Character Creation
Classes
- In order to play a class that is traditionally viewed as evil a player may treat a evil only class as also allowing neutral on good-evil axis.
- All player classes in the following books are allowed to be chosen.
- Core Rulebook
- Advanced Players Guide
- Ultimate Magic
- Ultimate Combat
Races
- In order to allow players to use traditionally evil races a player may treat any evil race as neutral on the good-evil axis.
- The following races are accepted for use.
- Core Rulebook: All Races
- Bestiary 1
- Aasimar
- Drow
- Duergar
- Goblin
- Hobgoblin
- Kobold
- Merfolk
- Orc
- Svirfneblin
- Tengu
- Tiefling
- Bestiary 2
- Dhampir
- Fetchling
- Grippli
- Ifrit
- Sylph
- Undine
- Inner Sea Guide
Abilities
- Ability scores will be determined via the standard point buy system using 25 points.
Hit Points
| Hit Dice |
Hit Points at 1st Level |
Hit Points per Level |
| d6 |
6 |
4 |
| d8 |
8 |
5 |
| d10 |
10 |
6 |
| d12 |
12 |
7 |
Feats
- All feats from the following books are accepted for play
- Core Rulebook
- Advanced Players Guide
- Ultimate Magic
- Ultimate Combat
Traits
- Players may choose to select two traits at character creation following the normal rules for traits.
Alignment
- Players may choose to play as an non-evil alignment.
Equipment
- All first level characters start with 200gp.
- All Equipment in the Folloing books is Acceptable for Purchase:
- Core Rulebook
- Advanced Players Guide
- Ultimate Magic
- Ultimate Combat
Character Advancement
| Character Level |
Experience Points |
| 2nd |
2,000 |
| 3rd |
5,000 |
| 4th |
9,000 |
| 5th |
15,000 |
| 6th |
23,000 |
| 7th |
35,000 |
| 8th |
51,000 |
| 9th |
75,000 |
| 10th |
105,000 |
| 11th |
155,000 |
| 12th |
220,000 |
| 13th |
315,000 |
| 14th |
445,000 |
| 15th |
635,000 |
| 16th |
890,000 |
| 17th |
1,300,000 |
| 18th |
1,800,000 |
| 19th |
2,550,000 |
| 20th |
3,600,000 |