More things as I remember them. Here’re the basics.
For Love Or Money
It’s the real world. There aren’t cure-flinging clerics on every corner. Magical gear is nigh unheard of.
After your first contractor level, you are free to do whatever with subsequent class levels. The following classes are all fair game. Generally, you can also use any archetype for this class if it’s A) listed on http://www.d20pfsrd.com/, B) not tied to the Paizo/Golarion campaign setting, and C) approved by me. Which is to say, feel free to archetype! But check with me first.
Bombs, mutagens, and extracts are reflavored to be mundane.
This is the only spellcasting class besides contractor that you can take levels in. It’s okay—Nightwish inspired you.
Instead of a mount, you can ride and charge on motorcycles.
Firearms are common, so the gunslinger receives gun training at 1st level instead of the gun smith ability.
If you take levels of monk, you must pick the martial artist archetype.
If you take levels of ranger, you must pick either the trapper archetype or the skirmisher archetype. Yeah, they suck, sorry. No ranger spells for you. Also, no animal companions. You cannot choose any archetype that forces you to take an animal companion as your bond.
Ninja is okay, too, I guess. Weeaboo.
Any feat from http://www.d20pfsrd.com/ is fair game, so long as it was published by Paizo. This includes the almost-always-banned Leadership feat. Check with me before any feat selection about which you have questions or suspicions, though. Also, I’m changing a number of feats, as follows:
- Agile Maneuvers: removed; folded into new feat Agile Combatant.
- Heighten Spell: removed. You can cast a spell in a higher slot; it’s heightened. (Essentially everyone gets the feat for free).
- Leadership: unbanned. Roleplaying/in-game action/GM adjudication required.
- Diehard: no need to make Constitution checks to stay conscious when wounded.
- Two Weapon Fighting (Improved, Greater): removed. Extra iterative attacks with off-hand weapons are built in. The single TWF feat mitigates penalties.
- Vital Strike (Basic, Improved, Greater): removed. Whenever a creature makes a single attack in a round, be it a standard action or a charge or a spring attack or attack of opportunity or what have you, it deals damage as though that creature had all vital strike feats for which he qualifies.
- Weapon Finesse: removed. Any previously finessable weapon has ‘finesse’ quality, allowing it to be swung with Dexterity. (Your character sheets list ‘finesse’ as a kind of attack for the sake of easy calculations.)
- Weapon Focus (and all feats like it which apply to a single weapon): These feats instead apply to a weapon group.
- Fighter-only feats: Any class can take these. Instead of ‘fighter level x’ as a prerequisite, they have ‘BAB +x’ as a prerequisite. Additionally, you must have 1 combat feat per +4 of that prerequisite. (Example: a non-fighter who wants to take Greater Weapon Focus must have BAB +8 and 2 other combat feats. Weapon Focus (a prerequisite for Greater Weapon Focus) counts for one of these.)
- I don’t think this’ll ever come up, since fighters tend to take a lot of combat feats, but fighters can still qualify for fighter feats normally, just by having an appropriate level.
- New Feat: Agile Combatant
- Benefit: use your Dexterity instead of your Strength for combat maneuver bonus. Gain a +1 bonus to damage with finesse weapons. If your Strength bonus is negative, do not apply it your combat maneuver defense.
These are tentatively up for grabs. Not all are balanced. Check with me prior to selecting them. Also, some refer to skill rules, etc., that aren’t officially in use yet. Talk to me if you want to adapt some modern skills (like knowledge[tech]). :)
- Fractional Base Bonuses. Rogue 1/Alchemist 1 has BAB 1.5 (or +1), not 0. Etc.
- (for most things where this applies, it’s already calculated in your sheet)
- Magic is hard. All concentration DCs increase by 5.
- Because this is the real world, D&D/Pathfinder planes configuration is invalid.
- Standard-action two-weapon fighting: attack with both weapons as a standard action with an additional -2 on both attacks (on top of normal TWF penalties).
- Shields protect against some area of effect abilities. Apply your shield bonus on Reflex saves against cones, lines, and bursts.
- Evasion nerf: you take minimum damage, not 0, from a successful save.
- STRAIN & INJURY (updated)
- Defense bonus. Add half your total class levels as a Dodge bonus to AC.
- (effective as of end of session 5/13/12)
- Rogue talents - can be taken as feats. Can’t gain ki pool or ki-dependent ninja tricks. Can’t get SLAs. Can gain +1d6 sneak attack as a rogue talent, which allows PCs to take sneak-attack-dependent talents.
For Love Or Money
1 gp = 60 dollars = 6,000 yen.
When you want to buy something, just tell me what it costs based on your research on the internet, lose that much money, and add the item to your possessions.
New 2-Point Evolution: Construct Appearance (Ex)
An eidolon appears as a construct, and mimics some of a construct's abilities and weaknesses. The eidolon cannot heal damage on its own, requiring either curative magic or spells that repair objects to heal HP. Spells and effects that target constructs or have specific effects against constructs affect the eidolon as if it were a construct. The eidolon gains a +2 bonus on saves against disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
At 7th level, this bonus on saves can be increased to +4 by spending 2 additional evolution points. At 12th level, this protection can be increased to immunity against these attacks by spending 2 additional evolution points (the summoner must pay for the 7th-level upgrade before paying for this 12th-level upgrade).
Although the eidolon appears mechanical, it is still an outsider.