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What Is Group Level?Edit

When at least two players band together to take on the trials of adventuring, the group itself can begin to take on a life of its own. As the characters travel and overcome challenges they learn how to work together more effectively, which guides the group’s identity. To become a level 1 group, a party of adventurers must have worked together for at least one month of in-game time, and have been through at least two adventures together. Once this occurs, the characters can name their group (or use the default names below), select a group alignment and attribute, and begin to gain benefits. If a character ever leaves a group, he must wait one month per his previous group’s level before he can begin the process of joining or creating a new group.

The group requires quintessence points in order to increase in level. To determine how many QP are needed to raise the group’s level, consider the amount of experience points a character would require to increase the same level (i.e. a character requires 1000 exp to increase from level 1 to level 2), divide that by 1000, then multiply the result by the number of group members there are. (Therefore, a party of 4 adventurers who want to raise their group level from 3 to 4 would require a total of 24 QP (6000 exp for a character to advance from level 3 to level 4, divided by 1000 gives 6, multiplied by 4 group members gives 24).) Quintessence spent to raise the group level is subtracted from each character’s personal quintessence. This is a group cost, and each group member does not necessarily have to contribute the same amount of QP.

A group’s level may not be higher than the average level of its members (rounded up).

Groups may also convert improvement experience points (IEXP) to QP for the purpose of improving the group level. Each QP costs 500 IEXP multiplied by the number of members in the group. Any configuration of group members may contribute to this process, each doesn’t necessarily have to put in 500 IEXP personally.

There is a maximum level that a particular group can achieve. This is based on the favored attributes, as seen below, for the group’s alignment. Specifically, the sum of all group members’ favored attribute bonuses is the group level’s (GL’s) cap. The exception to this neutral groups, whose level is capped at ½ the average group member’s level, rounded down, plus the number of members in the group (so a party of four 5th level characters in a neutral group would have a GL cap of 6).

Group AlignmentEdit

One of two very important choices for a newly forming group is the group’s alignment. The group’s alignment is how the general populace will interpret the motivations of the group’s actions, based on stories they have heard, past experiences, expectations colored by group members’ personal alignments, and any number of other factors. A Lawful group that takes out a bandit nest may be seen by the town as peacekeepers or knights errant, and interpret their heroic actions as the dispensation of justice because it was right to do so. If an Evil group performs the same feat, it could be seen as simply muscling out competition or even random acts of killing and looting that just happened to go well for the town.

                The group alignment also determines the GL cap for the group, based on the favored attributes each alignment has. A group cannot be an alignment that is not shared by at least half of the group members (except Neutral, which can be chosen regardless of individual alignment). The alignments and their favored attributes are listed below.

Alignment

Default Title

Favored Attribute 1

Favored Attribute 2

Good

Benevolent

Wisdom

Charisma

Lawful

Orderly

Constitution

Intelligence

Neutral

Impartial

None

None

Chaotic

Unpredictable

Strength

Luck

Evil

Despicable

Dexterity

Intelligence


Group AttributeEdit

The second choice a group needs to make is which attribute it will be associated with. Similar to alignment, this decision will color how people see the group’s actions. If alignment is how people will interpret the group’s motivations, the why of their actions; then the group’s attribute is how the people interpret the group’s methods, the how of their actions. A Strength group that clears out a bandit nest is assumed to have bashed down doors and hacked their way through the miscreants, while a Constitution group may be assumed to have been slow and methodical, winning through attrition. An Intelligence group would be thought of as having outsmarted the bandits through clever planning and tactics, while a Luck group would be assumed to have just gotten very lucky.

                The group’s attribute also determines what types of benefits the group members may choose from as the GL increases. There are no restrictions on what attribute a group may choose, so even a group of barbarians can be Intelligence based if they choose, though they may find the benefits of that choice do not sync well with their class abilities. A group’s attribute does not need to be one of the group’s alignment’s favored attributes.

                Group Attribute and ‘Multiclassing’: A group may choose to multiclass into multiple attributes in exactly the same way a character can multiclass. Each attribute type a group has levels in contributes to its overall GL cap (as determined by the group’s alignment, see above), just like each class a character has levels in contributes to his overall character level.

                At every odd-numbered level, the group may choose a talent from the list of talents available to that group’s attribute. At every even-numbered level, the group may choose a bonus feat from one of a set list of feat categories, as seen in the table below. At least one member of the group must qualify to taken a chosen feat, however all group members gain the benefits of the feat as if each had taken it individually. Likewise, most talents affect all group members. See Group Talents for more information.

Attribute

Group Title

Feat Category

Feat Category

Feat Category

Strength

Bruisers

Power

Weaponry

General

Dexterity

Acrobats

Agility

Archery

Murder

Constitution

Shields

Armory

Vitality

General

Intelligence

Scholars

Eldritch

Talent

General

Wisdom

Councilors

Piety

Spirit

Unarmed

Charisma

Diplomats

Command

Talent

General

Luck

Risk Takers

Transformation*

Talent

General

                *: If the group chooses a transformation feat, the DM selects a random feat that the group qualifies for instead of the group members choosing the feat.

Group FeatsEdit

Every even-numbered level the GL achieves allows the group to choose one feat from a predefined list of feat categories. At least one member of the group must meet all prerequisites for the feat in order for the group to select it. Chosen feats follow all normal feat rules, and all members gain the benefits of the feat as if they had taken it themselves for as long as they remain with the group.

                If a group member already has the feat chosen as the group’s feat, he may still count it as another feat of appropriate category(ies), but gains no other benefit from the feat unless it can be taken multiple times.

Group TalentsEdit

Each time the GL reaches an odd-numbered level, the group may choose one talent from the list associated with the group’s attribute. Most talents apply to all group members at all times, however some have a limited number of uses per day. This pool of uses is shared, not per-member. Unless otherwise noted, a talent may only be chosen once.

                There is one talent that is universally available to all groups:

Favored Attribute Shift: The group may replace one of its favored attributes with any other attribute not already a favored attribute of the group’s alignment. This talent may be taken up to twice, replacing a different favored attribute each time.

 

Strength TalentsEdit

Coordinated Charge: Once per day, when one group member charges an opponent, any other group member who is within his base speed of that opponent may also charge at the same time as an immediate action.

Extreme Effort: Once per day, one group member may gain a +4 competence bonus to Strength for 1 hour as a swift action. At Strength level 6 this improves to +8. This talent may be taken multiple times, each time increasing the uses per day by 1.

Ignore Hardness: Members of the group may ignore 1 point of an object's hardness. This talent may be taken up to 5 times, each time increasing the amount of hardness ignored by 1.

Seize the Moment: When one group member confirms a critical hit, all other group members that are threatening that same opponent may make an attack of opportunity against that opponent.

Smash: Members of the group gain a +1 bonus on melee damage. This talent may be taken up to 5 times, each time increasing the bonus to melee damage by +1.

Sympathetic Rage: Once per day, when one group member enters a class or race based frenzy or rage, each other group member may choose to enter rage as well, gaining a +4 morale bonus to Strength and Constitution for the duration of the original raging member's ability. This talent may be taken multiple times, each time increasing the uses per day by 1.

 

Dexterity TalentsEdit

                Agility: Members of the group gain the Uncanny Dodge (Dex to AC) ability. This talent may be taken up to 4 times. The second time it is taken group members gain the Evasion ability. The third time it is taken group members gain Uncanny Dodge (can't be flanked). The fourth time it is gained group members gain the Improved Evasion ability.

                Duck and Cover: Once per day, whenever one or more group members are required to make a Reflex save against a spell or effect, all affected group members may use the highest base roll and add their own bonuses to it. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Enfilading Fire: Members of the group receive a +2 competence bonus on ranged attack rolls made against an opponent who is being threatened by at least 1 other member. This talent may be taken multiple times, each time increasing the bonus granted by 1.

                Fleet Footed: Members of the group have their base speed increased by 5 feet. This talent may be taken up to six times, increasing base speed by 5 feet each time.

                Opportunist: Once per day, one group member may make an attack of opportunity against an opponent who has just been struck for damage in melee by another group member. At Dexterity level 6 this attack gains a +4 competence bonus. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Stealth Synergy: Once per day, whenever members of the group make a Hide or Move Silently check, all members making the same check that have line of sight to each other can use the highest base roll and add their own modifiers to the check. This talent may be taken multiple times, each time increasing the uses per day by 1.

 

Constitution TalentsEdit

                Coordinated Defense: Members of the group gain a +2 competence bonus to AC against combat maneuvers (trip, disarm, bull rush, grapple, etc). This talent may be taken multiple times, each time increases the bonus granted by 1.

                Damage Reduction: Members of the group gain damage reduction 1/-. This talent may be taken up to 5 times, each time increasing the DR granted by 1.

                Resistance: Once per day, one group member may gain universal energy resistance of 5 for 10 rounds as a swift action. At Constitution level 6 this resistance improves to 10. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Shake it Off: When a group member is adjacent to one or more other group members, he gains a +1 morale bonus to saving throws per such ally (maximum +2). This talent may be taken multiple times, each time increasing the maximum bonus by 1.

                Shield Wall: When a group member is adjacent to one or more other group members who are wielding shields, he gains a +1 shield bonus to AC per such ally (maximum +2). This talent may be taken multiple times, each time increasing the maximum bonus by 1.

                Toughness: Members of the group have their maximum hit points increased by +3. This talent may be taken multiple times, increasing the group's bonus hit points by +3.

 

Intelligence TalentsEdit

                Allied Spellcaster: Members of the group gain a +2 competence bonus on checks to overcome spell resistance. If at least two group members have the same spell prepared (or known with an appropriate slot available if a wilder), the spell is also cast at +1 caster level. This talent may be taken multiple times, each time increasing the granted bonuses by 1 each.

                Linguist: Members of the group gain 1 extra language. The language chosen must be the same for all group members. This talent may be taken multiple times, each time granting another bonus language.

                Lore: Members of the group gain 1 rank in any one Knowledge skill. This stacks with existing ranks a particular group member might have for related checks. This talent may be taken multiple times, each time granting 1 rank in a new Knowledge skill.

                Outflank: Members gain an additional +2 bonus to attack rolls when flanking an opponent with another group member, which stacks with the normal +2 flanking bonus. This talent may be taken multiple times, each time increasing the granted bonus by 1.

                Plan: Once per day a group member may make a plan before a dramatic situation (typically combat or skill-related) if he has at least 1 minute to develop the plan. The plan grants a bonus to all skill checks and attack rolls made by all group members during that situation equal to the group's Intelligence level for 3 rounds, after which time the bonus decreases by 1 every round (to a minimum of +0). This talent may be taken multiple times, each time increasing the uses per day by 1.

                Shielded Caster: Members who are adjacent to at least one other member gain a +4 bonus to Concentration checks. This talent may be taken multiple times, each time increasing the granted bonus by 2.

 

Wisdom TalentsEdit

                Combat Medic: Once per day, when using the Heal skill on another group member, the member may take 10 on the check and does not provoke attacks of opportunity. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Faith: Members of the group may add their Wisdom bonuses to bonus dice rolled by spending a fate point (maximum +1). This talent may be taken multiple times, each time increasing the maximum benefit by 1.

                Healing Knack: Members of the group gain a +2 competence bonus to Heal checks, and cure spells heal 1 additional hit point when targeting group members. This talent may be taken multiple times, each time increasing the Heal check bonus by +1 and the cure spell bonus by 1.

                Improved Aid: Members of the group grant an additional +2 bonus to another group member when using the Aid Another action. This talent may be taken multiple times, each time increasing the Aid Another bonus by +1.

                Intuition: Once per day, one group member may make a Will save (DC 15) to sense whether trouble is near as a swift action. If successful, the member gets a hunch that everything is all right, or he gets a bad feeling about a specific situation at hand. At Wisdom level 6 the DC for this check is reduced to DC 10. This talent may be taken multiple times, each time increases the uses per day by 1.

                Lookout: If at least one member of the group is able to act during a surprise round of combat, all group members are able to act, using the same base initiative roll as the original member, plus their own bonuses.

 

Charisma TalentsEdit

                Broken Wing: Once per day, when a group member makes a successful melee attack, he can choose to grant that opponent a +2 bonus on attack and damage rolls against him until the end of the member’s next turn. If that opponent attacks him with this bonus, it provokes attacks of opportunity against all other group members who are eligible to make one. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Charm: Members of the group gain a +1 competence bonus to all Charisma-based skill checks against members of a gender chosen by the group when this talent is first taken. This talent may be taken multiple times, each time increasing the bonus granted by 1.

                Commander: The group's Command Score increases by 1. If the campaign does not use Command Score, then all members’ Leadership scores are increased by 1 instead. This talent may be taken multiple times, each time increasing the group's Command Score by 1.

                Ensemble: Members of the group may use the Aid Another action to help a group member who is making a Perform check (normally not possible to do). Up to 1 member may make this Aid Another action. This talent may be taken multiple times, each time increasing the maximum number of assistants by 1.

                Feint Partners: Once per day, whenever any group member successfully performs a feint maneuver, all group members may take advantage of the opponent's lowered AC. This lasts until the beginning of the feinting member's next turn. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Inspiration: Once per day, one group member may inspire all members of the group, including himself, as a full round action that provokes attacks of opportunity. A group member must be able to see and hear the member using this ability to gain the benefits. Inspired members gain a +2 morale bonus to saving throws, attack rolls, and damage rolls. This increases to a +4 bonus at Charisma level 6. The inspiration lasts for a number of rounds equal to the group’s Charisma level. This talent may be taken multiple times, each time increasing the uses per day by 1.

 

Luck TalentsEdit

                Fated: Members of the group may add the group's Luck level to the maximum amount of fate points they may accumulate, and members of the group gain 1 fate point each time they gain a character level. This talent may be taken up to 3 times, each time increasing the fate points gained upon gaining a character level by 1.

                Fool’s Luck: Once per day, one member of the group that rolled a natural 1 may instead treat that result as a natural 20 by spending a fate point. The group member does not gain a fate point from the natural 1 (or the natural 20 it becomes when the ability is used). At Luck level 6 this no longer costs a fate point to use, though the roll still does not generate a new fate point. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Luck of Heroes: Members may spend 1 more fate point per round. This talent may be taken up to 3 times, each time increasing the amount of fate points that may be spent per round by 1.

                Luck of the Gods: Members may subtract the group's Luck level from all divine intervention rolls.

                Lucky Find: Once per day, whenever a group member rolls a natural 20 on a Luck check, in addition to whatever normal effect the roll has, the member finds a random minor magical item. At Luck level 6 this increases to a moderate magical item. This talent may be taken multiple times, each time increasing the uses per day by 1.

                Powerful Luck: Members who spend fate points to gain bonus dice roll d8s instead of d6s. This talent may be taken twice, the second time increasing the die type to d10s.

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