Fhang

SD DM's page

1,054 posts. Alias of therealthom.


About SD DM

Lecian
Mordecai
Lothan
Wilam Tayhorn
Kuva Azul
TyrrolRadanavich

Future Game Char Gen rules:

The Matrix. Or dumping below 8 only adds one point per point dumped.

Fighters: 4 skill points per level. Expanded Class skill list. Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Ch), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (history) (Int), (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Monks: Flurry is not TWF; it is its own thing.

Rogues: All skills are class skills. Any knowledge.

Wizards: Spell books are fair game. (This does not mean that I will target the spellbook often, but that I may target it.) Take care of it. Keep it dry and away from fire. Reasonable precautions should suffice. Spellbook counts v. WBL. Spares are counted 50%. Spells can be cast like a scroll directly from the spell book. The spell is wiped from the spellbook if used this way.

Witches/Wizards/Sorcerers: d4 hit dice.

Hit dice: Roll for hp. Minimums -- d12 4, d10 3, d8 2, d6 and d4 1. There is also a mystery minimum by % of average class hit points.

Despite how characters are generated, the average population's ability scores more or less conform to a 3d6 distribution. People of up to third level are fairly common. Sixth level characters are worthy of popular notice and fame.

Spoiler:

Hazard: The various Joros in the hospital have never witnessed armed conflict and react strangely to combat; some think it’s a whizdisk promotional stunt and try to get closer to take pictures, while others get frightened and retreat from the action. Include four Large-sized groups of Joro bystanders that move up to 20 feet per round on initiative count 0 to follow the action. These groups provide soft cover, constitute difficult terrain unless a creature moving through the Joros’ space succeeds at a DC 18 Acrobatics or Intimidate check, and render any creature attacking from within the Joros’ space off-target for that round. Each group of Joros has AC 9, a +0 modifier for all saves, and 4 Hit Points; any amount of damage causes a Joro to cry in pain while being feebly assisted by the other Joros in their group, which stops the group from moving for 1 round per Hit Point lost. If a group is reduced to 0 Hit Points, most of the Joros in that group scatter and flee the hospital while one falls unconscious, dying the following round unless they receive healing or first aid with a successful Medicine check. The purple holographic curtains provide concealment against
creatures on the opposite side. Any purple or white intersection on the map of the hospital floor has a vidscreen or fluorescent light suspended over it from the 20-foot high ceiling. An attack that hits EAC or KAC 12 and deals at least 2 kinetic damage or 4 energy damage causes the device to fall, which shatters in the intersection and deals 1d6 Piercing damage to all creatures within 15 feet (Reflex DC 10 negates). If four lights or screens are destroyed, the hospital becomes dark. All doors are locked but can be opened with a successful DC 24 Strength check (hardness 8, 30 Hit Points).

COMMANJOROS (3) CR 1
Nonbinary human operatives
LN Medium humanoid (human)
Init +5; Perception +11
DEFENSE HP 17
EAC 10; KAC 11
Fort +3; Ref +4; Will +4
OFFENSE
Speed 30 ft.
Melee light sap +4 (1d4+23 B nonlethal)
Ranged pulsecaster pistol +6 (1d4+1 E nonlethal), or
Offensive Abilities awful humor, trick attack +1d4
STATISTICS
Str +2; Dex +4; Con +0; Int +1; Wis +0; Cha +0
Skills Acrobatics +6, Athletics +6, Culture +11, Diplomacy +6,
Sense Motive +11
Languages Common
Other Abilities specialization (detective)
Gear flight suit stationwear, light sapAR, pulsecaster pistol with
1 standard battery (20 charges)
SPECIAL ABILITIES
Awful Humor (Ex) When making a trick attack, a CommanJoro
can attempt a Culture check instead of a Stealth check. Any
creature trained in Bluff or Diplomacy can attempt either
skill as a reaction; if the creature's result surpasses the
CommanJoro’s Culture check result, the creature delivers a
verbal riposte that negates the maneuver and renders the
CommanJoro off-target until their next turn. The associated
attack is resolved as normal.

Make the following adjustments to accommodate a group
of four PCs.
Use 3 CommanJoros.

WHIZDISK BUNNY MASCOTS(2) CR 3
Incapacitator robots (Starfinder Adventure Path #25: The
Chimera Mystery 61)
N Medium construct (technological)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE HP 40
EAC 14; KAC 16
Fort +3; Ref +3; Will +0
Defensive Abilities integrated weapons, unflankable;
Immunities construct immunities
Weaknesses vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 30 ft.
Melee slam +12 (1d6+7 B nonlethal plus grab)
Ranged integrated voltaic anchor pistol +10 (1d6+3 E nonlethal;
critical bindAR), or stickybomb grenade I +10 (explode [10 ft.,
entangled 2d4 rounds, DC 12])
Offensive Abilities exploit advantage
STATISTICS
Str +4; Dex +2; Con —; Int +1; Wis +0; Cha +0
Skills Acrobatics +8, Athletics +13, Intimidate +8
Languages Common
Other Abilities unliving
Gear voltaic anchor pistolAR with 2 high-capacity batteries (40
charges each), stickybomb grenades I (2)
SPECIAL ABILITIES
Exploit Advantage (Ex) When an incapacitator robot hits an
entangled creature, it deals that target extra nonlethal
damage equal to its CR (3 extra damage for most
incapacitator robots).

Make the following adjustments to accommodate a group
of four PCs.
The mascot robots aren’t built for combat, and gain the
flat-footed and off-target conditions.

ENCOUNTER C1 (LEVELS 3–4) Make the following adjustments to accommodate a group
of four PCs.
Each unfinished Joro is structurally unstable, reducing
its Hit Points by 15 and imposing a –1 penalty on its ability
DCs, EAC, KAC, attack rolls, damage rolls, skill checks, and
saving throws.