
Michael Johnson 66 |

Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy!
http://docs.google.com/fileview?id=0BxCliOSSjOuZMjM0Yjg2NzMtZDMwYS00ZDVhLWE 2ZDAtMDViNjgyYjg3MmJi&hl=en

Urizen |

Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy!
linked it for you.

Urizen |

The link works, but for some reason it really drags for me when trying to get there. Michael, is it heavily graphics intensive on one page alone? That may be the problem. You may need to split up the pages in chapters or sections to make it easier to retrieve. That is what is preventing me at the moment to even just download the PDF file.
Just curious.

Michael Johnson 66 |

The link works, but for some reason it really drags for me when trying to get there. Michael, is it heavily graphics intensive on one page alone? That may be the problem. You may need to split up the pages in chapters or sections to make it easier to retrieve. That is what is preventing me at the moment to even just download the PDF file.
Just curious.
Okay, I'll look into breaking it up into seperate chapters. It is a pretty big doc.

![]() |

First glance I like it, but I think the size could be cut down by going to double column format and changing the margins. A good site for layout guidelines is createspace, as they do self publishing print on demand. They have aides for setting up for print which will give you the proper margins based on page count. Just a thought.

Michael Johnson 66 |

First glance I like it, but I think the size could be cut down by going to double column format and changing the margins. A good site for layout guidelines is createspace, as they do self publishing print on demand. They have aides for setting up for print which will give you the proper margins based on page count. Just a thought.
Thanks, I'll check it out. This is the first doc I've ever assembled of this size, so I'm kind of learning the pitfalls as I go. :)

Michael Johnson 66 |

Just out of curiosity.... what's the legal situation on this? My suspicion is that this is a no-no, but I have no idea.
Everything is OGL except the terms "Gamma World" and "Gamma Terra", and the names of most of the monsters in the bestiary chaper, which are IP of WoC. Because I'm not selling anything, hopefully they won't send the hell hounds after me! :)
I thought about replacing "Gamma" with "Nova" and altering monster names a bit, but it seemed unnecessary. Any lawyers care to comment?

xorial |

jreyst wrote:Just out of curiosity.... what's the legal situation on this? My suspicion is that this is a no-no, but I have no idea.Everything is OGL except the terms "Gamma World" and "Gamma Terra", and the names of most of the monsters in the bestiary chaper, which are IP of WoC. Because I'm not selling anything, hopefully they won't send the hell hounds after me! :)
I thought about replacing "Gamma" with "Nova" and altering monster names a bit, but it seemed unnecessary. Any lawyers care to comment?
Which could still be a problem because there is already a Nova Terra Game out, lol. Could call it Omega Terra.

Michael Johnson 66 |

What do you think of this PrC for PF GW? It would only be truly worth taking levels in if vehicle chases and combats were a regular aspect of the campaign, but if they were . . . .
(Cue music from The Road Warrior)
ROAD WARRIOR
Role:
Alignment: Most road warriors are uninterested in local laws, and are ever ready to leave a settlement in a cloud of dust when they have had their fill of trouble with the authorities. Most are chaotic or neutral, though a rare few lawful road warriors do actually bother to learn and adhere to the local laws. Good road warriors, often considered outlaw folk heroes, are unfortunately far outnumbered by the selfish and evil road warriors, who are mercenaries at best and hell on wheels at worst.
Hit Die: d8.
REQUIREMENTS
To qualify to become a road warrior, a character must fulfill all of the following requirements.
Skills: Craft [electronic] 2 ranks, Craft [mechanical] 2 ranks, Drive 5 ranks
Feats: Drive-By Attack, Personal Firearms Proficiency, Vehicle Dodge, Vehicle Expert
CLASS SKILLS
The road warrior’s class skills (and the key ability for each skill) are Craft (Int), Disable Device (Dex), Drive (Dex), Identify Artifact (Int), Intimidate (Cha), Knowledge [engineering] (Int), Knowledge [geography] (Int), Perception (Wis), Pilot (Dex), Ride (Dex), Stealth (Dex), Survival (Dex)
Skill Ranks at Each Level: 4 + Int modifier.
CLASS FEATURES
All of the following are class features of the road warrior prestige class.
Weapon and Armor Proficiency: Road warriors are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, handaxe, javelin, rapier, sap, short sword, and throwing axe. Road warriors are proficient with light armor but not with shields.
Skirmish: The road warrior relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the road warrior’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, and 3d6 at 9th level).
The extra damage is treated exactly like sneak attack damage (see page 68 in the Pathfinder Roleplaying Game Core Rulebook). Ranged attacks can count as skirmish attacks only if the target is within 30 feet. The road warrior must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. The road warrior cannot skirmish while striking a creature with concealment.
At 3rd level, the road warrior gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as the road warrior has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th level).
The road warrior loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the skirmish ability from another class, the bonuses stack.
When driving or riding in a land vehicle, movement made by the vehicle counts as movement made by the road warrior.
Defensive Driving: The road warrior is adept at driving through combat.
Once per round, when a vehicle the road warrior is driving is hit in combat, the road warrior may attempt a Drive check (as an immediate action) to negate the hit. The hit is negated if the Drive check result is greater than the opponent’s attack roll.
Quick Craft: The road warrior learns how to craft ordinary scratch-built electronic, mechanical, and structural objects more quickly than normal.
When using the Craft [electronic], Craft [mechanical], or Craft [structural] skill to build an ordinary scratch-built item, the road warrior reduces the building time by one-quarter. For example, a complex electronic device that normally takes 24 hours to build takes the road warrior 18 hours to build.
At 5th level, the road warrior reduces the building time of ordinary objects and masterwork objects by half.
Tinkering: At 2nd level and higher, the road warrior can get more out of a device than was originally intended. By making a relevant Craft check, the road warrior can temporarily improve a machine’s performance, at the risk of causing the machine to need repairs later. The Craft check’s DC depends upon the type of improvement being made, as shown on the table below.
Tinkering takes 1 hour, and the road warrior cannot take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts a number of minutes equal to the road warrior’s class level, beginning when the object is first used. The road warrior selects a single improvement prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made, the result of which indicates whether the machine requires repairs before it can be used again.
Improvement Craft DC Repair Chance (d%)
Ranged Weapons
+1 to damage 15 01—25
+2 to damage 20 01—50
+3 to damage 25 01—75
+5 ft. to range increment 15 01—25
+10 ft. to range increment 25 01—50
Tools
+1 bonus on skill checks 15 01—25
+2 bonus on skill checks 20 01—50
+3 bonus on skill checks 25 01—75
Vehicles
+1 on initiative checks 20 01—25
+1 to maneuver 25 01—50
+2 to maneuver 30 01—75
Uncanny Dodge: Beginning at 2nd level, a road warrior can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. The road warrior can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8 in Pathfinder RPG Core Rulebook) against him.
If the road warrior already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Evasion: At 4th level and higher, the road warrior can avoid even area attacks and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the road warrior is wearing light armor or no armor. A helpless road warrior does not gain the benefit of evasion.
Sabotage: At 4th level and beyond, the road warrior can sabotage an electrical or mechanical object so that it operates poorly. The road warrior must succeed on a Disable Device check (DC 20) to accomplish the downgrade, and sabotaging a masterwork object is slightly harder (DC 20 + the masterwork object’s bonus feature). Noticing the road warrior’s handiwork without first testing the sabotaged device requires a successful Perception check (DC = the road warrior’s Disable Device check result). Fixing the sabotaged item requires a successful Craft [electronic] check (for an electrical object) or Craft [mechanical] check (for a mechanical object).
Sabotage Device: As a full-round action, the road warrior can reconfigure a device with electrical or mechanical components so that anyone who uses it suffers a penalty equal to the road warrior’s class level on skill checks made to use the device.
Sabotage Weapon: As a full-round action, the road warrior can sabotage a weapon so that it misfires or breaks the next time it is used. A sabotaged weapon cannot be used effectively until repaired. This use of sabotage also applies to vehicle weapons.
Superior Repair: At 2nd level, a road warrior learns improved ways of repairing robots, vehicles, and cybernetic attachments.
A road warrior with a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a robot, vehicle, or cybernetic attachment. (Without a mechanical tool kit, the road warrior takes a –4 penalty on the Craft check.) With 1 hour of work, the road warrior can restore a number of hit points based on his Craft check result, as shown in Table: Superior Repair. If damage remains, the road warrior may continue to make repairs for as many hours as needed to fully repair the damaged robot, vehicle, or cybernetic attachment.
Table: Superior Repair
Repair Check Result Damage Repaired
Less than 20 None
20–29 2d6 + road warrior class level
30–39 3d6 + road warrior class level
40+ 4d6 + road warrior class level
Quick Fix: At 5th level, the road warrior can repair a mechanical or electrical device in half the normal time; see the Craft skill description for normal repair times. However, cutting the repair time increases the Craft check DC by 5.
Improved Uncanny Dodge: The road warrior can no longer be flanked. This Armor Class denies a scout the ability to sneak attack the character by flanking him, unless the attacker has at least four more scout levels than the target has levels in a class with improved uncanny dodge. If a character already has uncanny dodge (see below) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum scout level required to flank the character.
Road Rage: The road warrior can call upon inner reserves of agility and focus, granting him additional combat prowess. The road warrior can road rage for a number of rounds per day equal to 2 + his Constitution modifier, + 2 rounds per road warrior level (4 + Constitution modifier rounds at 1st level, 6 + Constitution modifier rounds at 2nd level, 8 + Constitution modifier rounds at 3rd level, et cetera). Temporary increases to Constitution, such as those gained from rage, do not increase the total number of rounds that a road warrior can road rage per day. The road warrior can enter road rage as a free action. The total number of rounds of road rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. If the road warrior also has the rage feature, he must track rounds per day separately for rage and road rage, and cannot simultaneously rage and road rage in the same round.
While in a road rage, the road warrior gains a +4 morale bonus to his Dexterity and Wisdom, as well as a +2 morale bonus on Fortitude saves.
The road warrior can end his road rage as a free action and is fatigued after road rage for a number of rounds equal to 2 times the number of rounds spent in the road rage. The road warrior cannot enter a new road rage while fatigued or exhausted but can otherwise enter road rage multiple times during a single encounter or combat. If the road warrior falls unconscious, his road rage immediately ends.
Improved Evasion: This works like evasion, except that while the road warrior still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless road warrior does not gain the benefit of improved evasion.
Keep It Together: At 8th level, the road warrior can continue to operate a land vehicle even after it has been reduced to negative hit points and would normally be disabled. The land vehicle may take one move action or one standard action each round. However, the land vehicle loses 1 hit point each round in which the road warrior operates the vehicle, exploding when it reaches its destruction threshold (see Damaging Vehicles on page 363 of the Pathfinder: Gamma World Roleplaying Game document).
Pedal to the Metal: At 9th level, the road warrior can coax more power out of a land vehicle’s engines, and can choose to go up to two speed categories faster than the land vehicle’s speed in the previous round (see Declaring Speed on page 354 of the Pathfinder: Gamma World Roleplaying Game document). (The road warrior can still only choose to go one category slower than the land vehicle’s speed in the previous round.)
Drive-By Barrage: At 10th level, the road warrior’s ability to fight from a moving land vehicle cannot be matched.
The road warrior can make a full attack and a single move action to drive a land vehicle in the same round. The attacks can be made before, after, or at any point during the land vehicle’s movement, as with the Drive-By Attack feat.
If the vehicle moves at least 10 feet, the road warrior’s melee attacks and ranged attacks against targets within 30 feet can count as skirmish attacks.
Grease Monkey: At 10th-level, the road warrior is exceptionally resourceful when it comes to building land vehicles from scratch.
The road warrior can craft scratch-built land vehicles for half the normal cost.
TABLE: ROAD WARRIOR
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
___________________________________________________________________________ __________
1st +0 +0 +1 +0 Skirmish (+1d6), defensive driving, quick craft
___________________________________________________________________________ __________
2nd +1 +1 +1 +1 Tinkering, uncanny dodge
___________________________________________________________________________ __________
3rd +2 +1 +2 +1 Skirmish (+1d6, +1 AC)
___________________________________________________________________________ __________
4th +3 +1 +2 +1 Evasion, sabotage, superior repair
___________________________________________________________________________ __________
5th +3 +2 +3 +2 Skirmish (+2d6, +1 AC), quick fix
___________________________________________________________________________ __________
6th +4 +2 +3 +2 Improved uncanny dodge, road rage
___________________________________________________________________________ __________
7th +5 +2 +4 +2 Skirmish (+2d6, +2 AC)
___________________________________________________________________________ __________
8th +6 +3 +4 +3 Improved evasion, keep it together
___________________________________________________________________________ __________
9th +6 +3 +5 +3 Skirmish (+3d6, +2 AC), pedal to the metal
___________________________________________________________________________ __________
10th +7 +3 +5 +3 Drive-by barrage, grease monkey
___________________________________________________________________________ __________

Michael Johnson 66 |

Here's another PrC for altered humans, tied in with Iron Society-type cryptic alliance:
NEW BREED AVENGER
Role:
Alignment: New breed avengers can be of any alignment. Lawful new breed avengers often serve as elite soldiers or warrior-aristocrats in societies of altered humans (or societies governed by altered humans); chaotic new breed avengers tend to be wandering outlaws who wreak havoc in lands where altered humans are persecuted. Good new breed avengers serve as protectors and implements of justice; evil new breed avengers pave the way for the ascendancy of the new breed with the slaughter of pure strain humans and other sentient creatures.
Hit Die: d10.
REQUIREMENTS
To qualify to become a new breed avenger, a character must fulfill all of the following requirements.
Genotype: Altered human.
Base Attack Bonus: +6.
Skills: Intimidate 5 ranks.
CLASS SKILLS
The new breed avenger’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Dex), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the new breed avenger prestige class.
Weapon and Armor Proficiency: New breed avengers are proficient with all martial and simple weapons, and with all armor and shields (except tower shields).
Bonus Mutation: A 1st-level new breed avenger gains a bonus minor mutation chosen from the list of mutations (see Mutations on page 48 in the Pathfinder: Gamma World Roleplaying Game document). The new breed avenger does not need to choose drawbacks to compensate for this mutation.
At 4th level, the new breed avenger gains another bonus minor mutation.
At 7th level, the new breed avenger gains a bonus major or minor mutation.
At 10th level, the new breed avenger gains another bonus major or minor mutation.
Champion of the New Breed: The new breed avenger is considered a hero among altered humans. She adds her new breed avenger level to all Charisma-based checks made to influence altered human NPCs.
Mutant Menace: The new breed avenger is considered a monster among pure strain humans. She adds her new breed avenger level to Intimidate checks made against pure strain human NPCs.
Rage: A new breed avenger gains the rage class feature (see page 12 in the Pathfinder: Gamma World Roleplaying Game document) at 1st level. If the character already has the rage feature from a different class, she instead gains a rage power (see pages 12—14 in the Pathfinder: Gamma World Roleplaying Game document), and her new breed avenger levels stack with her levels in the class granting the rage feature for all purposes pertaining to the rage feature (rounds per day, level prerequisites for rage powers, et cetera).
Arresting Strike: Beginning at 2nd level, if a new breed avenger hits an enemy with an attack of opportunity provoked by movement, the enemy stops moving. If the enemy still has actions remaining it can use them to resume moving.
Radiation Resistance: At 2nd level, the new breed avenger gains a +1 bonus on saving throws made to resist radiation sickness (see pages 378—379 in the Pathfinder: Gamma World Roleplaying Game document).
This bonus improves by 1 point for every even level gained above 2nd (+2 at 4th, +3 at 6th, +4 at 8th, and +5 at 10th level).
Rage Power: At 3rd level, the new breed avenger gains a rage power (see pages 12—14 in the Pathfinder: Gamma World Roleplaying Game document). She gains another rage power at each odd level above 3rd (at 5th, 7th, and 9th level).
Avenging Strike: At 5th level, the new breed avenger reflexively metes out vengeance on enemies that dare to harm her allies. She can make an attack of opportunity (if she has one available) against an opponent within reach that hits one of her allies with a melee or ranged attack.
Sickening Blow: At 8th level, the new breed avenger can sicken her foes with well-aimed attacks. As a standard action, the new breed avenger can make a single attack that gives the target the sickened condition for 1 round if it hits. A successful Fortitude save (DC = 18 + new breed avenger’s Strength modifier) negates the sickened condition.
Staggering Blow: A 10th-level new breed avenger can stagger her foes with powerful attacks. As a standard action, the new breed avenger can make a single attack that gives the target the staggered condition for 1 round if it hits. A successful Fortitude save (DC = 20 + new breed avenger’s Strength modifier) negates the staggered condition.
TABLE: NEW BREED AVENGER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
___________________________________________________________________________ __________
1st +1 +1 +0 +0 Bonus minor mutation, champion of the new
breed, mutant menace, rage
___________________________________________________________________________ __________
2nd +2 +1 +1 +1 Arresting strike, radiation resistance +1
___________________________________________________________________________ __________
3rd +3 +2 +1 +1 Rage power
___________________________________________________________________________ __________
4th +4 +2 +1 +1 Bonus minor mutation, radiation resistance +2
___________________________________________________________________________ __________
5th +5 +3 +2 +2 Avenging strike, rage power
___________________________________________________________________________ __________
6th +6 +3 +2 +2 Radiation resistance +3
___________________________________________________________________________ __________
7th +7 +4 +2 +2 Bonus major or minor mutation, rage power
___________________________________________________________________________ __________
8th +8 +4 +3 +3 Radiation resistance +4, sickening blow
___________________________________________________________________________ __________
9th +9 +5 +3 +3 Rage power
___________________________________________________________________________ __________
10th +10 +5 +3 +3 Bonus major or minor mutation, radiation
resistance +5, staggering blow
___________________________________________________________________________ __________

Michael Johnson 66 |

A few minor errata to the PF GW doc:
There are a few instances where a reference to dying at -10 hp is made. On page 363, under Damaging Vehicles, third paragraph should read: Unlike characters, vehicles don't "die" when they reach -Constitution hit points.
A few references to level adjustment (no longer used in PF) should be removed as well. These are on pages 326 and 327, for biodroids and bioreplicas, which are listed as having LA +1. Both can probably simply be treated as equal to the other genotypes.
Corrected a few minor typos too, nothing major. I will be posting a link to a revised copy after I've had a month or two to sniff out and correct things like this that were overlooked as I was putting this thing together.

Michael Johnson 66 |

Michael, the 1st PrC doesn't do much for me; they could be rolled into feats or skills. *shrugs* I like the second one, though. And definitely will look forward to your errata updates. Thanks again for all the hard work you've done (as if I don't say this enough!). :D
Thanks again for your input, Urizen. I'll be posting more PrCs as I finish the 1st drafts. I'm working on a Knight of Genetic Purity bad-guy NPC PrC; a Restorationist (basically an explorer/artifact expert type); a Green Warden (PrC for sentient plants that I think is going to be pretty cool); and I'd like to convert a few 3.5 PrCs as well. Any suggestions for which ones?

Urizen |

Thanks again for your input, Urizen. I'll be posting more PrCs as I finish the 1st drafts. I'm working on a Knight of Genetic Purity bad-guy NPC PrC; a Restorationist (basically an explorer/artifact expert type); a Green Warden (PrC for sentient plants that I think is going to be pretty cool); and I'd like to convert a few 3.5 PrCs as well. Any suggestions for which ones?
Well, if you ask me (which you did), I wouldn't go too overboard with PrCs as it seems to be the growing trend of sticking primarily to base classes (that's my observation). But if you do PrCs, try to see if you can make them more of the type of 3 to 5 levels rather than the full 10 so people can mix and match them a little. *shrug* Or incorporate them as talents instead. (?)

Michael Johnson 66 |

Michael Johnson 66 wrote:Thanks again for your input, Urizen. I'll be posting more PrCs as I finish the 1st drafts. I'm working on a Knight of Genetic Purity bad-guy NPC PrC; a Restorationist (basically an explorer/artifact expert type); a Green Warden (PrC for sentient plants that I think is going to be pretty cool); and I'd like to convert a few 3.5 PrCs as well. Any suggestions for which ones?Well, if you ask me (which you did), I wouldn't go too overboard with PrCs as it seems to be the growing trend of sticking primarily to base classes (that's my observation). But if you do PrCs, try to see if you can make them more of the type of 3 to 5 levels rather than the full 10 so people can mix and match them a little. *shrug* Or incorporate them as talents instead. (?)
The base classes are pretty versatile already; you can make alot of different kinds of each class. That's why I was considering not doing PrCs at all, but I enjoy homebrewing stuff, so I thought I'd give it a try to see if I could come up with anything good.
I also thought about just having cryptic alliances that gave a very minor advantage of some kind to add a bit of GW flavor.

Michael Johnson 66 |

Michael Johnson 66 wrote:I also thought about just having cryptic alliances that gave a very minor advantage of some kind to add a bit of GW flavor.You have a fluff & crunch example?
Not yet, but I'll come up with something tonight and post it to get your feedback. I'm thinking along the lines of a +2 bonus on a skill or two, or maybe discounts on equipment, etc., depending on the CA. Just kind of brainstorming atm.

Michael Johnson 66 |

Michael Johnson 66 wrote:I also thought about just having cryptic alliances that gave a very minor advantage of some kind to add a bit of GW flavor.You have a fluff & crunch example?
Here's a rough example.
Restorationists: Devoted to restoring the ruined civilizations of the ancients to their former glory, the restorationists are a generally benign cryptic alliance that explores the ruins of the ancients, recovers artifacts to study and rebuild (via reverse engineering or simply repairing artifacts that aren't too badly damaged), and applies the unearthed lore and artifacts to raise modern societies to a higher state of progress and quality of life.
Who Can Join: Sentients of all genotypes are admitted into the restorationists, provided they can demonstrate goodwill and the ability to learn the use of ancient artifacts.
Requirements: Members are expected to pay an annual due of 300 domars, and are encouraged to donate at least 1 minor artifact at a local base or chapter house each year.
Benefits: Members are provided room and board at bases and chapter houses throughout Gamma Terra, and can purchase artifacts at 80% of the normal cost, and can sell unwanted artifacts at a base or chapter house, receiving 80% of the normal cost. Furthermore, a member who brings an unidentified artifact to a base or chapter house can have it identified (for 10% of its normal cost) and be instructed in its use automatically (as though they had succeeded on an Identify Artifacts check).

Urizen |

I guess that would come as campaign specific if it calls for such an organization / alliances. Otherwise, it's my thought that from a Player perspective, what's actually the advantage to take this up? A lot of this is in the control of the DM to 'spoon-feed' the value of joining, but on the surface the PC is paying an 'X' amount and the only crunch benefit is a bonus to identify artifacts and/or purchase at a reduced cost.
Maybe there should be some sort of talent tree that provides additional benefits based on the character's progression (both level and campaign wise). Does this make any sense? I may be babbling or blowing smoke. :D

Michael Johnson 66 |

I guess that would come as campaign specific if it calls for such an organization / alliances. Otherwise, it's my thought that from a Player perspective, what's actually the advantage to take this up? A lot of this is in the control of the DM to 'spoon-feed' the value of joining, but on the surface the PC is paying an 'X' amount and the only crunch benefit is a bonus to identify artifacts and/or purchase at a reduced cost.
Maybe there should be some sort of talent tree that provides additional benefits based on the character's progression (both level and campaign wise). Does this make any sense? I may be babbling or blowing smoke. :D
I thought about adding more of a mechanics bonus (like a bonus on skill checks, or a bonus feat), but how to handle a situation where the PC drops out of the organization for whatever reason? Would they lose the talents/skill bonuses/feats associated with the CA? That's my only hesitation with making a more tangible crunch advantage.
I'm still working on some PrCs, but I do see what you mean about more players starting to opt for 20 levels in a core class. It almost seems like PrCs can water down the PCs effectiveness in alot of cases, so I'm trying to make them appealing while at the same time not overpowered, letting core classes remain viable as well.
For example, I'm working on a sentient plant PrC called Green Guardian. ATM, the PrC offers a natural armor bonus that increases until it is +5 at 10th lvl; fortification (25% at 2nd, 50% at 6th, 75% at 10th); toxic flesh & blood that poisons a creature that deals dmg to the GG with a bite attack; and a few lesser features. I'm contemplating a cap ability at 10th called photosynthetic healing that gives the GG fast healing 1 for a limited duration each day when exposed to direct sunlight, but that alone seems pretty uber, and when combined with the natural armor and fortification, maybe too uber. What do you think?

Urizen |

I thought about adding more of a mechanics bonus (like a bonus on skill checks, or a bonus feat), but how to handle a situation where the PC drops out of the organization for whatever reason? Would they lose the talents/skill bonuses/feats associated with the CA? That's my only hesitation with making a more tangible crunch advantage.
I'm still working on some PrCs, but I do see what you mean about more players starting to opt for 20 levels in a core class. It almost seems like PrCs can water down the PCs effectiveness in alot of cases, so I'm trying to make them appealing while at the same time not overpowered, letting core classes remain viable as well.
For example, I'm working on a sentient plant PrC called Green Guardian. ATM, the PrC offers a natural armor bonus that increases until it is +5 at 10th lvl; fortification (25% at 2nd, 50% at 6th, 75% at 10th); toxic flesh & blood that poisons a creature that deals dmg to the GG with a bite attack; and a few lesser features. I'm contemplating a cap ability at 10th called photosynthetic healing that gives the GG fast healing 1 for a limited duration each day when exposed to direct sunlight, but that alone seems pretty uber, and when combined with the natural armor and fortification, maybe too uber. What do you think?
I have a book on guilds that I think covers the scenario you've described if there are any penalties involved when leaving those affiliations (sic), so I'll have a dig around a little.
I like your sentient plant PrC idea; I'd have to see how you build it out before I can make comments. For me, I rarely get to play into campaigns that reaches the traditional max level capstones, so those don't do much for me. I've always hoped that PrCs were on a lesser scale from 3 to 5 levels in order to branch out in a unique build sooner rather than later. But that's just my style of play and if necessarily, I can tweak things that way. But go right ahead, let's see that sucker. :D

Michael Johnson 66 |

Here is what I have for the Green Guardian so far. There are fewer abilities overall, because the abilities it does have are pretty potent.
GREEN GUARDIAN
Role:
Alignment: Green guardians can be of any alignment. Lawful green guardians are the peacekeepers in lands where sentient plants are the dominant genotype (or in lands governed by sentient plants); chaotic green guardians are champions of freedom and foes of oppressive regimes. Good green guardians focus on protecting plants from their enemies; evil green guardians are rare but not unheard of, and are usually bandits that prey on travelers in the forests, or seek to elevate sentient plants by purging Gamma Terra of all other sentient creatures.
Hit Die: d10.
REQUIREMENTS
To qualify to become a green guardian, a character must fulfill all of the following requirements.
Genotype: Sentient plant.
Base Attack Bonus: +6.
Skills: Survival 5 ranks.
Special: Track.
CLASS SKILLS
The green guardian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Dex), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the green guardian prestige class.
Weapon and Armor Proficiency: Green guardians are proficient with all martial and simple weapons, and with light and medium armor and shields (except tower shields).
Barkskin: Weathering the elements has toughened the green guardian’s skin. He gains a +2 enhancement bonus to his existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0.
This enhancement bonus increases by +1 for every 3 green guardian levels above 3rd (+3 at 4th, +4 at 7th, and +5 at 10th level).
Hero of the Green Folk: The green guardian is considered a hero among sentient plants and other plant creatures with an Intelligence score of 3 or higher. He adds his green guardian level to all Charisma-based checks made to influence sentient plant NPCs and other plant creatures with an Intelligence score of 3 or higher.
Track: The green guardian adds 1/2 his class level (minimum 1) to Survival skill checks made to follow or identify tracks. This bonus stacks with the bonus granted by levels in another class with the track feature.
Light Fortification: At 2nd level, the green guardian’s vital organs become harder to target. When a critical hit or sneak attack is scored on the green guardian, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Woodland Stride: At 3rd level, the green guardian gains the ability to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him (if the GM includes such elements).
Swift Tracker: At 4th level, the green guardian can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Prickly Pear: At 5th level, the green guardian gains the prickly pear mutation as a bonus mutation. The green guardian does not need to choose drawbacks to compensate for this mutation. If the green guardian already has the prickly pear mutation, the piercing damage dealt increases to 1d6 (instead of 1d4).
Moderate Fortification: At 6th level, the green guardian’s fortification ability improves. When a critical hit or sneak attack is scored on the green guardian, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Toxic: At 7th level, the green guardian’s flesh and blood becomes toxic to other creatures (including other plant creatures). Whenever the green guardian takes damage from a bite attack, the creature that bit him is poisoned. Likewise, whenever the green guardian deals damage with his thorns (see prickly pear above), his target is poisoned. The green guardian’s poison has the following statistics:
Green guardian poison: ingested or injury; Save Fortitude DC = 10 + 1/2 green guardian level + Constitution modifier; Frequency 1/round for 4 rounds; Effect 1d2 Con damage; Cure 1 save.
Tremorsense: At 8th level, the green guardian gains the ability to detect even subtle vibrations in the ground, and can automatically pinpoint the location of anything that is in contact with the ground out to 30 feet.
Beguiling Fragrance or Sickening Stench: At 9th level, the green guardian gains the ability to exude either a beguiling fragrance or a sickening stench for a limited duration each day. The green guardian must choose which he can exude upon gaining 9th level, and once the choice has been made, it cannot be changed.
Regardless of which ability the green guardian chooses, the area of effect is a 30-foot aura that affects all living creatures with a sense of smell. The effect of either ability is negated by a successful Fortitude save (DC = 10 + 1/2 green guardian level + Constitution modifier). A creature that successfully saves against this ability cannot be affected by the same green guardian’s beguiling fragrance or sickening stench for 24 hours. The green guardian can exude the beguiling fragrance or sickening stench for a number of rounds per day equal to 4 + his constitution modifier. The green guardian can activate or deactivate this ability as a free action. The total number of rounds of beguiling fragrance or sickening stench per day is renewed after resting for 8 hours, although these hours need not be consecutive.
Creatures affected by beguiling fragrance are fascinated. Creatures affected by sickening stench are sickened. These conditions last for as long as the affected creature remains within the area of an active beguiling fragrance or sickening stench and for 1d4 rounds thereafter.
Heavy Fortification: At 10th level, the green guardian’s fortification ability improves again. When a critical hit or sneak attack is scored on the green guardian, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Photosynthetic Healing: A 10th-level green guardian can absorb sunlight and use it to heal himself for a limited duration. While this ability is active, the green guardian gains fast healing 5. The green guardian can activate this ability for a number of rounds per day equal to 4 + his Constitution modifier, and only when exposed to direct sunlight (such as being outdoors on a clear day). The green guardian can activate or deactivate photosynthetic healing as a free action. The total number of rounds of photosynthetic healing per day is renewed after resting for 8 hours, although these hours need not be consecutive.
TABLE: GREEN GUARDIAN
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
___________________________________________________________________________ __________
1st +1 +1 +0 +0 Barkskin +2, hero of the green folk, track
___________________________________________________________________________ __________
2nd +2 +1 +1 +1 Light fortification
___________________________________________________________________________ __________
3rd +3 +2 +1 +1 Woodland stride
___________________________________________________________________________ __________
4th +4 +2 +1 +1 Barkskin +3, swift tracker
___________________________________________________________________________ __________
5th +5 +3 +2 +2 Prickly pear
___________________________________________________________________________ __________
6th +6 +3 +2 +2 Moderate fortification
___________________________________________________________________________ __________
7th +7 +4 +2 +2 Barkskin +4, toxic
___________________________________________________________________________ __________
8th +8 +4 +3 +3 Tremorsense
___________________________________________________________________________ __________
9th +9 +5 +3 +3 Beguiling fragrance or sickening stench
___________________________________________________________________________ __________
10th +10 +5 +3 +3 Barkskin +5, heavy fortification, photosynthetic
healing
___________________________________________________________________________ __________

Michael Johnson 66 |

I made changes to the abilities of the green guardian and new breed avenger that grant a bonus to influence NPCs of the appropriate genotype. They now grant a bonus equal to 1/2 class level (minimum 1).
Here's a restorationist PrC. I'm not entirely satisfied with it myself, as I feel that it is sort of just a rehashing of the examiner core class rather than it's own unique class. Any suggestions on how to improve it? Or do you think it works as is?
RESTORATIONIST
Role:
Alignment: Any non-chaotic. As proponents of an orderly restoration of the great civilization of the ancients, most restorationists are lawful (or at least neutral with regard to law and chaos). Morally, restorationists tend to be good or neutral, seeking to restore the artifacts of the ancients for the good of the present and future generations, but there are some evil restorationists who seek artifacts for their own empowerment.
Hit Die: d8.
REQUIREMENTS
To qualify to become a restorationist, a character must fulfill all of the following requirements.
Skills: Craft [electronic] 2 ranks, Craft [mechanical] 2 ranks, Craft [structural] 2 ranks, Disable Device 5 ranks, Identify Artifact 5 ranks, Knowledge [history] 2 ranks
Special: Artifact expert, knowledgeable, trapfinding, trap sense
CLASS SKILLS
The restorationist’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disable Device (Dex), Drive (Dex), Identify Artifact (Int), Knowledge [engineering] (Int), Knowledge [geography] (Int), Knowledge [history] (Int), Perception (Wis), Pilot (Dex), Ride (Dex), Stealth (Dex), Survival (Dex), and Swim (Str).
Skill Ranks at Each Level: 8 + Int modifier.
CLASS FEATURES
All of the following are class features of the restorationist prestige class.
Weapon and Armor Proficiency: Restorationists are proficient with all simple weapons and personal firearms, and with the handaxe, heavy pick, light hammer, light pick, rapier, short sword, and warhammer. Restorationists are proficient with light and medium armor, but not with shields.
Artifact Expert: The restorationist adds 1/2 her class level (minimum 1) to all Identify Artifact skill checks. This bonus stacks with the bonus from levels in another class with the artifact expert class feature.
Knowledgeable: The restorationist adds 1/2 her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This bonus stacks with the bonus from levels in another class with the knowledgeable class feature.
Trapfinding: The restorationist adds 1/2 her class level (minimum 1) to Perception skill checks made to locate traps and to Disable Device skill checks. This bonus stacks with the bonus from levels in another class with the trapfinding class feature.
Trap Sense: The restorationist gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 for every 3 levels the restorationist has attained above 1st (+2 at 4th, +3 at 7th, and +4 at 10th level).
Trap sense bonuses gained from multiple classes stack.
Minor Artifact: At 2nd level, the restorationist gains a minor artifact. This feature is exactly the same as the examiner feature of the same name (see pages 25—26 in the Pathfinder: Gamma World Roleplaying Game document).
At 4th level, the restorationist gains another minor artifact.
Quick Reconnoiter: At 2nd level, the restorationist can learn a lot of information from a quick scan of an area or object. She can make one Perception check each round as a free action, and she gains a +2 bonus on initiative checks.
Uncanny Dodge: At 3rd level, the restorationist can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A restorationist with this feature can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8 in Pathfinder RPG) against her.
If the restorationist already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Quick Appraisal: At 4th level, the restorationist learns to appraise valuable objects in a hurry. She can appraise an item as a move action (normally a standard action), and can determine the most valuable item in a treasure hoard as a standard action (normally a full-round action).
Evasion: At 5th level, the restorationist can avoid even area attacks and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the restorationist is wearing light armor or no armor. A helpless restorationist does not gain the benefit of evasion.
Integrate Tech: At 5th level, the restorationist can freely “mix and match” parts from different Progress Levels, using a PL 6 power pack to power a PL 8 device, for example.
Medium Artifact: At 6th level, the restorationist gains a medium artifact. This feature is exactly the same as the examiner feature of the same name (see page 26 in the Pathfinder: Gamma World Roleplaying Game document).
At 8th level, the restorationist gains another medium artifact.
Never Lost: At 6th level, the restorationist automatically succeeds on Survival skill checks made to avoid becoming lost, and maze effects do not affect her.
Sage Advice: At 7th level, the restorationist has mastered techniques of explaining the functions of a variety of artifacts. When taking the aid another action to help another character succeed on an Identify Artifact skill check, the restorationist grants a +8 bonus on the other character’s check if she succeeds.
Trailblazer: At 7th level, the restorationist can discern the best route through unfamiliar or rugged terrain. When travelling in poor weather conditions or difficult terrain, the restorationist can make a Survival check to save travel time. With a check result of 15 or better, the restorationist reduces the total travel time by 25%. With a 25 or better, the travel time is reduced by 50%. The restorationist can take 10 on this check, but she can’t take 20. This feature applies only to long-term travel, not tactical movement.
Travel time is reduced for everyone travelling in the immediate vicinity of the restorationist. An entire caravan can benefit from a restorationist’s trailblazing. Travelers following the restorationist, however, do not benefit and must pass through the terrain normally.
Improved Evasion: At 8th level, the restorationist’s evasion ability improves. While she still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless restorationist does not gain the benefit of improved evasion.
Defensive Roll: At 9th level, the restorationist can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat from a weapon or other blow, the restorationist can attempt to roll with the damage. To use this ability, the restorationist must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage.
She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this feature. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion feature does not apply to the defensive roll.
Fast Diplomacy: At 9th level, the restorationist has become a master of quick, efficient diplomacy. She can make a Diplomacy skill check to influence a creature’s attitude as a full-round action (normally requires 1 minute). Making a request of a creature takes 1 less round than it normally would, and gathering information takes half the time it normally would (see page 94 in the Pathfinder Roleplaying Game Core Rulebook).
Artifact Restoration: At 10th level, the restorationist can restore even artifacts that have been completely destroyed, including destroyed robots and exploded vehicles. As long as at least 25% of a destroyed artifact, robot, or vehicle remains, the restorationist can rebuild it at one-quarter the normal cost of the artifact, robot, or vehicle.
Major Artifact: At 10th level, the restorationist gains a major artifact. This feature is exactly the same as the examiner feature of the same name (see page 26 in the Pathfinder: Gamma World Roleplaying Game document).
TABLE: RESTORATIONIST
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
___________________________________________________________________________ __________
1st +0 +0 +1 +0 Artifact expert, knowledgeable, trapfinding,
trap sense
___________________________________________________________________________ __________
2nd +1 +1 +1 +1 Minor artifact, quick reconnoiter
___________________________________________________________________________ __________
3rd +2 +1 +2 +1 Uncanny dodge
___________________________________________________________________________ __________
4th +3 +1 +2 +1 Minor artifact, quick appraisal
___________________________________________________________________________ __________
5th +3 +2 +3 +2 Evasion, integrate tech
___________________________________________________________________________ __________
6th +4 +2 +3 +2 Medium artifact, never lost
___________________________________________________________________________ __________
7th +5 +2 +4 +2 Sage advice, trailblazer
___________________________________________________________________________ __________
8th +6 +3 +4 +3 Improved evasion, medium artifact
___________________________________________________________________________ __________
9th +6 +3 +5 +3 Defensive roll, fast diplomacy
___________________________________________________________________________ __________
10th +7 +3 +5 +3 Artifact restoration, major artifact
___________________________________________________________________________ __________

Michael Johnson 66 |

Here's a 5-level PrC for you, Urizen:
GUNSLINGER
Role:
Alignment: Any. Lawful gunslingers sometimes enforce the law in towns and rural areas, or use their talents to earn a living entertaining crowds at fairs and circuses with feats of marksmanship. Chaotic gunslingers are sometimes outlaws or guns-for-hire, traveling from town to town in search of adventure. Good gunslingers are usually heroes who fight injustice with hot lead. Evil gunslingers tend to be cold-blooded killers or ruthless bandits who rob their victims at gunpoint.
Hit Die: d8.
REQUIREMENTS
To qualify to become a gunslinger, a character must fulfill all of the following requirements.
Base Attack Bonus: +6.
Skills: Craft (mechanical) 4 ranks, Perception 4 ranks.
Feats: Personal Firearms Proficiency, Point-Blank Shot, Precise Shot.
CLASS SKILLS
The gunslinger’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Dex), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
CLASS FEATURES
All of the following are class features of the gunslinger prestige class.
Weapon and Armor Proficiency: Gunslingers are proficient with all simple weapons, and with light and medium armor, but not with shields.
Ranged Precision: As a standard action, a gunslinger can make a single precisely aimed attack with a firearm, dealing an extra 1d6 points of damage if the attack hits. When making a ranged precision attack, a gunslinger must be within 30 feet of her target. Any creature not vulnerable to critical hits is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits also protects a creature from the extra damage.
If the target of a ranged precision attack is flat-footed or denied its Dexterity bonus, the gunslinger’s extra precision damage stacks with sneak attack damage. Treat ranged precision as sneak attack in all other ways.
The gunslinger’s bonus to damage on ranged precision attacks increases by +1d6 every level.
Rapid Shot: A gunslinger gains the Rapid Shot feat even if she does not meet the prerequisites.
Shot on the Run: A 2nd-level gunslinger gains the Shot on the Run feat even if she does not meet the prerequisites.
Close Combat Shot: A 3rd-level gunslinger can make a ranged attack with a firearm while in a threatened square and not provoke an attack of opportunity.
Sharp-Shooting: A 4th-level gunslinger gains the Sharp-Shooting feat (see below) even if she does not meet the prerequisites.
Extended Precision: A 5th-level gunslinger’s uncanny accuracy with firearms allows her to make ranged precision attacks (and sneak attacks, if she has the ability) at a range of up to 60 feet.
TABLE: GUNSLINGER
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
___________________________________________________________________________ __________
1st +1 +0 +1 +0 Ranged precision +1d6, Rapid Shot
___________________________________________________________________________ __________
2nd +2 +1 +1 +1 Ranged precision +2d6, Shot on the Run
___________________________________________________________________________ __________
3rd +3 +1 +2 +1 Ranged precision +3d6, close combat shot
___________________________________________________________________________ __________
4th +4 +1 +2 +1 Ranged precision +4d6, Sharp-Shooting
___________________________________________________________________________ __________
5th +5 +2 +3 +2 Ranged precision +5d6, extended precision
___________________________________________________________________________ __________
Sharp-Shooting (Combat)
Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +3.
Benefit: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover.
Normal: Cover normally gives a +4 bonus to AC.
Special: An enforcer may select Sharp-Shooting as one of his bonus combat feats.

Michael Johnson 66 |

Care to compile all theis new material with the errata and releases a PDF Web Enhancement?
I'm definitely planning to either release a pdf web enhancement as you suggested, or release a revised edition of the original doc with errata and prestige classes included. Which do you think would be preferred, TAD? Also, if you have any advise on how to improve any of these (or if you find any errors in the original doc), let me know. Thanks again for your interest!

Twin Agate Dragons |

Twin Agate Dragons wrote:Care to compile all theis new material with the errata and releases a PDF Web Enhancement?I'm definitely planning to either release a pdf web enhancement as you suggested, or release a revised edition of the original doc with errata and prestige classes included. Which do you think would be preferred, TAD? Also, if you have any advise on how to improve any of these (or if you find any errors in the original doc), let me know. Thanks again for your interest!
I think a Web Enhancement would be the best way to go in regards to the new material. Also a rerelease of the Rules pdf with the errata incorporated would be nice.
Any new material that you create or is created by others could be compiled into a document and released either monthly or quarterly. I'd be glad to help out with such an endeavor, as most of my time is free.
Also, if there are fans of the setting out there that wish to contribute fan art, please spek up. The rules tome is all text and could benefit from being spiced up.
Michael, if doing all this work is too much for you, you couyld send me the original document and I'll add in/or change what needs updating.

Michael Johnson 66 |

This looks great Michael. Do you have this in a RTF/Doc file by any chance?
Thanks, Sketchpad! I only have it as MS Word doc and pdf. I'm just a simple caveman, and pretty gimpy when it comes to converting docs, but if it isn't too difficult to do, and you give me step-by-step instructions, I'll be happy to give it a try.

Michael Johnson 66 |

I think a Web Enhancement would be the best way to go in regards to the new material. Also a rerelease of the Rules pdf with the errata incorporated would be nice.
Any new material that you create or is created by others could be compiled into a document and released either monthly or quarterly. I'd be glad to help out with such an endeavor, as most of my time is free.
Also, if there are fans of the setting out there that wish to contribute fan art, please spek up. The rules tome is all text and could benefit from being spiced up.
Michael, if doing all this work is too much for you, you couyld send me the original document and I'll add in/or change what needs updating.
** spoiler omitted **
I really appreciate it, TAD. I've been editing the rules doc as I find things, and posting errata here as well, but I'm holding off on rereleasing until I'm more confident that I've fixed everything. I figure by the end of January, I'll probably feel ready to rerelease Rules pdf.
I would love to see others contribute, be it art, crunch, fluff, or whatnot, and a monthly or quarterly support doc sounds awesome! Thanks again for your input, and for your offer of help, which I just might take you up on. If you feel inclined, why not try your hand at some prestige classes? I've been working on an introductory adventure, too. If writing an adventure for these rules sounds like fun to you, that would also be a great start for a monthly or quarterly thing.
Incidentally, I'm strongly considering changing anything that might get me sued before rereleasing. Any ideas on renaming the doc and replacing "Gamma World" and "Gamma Terra"? Monster names might come back and bite me, too, but I don't really know.

xorial |

Gamma Terra is used in many Gamma World books, so that is likely out as a rename. I would steer away from the word Gamma, just to be safe. Omega World was used in an issue of Polyhedron, so is likewise unsafe to consider. Omega Terra may be a safe title. Maybe something like Omega Dawn. Maybe Omega Chronicles. That could tie to Pathfinder, while playing on being the last possible records of a human only world. Or Nova Chronicles, as recording the history of the renewed world.

Twin Agate Dragons |

I really appreciate it, TAD. I've been editing the rules doc as I find things, and posting errata here as well, but I'm holding off on rereleasing until I'm more confident that I've fixed everything. I figure by the end of January, I'll probably feel ready to rerelease Rules pdf.
I'd be more than happy to help out.
Incidentally, I'm strongly considering changing anything that might get me sued before rereleasing. Any ideas on renaming the doc and replacing "Gamma World" and "Gamma Terra"? Monster names might come back and bite me, too, but I don't really know.
How about Omega Terra? It has a nice ring to it.

Urizen |

Here's a 5-level PrC for you, Urizen:
GUNSLINGER
Role:
Alignment: Any. Lawful gunslingers sometimes enforce the law in towns and rural areas, or use their talents to earn a living entertaining crowds at fairs and circuses with feats of marksmanship. Chaotic gunslingers are sometimes outlaws or guns-for-hire, traveling from town to town in search of adventure. Good gunslingers are usually heroes who fight injustice with hot lead. Evil gunslingers tend to be cold-blooded killers or ruthless bandits who rob their victims at gunpoint.
Hit Die: d8.
REQUIREMENTS
To qualify to become a gunslinger, a character must fulfill all of the following requirements.
Base Attack Bonus: +6.
Skills: Craft (mechanical) 4 ranks, Perception 4 ranks.
Feats: Personal Firearms Proficiency, Point-Blank Shot, Precise Shot.
CLASS SKILLS
The gunslinger’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Dex), and Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
The...
Maybe it's me, but I think the prereq entry BAB is too high. What's your stance?

Urizen |

Michael Johnson 66 wrote:I really appreciate it, TAD. I've been editing the rules doc as I find things, and posting errata here as well, but I'm holding off on rereleasing until I'm more confident that I've fixed everything. I figure by the end of January, I'll probably feel ready to rerelease Rules pdf.I'd be more than happy to help out.
Michael Johnson 66 wrote:Incidentally, I'm strongly considering changing anything that might get me sued before rereleasing. Any ideas on renaming the doc and replacing "Gamma World" and "Gamma Terra"? Monster names might come back and bite me, too, but I don't really know.How about Omega Terra? It has a nice ring to it.
I'm going to mull on some of these names for awhile, myself.

Michael Johnson 66 |

Michael Johnson 66 wrote:
Maybe it's me, but I think the prereq entry BAB is too high. What's your stance?At +6, an enforcer could take the 1st level at level 7, and other classes at 9th. By 5th level gunslinger (11th character level for enforcer, or 14th for others), ranged precision does 5d6, which a rogue can do by 9th with sneak attack. Maybe the BAB is too high.
+4 or +5?