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Development Points

This optional ruleset introduces a system of development points that characters can use to increase attributes like skills, armor class, saving throws, and attack bonuses. Each character gets 1 development point per level that can be spent to boost attributes, with costs varying by class. Backgrounds, ancestry, archetypes, and feats can further modify these costs. Development points don't have to be spent right away and can be saved to purchase more expensive options later.

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0% found this document useful (0 votes)
38 views

Development Points

This optional ruleset introduces a system of development points that characters can use to increase attributes like skills, armor class, saving throws, and attack bonuses. Each character gets 1 development point per level that can be spent to boost attributes, with costs varying by class. Backgrounds, ancestry, archetypes, and feats can further modify these costs. Development points don't have to be spent right away and can be saved to purchase more expensive options later.

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snowtroll75
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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This optional ruleset introduces an additional pool of points that can be distributed across a

character to alleviate the ‘everyone is the same factor’ which is contained within the pathfinder 2 rule
system.

In this optional system, each character gains a pool of development points. This pool is equal to 1 per
character level. Each point contained within the pool can be spent to add additional proficiency bonus
to existing skills, perception, armour class, saving throws attack bonus and spell attack rolls/DC.

The cost to increase each of the above attributes is based upon the characters class and then
modified by background, ancestry, archetypes and feats. Each attribute can only be increased once
for every 4 class levels that the character possesses. Your development points do not have to spent
immediately and can be saved between levels, allowing your character to purchase more expensive
options.

The costs for each class are detailed in the following format.

NAME OF CLASS
Primary Skills – These skills have a development point cost of 1.

Other Attributes – All other attributes that can be enhanced using development points
have a value. This value represents the amount of development points it costs to increase
the attribute for each character class.

ALCHEMIST
Primary Skills Crafting & Lore, Perception 2, Armour Class 3, Saving Throws Fortitude
1, Reflex 1, Will 2, Attack Bonus 3, Spell Attack/DC Arcane 4, Divine 4, Occult 4, Primal
4, Focus 1

BARBARIAN
Primary Skills Athletics & Lore, Perception 1, Armour Class 3, Saving Throws Fortitude
1, Reflex 2, Will 1, Attack Bonus 1, Spell Attack/DC Arcane 4, Divine 4, Occult 4, Primal
4, Focus 1

BARD
Primary Skills Lore, Occultism, Performance, Perception 1, Armour Class 4, Saving
Throws Fortitude 2, Reflex 2, Will 1, Attack Bonus 3, Spell Attack/DC Arcane 4, Divine 4,
Occult 1, Primal 4, Focus 1

CHAMPION
Primary Skills Lore, Religion, One skill based upon deity Perception 2, Armour Class 2,
Saving Throws Fortitude 1, Reflex 2, Will 1, Attack Bonus 1, Spell Attack/DC Arcane 4,
Divine 3, Occult 4, Primal 4, Focus 1

CLERIC
Primary Skills Lore, Religion, One skill based upon deity Perception 2, Armour Class
(Cloistered 5, Warpriest 3), Saving Throws Fortitude 1, Reflex 2, Will 1, Attack Bonus
(Cloistered 3, Warpriest 2), Spell Attack/DC Arcane 4, Divine (Cloistered 1, Warpriest 2),
Occult 4, Primal 4, Focus 1

DRUID
Primary Skills Lore, Nature, One skill based upon druidic order Perception 2, Armour
Class 3, Saving Throws Fortitude 2, Reflex 2, Will 1, Attack Bonus 4, Spell Attack/DC
Arcane 4, Divine 4, Occult 4, Primal 1, Focus 1

FIGHTER
Primary Skills Acrobatics or Athletics, Lore Perception 1, Armour Class 2, Saving Throws
Fortitude 1, Reflex 1, Will 2, Attack Bonus 1, Spell Attack/DC Arcane 4, Divine 4, Occult
4, Primal 4, Focus 1

INVESTIGATOR
Primary Skills Lore, Society Perception 1, Armour Class 4, Saving Throws Fortitude 2,
Reflex 1, Will 1, Attack Bonus 2, Spell Attack/DC Arcane 3, Divine 3, Occult 3, Primal 3,
Focus 1

MONK
Primary Skills Lore Perception 2, Armour Class 1, Saving Throws Fortitude 1, Reflex 1,
Will 1, Attack Bonus 2, Spell Attack/DC Arcane 4, Divine 4 (3 if Ki selected), Occult 4 (3 if
Ki selected), Primal 4, Focus 1

ORACLE
Primary Skills Lore, Religion, One skill based upon mystery Perception 2, Armour Class 4
(2 if Battle mystery selected), Saving Throws Fortitude 2, Reflex 2, Will 1, Attack Bonus 3
(2 if Battle Mystery Selected), Spell Attack/DC Arcane 4, Divine 1 (2 if Battle Mystery
selected), Occult 4, Primal 4, Focus 1

RANGER
Primary Skills Lore, Nature, Survival Perception 1, Armour Class 3, Saving Throws
Fortitude 1, Reflex 1, Will 2, Attack Bonus 2, Spell Attack/DC Arcane 4, Divine 4, Occult
4, Primal 3, Focus 1

ROGUE
Primary Skills Lore, Stealth, Other skills determined by racket Perception 1, Armour
Class 4, Saving Throws Fortitude 2, Reflex 1, Will 1, Attack Bonus 3, Spell Attack/DC
Arcane 4, Divine 4, Occult 4, Primal 4, Focus 1 (Magical Trickster Racket lowers the
appropriate spell realm cost by 2)

SORCERER
Primary Skills Lore, Other skills determined by bloodline Perception 2, Armour Class 5,
Saving Throws Fortitude 2, Reflex 2, Will 1, Attack Bonus 4, Spell Attack/DC Bloodline
Realm is 1, others are 4, Focus 1

SWASHBUCKLER
Primary Skills Acrobatics, Lore Perception 1, Armour Class 2, Saving Throws Fortitude
2, Reflex 1, Will 1, Attack Bonus 2, Spell Attack/DC Arcane 4, Divine 4, Occult 4, Primal
4, Focus 1

WITCH
Primary Skills Lore, Other skills determined by patron Perception 2, Armour Class 5,
Saving Throws Fortitude 2, Reflex 2, Will 1, Attack Bonus 4, Spell Attack/DC Patron
Realm is 1, others are 4, Focus 1

WIZARD
Primary Skills Arcana, Lore Perception 1, Armour Class 5, Saving Throws Fortitude 2,
Reflex 2, Will 1, Attack Bonus 5, Spell Attack/DC Arcana 1, Divine 4, Occult 4, Primal 4,
Focus 1

Backgrounds provide your character with ability boosts, trained skills and a feat. Using the
development point system any skill which is specifically granted by your background
increases the skills proficiency bonus by +1. If you pick a different skill to which the
background gives you due to receiving the trained proficiency from another source such as
ancestry or class, the bonus does not apply to that skill and still applies to the specific skill
awarded. This bonus is not taken into account when calculating the once for every 4 class
levels limit applied to the skill (and thus can be increased another 5 times over twenty
levels potentially).

Your ancestry does not provide any static bonuses to the attributes which can be developed
using this system, although they will give you access to ancestry feats. Any ancestry feat
which grants you the trained proficiency in a skill will like a background, grant you a +1-
proficiency bonus to that skill. If you pick a different skill to which the ancestry gives you
due to receiving the trained proficiency from another source such as background or class,
the bonus does not apply to that skill and still applies to the specific skill awarded.

If you select an ancestry feat which gives you access to a magical spell, you may reduce the
cost to increase the Spell Attack/DC value for that realm of magic by 1 (to a minimum of 1).
This bonus may only be applied once and if you receive this bonus from multiple sources,
only the first one applies.

Whenever you select the Armour Proficiency feat, you reduce the cost to increase your
armour class with development points by 1 (to a minimum of 1).

Whenever you select the Weapon Proficiency feat, you reduce the cost to increase your
attack bonus with development points by 1 (to a minimum of 1).

You can spend 2 development points to purchase an additional class feat. Like other
advancements purchased with development points, you may only do this once every four
levels.
Archetypes add additional abilities to your core class and allow a lot of flavour. Using the
development point rules, you may gain several additional abilities when selecting an
archetype.

Any archetype which grants you access to armour or weapon proficiencies that were not
previously available to you reduces your development points cost for armour class or attack
bonus by 1 respectively (minimum of 1).

Any archetype which grants you access to the Cast a Spell activity, reduces your
development point cost for Spell Attack/DC by 1 for the specific realm of magic (minimum
of 1).

The Development Point system introduces some new feats which assist your character in utilising the
new rules.

SKILL PROFICIENT FEAT 1

Prerequisites trained in the skill you are selecting


You gain a development point which may only be spent to develop a skill.

Special You can select this feat multiple times, although the skill still cannot be increased more than
once every 4 class levels.

DEVELOPED FEAT 1

You gain 2 development which may only be used to increase any attribute.

Special You can select this feat multiple times, although an attribute still cannot be increased more
than once every 4 class levels.

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