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Old Jan 17th, 2012, 03:41 PM
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Characters

Characters


An Agarthan mortal is not necessarily comparable to his counterpart in another setting. When building characters for "City of Eternity" games, please refer to the following changes to the usual options.
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Old Jan 17th, 2012, 04:11 PM
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Alignment

A player may select one of the following alignments when building a character. Note the alignment restrictions imposed on certain character classes.

Alignment Allies With Neutral To Opposes Description
Arbitration All None None Arbitration sees fault in none and plays no favorites. This path seeks to balance the interests of all other paths in reaching a decision that satisfies the most parties.
Asceticism None Arbitration All Asceticism finds fault in all, and opposes the extreme philosophies of all. Asceticism where possible avoids falling into any of the other alignment paths' "traps", and actively works so that the end result of its actions does not disrupt the careful balance between all paths. Most ascetics believe that if one path is to gain prevalence, the world will be destabilized and come to ruin.
Freedom Glory, Individuality Power, Trickery Machination, Structure Freedom exists to oppose restrictions on thinking beings imposed by forces outside themselves. It is a philosophy of (at the extreme) anarchy, but for most who have this alignment it is the philosophy of rebellion against what's seen as unjust authority.
Glory Freedom, Power Structure, Individuality Machination, Trickery Glory is the path of fame and fortune, the path of making a name for oneself by the most direct means possible. Glory devotees are straightforward - they seek to write their names in stone by the openly performed acts that they do. Many Glory devotees seek to make their names by martial prowess, but this is not the only form the Glory alignment takes.
Individuality Freedom, Trickery Glory, Machination Power, Structure Individuality is a creed that emphasizes the value of an individual acting alone, on his own instincts, or pursuing his own goals. Individualists believe that the path to true meaning lies not in serving a greater cause, but in serving one's own interests or whims.
Machination Structure, Trickery Individuality, Power Freedom, Glory Machination is the path of the chess player, using manipulations of others and he environment to pursue a long-term goal that might seem far off to others. This creed finds most value in pursuing long-term plans and achieving them, especially when opposed.
Power Glory, Structure Freedom, Machination Individuality, Trickery The only thing that matters to a Power devotee is, well, power. Power over others, over oneself, and over the environment. Power, for them, provides meaning.
Structure Machination, Power Glory, Trickery Freedom, Individuality Structure devotees prefer society and their lives to be well-ordered. The preferred structure is one self-imposed, but outwardly imposed structure (to the extent that tyranny is far preferable to unstructured life) is often used by those that follow this path as a means of training people to impose their own structures.
Trickery Individuality, Machination Freedom, Structure Glory, Power The philosophy of con-artists and other ne'er-do-wells, the path of Trickery finds the most meaning in outsmarting or out-maneuvering an opponent, especially a more powerful one, and getting away with it.
Unaligned None All None This is not so much an alignment as a catch-all for entities that fall under no alignment category. Animals, simpletons, and other creatures not associated with any mindset fall into this category.
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Old Jan 17th, 2012, 11:23 PM
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Class Feature Alterations

Except where here specified, class features of all Pathfinder RPG classes function exactly as seen in the Pathfinder source books and the Pathfinder SRD. If a feat or variant grants class features that are altered by this ruleset, the granted features are the mofdified ones and not the original.

Most of the changes relate to weapon groupings and alignment changes, though some classes (most notably Paladins) are more appreciably altered.

Class Feature Change Description
Barbarian Alignment Restriction A Barbarian cannot choose from the following alignments: Structure, Machination, Asceticism, or Arbitration.
Druid Alignment Restriction A Druid cannot choose from the following alignments: Structure, Machination, Trickery, or Arbitration.
Druid Weapon/Armor Restrictions Just as druids cannot wear metal armor or shields, they cannot use gunpowder based weapons. If a druid fires a gun, he or she loses all druid spells and spell-like abilities for 24 hours. Urban Druids are exempt from this specific restriction.
Fighter Weapon Training Remove "Firearms" as a weapon group that Fighters can select Weapon Training in and add the following categories: "One-handed Modern Firearms", "Two-handed Modern firearms", "Antique Firearms", and "Special Firearms" to the list of fighter weapon groups. An attack with a bayonet or pistol knife rigged to a firearm qualifies for the Weapon Training bonuses that firearm qualifies for. Alternately, a fighter may select "Bayonets" as a weapon group, but bonuses from two weapon groups on the same attack do not stack (use the higher one).
Gunslinger Gunsmith The Gunslinger's battered starting gun is a three-point firearm, constructed normally. The battered condition still applies, as does the sell value limit.
Gunslinger Gun Training When selecting a type of gun for Gun Training, the Gunslinger selects a form factor, a caliber, and either "normal" or "bolt action". All guns that match the chosen criteria qualify for the bonus granted by that Gun Training.
Inquisitor Detect Alignment An Inquisitor's detection ability highlights activity associated with the alignments opposed by his or her own, and reveals no additional information (though strong auras have the normal effect).
Inquisitor Weapon Proficiencies Just as Inquisitors are proficient with certain weapons such as the hand crossbow, they are similarly proficient with holdout pistols.
Monk Alignment Restriction A monk must choose from Arbitration, Asceticism, or Structure for his or her alignment.
Paladin Alignment Restriction A paladin must choose either Arbitration or Structure for his or her alignment. Each choice alters the effects of the Paladin's detect and smite abilities, as below.
Paladin Detect [Arbitration] Rather than casting Detect Evil at will as a move action, a Paladin of Arbitration may cast Detect Undead at will as a swift action and Know Alignment once per day per Paladin level as a move action.
Paladin Detect [Structure] Rather than casting Detect Evil at will as a move action, a Paladin of Arbitration may cast Detect Undead at will as a swift action and Detect Rebellion [Functions as "Detect Evil", but detects Individuality and Trickery alignments] at will as a move action.
Paladin Smite [Arbitration] Paladins of Arbitration replace "Smite Evil" with "Smite Combatant", and may use it on any living, Immortal, or Undead creature that does not have Arbitration as its alignment. A Paladin of Arbitration's smite ability, when focused on a living creature, converts all physical damage the Paladin deals to its designated target to nonlethal damage. Otherwise it functions as a normal "Smite Evil".
Paladin Smite [Structure] A Paladin of Structure replaces "Smite Evil" with "Smite Defiler", and may use this smite ability on Outsiders, Undead, and creatures aligned with Individuality or Trickery. Otherwise it functions as a normal "Smite Evil".
Ranger Combat Style In addition to the standard combat styles, the ranger may select the "sniper" combat style. This style allows the following feats: [2nd Level] Lie in Wait, Precise Shot, Rapid Reload (Guns), Far Shot, Greater Prone Shot, Sniper's Cunning, [6th Level] Point Blank Critical, Headshot, Line 'em Up, Bolt Action Mastery, Sniper's Perch, [10th Level] Potion Hunter, Bullet Disarm. Otherwise, this style works just as other combat styles do.
Ranger Favored Enemy Rather than selecting "Human" as a favored enemy (that is too broad in this setting), a ranger may select Darklings or Tekna as favored enemies. No Ranger can select standard humanity as a favored enemy.
Ranger Favored Terrain The favored terrains available in this setting can be chosen from the non-Agartha planes (each plane would be its own favored terrain) and the different Agarthan terrain categories presented here.
Rogue Weapon Proficiencies Holdouts are a martial weapon, but Rogues are also proficient with them in the same way they're proficient with short swords and certain other martial weapons.
Summoner Eidolon In addition to selecting a basic form of their Eidolon, a Summoner selects Celestial or Fiend as the base Immortal type for their Eidolon. The Eidolon is a greater Immortal who appears to the summoner in lesser form due to a pact between the two. For more information on how Eidolons work, see here.
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Old Jan 17th, 2012, 11:38 PM
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Feats, Skills, and Traits

The link at the end of this post will take you to the hosted sheet which lists all of the setting-specific feats, skills (including new uses of existing skills), and traits. These lists are not a replacement for the existing Pathfinder skills, feats, and traits, but a supplement, and especially in the case of the feats the "City of Eternity" feats often have prerequisites in the original feats.

It should be noted that none of this is designed to be balanced in the same way as the standard Pathfinder rule set - the setting rule set for "City of Eternity" games is designed to change the nature of combat in a rather big way.

In the case of the traits list, the setting-specific traits should provide more bonus per trait than the standard ones, and that's intended. This puts the "Extra traits" feat in play, both as a flavor option and as a power option, though it is hoped that you'll pick traits that make sense rather than traits that stack plusses the way you like. Your DM can and will nix traits that are perceived as not matching the character as portrayed.

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Last edited by Aeternis; Jan 17th, 2012 at 11:44 PM.
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Old Jan 18th, 2012, 08:17 PM
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Magical Aptitude (Or lack thereof)

Truly spectacular magical talents among Agarthan mortals are rare, and cultivated carefully, locked away within the Institute of the Arcane and trained to maximize their potential. After all, the growing world-city will need powerful magi and priests to maintain its infrastructure, which is based on powerful magic of the sort that only the greatest casters can perform. This sort of mortal doesn't have many adventures - it would be considered an insult to the rest of the world-city for them to be allowed to do so. Because of this, player characters in this setting may not use all of their advancement to gain magical talents - if they were so capable, they'd be safe in a lab somewhere in the world-city, working for the Institute of the Arcane (even clerics work for the Institute) or for one of the major religions.

Before you go all out building a Wizard/Cleric character for a game in "The City of Eternity", you should be warned that full-caster classes cannot make up more than half of a character progression (with the exception of first-level, non-gestalt characters). Furthermore, for each level of full-caster class a character has, a level of a non-magic-using class must be taken before the next level of the full-caster class can be attained.

Class variants and optimizations are taken into effect when determining whether or not a character class is a non-magic class, a partial-magic class, or a full-caster class, so a Skirmisher (ranger archetype without spells) counts as a non-magic class where a standard Ranger is considered partial-magic.

When a character is created at level 1 with no magical abilities, that character's player chooses one of three options concerning future magical talent: Latent Talent, Minor Talent, Unique Talent, or Magically Bereft, as below. Unless the character is determined to possess latent talent, they may never level up in any partial-magic or full-caster class.

Latent Talent: The character's magical talent has not been trained or realized. There is no immediate advantage to this option, but it leaves open the option to level up in a magical class at a later level.
Minor Talent: The character has a small but handy magical talent, and learns the use of two cantrips and one first-level spell, which must be drawn from the same type of magic (arcane or divine). They may cast their cantrips at will as a standard action, and may cast their first level spell as a standard action once per day per hit die.
Unique Talent: The character gains the use of a minor, unique special magical power defined by their player. The DM has veto and balancing power over these abilities, and should necessary to make them approximately as powerful or useful as a Minor Talent.
Magically Bereft: The character has no control over the flow of magic, and for this reason magic flows around them and it is slightly more difficult to harm them with magical effects. The character and adjacent characters (friend and foe) gain a +1 bonus to saves versus magic, but the bereft character must automatically attempt to resist all spells, including harmless ones. In addition, characters adjacent to a bereft character (again, friend and foe) suffer a -2 penalty on concentration checks made to successfully cast spells. When a bereft character reaches 8 hit dice, he or she qualifies for the Disruptive feat, even if he or she is not a fighter, and at 12 HD, the character qualifies for the Spellbreaker feat in the same way (though Spellbreaker still requires Disruptive).

 
 
 
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Last edited by Aeternis; Jan 18th, 2012 at 08:31 PM.
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