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17:41, 25th April 2024 (GMT+0)

Character Creation Thread and RTJ.

Posted by Irradiated CloudFor group public
Irradiated Cloud
GM, 1 post
Sat 20 Mar 2021
at 16:18
  • msg #1

Character Creation Thread

Creating a new type of species will start with the guidelines set up in the Advanced Race Guide. If you don't own this book, you can find the rules for free here: https://www.aonprd.com/Rules.a...egory=Race%20Builder

There is an added racial trait called Mutated that costs 4 Points.

Mutated: Members of this genotype must choose at least one minor or major mutation from the list of mutations, and select one or more drawbacks from the list of drawbacks to reach a balance of 1 Mutation Points (see Mutations). (Note: this is a change to the original ruling.

All rules needed to create your character can look at it here for free: https://drive.google.com/file/...Geh/view?usp=sharing

Androids are also an option for your genotype and they may take mutations, but if they do, they loose their Nanite Surge ability.

Stats can either be purchased using the Classic rules here: https://www.aonprd.com/Rules.a...&Category=Basics

or you can roll 4d6 and drop the lowest. If all your modifiers don't equal +1 or better, you may reroll.

Background skills will also be used.

https://www.aonprd.com/Rules.a...thfinder%20Unchained
This message was last edited by the GM at 09:38, Tue 13 Apr 2021.
Irradiated Cloud
GM, 8 posts
Sat 27 Mar 2021
at 11:04
  • msg #2

Character Creation Thread

Alchemist will be allowed as it's own class and much of the Technology Guide will be incorporated into this game. You can find additional rules here. Each rule will be decided on on a case by case basis, but most can be used with this game. Obviously Prestige class and Class archetypes can't, but most things can.

https://www.aonprd.com/SourceD...e=Technology%20Guide

As a general rule, firearms are common per page 135 of Ultimate Combat. Which reads:

"Commonplace Guns: While still expensive and tricky
to wield, early firearms are readily available. Instead of
requiring the Exotic Weapon Proficiency feat, all firearms
are martial weapons. Early firearms and their ammunition
cost 25% of the amounts listed in this book, but advanced
firearms and their ammunition are still rare and cost the
full price to purchase or craft. "

This doesn't mean that this is universally true. You will encounter locations where guns are rare all the way up to everyone has a gun and even more advanced artifacts. While gunslingers are not a class unto themselves, there abilities can be picked up by any Enforcer and Examiner. Scouts may pick them up as well, but all level requirements are 1 more. For example, Gunslinger's Initiative, that can be picked up by an Enforcer or Examiner at 3rd level, a Scout can only take it at 4th. Espers may also take up these abilities if they so chose, but at a 2 level penalty.

Espers may take the Magus ability Spellstrike, but only if they also have the Psychic Blade feature.
This message was last edited by the GM at 10:37, Fri 02 Apr 2021.
Irradiated Cloud
GM, 9 posts
Sat 27 Mar 2021
at 11:08
  • msg #3

Character Creation Thread

The article "THE ELEPHANT IN THE ROOM: FEAT TAXES IN PATHFINDER" will be in effect and the original source is:https://michaeliantorno.com/feat-taxes-in-pathfinder/

THE ELEPHANT IN THE ROOM: FEAT TAXES IN PATHFINDER
By Mathew  September 5, 2012  146 Comments
Pathfinder

Editor’s Note: The Elephant in the Room is now available as a Full Rules Document and a HeroLab Mod. Thanks for your continued support and interest!

By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the creation of every new character: feat taxes.

Many veteran players lament that you need three feats to go to the bathroom in Pathfinder. It’s a cheeky musing, but one rooted in truth. Pathfinder’s feats are arranged in sprawling tiers, often requiring an investment of three or more feats to unlock a single more advanced one. While it’s satisfying to work towards a goal, many rungs on the feat ladder are considered either undesirable or overtly mundane. These are feat taxes.

Below I’ve highlighted a number of revisions to Pathfinder’s feat tree to help ease the situation. I’ve focused mainly on combat feats, arguably the worst offenders. Feel free to incorporate these changes into your own house rules or make your own suggestions in the comments.

Martial Mastery

Gone. Combat feats like Weapon Focus now apply to weapon groups instead of a specific weapon by default.

Pathfinder frequently forces a player to invest heavily in a single weapon. For instance, two-weapon fighting rogues are stuck with mirrored weapons so their Weapon Finesse and Weapon Focus benefits apply to both their attacks. Expanding these feats to cover the weapon groups mentioned under the fighter’s Weapon Training would make things much more flexible. We might finally see a samurai wielding a daisho.

Weapon Finesse

Gone. The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute like “brace” or “trip,” allowing a weapon in another category to be finessed (like the rapier).

Weapon Finesse is the ultimate feat tax. It’s begrudgingly mandatory for most rogues, specifically two-weapon fighting builds. I understand Paizo worries that dexterity might become an uber stat, but weapon finesse still doesn’t grant a damage bonus. It’s really the only thing rogue’s have to compensate for their lackluster BAB.

Agile Maneuvers

Gone. A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise.

This goes hand and hand with the previous change. Making combat maneuvers more accessible will be a recurring theme of this article.

Combat Expertise

Gone. Now simple a combat option for any class with at least +1 BAB.

The most heinous feat tax next to Weapon Finesse. Combat Expertise is taken to progress to better feats then promptly forgotten about. I like it as an option, but it’s not worth spending a feat on.

Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal

Gone. Replaced with Deft Maneuvers.

Deft Maneuvers

New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Why is it so hard to pull off combat maneuvers in this game? It seems like you need three feats before you can attempt to trip someone without impaling yourself on your own polearm. Eliminating Combat Expertise as a prerequisite and wrapping up all these improved combat maneuver feats into a single package simplifies things. It would prevent fighters from being stonewalled if a monster is immune to their combat maneuver of choice and make the feats much more attractive to feat-starved classes.

Pathfinder

Power Attack

Gone. Now simply a combat option for any class with at least +1 BAB.

Power Attack is too useful to be a feat. It’s the first feat taken by any character with the strength and BAB to abuse it and likely ranks as the single most popular feat in Pathfinder. Turning it into a combat option available to anyone with at least +1 BAB is a reasonable change and still stalls caster and hybrid classes from grabbing specialized combat feats too early.

Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder

Gone. Replaced with Powerful Maneuvers.

Powerful Maneuvers

New. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

The same deal as Deft Maneuvers. More combat maneuvers at a lower feat investment is just a good idea all around.

Point-Blank Shot

Gone. Precise Shot replaces it as a prerequisite for further archery feats.

I like Point-Blank Shot, but Precise Shot is the real breadwinner for any ranged build. It’s the one trick every archer wants out of the gate and the one combat feat many wizards and sorcerers would love to cherry pick to aid their ray spells. The loss of Point-Blank Shot can easily be compensated for by Weapon Focus or Weapon Specialization, but it’s not like archery builds are hurting anyhow.

Deadly Aim

Gone. Now simple a combat option for any class with at least +1 BAB.

Like Power Attack, Deadly Aim is another mandatory feat that should be available to everyone. It takes a high BAB to abuse Deadly Aim, so I’m not overly concerned about the change throwing a wrench into class balance.

Mobility

Gone. Merged with Dodge.

Dodge

Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Spring Attack isn’t a great feat, but it lends itself to interesting builds. Unfortunately, the prerequisites of Dodge and Mobility are often too much for a player to stomach. Merging these feats makes Spring Attack more accessible and subsequently transforms two mediocre feats into a single spectacular one.

Improved Two-Weapon Fighting

Gone. Merged with Greater Two-Weapon Fighting

Greater Two-Weapon Fighting

Revised. Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.

Two-weapon fighting isn’t as good as Paizo seems to think it is. Pathfinder Society scenarios are seemingly designed to prevent full-attacks; I’ve rarely encountered one without difficult terrain, magical entanglement, or some other battlefield hindrance. The massive feat investment only adds insult to injury. Coupled with the Weapon Finesse change, this feat merger puts two-weapon fighting more in line with the generally much stronger two-handed weapon builds.
Irradiated Cloud
GM, 12 posts
Sat 27 Mar 2021
at 12:54
  • msg #4

Character Creation Thread

Anyone can be affiliated with any Cryptic Alliance listed in "The world as we know it" thread. Benefits will be given when a being chooses to take one. If you chose to be unaffiliated, you gain a +2 circumstance bonus when dealing with any other unaffiliated person, but take and extra -2 when dealing with someone who is affiliated in another alliance on top of any other penalties associated with that alliance's views on outsiders.
Irradiated Cloud
GM, 15 posts
Mon 29 Mar 2021
at 22:40
  • msg #5

Character Creation Thread - Social Contract

Rules to Live by:
1: Don't be a jerk.
 Don't directly attack a person only their character. If player A is a Trump supporter in the OCC, don't take it out on their PC. We're all adults here, let's act like one. If someone makes fun of your favorite issue/public figure, refer to rule 4 and 5.

2: Keep the talent happy.
 Post on time and please don't make me chase you down for rolls. That makes my job all the harder and less fun for us all. If you want to do a thing, put your roll in. If it's the wrong skill, I can at least use the roll for the correct one. Try to use either quotation marks or colors for speech and either OCC or the Orange color for Out of Character Comments. I like the OCC to be at the end of the post, but so long as it's there, it's not a big deal.

3: Always come clean.
 If you mess up, say so. It happens, we're all human and make mistakes. Own your rule violations and move on to your potential mocking that will end shortly there after. Laugh at yourself.

4: It's not offensive if it's true.
 If someone says something offensive, ask if its true. If you don't 100% know it's inaccurate, especially when dealing with real world events, let it go. It's sincerely doubtful you'll change someone's mind when you can't speak face to face. Also remember that emotion and context are difficult to express in a textual medium. What might seem mean to you, might just be the other person being silly. Give grace first.

5: Just because you can, doesn't mean you should.
 This is self explanatory. Player B might be of a political persuasion you don't agree with, you don't have to engage them. You can just play your character. If you just can't get passed it, maybe this isn't the game for you. I don't mind respectful conversation, so let's keep it respectful even if they voted for either Trump or Biden. I'm sure they have valid reasons, at least the them, for doing so, and, as adults, let's respect that.
This message was last edited by the GM at 22:43, Mon 29 Mar 2021.
Irradiated Cloud
GM, 30 posts
Sat 17 Apr 2021
at 11:12
  • msg #6

Character Creation Thread - Traits and Favored Classes

Traits are available for PC to take per the standard rules. Every trait can be used with some modifications, so make sure to check with me before you finalize your choice.

I will be thinking on possible alternate favored classes bonuses for the future and feel free to suggest some. Anything that's okayed will be entered below. Otherwise, standard favored class rules apply.
Irradiated Cloud
GM, 31 posts
Sun 18 Apr 2021
at 13:33
  • msg #7

Character Creation Thread - Character Sheet Template

----------------------------------------------------------------------------
Basic Information

Character Name  :                          Height :
Player Name     :                          Weight :
Character Race  :                          Eyes   :
Alignment       :                          Hair   :
Deity           :                          Size   :
Total Level     :                          Speed  :
----------------------------------------------------------------------------
Character Class Information

Class and Level     :
Class and Level     :
Class and Level     :

Favored Class(es)   :
Favored Class Bonus : +1 hit point or +1 skill point
----------------------------------------------------------------------------
Ability Scores

Strength     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Dexterity    : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Constitution : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Intelligence : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Wisdom       : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc
Charisma     : 00 (+0)     00 point buy + 0 racial + 0 level + 0 misc

Maximum Load  : 000 lbs.
Lift Overhead : 000 lbs.   (equal to Maximum Load)
Lift          : 000 lbs.   (equal to Maximum Load x2)
Drag or Push  : 000 lbs.   (equal to Maximum Load x5)
----------------------------------------------------------------------------
Combat Statistics

Hit Points        : 00
Base Attack (BAB) : +0
Initiative        : +0     0 Dex + 0 misc

Base Melee        : +0     0 BAB + 0 Str + 0 misc
Base Ranged       : +0     0 BAB + 0 Dex + 0 misc

Combat Maneuver   : +0          0 BAB + 0 Str + 0 misc          <- CMB
Maneuver Defense  : +10    10 + 0 BAB + 0 Str + 0 Dex + 0 misc  <- CMD

Armor Class       : 10     10 base + 0 armor + 0 shield + 0 Dex + 0 misc
Touch AC          : 10     10 base                      + 0 Dex + 0 misc
Flat-Footed AC    : 10     10 base + 0 armor + 0 shield         + 0 misc
----------------------------------------------------------------------------
Saving Throws

Fortitude  : +0    0 base + 0 Con + 0 misc
Reflex     : +0    0 base + 0 Dex + 0 misc
Will       : +0    0 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
----------------------------------------------------------------------------
Racial Abilities and Features

----------------------------------------------------------------------------
Class Abilities and Features

----------------------------------------------------------------------------
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics         : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Bluff              : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Climb              : +00    0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[ ] Diplomacy          : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Disable Device ^   : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise           : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Escape Artist      : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Fly                : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Heal               : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Intimidate         : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Know: Arcana ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^     : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception         : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Ride               : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Sense Motive       : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Spellcraft ^       : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth            : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Survival           : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim               : +00    0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +00    0 ranks + 0 Cha + 0 class + 0 misc

Background Skills
[ ] Appraise           : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Artistry           : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Craft:             : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Handle Animal ^    : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Know: Engineer ^   : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^  : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^    : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^      : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Lore ^             : +00    0 ranks + 0 Int + 0 class + 0 misc
[ ] Perform:           : +00    0 ranks + 0 Cha + 0 class + 0 misc
[ ] Profession: ^      : +00    0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^  : +00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor

Languages : Common
----------------------------------------------------------------------------
Traits and Feats

Trait #1 :
Trait #2 :

Level 1 Feat :
----------------------------------------------------------------------------
Money and Equipment

Armor     :
Belt      :
Body      :
Chest     :
Eyes      :
Feet      :
Hands     :
Head      :
Headband  :
Neck      :
Ring #1   :
Ring #2   :
Shield    :
Shoulders :
Wrists    :

Weapon    :
Weapon    :

Other Equipment :

Money : 0 GP

----------------------------------------------------------------------------
Psionics

Power Points per Day:

Level 0     0 spells per day    0 bonus    DC 10 (10 + level + 0 ability)
   Known/Prepared:

Level 1     0 spells per day    0 bonus    DC 11 (10 + level + 0 ability)
   Known/Prepared:

Level 2     0 spells per day    0 bonus    DC 12 (10 + level + 0 ability)
   Known/Prepared:
----------------------------------------------------------------------------
Manifestations Known

Level 0 :
Level 1 :
Level 2 :
----------------------------------------------------------------------------
Background (from RTJ)

----------------------------------------------------------------------------
Irradiated Cloud
GM, 35 posts
Wed 21 Apr 2021
at 22:54
  • msg #8

Character Creation Thread - Holding Feats and Skill Points

If you are unsure about what feats or skills you want to take, no worries! Just hold on to the unused feats or skill points and then determine what you want to take before you level up. If you reach your next level before you've made your choice, you will need to make it then. You may only hold on to one level worth of feats or skills at one time.

You may chose to assign your feats or skill points the moment they are necessary, but they are then locked in from that point on. Say you hold on to one skill point and run into a door that's locked. You may immediately say that that one skill point is going into Disable Device and use that skill. From that point on, that skill point is spent and you have trained in Disable Device.
This message was last updated by the GM at 22:54, Wed 21 Apr 2021.
Irradiated Cloud
GM, 66 posts
Fri 4 Jun 2021
at 08:37
  • msg #9

Character Creation Thread - Rules Changes and Clarifications

Prone: I feel it is not correct that prone characters have to just stand and take an AoO. This would make tripping very overpowered in my opinion, so to stand from prone, you my make an Acrobatics check as if you were moving through an enemies threatened square. The way I see it, that's what you're doing going from 0', the floor, to your full height, 5' of movement. Nothing else is changed and there are various class abilities out there that will allow you to forgo the roll and just stand up for free.
This message was last edited by the GM at 14:01, Sat 07 Aug 2021.
Irradiated Cloud
GM, 70 posts
Sat 5 Jun 2021
at 14:16
  • msg #10

Character Creation Thread - Rules Changes and Clarifications

Timeworn items will be a thing in this game, thus characters may take Lucky Glitch at 4th level as a class ability.
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