<div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Character Creation Guide</strong></span></span></div><br/>Please use this template for your character creation and post it into the character thread (https://elliquiy.com/forums/index.php?topic=333666.0):<br/><br/><div class="codeheader">Code: <a class="codeoperation" href="javascript:void(0);" onclick="return smfSelectText(this);">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[floatleft][img width=200 padding=10]http://via.placeholder.com/200x350.png?text=Character+Image[/img][/floatleft]<br/>[font=georgia][size=14pt][b][url=charactersheeturl]NAME[/url][/b][/size][/font]<br/>[hr]<br/>[font=georgia][b]RACE:[/b][/font]<br/>[font=georgia][b]GENDER:[/b][/font]<br/>[font=georgia][b]SEXUALITY:[/b][/font]<br/>[font=georgia][b]AGE:[/b][/font] Must be 18+<br/>[font=georgia][b]CLASSES:[/b][/font]<br/>[font=georgia][b]ALIGNMENT:[/b][/font]<br/>[hr]<br/><br/>[font=georgia][b]CHARACTER HISTORY:[/b][/font] (Just a simple 2-3 paragraphs)<br/><br/>[font=georgia][b]PERSONAL GOALS:[/b][/font] (These can be in-character goals, or goals that YOU the player want to have happen as well--example: "Find my parents", or "Make my character's personality change for the better", it can be as long or short as you like)<br/><br/>[font=georgia][b]PERSONALITY TRAITS:[/b][/font] (Feel free just to use a quick list of 7-10 adjectives that best describe your character here, it doesn't need to be too long)<br/><br/>[font=georgia][b]PHYSICAL DESCRIPTION:[/b][/font] (A picture is good, but give us a little bit more here, nothing too long)<br/><br/>[font=georgia][b]ON/OFFs:[/b][/font] (Not required)<br/><br/>[font=georgia][b]ADDITIONAL NOTES:[/b][/font] (Any additional notes you would like to place here, perhaps looking for character ties, or open story hooks, whatever)</code></pre><br/><hr/><br/><div align="center"><span class="bbc_font" style="font-family: georgia;"><span class="bbc_size" style="font-size: 14pt;"><strong>Character Creation Rules</strong></span></span></div><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: georgia;"><strong>Character Creation</strong></span></span><br/><br/><strong>Level:</strong>6<br/><br/><strong>Stats:</strong>25 Point Buy<br/><br/><strong>HP:</strong>Max level 1, half + 1 all others (example, a character with D8 hit dice would gain 8 Hit Points at first level and 5 (D8/2 = 4; +1 = 5) for each following level) add Constitution as normal<br/><br/><strong>Wealth:</strong>20,000 gold, no more than 5000 on any one single item; you may craft your own items at a 10% discount if you have the requisite feats to do so<br/><br/><strong>Traits (https://aonprd.com/Traits.aspx):</strong>2 (campaign specific traits are open as well, but may need to be modified, ask before taking them), note the Adopted (https://aonprd.com/TraitDisplay.aspx?ItemName=Adopted) trait grants you a racial trait of your choice which does not take up an additional trait<br/><br/><strong>Drawbacks (https://aonprd.com/Traits.aspx?Type=Drawback):</strong>1 at most, which will give you an additional trait, Oracle curses (https://aonprd.com/OracleCurses.aspx) may be taken as a drawback but they grant none of their beneficial effects<br/><br/><strong>Skills:</strong>Background Skills (https://aonprd.com/Rules.aspx?Name=Background%20Skills&Category=Pathfinder%20Unchained) are in play, additionally the Unchained Skill Unlocks (https://aonprd.com/SkillUnlocks.aspx) are being used.<br/><br/><strong>Gestalt:</strong>Characters will be gestalts, which basically means that they levelled up two classes simultaneously. The general rules can be found here: http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm<br/><br/><strong>Third Party Material:</strong>Anything from Dreamscarred Press is good (Psionics, including mythic psionics, path of war, etc.). The fan-made Beguiler conversion is fine as well (https://drive.google.com/file/d/0B6bKY5cuGjh9VFA1OF8xVmtqWjA/edit?resourcekey=0-m32wZf5KWlLzoUlbQwmB6A).<br/><br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: georgia;"><strong>Character Advancement</strong></span></span><br/><br/><strong>Mythic 6:</strong>Levelling stops at 6, so everyone is already at “maximum” level. Experience is still gained, and Mythic tiers will be gained during play. Every 8000 experience gained grants the character a new feat. They still need to meet the prerequisites for these feats. Special feats have also been added for things like class features. Skill feats have also been changed slightly (see house rules below).<br/><br/><strong>Class Feats:</strong>Characters may take these feats after reaching maximum level (level 6). These feats unlock the higher level class features for whatever class(es) you have. For example a sixth level rogue could gain a feat that increases their sneak attack from +3d6 to +4d6. After acquiring 7 of these class feats a character can take a class feat that unlocks that class's pinnacle ability. All 7 of these class feats must be for the same class. Note that some feats (like Extra Rogue Talent) are effectively the same as these feats and are included in this category.<br/><br/><strong>Prestige Feats:</strong>Similar to Class Feats, characters can take these feats to gain the class features from Prestige classes that they meet the prerequisites for.<br/><br/><strong>Mythic Tiers:</strong>Characters will unlock Mythic Tiers in this game and can gain all 10 of the tiers through play. Mythic Tiers are not unlocked through experience, instead they are unlocked through trials. Players may seek out these trials actively if they want, but they will also be secretly included throughout normal play. These are generally more difficult encounters, but are not necessarily combat encounters. When Mythic Tiers are unlocked their feats may be purchased as normal as described above.<br/><br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: georgia;"><strong>Firearms</strong></span></span><br/><br/>We're using a mix between the "Commonplace Guns" and "Guns Everywhere" rules. The more basic weapons are simple weapons, and the slightly better versions are martial weapons. Prices have been adjusted across the board, and some statistics have also been altered. Furthermore, the Misfire rule doesn't cause guns to explode except as noted for the Blunderbuss and Culverin. A Misfire imparts the Broken condition to the weapon, which can be repaired by anyone with at least 1 rank in a Craft skill that could reasonably be expected to repair metal parts or at least 1 rank in Knowledge (Engineering). Gunslingers gain the Gun Training class feature at level one and do not gain the Gunsmith class feature, Gunslingers are also always treated as if they meet the prerequisites to repair any firearm. It takes 1 hour to repair a firearm. I have removed some firearms that I felt were superfluous or didn't really fit. If for some reason you really want to use one that I've removed just let me know and I'll see what we can work out. All changes to firearms are reflected in the table below:<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Firearms Rules</div><div class="spoiler_body"><tt class="bbc_tt"><br/><span class="bbc_size" style="font-size: 11pt;"><strong>Simple Weapons</strong></span><br/><br/><strong>One-Handed</strong><br/><span class="bbc_u">Name                            Cost      Dmg (S)      Dmg (M)      Critical      Range      Misfire      Capacity      Weight      Type      Special</span><br/>Breech-loaded Pistol            150g      1d4          1d6          x4            30 ft      1-2          2              4 lbs      B and P   --<br/>Coat Pistol                      25g      1d3          1d4          x3            10 ft      1-2          1              1 lb       B and P   See Notes<br/>Dagger Pistol                    30g      1d3          1d4          x3            10 ft      1-2          1              1 lb       B and P   See Notes<br/>Pepperbox                       175g      1d6          1d8          x4            20 ft      1-2          6              5 lbs      B and P   --<br/>Pistol                           35g      1d6          1d8          x4            20 ft      1-2          1              4 lbs      B and P   --<br/><br/><br/><strong>Two-Handed</strong><br/><span class="bbc_u">Name                            Cost      Dmg (S)      Dmg (M)      Critical      Range      Misfire      Capacity      Weight      Type      Special</span><br/>Breech-loaded Musket            250g      1d10         1d12         x4            60 ft      1-2          2             12 lbs      B and P   --<br/>Blunderbuss                     100g      1d6          1d8          x2            special    1-2 (10 ft)  1              8 lbs      B and P   Scatter, See Notes<br/>Musket                          110g      1d10         1d12         x4            40 ft      1-2          1              9 lbs      B and P   --<br/><br/><br/><span class="bbc_size" style="font-size: 11pt;"><strong>Martial Weapons</strong></span><br/><br/><strong>One-Handed</strong><br/><span class="bbc_u">Name                            Cost      Dmg (S)      Dmg (M)      Critical      Range      Misfire      Capacity      Weight      Type      Special</span><br/>Revolver                        220g      1d6          1d8          x4            40 ft      1            7              4 lbs      B and P   --<br/><br/><br/><strong>Two-Handed</strong><br/><span class="bbc_u">Name                            Cost      Dmg (S)      Dmg (M)      Critical      Range      Misfire      Capacity      Weight      Type      Special</span><br/>Culverin                        300g      2d6          2d8          x4            30 ft      1-2 (10 ft)  1             40 lbs      B and P   Scatter, See Notes<br/>Repeater Rifle                  280g      1d8          1d10         x4            80 ft      1            5             14 lbs      B and P   --<br/>Shotgun                         275g      1d6          1d8          x4            30 ft      1            2             12 lbs      B and P   Scatter<br/><br/><br/><strong>Notes:</strong><br/>Coat Pistol: Gain a +2 bonus on Sleight of Hand checks to conceal this weapon.<br/>Dagger Pistol: This weapon can also be used as a dagger, if the weapon misfires the dagger portion is also considered broken. Counts as a double weapon when it comes to enchanting it.<br/>Blunderbuss: The Blunderbuss is designed to use whatever ammunition is put into it, which can include anything from rocks and nails, to properly sized balls of lead. It fires either in a cone of 15 ft with loose ammunition, or with a range increment of 10 ft. A blunderbuss will explode if it misfires while it has the broken condition, damaging everything within 10 feet.<br/>Culverin: The Culverin is effectively a portable cannon. Firing it without proper bracing imposes a -4 penalty on the attack roll and knocks the user prone. A culverin will explode if it misfires while it has the broken condition, damaging everything within 10 feet. Due to the amount of powder it requires and it's relatively rare use, there are no alchemical cartridges that will work in the Culverin.<br/></tt></div></div><br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: georgia;"><strong>Firearm Ammunition</strong></span></span><br/><br/>Similarly the ammunition that guns use is more widely available. All guns have the ability to use doses of black powder and bullets or the alchemical cartridge variations (with the exception of the Culverin which requires much more powder to fire correctly). Typically alchemical cartridges are used since they're so readily available and raw black powder is typically only used in emergency situations (though most usually use raw powder in the case of the blunderbuss). Ammunition costs are 10% of what their normal costs are as shown here (https://aonprd.com/EquipmentWeapons.aspx?Proficiency=Firearm). Alchemical cartridges do not increase misfire chances.<br/><br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: georgia;"><strong>House Rules</strong></span></span><br/><br/><strong>Elephant-in-the-Room Feat Taxes:</strong>We're going to use the changes to some of the feats described in the Elepehant In The Room feat tax adjustments. You can get the feat changes here: https://mammothisland.itch.io/elephant (it's a pay what you want download link)<br/><br/>Some important changes for people to be aware of, Weapon Finesse doesn't exist, it's just a trait that finesse-able weapons have now, Weapon Focus applies to weapon groups instead of single weapons.<br/><br/><strong>Skill Feats:</strong>Feats that only grant bonuses to skills have been adjusted. Skill Focus only ever grants a +3, but it also grants the effect of a skill unlock (for example taking Skill Focus Perception with 3 ranks of perception grants the first perception unlock; taking the same feat with 5 ranks in perception grants the second perception unlock). Likewise feats that grant a bonus to two skills (such as the Acrobatic feat) grants a skill unlock for one of the two skills, chosen when the feat is taken. Remember that all skill bonuses from feats are untyped and stack with all other bonuses. The Mythic versions of these feats will grant another ability unlock, so a character with 6 ranks of Acrobatics, Skill Focus (Acrobatics), the Acrobatic Feat, and Mythic Skill Focus (Acrobatics) could have all four skill unlocks for Acrobatics.<br/><br/><strong>Crafting:</strong>You do not need to be a spellcaster to craft items, but you do still need to have the correct feats. Requirements to craft items may be bypassed by collecting special materials. For example, a spell that needs to be used for the creation process can be replaced by a scroll for that spell, or perhaps a part of a creature that uses that spell as a spell-like-ability, or perhaps a rare gemstone.<br/><br/><strong>Bonus Spells per Day:</strong>The bonus spells received per day for having a high ability score are double of what is shown on this chart: https://aonprd.com/Rules.aspx?Name=Determine%20Bonuses&Category=Generating%20Ability%20Scores<br/><br/><strong>Metamagic:</strong>Metamagic feats will be adjusted on an as-needed basis, generally I will probably half the normal increase that it would normally take. Additionally bonus spells granted from high ability scores above 3rd level can be used to cast Metamagic-adjusted spells (for example a wizard with 20 intelligence could cast an Empowered Fireball even though it would count as a 5th level spell).<br/><br/><br/><span class="bbc_size" style="font-size: 12pt;"><span class="bbc_font" style="font-family: georgia;"><strong>Q&amp;A</strong></span></span><br/><br/><strong>But what about spell levels above 3rd level?</strong>Learnable/castable spells are capped at 3rd level. Other methods of using higher level spells exist only as powerful magic items. This is mostly to keep magic from becoming completely overwhelming and to make encounters a little easier to design in (hopefully) interesting ways.