Galaxy on Fire - A Space Western... of sorts

Game Master Warhawk7

A gritty sci-fi adventure set 7000 years in the future where Earth is gone and a menacing alien empire wages an eternal war to take control of the entire Galaxy.


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Earth-that-was is no more… in fact, the whole Sol System is practically uninhabitable now. In the Earth year 4302, the humans from Earth--known throughout the Galaxy as Terrans--tried to harness the power of their sun in way never meant to be attempted. Their actions caused the star known as Sol to experience a strange supernova. Unlike a normal supernova that would have completely obliterated the entire system, the negative energy released by the sun’s ‘explosion’ swept through the system and turned all life on all of the planets and colonies into the Undead. The effects of this event rippled through the Galaxy, causing political upheavals and civilizations to collapse. Now, the system is considered quarantined by the new ruling force in the Galaxy, the Derutei Imperium--any vessels found violating this quarantine are mercilessly destroyed (not that the Imperium really show mercy anyhow).

The year is now 3346 AD (After Desecration) and multiple factions vie for control of the Galaxy putting it on the brink of a galactic conflict. People of all walks of life try to eke out a living in this dangerous time.

Greetings!

Here is my recruitment thread for my Pathfinder Space Western PbP Campaign.
Best way to describe it would be to take Star Wars, Star Trek, Firefly/Serenity, Wildstar Online, Cowboy Bebop, Outlaw Star, Farscape, Babylon 5, and a few others, put them in a Galactic-sized martini shaker, and place that shaker on a paint-mixer.

I'd like for it to be a dark and gritty campaign with a little bit of snarkiness. Basically, it's whatever the players want it to be... a sandbox game, if you will.

Campaign Guide

TL;DR - Sheesh, at least peruse it!!
The game is a space campaign using Pathfinder rules with some Star Wars Sag Edition and Santiago (most rules from the player's guide, such as magic = technology. It's free!).

Rules for recruitment are as follows:

  • Read the supplied files for almost everything you need to know.
  • Create an interesting character using the given rules. I'd like to see a short background of the character, explaining physical description, general demeanor, outlook on life, aspirations, motivations, etc...
  • State what type of game you are looking for: i.e. military operations, smuggling, little-bit of everything.
  • Start at Level 1.
  • Starting credits are 500.
  • Pick 2 traits.

I'm looking to recruit five (maybe six) individuals for this adventure. The three main roles I am looking for are:

  • Martial-types
  • Healer
  • Skill Monkey
Think about what roles are generally needed for a ship of 5-6 people to operate smoothly (relatively speaking).

I will hold recruitment open for about a week. After that, I will peruse through the applicants and pick the five I find most interesting and that 'should' work well together.

Looking forward to seeing all the interesting characters!


The damage for the hvy energy pistol for small sizes seems to be off a bit, you have it at 1d6 for small and 3d8 for medium, shouldn't it be 3d6 or 2d8 for small?
Actually looking it over the damage for small on all firearms seems to extremely skewed in favor of medium. Small only gives you 1 die but medium gives you 3 dice. With weapons sizes you should only go up one size category for damage, i.e. a standard pistol gives 3d6 so for a small character the pistol should give 3d4 and for large would give 3d8. To have exponential growth for weapon sizes is extremely unbalanced.


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Shadow Lodge

I thought you said we'd be higher level than level one in this game, how in the heck is this group supposed to have afforded a ship let alone stock it, afford weapons for it, fuel...
If it was a gestalt and/or level 5+ then it might make a little more sence,


Pathfinder Adventure Path, Rulebook Subscriber

Will work something out today or tomorrow.


Excellent! I will start working something out this weekend.


I'll adjust them all accordingly. I could have forgotten too adjust them when i increased the dmg of all the weapons.
Start at level 2 then. Trust me... it will make sense when the game starts. Level 5 just seemed a little high to me.


Just an idea, have you looked at Paizo's Technology Guide? It has some good rules for laser pistols and all that. And it's on the d20PFSRD here if you want to look at it. Hope it helps.


One idea is a barbarian that works like Bane.


Pathfinder Adventure Path, Rulebook Subscriber

Oh yeah, what is the point buy for this, didn't see it anywhere though I may have overlooked it.


Just to doublecheck, the 500 credits goes -ten times- as far, due to the ability to buy things in a central system, right? Or is that just for things specifically taken from those books, and not from your current guide?


25 point buy. Sorry about the confusion.. when u get back to my computer I'll take a look at things. This is what happens when you post stuff on 3 hours of sleep.


I'm going to make a skill-monkey focused on being a diplomat. Once I have more details on the background I will move into the crunch.

Dark Archive

I'm looking to be something between Skill Monkey/Martial(specifically melee combat but likely some skill with guns) what I'd really like is to snatch up a pilot role.

Will post up a background/more complete app sooooon


I'm going to get right to making my character. It's a jedi (templar)/medic, going for healer guy


Odraude wrote:
Just an idea, have you looked at Paizo's Technology Guide? It has some good rules for laser pistols and all that. And it's on the d20PFSRD here if you want to look at it. Hope it helps.

I have the Technology Guide (LOVE it), it's what gave me the idea to try and run a space western.

Hotaru of the Society wrote:
Just to doublecheck, the 500 credits goes -ten times- as far, due to the ability to buy things in a central system, right? Or is that just for things specifically taken from those books, and not from your current guide?

Items in my guide are priced as-is. No adjustment. I grouped all standard energy weapons from the Technology guide (laser, arc, zero, sonic) into the table on my Campaign Guide. Add 2 zeros to get the unmodified price. Oh, and a change once I can get in there (can't from this computer, not at home)... both the sonic and pulse weapons cost 10% more than the listed price. The pulse weapons are basically the gravity guns without the antigravity/mage hand setting.

The big discount is for slug-thrower firearms. I can add an adjusted price list by the end of the weekend if that would help clarify things.

Grand Moff Vixen wrote:
I'm going to make a skill-monkey focused on being a diplomat. Once I have more details on the background I will move into the crunch.

The Freeport Companion has a Noble class that has diplomat as a 'specialization.' It is probably considered THE best PC noble class out of all attempts.

A diplomat type character would be an excellent addition to a crew.


Elf King wrote:
I'm going to get right to making my character. It's a jedi (templar)/medic, going for healer guy

The Vitalist psionic class is considered a healer (not a bad one either), if you want to go that route rather than multiclass psionic/medic.

Oh, that reminds me. All psionic classes that belong to the Templars gain proficiency in the energy sword. It will be part of the campaign traits I am writing up. Yes, you get a 3rd trait, but it depends on what your class/background/faction is.


GM Warhawk wrote:

Hotaru of the Society wrote:
Just to doublecheck, the 500 credits goes -ten times- as far, due to the ability to buy things in a central system, right? Or is that just for things specifically taken from those books, and not from your current guide?

Items in my guide are priced as-is. No adjustment. I grouped all standard energy weapons from the Technology guide (laser, arc, zero, sonic) into the table on my Campaign Guide. Add 2 zeros to get the unmodified price. Oh, and a change once I can get in there (can't from this computer, not at home)... both the sonic and pulse weapons cost 10% more than the listed price. The pulse weapons are basically the gravity guns without the antigravity/mage hand setting.

The big discount is for slug-thrower firearms. I can add an adjusted price list by the end of the weekend if that would help clarify things.

It definitely would. As it stands, it looks like with 500 credits, we can pretty much afford an armored duster, and still have money to maneuver. The vest would eat -all- of our money. Is that the intent?


Drop a zero from all the armors except the powered armor.
The benefit of an armored duster is that it stacks with other light armor and requires no proficiency to wear, plus no spell failure chance. The DR does not stack with any other armor besides light. Knew I forgot to put some information in that guide somewhere.


Is Santiago guide gear available? And if so, is there a change in pricing?


Standard slug-thrower firearms should be 2 die of damage rather than the standard. I think the easiest way to do it would be to simply double the damage die... so 1d8 becomes 2d8. Sound fair?

Hotaru of the Society wrote:
Is Santiago guide gear available? And if so, is there a change in pricing?

I don't have the guide on hand at the moment, but Yes it is available, (minus the weapons), and off the top of my head No to price adjustment. I think the prices there were already adjusted for a 'guns are everywhere' setting.


Thanks! :)

Shadow Lodge

Have you considered the gestalt ruleset?
I saw above that someone wanted a healer/Jedi and I thought soulknife/vitalist would work perfect for that
That and A martial artist monk/spark would be an awesomely flavorful character for someone expiramented on by the government


I have thought about gestalt, but didn't want to use it for this game.


GM Warhawk wrote:
Grand Moff Vixen wrote:
I'm going to make a skill-monkey focused on being a diplomat. Once I have more details on the background I will move into the crunch.

The Freeport Companion has a Noble class that has diplomat as a 'specialization.' It is probably considered THE best PC noble class out of all attempts.

A diplomat type character would be an excellent addition to a crew.

Excellent! A politician is always needed. Someone has to know the ins and outs of intergalactic law! :-)

Shadow Lodge

Perfectly fine, if a tad disappointing, I guess I'll junk that character and just go strait spark.


Lord Foul II wrote:
Perfectly fine, if a tad disappointing, I guess I'll junk that character and just go strait spark.

Well, everyone is starting at level 2. You could do monk/spark and multiclass between the 2 as you level.

Shadow Lodge

Multyclass is just about always underpowered, unless you're working towards a PrC and usually then too, but those PrCs are usually rather fun so I normally don't care

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

dotting for interesting this looks fun! :D

Would love to do a Space Marine like Inquisator. Go two weapon fighting for a bolt pistol, chainsword (chainsaw fighting style.

How much are the technology guide weapons and armor in this game?


For the character I am looking to create I would like access to the Path of War content (http://www.d20pfsrd.com/path-of-war), specifically the Veiled Moon Discipline (which shall be reflavored as teleportation implants).

And a campaign idea, before I can begin a brief history of Drow-Imperium first contact...

First Contact:

The Derutei Imperium first encountered the Drow 1 year ago in the newly discovered Valixis Cluster, the Derutei Imperium viewed the Drow as just another conquest. The Imperium gathered a massive fleet of starships and sent them against the Drow Explorator fleets at the rim of the cluster. Victory seemed to be assured, the Explorator fleet was easily destroyed by the Imperial Armada.

Unfortunately for the Imperium this was a precalculated ruse, the Drow Combine was neither stupid nor arrogant enough to assume that they were the only intelligent race in the galaxy. The Explorator fleet first sent to the rim was primarily crewed by expendable criminals and primitive AIs, to say that the Drow hardly blinked at their loss is an understatement.

Indeed the expeditionary fleet sent valuable data back to the Drow Combine concerning Imperial ships, fleet formations and technology. With this knowledge the Drow constructed a trap at the Halik asteroid belt, this asteroid long since stripped of it's resources was made to appear as a shining beacon of industry.

In truth the supposed "mining ships" and "cargo barges" were Explorator warships, when the Imperial ships jumped out of hyperspace the Explorator warships seemed to flee from the asteroid belt further lending the impression that were simply mining ships and barges.

The Imperium thinking nothing amiss charged straight into the asteroid belt and into the carefully prepared trap. The mined out asteroids had been converted into massive Gravity Bombs, when all Imperial ships were near the center of the belt they were all detonated.

At first the Imperial fleet was confused, massive energy signatures were being detected but no explosion occurred that the Imperials could detect or feel. As they tried to move their ships however they realized what had occurred, the gravity bombs had altered the nature of gravity in such a way that the Imperial ships were immobile, sitting ducks.

Then the Explorator fleet turned around, revealing all along that this had been a trap as they fired their merciless payload of Warp rockets and Warp railguns at the helpless fleet. The shields of the fleet did absolutely nothing as these devastating weapons complete tore through the fleet.

When the dust settled the Imperial fleet had been turned into a scrap yard and the Drow would prepare to assault Imperial space itself. Scavenging starmaps and data caches from the wreckage the Drow found a suitable target, the vital industrial world of Calis IV located within the mid rim of Imperial space.

The Drow Explorator fleet was soon augmented by the Merchant Marine as they began their trek to Calis IV, thanks to the nature of Gravity Warping the Drow were able to completely evade Imperial sensors and scouts who could patrol the entirety of the empty void.

They struck completely by surprise, annihilating the Calis IV defense fleet and commandeering the massive, seemingly impregnable Calis space station. No information concerning the attack leaked out to the Duretei Imperium, before the battle had even begun cloaked troop transports carrying Drow Warp Raiders had landed planetside, crippling vital communication centers and destroying Calis's central powergrid. The entire planet blacked out within an hour.

Meanwhile every Imperial ship in the system was destroyed, exploiting this the Drow ruthlessly began the process of pacifying Calis IV. In addition to crippling the powergrid the Drow dropped a massive payload of Gravity Bombs onto the planet, effectively suppressing the planet's gravitational field to 1/3 of it's original effect.

The Drow occupation of Calis IV was aimed at completely deindustralizing the planet which it succeeded in. 90% of the planet's population died and all infrastructure was either destroyed or rendered useless by the corrosive effects of low gravity.

It took the Imperium three days to realize that something was truly wrong, they first sent a small scouting fleet to the system which was destroyed. Then they sent a massive fleet of warships to discover what had occurred, this event would become known as the Reclamation of Calis IV.

For the Imperium did indeed reclaim the planet but with staggering losses, the Drow by contrast lost little of their fleet thanks to their use of the space station as a shield to hide their fleet behind. The Imperium had no such shield to hide behind and lost 80% of it's fleet in the destruction of the space station.

This remaining 20% of the fleet was still larger then the Drow armada and was prepared to engage the Drow fleet until the Drow Admiral Szordrin bombarded the Imperial fleet with images of what had been occurring during the two weeks long siege of the space station.

The rest of the Drow fleets had taken this opportunity to ruthlessly ravage the nascent Imperial colonies near the Valixus Cluster. In total they had annihilated twelve colonies, destroyed thirty deep space outposts and had captured the remaining 13 colonies.

This led to a first in Imperial history, between the two fleets in the Calis system rested an Imperial Diplomatic frigate (the first of it's kind) and a Drow Explorator vessel. Negotiations lasted for a tense four weeks and eventually the Drow were given the status of "Imperial Ally" and complete control over the Valixus Cluster.

The "Imperial Ally" is a formality the Drow concocted to sooth the ruffled feathers of the Imperium, it in effect means nothing by treaty terms. This peace ha sonly been in existence for 1 month and everyone knows it won't last long (current bets are around a decade).

Reason for the treaty and perceived power:

The reason for the treaty is the fact that while not critically damaged the Drutei Imperium has been shaken by the Drow strike into the mid rim and is now reevaluating it's position towards the Valixus Cluster and the surrounding star systems.

Imperium leadership is divided, some didn't even want the peace treaty to begin with, they desired to invade the Valixus Cluster no matter the cost. Others however are more cautious, believing that before an invasion of the Valixus Cluster can begin that they need a stronger presence in the systems nearby and whether or not if the Drow are truly "bluffing"

As the fact that the Drow did not destroy the Imperial fleet at Calis IV suggests that they are not as powerful as they seem, on the other hand what the Drow accomplished with such a small if admittedly advanced fleet is truly remarkable and some don't want to call the Drow bluff. For if the Drow are as truly powerful as they seem a direct foray against them in their home territory could be disastrous...

For their part the Drow fully understand that they cannot truly match the Drutei Imperium in an all out war, Drow success was due to surprise, the ever brilliant and ruthless admiral Szordrin and the ponderous nature of the Drutei Imperium leadership.

Instead the Drow are using this brief time of peace to enact a plan which will open up a second front in the eventual war to come. The Drow know of the chaotic Xorn rim (one of the Milky Way's "spiral tips") and it's reputation as a haven of pirates, scum and lost alien technology. The Drow believe that the Xorn rim is the key to stopping the Imperial threat, for it is completely beyond the notice of the entire galaxy and with guile it could be turned into a united faction under one of the many self appointed pirate "princes" of the region.

With such a united force arising completely unnoticed by the Imperium the war could be renewed on Drow terms with a double (and if Drow diplomatic efforts with the Confederacy succeed triple) pronged attack on the Imperium. The result would be a war unlike any other that could leave the Drow virtually unscathed while the rest of the galaxy burns...

Privateers:

The Drow have secretly planted a small fleet of Explorator operatives in the Xorn Rim, their goal is to monitor the area and ensure that the rim is united under pirate prince obedient to his Drow handlers (or who will at least target the Imperium).

The PCs are operatives, pirates and scum in this game (indeed one of them could be the pirate prince who united the rim). The opportunities for plunder and glory are legion and the PCs if they succeed will play a vital role in reshaping the galaxy in the fires of ambition and conquest...

Thoughts GM? Any other players interested in space piracy?


Very interesting background information Viluki. I like it. As for the privateers/space pirates, that's up to whatever the group decides.


So, I was thinking about weapon damages. Do you guys think they should be increased (example: energy pistol deals 3d8, while a revolver deals 2d8), or use the standard damages available (energy pistol and revolver deal 1d8)?

My whole reasoning behind increasing the damage was to make them more deadly for a grittier feel, especially with the Strain/Injury and DR rules, but I don't want characters outright killed from a lucky (or unlucky) dice roll.

Opinions?


Viluki wrote:
For the character I am looking to create I would like access to the Path of War content (http://www.d20pfsrd.com/path-of-war), specifically the Veiled Moon Discipline (which shall be reflavored as teleportation implants).

Sure, you can use that. Seems interesting. Perhaps members of those 3 classes belong to a unique order, similar to how all the psionic classes belong to the Templars. If so, feel free to design one. You seem to have loads of ideas for this setting. Even if you don't get into the game, your ideas are greatly appreciated.

That goes for everyone else too. Contributions for this setting are encouraged. Maybe some point when I get a new website I can post all this stuff on there as a open source setting.


Personally I think they energy weapons should have higher damage then slug throwers of the basic variety. However there should be advanced slugthrowers like the Drow Warp Guns which have unique advantages that energy weapons can't duplicate. I am also putting together what I think Drow Warp Weapons would be, feel free to critique me. On price I feel that they should be priced to similar weapons due to the lower damage.

I've also changed them from being 1 shot weapons to multi shot weapons, however they aren't semi automatic or automatic (they trade rate of fire for shield piercing).

Warp weapons:

Warp Pistol 500 credits (qualities Warp*) damage 2d6, range 60 feet
Warp Rifle 1000 credits (qualities Warp*) damage 2d8, range 120 feet
Warp Blade 800 credits (qualities Warp*, Warp Lunge*, Finesse) damage 1d8
Warp Polearm 1200 credits (qualities Warp*, Warp Lunge*, Reach) damage 2d6
Warp Whip 5000 credits (qualities Warp*, Reach, Trip, Disarm, Grapple) damage 1d6

*Warp weapons ignore shielding and any force effects/fields
*Warp Lunge allows one to strike at a target five feet away if they would provoke an attack of opportunity from you, this stacks with reach. You cannot use this ability to make more attacks of opportunity then you normally could in a given turn.

The PoW classes would probably be spread throughout the galaxy. Although certain styles of combat (such as the Veiled Moon for the Drow) would be exclusive to them. And an order using the guidelines presented in the PoW book.

Warp Raiders:

Thanks to Drow discoveries concerning the nature of space travel and the manipulation (or flat out breaking) of the laws of physics the Drow possess extraordinarily advanced teleportation technology. The Warp Raiders are what happens when this technology is given military application.

Warp Raiders are Drow who are implanted with special Warp implants and trained in an aggressive, relentless style of war that fully utilizes the technology embedded within their flesh.

Warp Raiders are consummate masters of stealth and guerrilla warfare, in addition to this they also possess a unique collection of special Warp vehicles (either new designed or heavily modified from Drow military stock) and are adept at piloting them.

Alignment LN, LE, N, NE

Symbol: A skull with a pair of warp blades beneath it

Discipline: Veiled Moon

Oath/good graces: Drow Warp Raiders are not required to swear an oath however they are expected to follow a code of conduct. First and foremost they are an elite part of the military (specifically the Explorator fleet) and are expected to hold the interests of the military/Explorator fleet (depending on interpretation) closely.

Beyond this (and not betraying the Warp Raiders, but that shouldn't need to be said) the Warp Raiders include numerous, different Drow. The one thing these Drow have in common is that they are all elite, beyond this however they can range from methodical, organized attack squads to deadly solo specialists.

In the wake of the recent war with the Drutei Imperium membership has sky rocketed and many have joined for the promise of vast plunder and riches (and more then a few of the older members have developed a fondness for raiding and pillaging).

Allegiance Benefit: Warp Raiders thanks to their elite training, exceptional skill and technocratic favoritism (these guys are basically the http://tvtropes.org/pmwiki/pmwiki.php/Main/CreatorsPet of the Explorator fleet ground forces) benefit from luxurious (by poor Drow standards, this means basically upper middle class of the future) accommodations and facilities.

Furthermore Warp Raiders are pretty much free to keep whatever they loot (this became standard policy during first contact) excepting for major, vital and or rare pieces of technology (although for retrieving these they are handsomely rewarded). As a result Warp Raiders since First Contact have accumulated great wealth and are a minor political force in the Drow landscape.

Warp Raiders also have the ear of the Explorator fleet and it's technocratic backers (meaning that anyone from those factions is friendly rather then indifferent to a Warp Raider) and have an easier time of acquiring new prototypes and advanced weapons.

Description
Goals: Warp Raiders ultimately serve at the pleasure of the Explorator fleet (and to a lesser extent the various technocracies) as a result their goals tend to be roughly in sync with the fleet. On a unit level however the Warp Raiders are deeply fond of pillaging and make a point of raiding continuously in times of war.

Indeed the leaders of the raiders make it explicitly clear that pillaging is not only condoned but encouraged. In the first contact war the Warp Raiders became fabulously wealthy and are looking forward to a renewal of hostilities so that raiding may commence...

Habits: Warp Raiders tend to keep up with the latest in gear and weapons, they are also noted for their relentless training regimes and when not training taking full advantage of their luxurious accommodations (which include amongst other things brothels, alcohol and a pirate's life Drow style).

Integration: These guys are ideally suited for Drow campaigns, war campaigns (either beside the Drow army or fighting in support of an "ally') and piracy (and especially privateer) campaigns.

Common Tasks: Raiding, Pillaging, Guerrilla Warfare, Assassination.

Available Services: Luxurious accommodation for all members, advanced weapons, armor and ground vehicles. Anything that the Explorator Fleet can provide within reason (transport for instance, not a spaceship for your unsanctioned raiding)

Warp Raider forces:

Classes. Warlord and Stalker
Warp Assailant (Stalker 5 armed with warp blades and a warp pistol)
Warp Leader (Warlord 5 armed with warp blades and a warp pistol)
Warp Rider (either warlord or stalker 5, uses a Warp Bike)
Warp Reaver (level 7 warlord, specialist in two weapon fighting)
Warp Juggernaut (Warlord 9 who uses a Warp Polearm and medium armor)
Warp Commando (stalker 10 armed with warp blades and a warp rifle/sniper rifle)
Warp Captain (Warlord 10 armed with either a warp polearm or duel warp blades, warp pistol)
Warp Commander (stalker/warlord 10 who utilizes the ubiquitous Hover Tank)

Estimated membership: 20,000 Drow, no shortage of potential recruits.

Vehicles:

Warp Bike: Same as Kelfrynn Industries SB-12 Speeder Bike but with two Warp Rifles into of a Laser Cannon. In addition so long as the bike moves at least fifty feet per turn the bike and rider are considered under the effect of Blur, the warp bike is also 50% faster then SB-12.

Hover Tank: Built with advanced, light weight metals and specially constructed anti gravity generators the Drow Hover Tank is perhaps one of the most feared weapons available to the Warp Raiders. Despite it's name the hover tank is more of a graceful, speedy troop transport armed with double Warp Cannons (2d10 damage, 300 range and semiautomatic). The Hover Tank can comfortably transport up to eight Drow and a pilot.

Gunship: These specially built aircraft despite their name are not meant to provide devastating anti infantry/armor support from the air. Indeed their only conventional weapons are a pair of dual Warp Cannons on each wing (same as hover tank). Instead these gunships are armed with special missile launchers and devastating payloads of Gravity Bombs.

Gunships fire missiles which can be programmed at launch to bypass a certain amount of real material (such as a wall) by briefly entering the fourth dimension before reappearing in the third dimension. This allows the missile to bypass cover and directly explode within say a bunker.

Gravity Bombs (they come in several varieties such as anti gravity bombs and gravity well bombs) allow gunships to fundamentally alter the battlefield in a way that favors Drow (all Drow military personnel are experts at fighting in zero gravity unlike say the Imperial military).

I'll definitely make a Warp Raider if the order is approved, thoughts?


Why not just up the minimum damage if you want them more dangerous, but not necessarily a Killshot? Or just up the crit range? Example: 2d8 becomes 4d4. Much more likely to nuke someone's face for damage that gets through weak armor, -but- slightly -less- likely to get through the weak armor -and- turn them into a floor-stain.

Alternately, change them from 19-20 to 18-20 crit range due to ease of putting the shot where you want it. That gives roughly a 3.75% higher chance (touch attacks generally hit on a 5 or better) to do x3 damage.

Heck, maybe even just raise the crit range and lower the crit mod for energy weapons. Why use those nasty slug things? Because they're -messy-. Lasers self-cauterize. Slugs leave a bloodtrail. :P


Pathfinder Adventure Path, Rulebook Subscriber

Something I am noticing on the technology guide equipment, even in a major star system, they are way more expensive than the comparable santiagao/campaign docs you have. Is there a reason for that that I am not seeing?

Also, for weapons with capacities, is it possible to obtain additional power packs for swapping out in a long combat or are they just drained until you can plug them in. If packs are available, then how much are they each? Couldn't find anything on these either.


Pathfinder Adventure Path, Rulebook Subscriber

My submission based on what we discussed, the equipment may get altered some eventually and I know she probably should have slightly less credits than she should, that's fine with me.

Fraejia Build:

Fraejia
female esper 2
CG Medium Outsider (native)
Init +2; Senses darkvision 60ft, Perception +4
--------------------
Defense
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 22 (2d10+6)
Fort +5, Ref +5, Will -1
Defensive Abilities DR 3/armor (extra DR 3/- vs. pistols and rifles)Immunities Aging effects, disease, and cold; Weaknesses fire
--------------------
Offense
--------------------

Speed 30 ft.
Melee 2 claws +3 (1d4+3+1 cold
Ranged Zero Hold-out Pistol +3 (3d4 cold /x2)
Special Attacks Ice Missiles (3 per day),
Spell-like Abilities (CL 2; concentration +6):
3/day Ice Missiles (dc 15)
--------------------
Statistics
--------------------

Str 14, Dex 14, Con 16, Int 10, Wis 8, Cha 18
Base Atk +1; CMB +3;CMD 15
Feats Light Armor Proficiency, Energy Weapon Proficiency
Traits Extremely Fashionable, Vagabond (Disable Device)
Skills Diplomacy +8 (+9 trait), Disable Device +8(+8), Intimidate +9 (+10 trait), Knowledge (Technology) +5, Knowledge (astronomy) +5, Perception +4, Tech Device +5, Use Tech Device +9
Languages common, esperish
Combat Gear Zero Hold-out Pistol, Mylar Armor with Blast Resistant Weave Other Gear
Misc Gear backpack, a bedroll, a belt pouch, caltrops, a grappling hook, a mess kit, a mirror, pitons (10), rope, soap, electronic picks, mre's (5 days), and a waterjug, 25 credits
--------------------
Special Abilities
--------------------

Being of Ether Due to the unique nature of an espers powers, they are able to burn their own life force to further fuel their powers by sacrificing their hit points which may not be healed in any way until after one days time.

• An esper may burn a number of hit points equal to the level he obtained one of his spell like abilities to use it an additional time per day.

• He may also burn hit points to apply metamagic effects he knows to his abilities, spending hit points equal to the total number of spell levels it would cost to add these effects.

• He may burn hit points to ignore damage reduction equal to the enhancement bonus it would take to bypass it for one round, e.g. 1 hit point to bypas magic, 3 hit points to bypass cold iron or silver, etc.

Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you. (diplomacy chosen)
Ice Missiles An esper can unleash a freezing projectile, making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + her Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.
Life Generation Espers were designed as generators and capacitors for life force and as such constantly generate more. An esper is effectively immortal and will not die of old age or disease, though they can still be killed and when they are, they are reduced to a small crystal that can be brought back to life with a sufficient amount of life force given to it. Espers are immune to effects that age them and to disease.

Appearance:
Faejia is a realatively human looking woman with ice blue skin, black hair that glimmers like spun ice crystals, reaching her hips, and glowing blue eyes. She has a gorgeous figures, and wears a very nice looking suit of mylar armor most of the time of a dark navy blue with a silver undertone, that hugs her hips and breasts with a cut down the front to her naval and a flaring skirt that reaches her ankles. She wears little to no jewelry, but does carry a small Zero Pistol in a holster attached to a platinum colored belt. She carries herself with a cold and regal poise that has led her to be nicknamed the ice queen.

Backstory:
Fraejia comes from an unknown planet, little is known about her background or race as she is the first ever to be seen of her kind. She is known to have a fair amount of knowledge about both technology and astronomy, and has a mysterious ability to create and manipulate ice. She has been traveling for sometime now, picking up odd jobs as she goes, particularly for the Alderian Confederacy.

What no one but her knows is that she is the youngest daughter of a race called the Espers, being only two hundred, she has finally set out on her own for the first time and, in the consummate tradition of her people, she has gone to live and explore a place where she and her kind are unknown. She is also finding herself drawn into her people's second favorite past time, meddling in events that are none of their concern. Despite her generally frigid demeanor that earned her the nick name "Ice Queen", she has found herself drawn into the plight of the surviving humans of the Alderian Confederacy, and has decided to spend some time trying to help them survive.

The way she drives others away comes across as her being a b$+&$, but the truth is, she is trying not to get too attached to any one as she knows that she will live to watch them grow old and die over and over and over again. This issue has given her people a tendency to isolate themselves when they can from forming attachments that they desperately desire. Eventually, she will find herself falling for another not of her kind and watch them die before her eyes in what is merely a blip in her existence. She both fears this and yet yearns for it as well since it is almost a right of passage for the esperish people.


I updated the equipment to be (hopefully) a little more understandable. At the top of the equipment section it explains what from the Technology Guide and Santiago Player's Guide are changed and discounted. If it isn't listed or mentioned on the Campaign Guide, it isn't available.

I hope this clarifies things.


Pathfinder Adventure Path, Rulebook Subscriber

Looks like only a minor gear change then for me I think. Forgot to add before, I am interested in a little of everything as far as the themes/kinda game it is.

Shadow Lodge

Just a note
As is the energy weapons won't be affected by the DR of the armor, as they deal energy damage(usually fire, sometimes electricity or plasma (take the worst resistance from fire or electricity)


Pathfinder Adventure Path, Rulebook Subscriber

Yeah, noticed that, still, I'll live...maybe...


The energy from energy weapons does not bypass DR/armor, except for energy swords as it is 'technicaly' a different form of energy. This is a houserule I'm going to be using. The concept is that armor made in these times is made to resist the energy from energy weapons. Either we do that, or drop the damage of all the weapons to standard (as noted in a previous post) and keep it RAW.


On a side note, if anyone else is interested in playing the Noble class from the Freeport Companion and doesn't have the product, let me know. I can send you the class information. Just PM me if interested.


Have the Warp Raiders passed inspection (or need modification or something)?


Regarding the Earthquake Hand Mortar, thanks for increasing the damage. When I had it doing 1d10 damage, I was looking at a pistol that did 1d6.

Which favored enemies are commonly found in The Derutei Imperium? Can Templars be chosen as a favored enemy?

Edit: Also, Use Computer is a class skill for Seeker Archetype Rangers. How useful or necessary is it?


I'm just going to go ahead and withdraw. I have a lot on my plate at the moment, mentally. So I'd rather not burn myself out on my other campaigns and get into another, when I can just take the slow and safe road.


Viluki wrote:
Have the Warp Raiders passed inspection (or need modification or something)?

Sounds pretty legit. As for the Drow race (which I'm assuming you plan on playing one), how does this sound.

Same stats are a normal Drow, except as follows:
Remove light blindness and give them low-light vision. Remove poison use and spell resistance.
Switch spell-like abilities with:
Null Gravity Stalker: Drow may move through difficult terrain without penalty while in low gravity or zero gravity conditions. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.

How does that sound?

Shinrin Fukushu wrote:

Which favored enemies are commonly found in The Derutei Imperium? Can Templars be chosen as a favored enemy?

Edit: Also, Use Computer is a class skill for Seeker Archetype Rangers. How useful or necessary is it?

I can't remember where, but I remember seeing/reading something about a ranger's favored enemy being a member of an organization rather than a subtype. Could make a custom archetype that changes Favored Enemy (maybe they don't get any more than one, or something or other). So long as it doesn't conflict with another archetype it should be fine.

As for the Use Computer, I'm pretty sure the writers of the Santiago Player's Guide forgot to change Drive to Fly and Use Computer to Use Tech Device (Use Magic Item). I'm not going to have any skill checks to use technological devices, so replace Use Magic Item with Use Computer, and we can use the SWRPG Saga or Revised Edition rules for it.
I'm going to implement a Pilot (Dex) skill. Also, roll Disable Device into one of the actions for the Mechanics (Int) skill.
So, Use Computer (Int), Mechanics (Int), and Pilot (Dex) are added. Use Magic Device and Disable Device are removed.


Also for the Warp Raiders' warp missiles, change 4th dimension (which is time) to subspace. Subspace is--weird--like that. So the missiles bypass cover, they can go through up to 1 foot of solid material (except skymetals), and deal 5d8 damage.


Hotaru of the Society wrote:
I'm just going to go ahead and withdraw. I have a lot on my plate at the moment, mentally. So I'd rather not burn myself out on my other campaigns and get into another, when I can just take the slow and safe road.

I'm sorry to hear that you are withdrawing. Good luck in your other campaigns though!

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