0th level characters


Homebrew and House Rules


Zero-Level Characters

Although player characters usually start at first level, they do not have to appear from nowhere. By the time characters reach first level, they may already have studied for years and undergone training which shape the course of their lives. Players may use these rules to begin at zero level without the skills of any character class. This allows players to customize their characters they want, to more reflect their upbringing and training. This option allows characters to play through their character’s background, and to grow their character’s personality more organically. This option may be used for one on one play to develop characters. It may be used for group play, but it is recommended for a group that consists of characters that all share a similar life expectancy.

The 0th-level Character
When the characters are created, their abilities are unrealized, their strengths are undefined, and their only advantage is tremendous curiosity and enthusiasm. To create a zero-level character, generate the character’s ability scores as normal (these will be the characters ability scores at 1st level), however to reflect the youthful and raw nature of the character, subtract 5 from each ability score.

0th level character begins with all racial features

The character also starts with three hit points, plus or minus the character’s Constitution score (Minimum one). If the GM uses any house rules that increases a 1st level character’s hit points, apply that rule to a 0th-level character as well.

All other abilities must bought with LP (see below).

Zero-level characters do not have experience points and cannot gain them at this level. They instead may gain learning points (LP). Characters may spend LP to learn class abilities. Players should also keep track of how much LP they have spent, this governs when they gain ability score increases.

Training Time (Optional Rule)
GMs that want more realism for how fast characters learn class abilities can use the following rule: Players may only spend 1 LP learning class abilities each game week.

Raising Ability Scores
Zero-level characters will slowly increase their ability scores as they learn. For every 5 LP spent on gaining class abilities, increase one of the character’s ability scores by one. An ability score cannot be increased to more than the 1st- level values generated at character creation in this fashion.

Class Abilities

To learn a class ability, the character must be taught by an NPC who possesses that ability or study at a school that teaches that ability. The zero-level character can be taught by more than one NPC or school at a time if he wants to pick up different class abilities. Each class ability has a LP cost to learn. A zero-level character can attempt to use a class ability that he is studying but hasn’t learned yet by rolling on the Learning Table (see below) to see how
successful he is.

A zero-level character experiments constantly, perhaps trying to weave spells one day and cross swords the next. This flexibility makes learning new abilities the most exciting, but also the most dangerous, part of a zero-level character’s life.

A zero-level character has two options when trying to perform tasks that are class related to he has not learned yet. He can try to do the task by blind luck (the Luck Table) or can take some time and study the tasks he wants to attempt (the Learning Table). Either of these methods do not require an action, it is considered part of the action of the class ability being attempted.
.
Luck
When resorting to luck to attempt a task, the zero-level character just hasn’t had time to study what he is trying to
do, but says to himself, “this can’t be too hard, other people do it.” He tries to get the job done by winging it. The Luck Table is used to note the effects. In “trusting to luck,” a character can attempt a specific class feature only once per day.

Luck Table
Percentile Result
Roll
01-10 Terrible Failure
11-55 Failure
56-80 Partial Success
81-87 Learning
88-95 Insight
96-100 Great Insight

Terrible Failure: The character fails and breaks or loses any equipment involved.
Failure: The character learns nothing from the attempt but suffers no penalty.
Partial Success: The character may perform this one class ability as a first level character once.
Learning: The character may be regarded as a first level character with respect to this one ability for one hour.
Insight: The character may be regarded as a first level character with respect to this one ability for one day.
Great Insight: As Insight, but the character also gains 1 LP that can be spent on that class ability only.

Note that this table never allows the impossible. A character cannot cast spells without a spellbook or pick locks
without tools, no matter how much luck or training is applied. Also note that results on this Luck Table
apply to one specific class ability only.

Learning
The character can try to apply what he has learned so far, as they say, practice makes perfect. He tries to get the job done by applying what he has learned so far. The Learning Table is used to note the effects. In “learning,” a character can attempt a specific class feature a number of times per day equal to the LP they have spent so far learning it.

Learning Table
Percentile Result
Roll
01-05 Terrible Failure
06-45 Failure
46-70 Partial Success
71-80 Learning
81-90 Insight
91-100 Great Insight

Terrible Failure: The character fails and breaks or loses any equipment involved.
Failure: The character learns nothing from the attempt but suffers no penalty.
Partial Success: The character may perform this one class ability as a first level character once.
Learning: The character may be regarded as a first level character with respect to this one ability for one hour.
Insight: The character may be regarded as a first level character with respect to this one ability for one day.
Great Insight: As Insight, but the character also gains 1 LP that can be spent on that class ability only.

Note that this table never allows the impossible. A character cannot cast spells without a spellbook or pick locks
without tools, no matter how much luck or training is applied. Also note that results on this Learning Table apply to one specific class ability only.

Equipment
Zero-level characters only start with a 1d6x10 gp and a normal set of clothing. GMs are encouraged to have teachers and other mentors to occasionally gift equipment to a character over the course of 0th level.

Becoming a 1st level Character
Joining a character class is the turning point of a zero-level character’s life. Every apprentice dreams of graduation,
of becoming a real first-level adventurer. To become first level, characters must have learned all the class features of at least one class. Any point after achieving this, the character may choose to stop gaining and spending LP and starting gain experience points.

Class Abilities From Other Character Classes
Zero-level characters often experiment with many classes. Naturally, they hope to remember their old skills and thus
obtain the benefits of several classes at once, even after joining one class. They can do so, but unfortunately, the other abilities only function at the first level of experience, regardless of what level the character has achieved. If the character later multi-classes into a class that he has already learned abilities of, those abilities function as if the character was one class level higher, to a maximum level of effect equal to the character’s Hit Dice. At the GM’s option, he may introduce feats that let the character improve class abilities of classes he has not taken but only have through the virtue of LP.

Variant Multi-Classing (Optional Rule)
If the GM allows it, Zero-level characters that have acquired all the class abilities of two classes can choose to advance as a gestalt character (see the 3.5 Unearth Arcana from Wotc). Such characters are treated as one level higher when determining how much experience is needed to gain a level. If a zero-level character has gained all the class abilities of three classes, he may choose to advance as a “tri-stalt” character (as gestalt, but with three classes instead of two). Tri-stalt characters are treated as two levels higher when determining how much experience is required to gain a level.

Note on class abilities, the Hit Die replaces the 3 hit points a zero-level has.

Learning Point Cost for Class Abilities
Point Cost Class feature
Barbarian
12 Hit Die d12
9 9 class skills
10 skill/level 4+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 shields
10 Fast Movement +10
20 BAB +1
10 Fort +2
19 Rage (requires non-lawful alignment)
Bard
8 Hit Die d8
26 26 class skills
20 skill/level 6+
10 simple weapons
10 Light armor
10 shields
3 Bard weapons (6)
20 Bard spells (1)
5 Bardic Knowledge
10 Ref +2
10 Will +2
10 Cantrips
2 countersong
2 distraction
2 fascinate
2 inspire courage
Cleric
8 Hit Die d8
11 11 class skills
2 Skill/level 2+
10 simple weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
1 Cleric favored weapon
0 Aura
26 Cleric Spells (follows cleric alignment restrictions)
10 Fort +2
10 Will +2
10 orisons(follows cleric alignment restrictions)
10 channel energy(follows cleric alignment restrictions)
6 domain 1(follows cleric alignment restrictions)
6 domain 2(follows cleric alignment restrictions)
Druid
8 Hit die d8
11 11 class skills
10 skill/level 4+
6 Druid weapons (10)
9 light armor non metal
7 medium armor non metal
10 Shields
28 Druid spells(follows druid alignment restrictions)
10 Orisons(follows druid alignment restrictions)
10 Fort +2
10 Will +2
25 Nature Bond (follows druid alignment restrictions)
5 nature sense
1 wild empathy
Fighter
10 Hit Die d10
8 8 class skills
2 skill/level 2+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
10 tower shields
20 Bonus Combat Feat
20 BAB +1
10 Fort +2
Monk
8 Hit Die d8
12 12 class skills
10 skill/level 4+
8 Monk weapons (16)
27 monk ac bonus
15 Flurry of blows
10 Unarmed Strike
10 Fort +2
10 Ref +2
10 Will +2
10 Monk bonus feat
10 stunning fist
10 Unarmed damage
Paladin
10 Hit Die d10
8 8 class skills
2 Skill/level 2+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
0 Aura of Good
10 Detect Evil (requires lawful good alignment)
10 Smite Evil (requires lawful good alignment)
20 BAB +1
10 Fort +2
10 Will +2
Ranger
10 Hit die d10
13 13 class skills
20 skill/level 6+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 shields
5 Favored Enemy
1 Track
1 wild empathy
20 BAB +1
10 Fort +2
10 Ref +2
Rogue
8 Hit Die d8
20 20 class skills
40 skill/level 8+
10 simple weapons
10 rogue weapons (5)
10 Light armor
32 sneak attack
10 trapfinding
10 Ref +2
Sorcerer
6 Hit Die d6
7 7 class skills
2 Skill/level 2+
10 simple weapons
75 sorcerer spells
20 bloodline
10 Cantrips
10 Eschew Materials
10 Will +2
Wizard
6 Hit Die d6
14 14 class skill
2 skill/level 2+
3 wizard weapons 5
75 wizard spells
10 Arcane bond
10 arcane school
10 Cantrips
10 scribe scroll
10 Will +2
Alchemist
8 Hit Die d8
11 11 skill points
10 skill/level 4+
10 simple weapons
10 light armor
5 Alchemy
26 extracts
15 bombs
15 mutagen
10 Brew Potion
10 Throw Anything
10 Fort +2
10 Ref +2
Cavalier
10 Hit Die d10
8 8 class skills
10 skill/level 4+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
7 Challenge
5 Mount
5 Order
5 Tactician
20 BAB +1
10 Fort +2
Inquisitor
8 Hit Die d8
18 18 Skills
12 Skills/level 6+
10 simple weapons
3 Inquisitor weapons (5)
10 light armor
10 medium armor
10 shields
14 inquistor spells
5 Domain
10 judgement
5 monster lore
10 orisons
10 Fort +2
10 Will +2
5 Stern gaze
Oracle
8 Hit Die d8
7 7 skills
10 skill/level 4+
10 simple weapons
10 light armor
10 medium armor
10 shields
26 oracle spells
24 Mystery
5 Oracle's Curse
10 Will +2
10 orisons
10 revelation
Summoner
8 Hit Die d8
16 16 Skills
2 skills/level 2+
10 simple weapons
10 light armor
35 Summoner spells
10 cantrips
34 Eidolon
10 Will +2
15 Summon Monster I
Witch
6 Hit Die d6
9 9 class skills
2 skill/level 2+
10 simple weapons
75 Witch spells
10 Cantrips
18 hex
10 Will +2
10 familiar
Magus
8 Hit Die d8
10 10 class skills
2 skill/level 2+
10 simple weapons
20 martial weapons
10 light armor
40 magus spells
10 Arcane Pool
10 Fort +2
10 Will +2
10 Cantrips
10 spell combat
Gunslinger
10 Hit Die d10
13 13 skills
10 skill/level 4+
10 simple weapons
20 martial weapons
10 firearms
10 light armor
5 Gunsmith
10 Grit
20 BAB +1
10 Fort +2
10 Ref +2
12 Deeds
Ninja
8 Hit Die d8
19 19 skills
40 skill/level 8+
10 simple weapons
11 ninja weapons (10)
10 light armor
10 poison use
32 sneak attack
10 Ref +2
Samurai
10 Hit Die d10
8 8 skills
10 skill/level 4+
10 simple weapons
20 martial weapons
5 samurai weapons (3)
7 Challenge
5 Mount
5 Order
40 Resolve
20 BAB +1
10 Fort +2

Liberty's Edge

Or perhaps you could take a look at Learning Curve: Apprentice Level Characters from Tricky Owlbear Publishing :)


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