Homebrew Rules for Pathfinder 2e

Here’s a list of the homebrew rules we use for our Enelis Expeditions campaign.

Also, the use of Pathfinding in the Dark rules for narrative adventuring and heists.
And the use of Pathfinder: Delve rules for narrative dungeons.

Sections:
. . . Playing a World, not a Story
. . . Proficiency Without Level
. . . Automatic Bonus Progression
. . . Gradual Ability Boosts
. . . Recall Knowledge
. . . Hero Points
. . . Injuries
. . . Traumas
. . . Falling
. . . Investigation Statistic
. . . Class Specific Changes
. . . Exploration Activities
. . . Downtime Activities
. . . Critical Hit and Fumble Tables
. . . Paragon Enemies
. . . Incapacitation for PWL
. . . Free Lore Increases

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Playing a World, not a Story

There is no adventure path, no pre-determined story path for this campaign. Story will be an emergent property of player choices and how the world reacts to them. Characters are free to come and go within the story as the player decides, based on the character’s motives and goals. New characters can be brought in at any time to fit the storyline, albeit at 3 levels lower than the highest level active character (or Level 1). The players will ultimately decide the course of the campaign and which plots and story threads are important.

High Encounter Variance: Though the focus of the story is upon the characters, the world does not revolve around them. The relative difficulty and challenge of encounters may be randomly determined. Some things may seem trivial, while other threats will be beyond the characters’ collective ability. Discretion will be required (along with judicious use of Recall Knowledge).

Treasure & Rewards: Logic and randomness will determine the prevalence of any treasure and magical items found within the story. Players cannot count on a specific hand-out of monetary rewards over their character’s career. By using Automatic Bonus Progression, characters are not dependent on specific item rewards for mathematical balance.

Quests and XP: Characters will earn most of their XP by following story threads and completing them. Story threads themselves will come up organically, but it is up to the players to choose to follow them and see them to completion.
Story XP follows typical guidelines (based on goal accomplishment):
Minor Goal: 50 XP, Moderate Goal: 100 XP; Major Goal: 200 XP.

Encounter XP: Experience from encounters is lessened (using a modified formula from the GM Core). XP received from encounters is based on the level of the character, with higher level participants receiving less XP than lower level participants. This allows lower level PCs to “catch up” if they adventure with higher level PCs. The lowest level character in a party should be only 3 levels lower than the highest level character. XP is doubled for any character adventuring with at least one character more than 3 levels higher than them. This rule is to allow character left behind to catch up quickly, rather than encouraging the player to just bring in a new character at a higher level.

Encounter XP Calculation:
Encounter XP awards need to be calculated for each PC level that participated in the combat.
1) Sum XP for each enemy based on relative level to character. (Using PWL chart, GM Core pg. 85).
2) XP for PC Level = (Encounter Total) * 2 / (Number of Participants)
Example: 4x PCs of levels (1, 1, 2, 2) participate in a combat against 3x Lv 1 enemies. For level 1 characters, each enemy is worth 40 XP (equal to Level, based on chart). The sum for Level 1 characters is 120 XP (40 XP * 3 enemies). So, the two level 1 PCs get 60 XP each (120 * 2 / 4 PCs).
For level 2 characters, each enemy is worth 32 XP (equal to Level-1, based on chart). The sum for Level 2 characters is 96 XP (32 XP * 3 enemies). The two level 2 PCs get 48 XP each (96 * 2 / 4 PCs).
Encounter Builder Chart (Google Drive)

Experience and Levels: Characters will require 1000 XP to reach each level as normal.

Downtime and Strongholds: Players are encouraged to take Downtime for retraining and income earning activities. Additionally, they can spend coin on building strongholds and player-owned businesses, to cement their characters into the world of the setting.

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Proficiency Without Level

We are using the Proficiency Without Level variant of the PF2e rules. This variant removes the inclusion of character level in all statistical calculations. We are also using the variant where Untrained proficiency is -2. These rule changes flatten the math of the game and take away the linear separation of character levels. This is to allow characters of all levels to better mesh together and allow for more options for encounters.

Changes to Simple DCs

Simple DC’sDCPWL
DC
Treat Wounds
DC
Untrained1010
Trained151512
Expert201816
Master302220
Legendary402524

Aid action has a typical DC of 15.

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DC By Level Chart

LevelDCPWL
DC
LevelDCPWL
DC
-11313
01414133118
11514143218
21614153419
31815163519
41915173619
52015183820
62216193920
72316204020
82416214221
92617224422
102717234623
112817244824
123018255025

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Automatic Bonus Progression

We are using the Automatic Bonus Progression variant of the PF2e rules. This variant takes away the requirement for specific magical item bonuses to maintain the power curve of the game. This allows players to pursue any choices they want concerning item acquirement and allows the GM to provide more interesting, lore-centered items. It also helps to balance the lower expectation of magic in the Enelis Campaign Setting compared to the default high-fantasy Lost Omens Pathfinder setting.
Note: Alchemical bombs use the Potency bonus as normal for weapons, but other Alchemical item bonuses may be treated as an equivalent Potency bonus for the sake of bonus stacking and balance.

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Gradual Ability Boosts

We are using the Gradual Ability Boosts system to make each level have a more direct mechanical benefit, since levelling up will be generally slower and more pronounced. This makes each level-up provide not just new character options, but immediate measurable benefits to chosen statistics. One caveat, is that an ability cannot be +5 until Level 9, and cannot be +6 until Level 17.

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Recall Knowledge

A successful Recall Knowledge against a creature immediately grants a character knowledge of the name of the creature, its level, and any creature traits (e.g. Undead, Aberration, Incorporeal, Water, etc.). Along with a brief description of what the character has heard about the nature of these creatures (why they exist, habits, general knowledge about them).
Additionally, the character may then ask for one piece of mechanical information, such as:

  • The lowest or highest saving throw.
  • All immunities, resistances, and weaknesses (IWR).
  • Details of one of its special abilities.
  • Details about its spellcasting capabilities (spontaneous or prepared, spell list, max spell rank, theme).
  • A numerical detail (such as AC, HP, Fort, Ref, Will, Attack Bonus, Spell Attack and DC, etc.).

A critical success grants two of these pieces of information. Subsequent Recall Knowledge attempts increase the DC by 1 for each success, but this may allow additional questions to be asked if successful.

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Hero Points

Hero points work mostly as normal, with a few changes.

  1. Each player receives one Hero Point at the beginning of each session, they can grant that point to any of their characters.
  2. Hero Points carry over into the next session, but characters can have no more than 2 at the start of a session (any excess are lost).
  3. Apply Grit: A player may spend a character’s Hero Point BEFORE any roll to take the better of both rolls. (e.g. a Fortune effect, or Advantage). Additionally, if both rolls are below a 10, you can consider the roll a 10 instead.
  4. Hero Points will be rewarded during the session for story-centric roleplaying and out-of-the-box thinking. Such as in-character exposition or sub-optimal choices or self-imposed negative conditions for the sake of the narrative. Characters can have up to 3 hero points during the session.

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Injuries

Whenever a character receives the Dying 2 condition they must ENDURE WOUNDS. I encourage the use of Hero Points here.

ENDURE WOUNDS: DC 10 Fortitude save.
Critical Success: No injury.
Success: Temporary Injury. You can make a DC 15 Fortitude save after each rest, a success removes the Injury. If the character rested for a full day, they gain a +2 bonus on this roll.
Failure: Chronic Injury. Roll 2d6 to get the Recovery Days for the injury. After this time elapses, the injury becomes temporary and can be removed normally (see above).
Critical Failure: Immediate death.

If a character has three ongoing Injuries and receives a fourth injury, they immediately die, regardless of whether their injuries are temporary or chronic.

Injury Table [Roll 2d6]

RollLocationEffect
2:Unmentionables-1 to all checks and DCs (like Sickened or Frightened).
3 – 4:Sprained / Broken ArmCannot use one arm for any actions.
4 – 9:Body Injury[Roll 1d6]
. 1 – 2:. . . Bruised / Broken Bone-1 to all Dex based checks and DCs (like Clumsy).
. 3 – 4:. . . Bruised / Battered Organs-1 to all Con based checks and DCs, -level max HP (like Drained).
. 5 – 6:. . . Strained / Torn Muscles-1 to all Str based checks and DCs (like Enfeebled).
10 – 11:Sprained / Broken Leg-10 land-based Speed.
12:Head Injury[Roll 1d6]
. 1 – 2:. . . Hideous Wound / Scar-1 to all Cha based checks and DCs.
. 3 – 4:. . . Bruised / Blinded Eye-2 to all Perception checks and Initiative.
. 5 – 6:. . . Concussion / Brain Injury-1 to all Int and Wis-based checks and DCs (like Stupefied).

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Traumas

Strange occurrences and unexplainable phenomenon might induce stress and strain on a character’s mental well-being. This is tracked using STRESS (see Pathfinding in the Dark). When characters confront hardship or something that taxes their sanity, they must RESIST STRESS.

RESIST STRESS: DC 15 Will save.
Critical Success: You confront the stresses and remain unaffected.
Success: You take 1 STRESS.
Failure: You take 1d3 STRESS.
Critical Failure: You take 1d6 STRESS.

Witnessing some events or actions are out-right traumatizing to characters. This might be the death of an ally, some drastic story-related event related to a character’s backstory, suffering from extreme stress, ghastly horrors, or witnessing unworldly phenomenon that cannot be easily explained. The character must then CONFRONT FEAR (another great place for Hero Points).

CONFRONT FEAR: DC 15 Will save.
Critical Success: You confront your fear and gain a surge of heroism. Gain +1 Hero Point (only if one wasn’t used on this roll).
Success: You confront your fear and remain strong.
Failure: You receive a Minor Trauma and are now Frightened 2. If a character already has a minor trauma, the GM may opt for that trauma to increase to Major.
Critical Failure: You receive a Major Trauma and are now Frightened 3.

Each Minor Trauma‘s listed number on the Minor Trauma Table corresponds to the more severe Major Trauma on the Major Trauma table. A Minor Trauma can be increased to its corresponding Major Trauma and a Major Trauma can be downgraded to its corresponding Minor Trauma.

Minor Trauma Table [Roll 1d10]

RollTypeEffect
1:DreadfulYou are filled with latent fear and uncertainty.
When you roll initiative, you are affected by the effects of a Fear spell.
DC 15 Will save (S: Frightened 1, F: Frightened 2, CF: Frightened 3, Fleeing).
2:IrritatedYou are filled with anger and resentment.
Gain +1 melee damage, but suffer -1 AC and you must succeed on a DC 5 Flat check to use a Concentrate action in combat (except Seek).
3:InattentiveYou have trouble focusing your attention.
-1 to all Intelligence-based checks and DCs (like Stupefied).
4:ObliviousDark thoughts make it hard to focus on the present surroundings.
-1 to all Wisdom-based checks and DCs (like Stupefied).
5:JadedYou are having trouble connecting with yourself and others.
-1 to all Charisma-based checks and DCs (like Stupefied).
6:ParanoidYou begin to believe your allies may not truly be your friends.
You do not treat anyone as your ally and must roll DC 5 Flat check to accept their aid.
7:AnxiousYou suffer from intrusive thoughts, especially when trying to sleep.
Whenever you rest for the night, you must succeed at a DC 15 Will save or gain no benefits from having rested and become Fatigued.
You may still make your daily preparations as normal.
8:Self-DoubtYou question your abilities and place among your allies.
You suffer a -1 penalty to attack and damage rolls.
You must succeed at a DC 5 Flat check to cast any spell (the spell slot is not lost).
9: Pained RegretYou begin to regret the hostile actions you have taken in your life.
You suffer a -1 penalty to attack and damage rolls for lethal attacks. You must succeed on a DC 11 Flat check to attempt to cast any hostile spell (the actions and spell slot are not lost).
10:ApathyYou find you have little interest in the events around you.
When you roll Initiative, you must succeed on a DC 15 Will save or be Slowed 1 for 1d6 rounds.

Major Trauma Table [Roll 1d10]

RollTypeEffect
1:PanickedYour fear is so great that it often leaves you unable to act.
When you roll Initiative, you are Paralyzed and Frightened 2 as long as you are paralyzed. At the end of each turn, you may roll a DC 15 Will save to remove the effect and become Frightened 2 (which reduces normally).
2:Self-DestructiveYou are filled with boundless anger and hate with no regard for your well-being.
Gain +2 melee damage, but you are always Off-Guard. You must succeed on a DC 11 Flat check to use a Concentrate action in combat.
3:AbsentmindedYour mind is constantly wandering and is unable to focus intellectually. -2 to all Intelligence-based checks and DCs (like Stupefied). You always go last in Initiative.
4:DetachedYou are mostly detached from your current surroundings as you focus on inner thoughts. -2 to all Wisdom-based checks and DCs (like Stupefied). You cannot use Reactions.
5:SuspiciousYou are filled with intense jealousy or envy and feel disconnected from others.
-2 to all Charisma-based checks and DCs (like Stupefied). You cannot directly aid anyone with actions or spells.
6:DelusionalYou suffer paranoid delusions about the motives of others.
You do not treat anyone as your ally and must roll DC 5 Flat check to accept their aid. When you roll Initiative, you are affected by a Confusion spell.
DC 15 Will save (S: Stunned 1, F: Confused for 1 minute, save each round to end, CF: Confused for 1 minute).
7:RestlessYou cannot sleep as your mind is dominated by intrusive thoughts.
You are always Fatigued. You must roll a DC 5 Flat check to be able to make your daily preparations.
8:Imposter SyndromeYou feel as though you are an imposter and incapable of being helpful.
You suffer a -2 penalty to attack and damage rolls. You must succeed at a DC 11 Flat check to cast any spell (the spell slot is not lost).
9: Self PenitenceYou feel you must atone for your hostility and violence.
You cannot deal lethal damage (must take the -2 penalty to deal nonlethal damage with weapons). You cannot cast any hostile spells.
10:TorpidYou are on the edge of catatonic, feeling barely a participant in the real world.
You start each combat round Stunned 1 (i.e. cannot use Reactions).

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Falling Damage

Damage from a fall has never been very realistic in the fantasy genre of games. This rule restores the natural fatality of falls. Characters take 1d6 damage for each 10′ fallen, increased by 1d6 for each additional 10′ fallen, with a maximum of 45d6 at 90+ feet falls. This makes falling damage exponential owing to the acceleration of gravity. If the character is knocked below 0 and becomes Dying, they automatically must Endure Wounds at DC 15 Fortitude save [see Injuries above] despite not becoming Dying 2. This increases the probability of death by falling by 20%. This also makes the cinematic effect of knocking someone off a cliff far more dramatic and dangerous.

Height(d6s)MinAvgMax
101d6146
203d631118
306d662136
4010d6103560
5015d6155390
6021d62174126
7028d62898168
8036d636126216
9045d645158270
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Investigation Statistic

I have always found that Perception seemed to be more of an Awareness ability rather than the ability to search and find things. Therefore, I present the Investigation statistic; to support times when you want a roll that represents searching with intellect and knowledge, rather than awareness and reactions. Much like Perception, this statistic uses a proficiency set by the class and increases at the levels given in the chart below. A character’s Intelligence modifier is added to their value. All classes are at least Trained in the Investigation statistic.

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Specific Class Rule Changes

  • BARD: Warrior Muse bards can extend their Composition cantrip indefinitely as long as they inflict damage on an enemy each round.
  • MONK: Monk’s gain the Dodge action as a 1st level class feature. This action is equivalent to Raise a Shield (i.e. occupies one hand) without requiring a shield, and grants a +2 circumstance bonus to AC.
  • ROGUE & SWASHBUCKLER: Nimble Dodge and Flashy Dodge can apply after the value is known, thus players always can use it when it is beneficial to do so.
  • PSYCHIC: Unleash Psyche has no previous spellcasting requirement (you do not have to have Cast a Spell on your previous turn).
  • INVENTOR: Inventors get a free Overdrive attempt when they roll for initiative.
    . . . The Unstable trait requires a Hard Level DC Crafting check instead of a flat check, as if the Inventor has to recalibrate their contraption with each use. A Failure just means its offline for 10 minutes as it cools down. They can spend an action (manipulate) to try to reconfigure it again. A Critical Failure requires the Inventor to take 10 minutes to repair it.
    . . . Inventor’s Explode can be an Emanation (5-10-15), Cone (15-30-60), or Line (30-60-120) when reconfigured during Downtime.
    . . . Inventor’s gain the Gadget Specialist feat for free at Level 4.
    . . . At Level 6, an Inventor can take the Magitech Engineer feat. This allows them to craft wands and scrolls during downtime (up to their Level) using their Crafting skill. Spells must be Common spells in the Arcane spell list. These prototype items are re-flavored as single-use (scroll) or daily use (wand) contraptions of the Inventor’s creation (with the Arcane, Gadget, and Prototype traits). To use the prototype, the Inventor must make a Crafting check (standard level-based DC) with the Unstable trait. This action requires the same number of actions as the spell. A Failure deactivates the item for the encounter, Critical Failure breaks the item (until repaired). The DC for any saving throw uses the Inventor’s class DC. The item cannot be overcharged. The prototype item can be upgraded to a higher spell rank by paying the cost difference and spending Downtime crafting.
  • WIZARD: The Spell Substitution Arcane Thesis is instead a 1st Level Class Feature. Wizards also may choose one of the follow Arcane Thesis at 1st level: Experimental Spellshaping, Improved Familiar Attunement, or Lore Mastery (gain the Additional Lore skill feat at every level). At 5th level, the wizard also chooses one of the following Arcane Thesis: Spell Blending or Staff Nexus.

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Exploration Activities

The Defend exploration activity allows raising a shield, drawing a weapon, casting the Shield spell, or beginning a stance when rolling initiative.

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Downtime Activities

The following list of activities aim to help structure PCs actions during shorter 8-hour blocks of Downtime, such as during an investigation or dealing with issues in a settlement. The standard PF2e Downtime Activities (Craft, Create Forgery, Earn Income, Learn a Spell, Long-Term Rest, Retraining, Subsist, Treat Disease) may also be performed during these times if it makes sense to the GM, but they may take a full-day as appropriate.

  • CAROUSE: Spend 1d3 gold. The character heads out into the settlement for entertainment and socializing. They roll a Will DC 15 save.
    . . . Critical Success: Remove 1d6 STRESS and gain a Hero Point.
    . . . Success: Remove 1d6 STRESS.
    . . . Failure: Remove 1 STRESS.
    . . . Critical Failure: Gain 1 STRESS.
  • COMFORT (2 participants): One character or NPC can attempt to Treat a Trauma (Diplomacy DC 18) and comfort another, allowing the recipient to remove STRESS and recover from a Trauma.
    . . . Critical Success: Remove all STRESS and can roll WILL DC 13 save to remove or downgrade a Trauma.
    . . . Success: Remove 1d6 STRESS and can roll WILL DC 15 save to remove or downgrade a Trauma.
    . . . Failure: Remove 1d3 STRESS.
    . . . Critical Failure: The DC to remove the Trauma increases by +1.
  • GATHER INFORMATION: Use Diplomacy, Deception, or Intimidation to gather information about town related to a specific topic.
  • PLAN: Prepare for the next day’s adventures. Make an appropriate knowledge roll, DC is typically 15, but might be the standard DC for your level, or the DC of the location as determined by the GM.
    . . . Critical Success: Gain a +2d on your first FitD roll related to the planning.
    . . . Success: Gain a +1d on your first FitD roll related to the planning.
    . . . Failure: No benefit.
    . . . Critical Failure: Gain 1 STRESS.
  • PREPARE: Make a Crafting DC (Standard for Level).
    . . . Critical Success: Choose two weapons or armor. Success: Choose one.
    . . . . . Weapon – The weapon deals +1d6 damage with its first successful strike the next day.
    . . . . . Armor – Gain temp HP based on armor type. Light: Level, Med: 2x Level, Heavy: 3x Level
  • RESEARCH: Use a library to thoroughly research a topic.
  • REST: Recover all hit points and remove 1d3 HARM and may make a Fortitude DC 18 to remove any temporary Injury.
  • RELAX: Remove 1d3 STRESS.
  • TRAIN: Roll DC 12 Intelligence check to gain bonus (+1/+2) on first Skill check of chosen skill.
  • TREAT INJURY (2 participants): A character or NPC can attempt to Treat an Injury (Medicine DC 18), allowing the recipient to remove HARM and recover from an injury.
    . . . Critical Success: Remove all HARM and any temporary Injuries. Reduce the Recover Days of any chronic Injury by 2 days (in addition to the overnight reduction).
    . . . Success: Remove 1d6 HARM and remove any one temporary Injury. Reduce the Recover Days of any chronic Injury by 1 day (in addition to the overnight reduction).
    . . . Failure: Remove 1d3 HARM.
  • . . . Critical Failure: No benefit.

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Critical Hit and Fumble Tables

When a character or NPC rolls a natural 20 they roll on the Critical Hit Table, or if they roll a natural 1 they roll on the Critical Fumble table.

Critical Hit Table [Roll 3d6]

RollEffect
3Target is Sickened 2.
4Target is Sickened 1.
5-6Target is knocked Prone.
7The target is moved 5 feet in a direction of your choice. This if forced movement.
8Target must roll Fortitude save against your class DC or Stunned 1.
9Target must roll a Reflex save against your class DC or fall Prone
10Target is Enfeebled 1 until the start of your next turn.
11-12Target is Off-Guard until the start of your next turn.
13Target is Clumsy 1 until the start of your next turn.
14Deal +2 damage per weapon damage dice.
15Target is Stunned 1.
16-17Target is Fatigued until the end of combat.
18Critical multiplier increases to triple damage.

Critical Fumble Table [Roll 3d6]

Unless otherwise noted, any effect immediately ends at the end of the fumbler’s next turn.

RollEffect
3Your weapon is broken (i.e. reduced to half hit points).
4You are Blinded for 1 round.
5-6You are Stunned 1.
7You are Deafened for 1 round.
8You are Fatigued for 1 round.
9You are Stupefied 1 for 1 round.
10You are Off-Guard for 1 round.
11-12You are Clumsy 1 for 1 round.
13You are Enfeebled 1 for 1 round.
14You are Hampered (-10 ft. Speed) for 1 round.
15You are Dazzled for 1 round.
16-17You are Sickened 1 for 1 round.
18You immediately fall Prone (does not trigger reactions).

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Paragon Enemies

Some “boss” enemies may be Paragon enemies. These enemies have 2x the Hit Points and gain two turns in combat (at rolled initiative and rolled initative-10). In play, only the higher initiative roll adjusts any turn-dependant effects and conditions. Typically the higher initiative roll is for spellcasting and powerful effects, and the second turn is for movement and basic Strikes, but this isn’t a requirement. For encounter XP budgets, this is equivalent to adding a second enemy of the same level. Thematically, this helps create a very powerful foe who can take on the party without having attack and defenses that overwhelm them.

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Incapacitation for PWL

The Incapacitation trait is meant to balance encounters with the level-based system. Proficiency without level makes Incapacitation nullify many options for players and monsters. Therefore, instead of its usual effects (bumping up the save result by a success level), the Incapacitation trait grants the higher level creature an untyped bonus to its save equal to twice the level difference (max +10) between the spell (twice its rank) or effect (level) and the creature (level). The GM may grant ‘-mini-boss’ or ‘boss’ foes an additional +1 or +2 respectively.

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Free Lore Increases

Characters receive free Skill Increases for any Lore skill at levels 3, 7, 11, and 15. This allows characters with important background Lore skills to continue to improve them (without the Additional Lore feat), or for characters to gather new Lore skills as they increase in power and knowledge.

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