Character creation and RTJ.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 2 posts
Sat 4 Apr 2020
at 15:46
Character creation and RTJ
All Official Races from Pathfinder are allowed. (Doesn't include powerful races of course like drow noble or munavri or ogres)
20 Point Buy for the ability scores.
Classes: Summoner and Rogue must use the Unchained versions of their classes. Barbarians and Monks can choose their normal or unchained version. All classes beside that are available.
The Starting Level is 3.
Starting Gold is 3000 gp.
Alignment is limited to good or neutral only, no evil party members.

I do use some 3rd party books, but nothing that is suitable for player options (Tome of Horrors, Advanced Bestiary to cite a few).

RTJ with your character concept.

Plus the following races: (Thanks to the creature chronicles for the conversions)


Humanoid (dragonblood, reptilian)
+2 Strength, +2 Charisma, -2 Dexterity (0 RP)
Medium (0 RP): Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed (0 RP): Dragonborn have a base speed of 30 feet.
Darkvision (2 RP): Dragonborn can see in the dark up to 60 feet.
Draconic Heritage (1 RP): Each dragonborn chooses one type of dragon from the table below. The type chosen determines their energy resistance and the damage type and shape of their breath weapon.
Dragon Type - Damage Type - Breath Weapon
Black - Acid - 20-ft. line
Blue - Electricity - 20-ft. line
Brass - Fire - 20-ft. line
Bronze - Electricity - 20-ft. line
Copper - Acid - 20-ft. line
Gold - Fire - 15-ft. cone
Green - Acid - 15-ft. cone
Red - Fire - 15-ft. cone
Silver - Cold - 15-ft. cone
White - Cold - 15-ft. cone
A dragonborn with the Draconic bloodline, Dragon subdomain, or Dragon mystery treats her caster level as 1 higher when casting bonus or domain spells and using bloodline, domain, or mystery powers. This trait does not give dragonborn early access to level-based powers; it only affects powers that they could already use without this trait.
A dragonborn with the Draconic bloodline does not need to choose the same dragon type as its racial draconic heritage.
Breath Weapon (6 RP): Once per day as a standard action, a dragonborn can make a supernatural breath weapon attack that deals 2d6 points of damage. The type of damage dealt and the breath weapon’s area depend on the dragonborn’s draconic ancestry. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + ½ the dragonborn’s character level + the dragonborn’s Constitution modifier. Those who succeed instead take only half damage.
The damage dealt by the breath weapon increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
Dragonblood (0 RP): Dragonborn count as both dragons and humanoids for any effect related to race.
Energy Resistance (1 RP): Dragonborn gain resistance 5 to one type of energy, determined by their draconic ancestry.
Languages (0 RP): Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from among the following bonus languages: Celestial, Dwarven, Elven, Giant, Infernal, and Orc.

Humanoids (Goliaths)
+2 Strength, +2 Constitution (2 RP)
Medium: Goliaths are Medium creatures.
Normal Speed: Goliaths have a base speed of 30 feet.
Athletic (1 RP): Acrobatics and Climb are always class skills for goliaths.
Insightful (2 RP): Goliaths receive a +2 racial bonus on Sense Motive checks.
Mountaineer (1 RP): Goliaths are skilled at climbing and navigating narrow ledges. Goliaths are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Powerful Build (1 RP): Goliaths count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Stone’s Endurance (2 RP): Goliaths can focus themselves to occasionally shrug off injury. Once per day as an immediate action, when a goliath takes damage, he can roll 1d12 + his Constitution modifier, and reduce the damage by that total.
Languages: Goliaths begin play speaking Common and Gol-Kaa. Goliaths with high Intelligence scores can choose from the following: Aklo, Dwarven, Giant, Orc, Sylvan, and Terran.

Humanoid (Reptilian)
+2 Constitution, +2 Wisdom, -2 Dexterity (0 RP)
Slow and Steady (-1 RP): Tortles have a base land speed of 20 feet, but their speed is never modified by armor or encumbrance.
Swim (2 RP): Tortles have a swim speed of 30 feet. A tortle can move through water at its speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. It can use the run action while swimming, provided that it swims in a straight line.
Low-Light Vision (1 RP): Tortles can see twice as far as humans in conditions of dim light.
Endurance (2 RP): Tortles gain Endurance as a bonus feat.
Shell (7 RP): A tortle’s shell grants it a +4 natural armor bonus. Because of its great bulk, however, a tortle is treated as nonhumanoid for the purpose of buying armor (see Core Rulebook, pg. 153) and cannot wear suits of armor created for other creatures.
Languages (0 RP): Tortles begin play speaking Common and Tortle. Tortles with high Intelligence scores can choose from the following: Aquan, Celestial, Draconic, Elven, Goblin, Sylvan, and Terran.

This message was last edited by the GM at 16:00, Sat 04 Apr 2020.