41-3 XP/tier

*All characters start at level 0 and buy all levels.
**Powers cost 1, 2, or 3 XP per tier depending if they are common, uncommon, or rare. Traits cost twice as much because they are constant effects or don't require MP to activate.

  1. Only available during character creation and not advancement thereafter.
  2. Only gives the bonuses of the Automatic Bonus Progression not the actual levels or gold. You start at automatic bonus progression level 2 for free and each purchase bumps you up by 1 level from there.
  3. To calculate a monster's adjustments, subtract (12 + 1/4 HD rounded down) from its highest 3 scores and 10 from its lowest 3 scores and round down to the nearest even number. For example, a troll has 5 HD and Str 21 (-13), Dex 14 (-13), Con 23 (-13), Int 6 (-10), Wis 9 (-10), Cha 6 (-10) for racial adjustments of: Str +8, Con +10, Int -4, Wis -2, Cha -4. This already includes size adjustments (so itd be +6 str, +2 dex if they were medium).
  4. Requires GM permissions based on exceptions and explanation by story.




Base Bonuses

Base Attack Bonus, Base Saves, Caster Level, Difficulty Class, Skills, Spell Lists, and Weapon Proficiency are all adjusted by the Aether Spira Bonuses variant rules.



Favored Class and Proficiency

There is no multiclassing or favored classes.




Encounter Rewards


With the XP buy system, encounter rewards are adjusted as follows.

Table: Encounter Design
DifficultyCRXP per player
EasyAPL -11
AverageAPL2
ChallengingAPL +13
HardAPL +26
EpicAPL +310
OverwhelmingAPL +4 or more15

Optional Rule: Any time a character would earn a surge while they are full on surges, you can grant them 1 XP instead. This is good for campaigns where trying not to use your powers and showing restraint are important concepts in the game. This doesn't apply for temporary surges.

Pivotal Encounters: XP is only rewarded in pivotal encounters. An encounter is pivotal if it genuinely threatens the lives or livelihoods of the player characters, their influences, or threatens to foil their aspirations and motivations in a way that would make them impossible to accomplish. Pretty much anything that threatens to destroy the world would qualify as a pivotal encounter as well.

Roleplaying Opportunities: XP is not only gained through battle and struggles for survival. Fulfilling one's motivation, achieving aspirations, protecting reputation, and keeping secrets can also reward XP.