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Submitting an Application

First, review this entire thread to get an idea of what is going on with the rules. You should probably also get familiar with The Tank (to be given an official name later by the crew) and how it operates, as it may inform how you make your character.


Once you are ready to get your information together, create a new thread in this Applications tab, with your character's name. A placeholder name is fine, we can change it later.


Characters should be built using the rules below. You should additionally include some flavor around your character. Include an image (art preferred), a description (beyond the image, how do they move, sound, smell, emote, what equipment are they never without, etc.), and a few paragraphs of background. Feel free to make stuff up in the background as far as places, factions, customs, and anything else that adds texture to the world. The setting is our world, or some version of it, but 100 years after an apocalyptic event tore it apart. It is familiar in some ways, and far different in others. The geographical location is the United States (though that political entity no longer exists. I will do my best to incorporate elements of your background, especially locations/events/NPCs, into the story in some way, so this stuff definitely matters.


I'm looking for you to get about 85% finished with your character before submitting your application. Your fluff should be like 99% there, with a few minor elements like how you might know/get along with the rest of the crew determined after I accept the players. Your mechanics should be a decent chunk figured out, but there will be a bit of room to finish those upon being accepted. You should have your classes figured out, and your primary feats and talents that determine the bulk of what you do. I should have an idea of how your character operates and what kind of roles they'll fill on the team. You should have a mythweaver character sheet filled out with the most important bits, but I am okay if your primary documentation of mechanics and build notes is in your thread. You do not have to get only 85% finished, you can completely finish every last detail if you want.


Once you are finished enough to submit, tag me in your character thread and let me know you are submitting your character.


What am I looking for in applications? I'll be building a relatively varied and balanced party, but am not afraid to load up in one area if the best applications are similar to each other. You will impress me much more with an interesting character and interesting story than an elite mechanical build. I want both characters and players who are team players: this is about a tank crew after all, and you and your character should be interested in working together to overcome larger challenges you can't complete on your own. No lone wolves.




There is no magic in this setting. That means you may not make character choices that include casting, spell pools, magic effects or spells, supernatural or spell-like abilities, or magic items. I will, in turn, not spring a bunch of angry wizards on you. There may be times where certain items will be available to you or arrayed against you that mimic magic items, but are re-flavored as ancient or mysterious advanced technology.


Sources: Paizo and Spheres of Might. No other 3rd party sources allowed.


Casting: As noted above, no casting. Enemies will not have magic either.


Level: Create a level 6 gestalt character. Spheres gestalt rules can be found here. Advancement will happen through narrative milestones.


Ability Scores: 30 point buy


Hit Points: Max at all levels


Races: The races typically found in Pathfinder don't exist, instead use the Origin sphere. If you want to keep it really simple, you can just be a stock Human, which is similar to just selecting the Blank Slate origin tradition (+2 to an ability, 1 bonus feat, additional skill point per level).

  • You may create your own Origin Tradition. You get 2 Potent talents, may trade a potent for 3 auxiliary and 1 utility. Auxiliary and Utility may be taken in place of Potent Talents.

  • Any requirements to be a certain race are dropped from all feats, equipment, and other abilities.

  • Per the overall rule, (su) and magic-related origin talents are disallowed. I may also veto origin talents that are a little too "out there" but I will leave some room for having mutations in the post-apocalypse world.

  • I'm going to provisionally allow Phenomenal talents. If something gets out of hand, I might change my mind, so don't hinge your character on one.

  • Looking to have the trope of a character with a prosthetic limb? Consider using the Assistive Device variation.


Nationality: The game will take place in what used to be the United States of America, but that political entity no longer exists. There are many different political and regional affiliations that have cropped up any its place, some of which may bear a slight resemblance to what came before, most others are completely different. Feel free to invent a region, town, protectorate, or something similar that your character hales from. It can also be from overseas, but travel between the continents is exceedingly rare in this time period.


Classes:  Available classes are limited to those that don't have magical powers or have archetypes available that allow them to operate without magic powers. Small customizations may be available. But please endeavor to just use classes/archetypes where not much needs to be done.

  • Classes that may be taken as-is: Armiger, Barbarian (Unchained), Blacksmith, Brawler, Cavalier, Commander, Conscript, Fighter, Gunslinger, Rogue (Unchained), Samurai, Savant, Scholar, Sentinel, Slayer, Striker, Swashbuckler, Vigilante.

  • Classes that may be taken if you take an archetype that trades out all supernatural powers: Investigator, Ranger, Hunter.

  • Classes that may be taken with changes: Bard, Monk (Unchained), Ninja, Prodigy, Troubadour.

Class Changes


The bard loses spellcasting and becomes an Adept practitioner.

The bard loses all proficiencies except for simple weapons, light armor, and bucklers, but they may take a martial tradition if this is their first level in any class.

The core bardic performances are considered Extraordinary, not Supernatural or Spell-like. Archetypes that replace any of these abilities will have to be judged on a case-by-case basis.

Soothing Performance heals only nonlethal damage, but also removes the confused, dazed, frightened, nauseated, and stunned conditions in addition to those normally affected, and reduces the panicked condition to shaken.

Monk (Unchained):

The monk's ki pool is considered Extraordinary, not Supernatural, but the monk still may not take any ki power listed as being Supernatural.


The ninja's ki pool is considered Extraordinary, not Supernatural, but the ninja may not take any ninja trick listed as being Supernatural.


In addition to requiring both the Battle-Born and Gutter Rat archetypes to remove supernatural powers, the prodigy cannot select magical talents with its Blended Training class feature and does not get a spell pool or a caster level.


The troubadour does not gain a spell pool, caster level, or any magical talents. Instead, the progression of combat talents in increased from Proficient to Adept.


Prestige Classes: No


Spheres: All marital spheres, except LeadershipI may integrate some Leadership abilities into The Crew later on and PilotI thought this might work really well, but it just doesn't fit the setting or mechanics that well.. Tech is still allowed.

  • Legendary Talents: must gain approval for any legendary talents, many aren't appropriate for setting.

  • You are not required to use a spheres archetype for Paizo martial classes, you may use them as-is.


Traditions: Custom Martial Traditions are allowed, please use these guidelines.


Skills: Background skills are in effect. Several skills have also been customized for the setting, see below.


See Customized Skills


Fly: Removed from all classes as a class skill (but not from animal companions with a Fly speed).

Heal: This skill may be used to treat permanent injuries normally requiring Regeneration, as long as the limb hasn't been completely severed. Doing so requires at least one week of regular care, expending one use of a healer's kit each day. At the end of the week, the healer makes a skill check with a DC equal to 25 - the character's Constitution bonus. If successful, the healing process has taken hold and the healer must make an additional check at the end of every week of care, subtracting 2 from the DC each time (plus an additional 1 for every 5 points the previous check exceeded the DC); a failure instead increases the DC by 2. When the DC would be lowered to 10 or less, the injury is healed. If the initial skill check fails or three subsequent checks fail in a row, then the injury cannot be healed until the healer gains more skill ranks in Heal, at which point the process begins from scratch.

Knowledge (planes): Eliminated. Stories about the afterlife or other planes of existence would be handled by Knowledge (religion).

Knowledge (religion): Becomes a background skill. Identifying anything resembling undead of the wastes now falls under Knowledge (Wastes). This skill covers knowledge of the various surviving religions, cults, and other zealots.

Knowledge (engineering): No longer a background skill. Now also used for identifying constructs, including vehicles, robots, and anything else mechanical.

Linguistics: This skill may be used to puzzle out unfamiliar spoken languages and make yourself understood in simple phrases, with similar DCs as for deciphering written texts. Attempting to make yourself understood in this way in combat incurs a -10 penalty to your check, unless you have the skill unlock for Linguistics and 15 or more ranks.

Profession (bodyguard or soldier): This skill may be used to identify the martial tradition an enemy possesses (including which base spheres they chose, if there was a choice) after watching them fight for 1 round, in a manner similar to a Knowledge skill check. For every 5 points by which you exceed the DC, you learn another base sphere that they have learned. If the enemy has any sphere-specific drawbacks, you learn them when you learn about the sphere to which they apply.

Spellcraft: Eliminated.

Use Magic Device: Eliminated. Replaced with Use Technology. 

Use Technology: (Int) New. This is the users skill in operating strange pieces of technology from the before (if they can still be operated), like sophisticated electronics and computers. A class skill for any class that gained UMD.

Drive: (Dex) Used for controlling vehicle, and the skill involved with doing so. Now a class skill for any class that gains Ride, Technician, and others upon DM approval. Ranks in Drive replace BAB when making a ramming/melee attack while driving a vehicle.

Knowledge (Nobility): Replaced with Knowledge (Leaders), but covers roughly the same territory. You have knowledge of regional Warlords, Tribal territories, and other holder of power.

Knowledge (Arcana): Replaced with Knowledge (Wastes), covers legends, myths, and anything to do with beings that arose from the Apocalypse. Monsters, Kaiju, infected (undead), etc.



Feats: 1 feat per level. Feat tax reduction as below. Feats from Spheres of Power that do not use magic or spell points may be taken.

Feat Tax: We'll be using a modified version of the Elephant in the Room rules. Read the list below below carefully for details and changes.

See Feat Tax Reduction Rules

Much of the blow text is reproduced from the EITR rules, but some has been modified or added to. Review these carefully whether or not you are already familiar with EITR

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

Weapon Finesse: All characters are considered to have the 1x version of the Finesse Fighting combat talent. 

Agile Maneuvers: Gone. A character may add their dexterity to the CMB if they’re wielding a light or finesse weapon and their strength otherwise.

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

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

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

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

Improved Trip/Disarm/Dirty Trick/Feint/Reposition/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.

Improved Bull Rush/Drag/Reposition/Overrun/Sunder: Gone. Replaced with Powerful Maneuvers.

Powerful Maneuvers: New. You do not provoke an attack of opportunity when performing a bull rush, drag, reposition, 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. (Note: Yes Reposition has been added here, and also in Deft Maneuvers. It feels like an agility thing, but considering the Brute Sphere always refers to Bull Rush, Drag, Reposition, and Overrun, it only makes sense to include it in a single feat. The bonus from this feat does not stack with Deft Maneuvers.)

Point-Blank Shot: Gone. Precise Shot replaces it as a prerequisite for further archery feats. Barrage sphere covers the absence of this anyway.

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.

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.

Improved Unarmed Combat/Improved Grapple: Now combined into the new feat, Unarmed Combatant.

Unarmed Combatant: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

See New Feats




You have been mutated by exposure to something wrong in the wastes.

Benefit: You gain the Eternal Transformation feat, along with the Improved Transformation Feat (which gets you a single trait at this level from your transformation form). You gain access to the following additional feat options.


Greater Mutation: (Requires Mutation.) You gain the Alteration Sphere and may select Alteration Sphere Talents as Combat Talents, but only for the purpose of selecting traits for your transformation form. You do not gain the base Shapeshift ability of the alteration sphere. Some talents will be deemed inappropriate for the campaign, so seek DM approval for traits you select. For instance, you may not gain a fly speed by any means (elemental or wings). You may not select any of the current Sphere Specific Drawbacks for the Alteration Sphere, but you may select from the following new drawbacks, from which you gain an extra Alteration Talent:

Obvious Mutant: Your altered form is obvious, and many find it grotesque. You have a -5 penalty on all disguise checks, and have a -2 penalty to Diplomacy, Bluff checks against most denizens of the waste, except those with mutant sympathies (at DM discretion).

Awkward form: The mutations to your body make you ungainly. You may not benefit from Unarmored Training, receive 1 less to features like AC Bonus or Prescient Dodger, and have a -1 penalty to attack rolls with weapons other than Natural Attacks.

Vulnerability: You become vulnerable to one of the following damage/energy types, and may not gain inherent resistance or DR to it: fire, acid, electricity, sonic, slashing, piercing, bludgeoning.


Favored Form: (Requires Greater Mutation) You may also select the Favored Form alteration feat, applying its benefits to a form you selected with your transformation feat (so, 1 extra trait).



Combat Momentum
You push the pace.
Prerequisites: Combat Stamina.
Benefit: Choose one (momentum) talent from the War sphere. You learn that talent and may use it as an extraordinary ability by substituting 2 stamina points for each required momentum point. Animal allies (companions, tame animals, etc.) cohorts, and followers may use this talent if within 30 ft. of you, but other allies may not.
Special: You may take this feat multiple times, gaining a new (momentum) talent each time.

Fate's Plan
You are able to temporarily avoid the worst, drawing on your belief in your own destiny.
Prerequisites: Combat Stamina, Fated Birth oath boon (see post above).
Benefit: You may spend 5 points of stamina as an immediate action to discharge your motif, gaining the normal benefits for doing so. Your motif is dispelled but returns as if cast again after you have rested for at least 8 hours.
Normal: You cannot discharge the benefit of the Fated Birth boon.

Slippery Customer
You can wriggle out of anything.
Prerequisites: Combat Stamina, Escape Artist 1 rank.
Benefit: As a swift action, you may spend 5 points of stamina to gain the benefits of Freedom of Movment until the end of your next turn. Once activated, you may spend an additional 2 stamina as a free action each round to extend this effect to the end of your following turn without interruption. This is an extraordinary effect.


Traits: 3 traits, plus 1 with a drawback.


Wealth: 5000 gp to spend. Must spend all down to 100gp or lose it.

  • You may set aside up to 1000 gp as a miscellaneous adventuring gear fund. During the game, you may declare that you possess a non-alchemical item worth no more than 100gp that your character would reasonably own, deducting it from that fund. You may no spend money from this fund, it isn't liquid, it represents all the stuff you own. You may, at a settlement or trading opportunity, "sell" items from this fund at whatever value you could get for them, then spend that money. Functionally, this is usually using it at a 1:2 exchange. Don't abuse this. It is there so you don't have to shop for every single little thing your character would have, only to forget that you didn't buy any rope that of course your character would have. It is not to suddenly spawn the absolute perfect item at the perfect time to solve a problem, or have some kind of massive variable stock of ammunitions.

  • Magic items are not available for initial purchase. Occasionally you may find magic items on your journey re-fluffed as ancient or jury-rigged tech.

  • Given the barter-based nature of the post-apocalyptic economy and the relative rarity of actual coin currency, most of your liquid wealth is actually in the form of small valuable items. Jewelry, knicknacks, bits of technology, etc. To make it easier to carry and exchange, some wastelanders do melt down jewelry into approximations of coins. Your GP is in some variety of the above, and you can just roleplay it out when exchanges take place. I'm going to still use GP to valuate and to provide a useful abstraction for trades.



Without magic weapons and the benefits they provide (though you will still be able to give enhancement bonuses to weapons through oath boons), we will be using expanded rules for masterwork weapons. See below for details.

  • The regular +1 bonus provided by masterwork weapons is now considered a circumstance bonus, as with other masterwork equipment. It therefore stacks with the enhancement bonuses provided by Oath Boons.

  • There are now several ranks of masterwork armor, weapons and tools, including several special abilities. As with magic weapons, adding multiple abilities increases the total price.

  • You do not need to add the basic to-hit bonus if you don't want to (that is, you can buy a Serrated (+1) weapon for 300 gp without making it Balanced first).

  • In all cases, the masterwork value is the amount that you paid for that specific ability, not the total amount of the weapon. So a sword that is Balanced +2/Serrated +1 adds 2 to attack and 1 to damage, not 3 to each. It would still be priced as a +3 weapon, however.

  • The cost for ammunition is 1/5th the base price for 10 plus the cost of the ammo itself, i.e. 61 gp for 10 Keen (+1) arrows. You can't buy less than 10 of a given masterwork quality.

    • Or +6gp per single masterwork ammo, +24gp per single piece of grand master ammo, +54gp per piece of exquisite ammo. 

    • Grenade ammo (WPG/RPG) and hand grenades should be treated as ammunition for masterwork purposes, however the requirement to buy at least 10 is waived.

  • Legendary weapons and armor are not available to start with; the forging techniques necessary have been lost to history and can only be discovered during play. I'm including them here for completeness. Legendary tools are available at the price listed.



Name Value Weapon Price Armor Price Tool Price Craft DC
Masterwork 1 300 gp 150 gp DC 20
Grand Master 2 1200 gp 600 gp 50 gp DC 30
Exquisite 3 2700 gp 1250 gp 400 gp DC 40
Legendary 4 ??? ??? 1350 gp DC 50







Weapon Options
  • Balanced (+1 to +4): (any) The weapon is perfectly weighted to allow effortless strikes, adding its masterwork value as a circumstance bonus to attack rolls (including combat maneuvers) made with it. (This is the default masterwork effect extended.)
  • Long Range (+1): (ammunition or ranged) Reduce the total range penalty by half for attacks with this weapon. This stacks with similar effects, but if another effect reduces "by half", the total is halved, then halved again (rather than 100% of the penalty removed).
  • Dueling (+1 to +4): (melee) The weapon was forged with a particular combat maneuver in mind. Pick one maneuver that you can perform with this weapon. Gain double the weapon's masterwork value as a circumstance bonus to CMB rolls with that maneuver; this stacks with the circumstance bonus from the Balanced feature, if the weapon possesses it.
  • Keen/Impact (+1): (ammunition or melee) The weapon is designed to exploit weaknesses in the enemies' armor, doubling its critical threat range. This does not stack with other effects that increase a weapon's crit range.
  • Hewing (+1): (ammunition or melee) The weapon is especially good at hacking away at bone. When making a called shot, a wound equal to half the target's hit points (minimum 40) is considered a debilitating blow (rather than minimum 50). This does not stack with the Greater Called Shot feat.
  • Impervious (+1): The weapon gains double the hardness and hit points, making it more difficult to sunder.
  • Parrying (+1 to +4): (melee) The weapon is designed as much to block blows as make them. When you are not flat-footed, add its masterwork value as a circumstance bonus to your AC against melee attacks you are aware of.
  • Serrated (+1 to +4): (ammunition or melee) The weapon has been modified with a jagged blade or extra weight to savage the flesh of those it strikes, adding its masterwork value as a circumstance bonus to damage rolls made with it. This can be placed on ammunition or thrown weapons, but not bows or other projectile weapons.
  • Merciful (+1): (ammunition or melee) The weapon takes no penalty when used to deal nonlethal damage.
Armor Options
  • Adept (+1 or +2): The wearer is treated as if they have the Armor Adept feat for any armor modifications the armor has. If taken at +2, the armor can also support two different modifications.
  • Distributed (+1 to +4): The armor check penalty is reduced by the masterwork value, up to a total of the armor's base penalty. If the armor is made of a material that also reduces the ACP, the total reduction can't be below 0. (This is the default masterwork effect extended.)
  • Fortified (+1): (medium or heavy) The armor provides a 25% chance to ignore the effects of a critical hit or precision damage. This does not negate a called shot, but it could turn a critical called shot into a regular one.
  • Reinforced (+1): The armor grants a +2 circumstance bonus to AC against called shots and critical hit confirmation rolls. This is doubled against critical hit confirmations for called shots.
  • Impervious (+1): The armor gains double the hardness and hit points, making it more difficult to sunder.
  • Anti-Ballistic (+1): This armor or shield is designed specifically against more powerful projectile weapons. Whenever a projectile weapon is used against the wearer, the full AC bonus of the armor and any enhancement bonus it possesses are applied to the touch AC of the wearer.
Tool Options
  • Exceptional (+2 to +4): The tool adds its masterwork value to skill checks made with one skill. If there is already a masterwork tool that exists for that skill, you must use that as your base item with whatever limits or quirks it normally has—you can't create a masterwork tool for a Knowledge that isn't a dungeon guide, for example. The prices above do supersede the original price of the dungeon guide, however, so that a +3 guide would cost 400 gp total, not 400 gp + the 50 gp list price of the guide. (This is the default masterwork effect extended.)
  • Profitable (+1): When added to a masterwork tool for a skill that can be used to directly earn a profit (usually Craft, Profession, or Perform), this tool allows you to double the amount of gold pieces earned with each check. You can only add this option to a tool that already is exceptional (above).
  • Sturdy (+2-4): (backpacks only) This masterwork backpack allows you to carry gear as if your Strength score was higher. The amount of increase is one less than the masterwork bonus (+1 Str for a +2 backpack, +2 Str for a +3 backpack, etc.)
  • Swift (+2): This tool allows you to perform any skill check that takes more than 1 round in half the normal time.


 Special Materials

Armor and weapons may be made of any of the following special materials: adamantine, alchemical silver, bone, bronze, cold iron, darkleaf cloth, darkwood, fire-forged steel, frost-forged steel, glass, gold, horacalcum, mithral, obsidian, silversheen, stone, sunsilk. Much of it would be re-fluffed to fit the setting accordingly.


Firearms: Guns Everywhere with modifications to accommodate modern weapons. See the Firearms Rules thread for details.



Characters gain 2 points plus 1 point per level (so 8 to begin with) to spend on Oath Boons. Characters may swear Oaths beyond this to gain additional oath points, up to usual 10 additional points worth.

  • Unavailable Oaths: Oath of Poverty, Oath Against Magic, Oath of Wardenship.
  • Changed Oaths

    • Oath Against Artifice is a now a 2 point oath. In addition to its effects, you may not use any of the tank's weaponry, though may ride on it or maintain it. You must always occupy an open hatch if possible, staying inside the tank for more than 1 minute without an opening violates this oath.

    • Oath of Offerings is a now a 2 point oath. It now reads as follows: "You have sworn to dedicate your wealth to those more needy than yourself. You begin with half of your allotted starting wealth. You must donate half of the value of all income or loot you gain to someone in need, or an organization of your choosing. This cannot include the tank, anyone in the crew, or someone the crew is contracted with. If making an offering immediately is not possible, this Oath allows the Oathbearer to hold onto (but not to use) excess belongings until an offering can be made, without breaking this or other Oaths. Equipment gained from class features and without other associated costs does not count is income." (You start with 2500gp of equipment, donate half your income or item value instead of possess less than half your wealth by level, and can donate to anyone on your travels within reason)

  • Unavailable Oath Boons: Accelerated Recovery, Drawbacks, Improved Aristeia, Immortality, Magical Gleaning, Renewal, Spell Resistance, Imbued Spell

  • Oath Boon Changes:

    • Damage Reduction Oath Boon: You gain damage reduction equal to one-half your character level. This damage reduction is bypassed by bludgeoning, piercing, or slashing damage (your choice when you take the boon) and does not stack with any other form of damage reduction.

    • Enhanced Armaments/Armor: Your weapons/armor may only gain qualities as listed in the expanded masterwork rules, but may gain these qualities.

  • New Oath Boons


    Fated Birth (1 point): Your birth held astrological significance and has influenced your life in subtle ways ever since. Choose one basic (non-advanced) motif from the Fate magical sphere. You are under the effects of that motif permanently as an Extraordinary effect, using your character level as your caster level. You cannot discharge this effect. If the chosen motif has an effect that changes or replenishes when cast, consider it to be cast again whenever you rest for 8 hours or more.


    One with the Machine (1 point): You gain a +2 circumstance bonus to Drive checks, and any vehicle you are operating gains a +1 resistance bonus to its saving throws and +1 enhancement bonus to its natural armor at 3rd level, both increasing by +1 every 3 levels thereafter (to a maximum of +5 at 15th level).


    Incredible Metabolism (1 point): You gain the Endurance feat as a bonus feat. You may add your Endurance bonus to saving throws against poison and disease. You require only half as much food or water as normal for your size, and can be fully rested with only 4 hours of sleep.


    Keen Senses (1 point): You gain low-light vision. You double the distance you are able to see in fog, mist, smoke, etc. (usually from 5 ft. to 10 ft.). You gain Perception as a class skill, and if you have 5 or more ranks in it, you gain its skill unlock.


    Quick Recovery (2 points): You remove nonlethal damage equal to your character level each round. Whenever you are healed hit points by an alchemical item or an application of the Heal skill, you regain additional hit points equal to your character level, up to a maximum of twice the amount healed.



Favored Class: You may choose any one race-specific favored class option for your chosen class, regardless of your actual race. Whenever you gain a level, you may choose that option or the standard +1 hit point or +1 skill point.


Religion: There are many religions that survived the apocalypse and some that have even thrived. Cults worshipping various concepts, deities, and Kaiju have sprung up everywhere. None of these matter for mechanics. Any abilities having to do with deities are removed, and any prerequisites to worship a certain deity are dropped from feats and traits.


Alignment: Alignments are removed, and any ability that depended on alignment is no longer relevant.


Optional Rules

  • Combat Stamina and Combat Tricks are available. Link. You must select the Combat Stamina feat to be able to use stamina.

  • Called Shots are available. Link

    • You may make called shots on opposing vehicles or other constructs, targeting hull, wheels/treads, engine, turrets, etc. We'll use common sense to determine what part on a given vehicle corresponds to which parts on a living creature. For instance, Leg=wheels/treads, head=cockpit/driver, heart/vitals=engine, eyes=windshield/sensors, hand=weapons/turret, etc.


Many of the rules are courtesy of @CactuarJedi, who hosted the first game I played on the weave and it was a Martial game as well. Very different setting, for sure, but enough translated over to make good use of it.



Edited by Paxon
Made some oath clarifications (see edit history)
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  • 2 weeks later...

I have added a clarification above re Oath of Offerings. 


In addition, I am modifying the Bonus Feats and Bonus Talents oath boons. You may only take these boons once, but may now spend up to five oath points on each boon. The number of bonus feats or talents you gain is now as follows:

Oath Points Spent Bonus Feat Levels
1 6th, 12th
2 4th, 10th, 16th
3 1st, 6th, 11th, 16th
4 3rd, 6th, 9th, 12th, 15th, 18th
5 1st, 3rd, 5th, 7th, 11th, 13th, 15th, 17th


Oath Points Spent Bonus Talent Levels
1 6th, 12th, 18th
2 3rd, 7th, 11th, 15th
3 2nd, 6th, 10th, 14th, 18th
4 1st, 4th, 7th, 10th, 13th, 16th, 19th
5 Every even level


You may have more feats or talents now! (or may obtain them by juggling some oath points) I was realizing the options weren't great at the outset for these boons at this level, and knowing the nature of PbP, it's really nice to get some options at character creation. If it helps anyone's decision on anything, the content I have planned should take your characters through level 10-12. If things are still going well and players are still engaged at that point, there will be plenty of room to simply keep going and finding new adventures, and keep advancing as long as everyone has attention for the game.

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