Jaster Kite |
Sorry am so late, watched Star Wars... Twice.
Ioc-
I'll have to see the race stats first. Do you have a link?
Loup Blanc-
I might allow it if you expanded on the oath, maybe to something I might really be able to use as a sick and twisted GM (which will, in itself, be it's own penalty to offset the strengths).
Tik'Klik-
That's a good idea. Remember. There are magical items and there are tech items, differentiated on the intro post.
Any language is viable, and considering the setting, if you're playing any custom races that would have their own languages, feel free to give them it.
Fraejia-
Interesting choice for a major drawback. Will keep that in mind when I finally acquire 5th bestiary and all it's telepathic monsters :)
Yeah, I meant that the Galaxy was called Golarion.
SPARTAN-
Looked it over. Not terribly ovepowered, but the Bonus Feat being traded out for two powerful traits (one of which gives a bonus feat) might be a bit much. It feels like a human, but more muchier. If you're only going to add to a race, it should either be underpowered in the first place, or something should be added to take away from it to counteract the bonuses, such as a penalty or a weakness.
Kenrar Tane-
I don't think you need an archetype for that. There's a rogue Talent called Gun Training, I think, and one that gives a small pool of grit.
Roycillo-
The Plane of Shadow is still a plane, as are Heaven, Hell, Etc. The Worldwound is a system-sized tear where the Abyss is coming through, and all the like. It's a really big setting.
Not a hindrance at all. I was just in a campaign with an alter-ego-ed vigilante type.
Ellion Hisoni-
Not the future. A different galaxy with varying levels of technological advancement between planets.
Almost the same, but spacy-er.
Very prevelant. Travelers and starfighter pilots are abound, for those who can afford it.
Planar travel leads to different, space-spanning planes. Some of them can be used to teleport between systems, but such a method is much rarer and far more dangerous.
Standard technology would be along the lines of blasters, repulser vehicles, system/region-wide communication devices, etc.
The gods function as normally, unless it wouldn't make sense.
Yes, along the lines of crossbows.
Golarion is not a planet in this setting. It is a Galaxy.
Dave Herman-
15 Race points, or prefferably less.
Green Smashomancer-
Glad to see you make it. Of course you still have time to apply, There's still a few more days in the recruitment left, methinks. Nothing's set in stone so far. Throw me a character, I look forward to it.
Green Smashomancer |
Due to my crippling inablilty to narrow down character ideas on my own, I'd like to ask the opinions of others. Right now I'm considering to varying degree's:
"Fuse" |
The hexcrafter would be nice, or pretty much any of them. We have a lot of backline damage, as well as a decent frontline, with myself for damage and the pitborn for support and also more damage. Any of them work, but we already have a sorcerer, and our back/midline damage is pretty well-built, so I'd say the Hexcrafter unless you'd rather not, or someone else has an opinion.
Green Smashomancer |
Although, since we seem to be allowing some pretty crazy stuff from the race builder, I might be able to come up with something using that Forlarren I briefly mentioned in the other campaign. That would be either a warpriest, or Unchained/Sohei Monk. A unique offshoot that is part Asura instead of Demon.
EDIT: Also I suppose it's worth mentioning that the sorcerer I listed above would play substantially differently from our golemdroid friend, as well as supplement the buffs from the bard.
DOUBLE EDIT: Actually, this setting is ripe for "biotic" style magic. Consider the Sorcerer to have the Psychic bloodline.
loc |
There aren't any real stats for it. IN the shattered star adventure path they fight a Eox necromancer. In his stats they state that Eoxian's are a race that pretty much humanoid in all right with stats, but they get a +4 int and a -4 con. Other then that they get a bonus feat, skill point,etc. Here is a link to a another discussion describing the baddie.
Shattered star: Asylum Stone.
Green Smashomancer |
Looking through it some more it looks like we're pretty melee heavy now actually, there's a: Barbarian, Melee Bard, not-jedi, and a Synth Summoner. I think I'll withdraw the Daring Champion. Probably the Hexcrafter too, I'll have to wait for Vulcan Nerve Pinches, I suppose. And hammers with jet-boosters on them. Le sigh.
Edit:
There aren't any real stats for it. In the shattered star adventure path they fight a Eox necromancer. In his stats they state that Eoxian's are a race that pretty much humanoid in all right with stats, but they get a +4 int and a -4 con. Other then that they get a bonus feat, skill point,etc. Here is a link to a another discussion describing the baddie.
I'm not sure if you're responding to me but if you are, I wasn't referring to the Eox guy, I mean't the races that actually are being homebrewed.
Jaster Kite |
Green Smashomancer-
I personally like the Hexcrafter option the best, too, though they all look pretty good, though now that you mention that Forlarren, I'd like to see that, too, especially since Asura is one of my favorite fiends. Any way it goes, your choice.
Ioc-
So the ultimate squishy wizard race, eh? I'm absolutely fine with it.
loc |
Haha yeah they are. Perfect for them since they all turned into Liches or other undead. I got my crunch done now I'm starting on the back story. He is going to be a wizard who is trying to combine the arts of necromancy with robots and technology, eventually experimenting with trying to grant robots souls or craft AI's with one. Sorry green I was talking to Jaster. He wanted to know if their were any published stats for them outside of that module. I'm going to try and find the monster online to show him off. Is their a deadline for the game recruitment?
Kenrar Tane |
Kenrar Tane-
I don't think you need an archetype for that. There's a rogue Talent called Gun Training, I think, and one that gives a small pool of grit.
There are two Rogue Talents that are relevant.
Firearm Training grants proficiency with Firearms. I am assuming that this is unnecessary for this campaign.
Grit is the one you are probably thinking of - it grants any one Grit feat, and the Amateur Gunslinger feat, which gives a Grit pool of 1, and access to one first-level deed. It does not, however, grant the gun training class feature (which gives DEX to firearm damage). Gun Training is usually considered the thing that makes firearms as good as bows (or better assuming touch attacks) since composite bows allow +STR to damage.
The point is that generally the Gun Training feature is considered the reason to take Gunslinger, but most advice I have seen says there is not much point continuing with the Gunslinger class after you get it. I normally prefer to stick with one class all the way rather than dipping.
I've played rogues before and seen them played plenty, and I know how to play a character who uses Sneak attack. I don't really want to do that though which is why I'm suggesting a variant.
Green Smashomancer |
Since the Hexcrafter is getting some love, I might want to toy around with the race builder for that one anyway. As for said forlarren, I feel obligated to figure out gun-fu to better fit into the setting before going forward with that.
I think the Hexcrafter and Eldritch Archer stack too. There's an idea.
EDIT: I'm open to further votes and ideas, btw.
JDPhipps |
Jumping in here to express interest; I'm a friend of Loup's and we're looking at putting together a joint submission. Also, are we using Guns Everywhere rules, or do we all gain access to firearms via the feat? I ask because it makes the difference between having a one-shot pistol and a revolver.
Also, have defense bonuses/armor been decided? I think running a game with defense bonuses and armor as DR would be interesting for a space game, but that's just me.
Loup Blanc |
Alright, a lot of typing on my end because I had a burst of inspiration to get done the fluff I'd been working on. I'll break it into a couple chunks in spoilers below, and alter some stuff on the alias page as well in a bit, probably copy it there too, but a couple comments here:
Not terribly ovepowered, but the Bonus Feat being traded out for two powerful traits (one of which gives a bonus feat) might be a bit much. It feels like a human, but more muchier. If you're only going to add to a race, it should either be underpowered in the first place, or something should be added to take away from it to counteract the bonuses, such as a penalty or a weakness.
Well, as can hopefully be seen in the notes below, the base idea for the SPARTAN was a genetic manipulation (through magic!) of humans (and other races) to produce more powerful individuals. It's very much grounded in the general concept of creating genetic super-soldiers, especially the SOLDIER program from Final Fantasy VII and its expansions. The trade of Bonus Feat for proficiency in weapons came straight from the normal options for humans, but I'll admit I only threw in the Improved Unarmed Strike so my character could have Deflect Arrows. He'll start the game just wanting to deflect bullets with his sword, it'll be more fun to watch him grow that way. I also included a new racial trait that gives them a penalty on Will saves against Aspis members, to reflect their subliminal conditioning.
Re: The Oath: I've updated that below as well, with some more specifics to link it to the program's roots and allegiance. I figure there's plenty of fun to be had with almost programmed loyalty to a mega-corporation that is, at its basis, Neutral Evil! Should be neat to see the character deal with that as time goes on, whether he tries to reconcile with the moral issues of his bosses, or ends up rebelling against them.
Anyway, here's what I've cooked up.
Base Attributes: This batch of SPARTANs shows heightened physical abilities compared to your base human, as well as strong personalities and physical attractiveness. We've decided to leave them with the weak willpower typical of the treatment, however, since it seems to fit our goals well enough. (Advanced Ability Scores: Str +2, Dex +2, Con +2, Wis -2, Cha +4) (4 RP)
Genetic Code: Although we're still unraveling what exactly the gene sequence means, it's worth noting that there are noticeable changes after treatment. (Humanoid type with human subtype, and addition of the augmented subtype.)
Linguistics: No measurable change. (Linguist as usual) (1 RP)
Adaptability: Although specialized training takes up some of their time, the SPARTANs seem to retain the customary human trait of learning quickly, and they all have their own specialties.(Skilled) (4 RP)
Weapons Training: With the general increase in physical capabilities, we felt this SPARTAN batch should be trained with versatile weapons; we commissioned special blades for training. (Bonus Feat traded out for Military Tradition, proficiency with dueling swords and elven curve blades, both fluffed as different-looking weapons) (4 RP)
Subliminal Conditioning: As part of the usual training regimens, we've conditioned this batch to respond particularly well to Aspis agents, especially their spells. (-2 penalty on Will saves against known Aspis agents, based on appearance and/or code words) (-1? RP)
Total RP: 12
From Aspis Promotional Materials
Aspis: The Corp for You!
The Aspis Corporation has a long and prosperous history of trade, with roots dating back well before the modern age of interstellar travel and commerce. Originally a consortium based on the wonderful urban world of Cheliax, we at Aspis spread our economic reach far and wide across the planet, bringing new goods and services to people far and wide--not to mention robust new employment opportunities! We soon became the frontrunner of most merchandising on-world, thanks to our go-getter attitude and by-the-people-for-the-people mindset.
And when the chance came to share our wealth and trading prospects across the galaxy, we pounced on it! Oh boy, did we ever!
Nowadays, Aspis is still the largest trade conglomerate in the Golarion Galaxy. Although we still have a stronger presence in the Avistan cluster, we've spread into the Garund system and are hoping to expand even further as circumstances allow! And thanks to our special status as a "mega corporation," we're privy to special treatment and are able to work around pesky red tape in order to reduce prices--and improve service!--to YOU, the customer! It's always been our mission to deliver goods and provide the best merchandising experience for our valued clients, and we only see a bright future in store!
So remember to always shop right: shop Aspis!
- - - - -
Memo to Aspis Patrons, Re: Info Leak
From Muriel Azphitra
...Although at this point we're still investigating the causes behind this event, rest assured that heads will roll when we ascertain the culprits. Aspis has thrived in recent decades, due in large part to our successful public image endeavors. The people like Aspis, they trust Aspis, and we damn well need to keep it that way. Nobody's going to want to buy goods from a company that's been caught even selling weapons to two sides of a war. If a revelation really comes out that Aspis agents may have ignited the Nirmathas Conflict, we'd be ruined.
Fortunately, it seems that our counter-rumor campaign is going well so far. Most information sources are already reporting that the "leak" was a work of corporate espionage by those bloody Andorens, trying to drum up political support for their new government. It's important to remember, though, that prevention is far superior to reaction. I haven't remained a Patron for centuries by waiting for something bad to happen, and I highly doubt any of you will last long if you don't get your act together and keep this sort of thing from happening again.
For now, maintain silence, and suppress any subversion where you find it. We'll have our usual meeting at the location we established last time. And thank the gods the leak only hinted at Nirmathas--I don't know what we would have done if anything about Galt got out.
From the desk of H
Firstly, welcome to the team. You're now part of an incredible step in humanoid evolution and advancement. You're the best of the best, and if you were any less you would never have gotten the chance to read this. If you prove to be less, then you'd be a mistake, and those are something I avoid.
Before reading further, make sure you've signed the appropriate non-disclosure agreements in accordance with usual Aspis procedure...
...Project SPARTAN began with a simple idea: What if we could harness the power of monsters and other beings in the body of a humanoid? Certainly, we are capable of great things, but can any mortal man claim to have the strength of a giant, the quickness of the fey, or the like? Only through magic and advanced technology are these things possible--that is to say, external influences on the individual. But our goal was to internalize these abilities.
Although as yet we have met only middling success, it is still a thrilling advance compared to what we once were capable of. By infusing the body with magic at its most basic level--manipulating the very gene sequence of the individual, flushing their entire being with energy--we are able to produce humanoids with greater capabilities than their more common counterparts. Of course the procedure has its dangers, the treatment is expensive and time-consuming, and we're still working out the bugs, but the results are astounding. Only in time will you see for yourself the incredible wonders we perform on a daily basis here at Aspis Labs.
Sidebar: On the SPARTAN Project's Name
SPARTAN comes from an archaic word whose true meaning has been lost to time. However, it seems related to the spartoi seeds, old artifacts of magic which could summon undead warriors. These skeletal combatants were referred to as spartoloi, and although we have lost the majority of whatever tongue created the name, it is clear it referred to powerful soldiers of greater-than-humanoid capabilities. As such, we felt it fitting to refer to the results of our program as SPARTANs--sharing traits with the unkillable warriors of old.
Sidebar: On the SPARTAN Project's Version Name Conventions
Accepted conventions for version numbers is a series of 3 digits, separated by decimal/period marks (e.g., SPARTAN V1.1.1). In such a sequence, the first digit refers to the overall treatment variation. The second digit refers to the treatment "patches" used to fix small errors in the genetic code which arrive. The third digit refers to the original species/race of the sample subject.
So far we are still using Treatment 2 as the most up-to-date operation, although work for Treatments 3-5 is well underway. As reference, keep in mind that Treatment 1 increased the physical strength and stamina of the individual, but left them slower in body and mind; Treatment 2 improves the subject's overall physical capabilities, as well as their force of personality, but still leaves them relatively susceptible to mental attacks.
Treatment 2 is currently on the second patch. Subjects treated with version 2.1 had an unfortunate tendency toward internal bleeding and tumorous growths, and most expired quite soon after the treatment. Thus far, no work on a 2.3 version has been deemed necessary.
The final digit refers to species by the following guide:
1--Human; 2--Elf; 3--Half-Elf; 4--Half-Orc; 5--Tiefling; 6--Aasimar; 7--Dwarf
More numbers may be added as necessary if/when other subjects from other species are treated successfully. Keep in mind that thus far no species with less body mass than elves or dwarves has proven capable of accepting the necessary rigors of the treatment process, and no requests for testing such species are being accepted by the Project Head at this time.
- - - - -
From the SPARTAN Training and Conditioning Manual
The SPARTAN Oath
By the blood we've shared and the blood we'll spill, I so swear: I will stand always by my brothers and sisters in arms. Though we may quarrel, with our disputes and rivalries, there are none who may quarrel with my brothers and sisters and not quarrel also with me. My family of honor and strength extends to all SPARTANS, new and old, and to all agents of the Aspis Corporation, which has given me my life and all I have. Their secrets are my secrets; their dreams are my dreams. I will follow them to the ends of the galaxy and beyond. When they despair, I will comfort; when they exult, I will lift them up; when they falter, I will be their strength, as will they be mine. Woe unto those would threaten us and ours, for they will feel the weight of all SPARTANS and Aspis upon them, myself at the front. Woe unto those who betray us, for they will bear that weight and more. I will embrace my goals and defend my honor as SPARTAN, and always hold up the Aspis Corporation. So do I swear.
The repetition of this oath, whether in part or in totality, has proven very effective in causing SPARTANs to express almost complete, unfaltering loyalty in our cause. Almost makes me think the subconscious conditioning is unnecessary--of course, if we have that capability, why not put it to use? --H
JDPhipps |
Now that Loup has posted in, I've done some work and designed a variation of the SPARTAN for my own character.
Base Attributes (4 RP): After a series of trials, this new run of the SPARTAN program has shown exceptional physical prowess, with advanced muscle treatments lending augmented agility. SPARTAN V.2.5.2 is not recommended for long-term solo duty; problems in genome sequencing has led to a predisposition towards anti-social behavioral traits. (Advanced Ability Scores: +2 STR/+2 DEX/+2 CON, +4 WIS/-2 CHA)
Darkvision (3 RP): Following their initial genetic treatment, this SPARTAN variant's irises were treated to allow for increased expansion, allowing for increased night-vision. (Darkivision to 120 ft.)
Genetic Code: While every effort was made to preserve the original genetic code of the subjects, significant changes were required to achieve desired results. (Humanoid type, Elf/Augmented subtypes)
Keen Senses (2 RP): This SPARTAN variant has retained their genetic predisposition for increased visual and auditory perception. (+2 Perception)
Lightweight Bone Structure (1 RP): Intending for scouting missions, this SPARTAN variant has had their bone marrow infused with lightweight polymers, allowing for increased movement speed and reaction times. (+10 base movement speed)
Low-Light Vision (1 RP): While genetic sequencing diminished this variant's perception in low-light areas, additional surgical measures have returned SPARTAN V.2.5.2's low-light vision. (Low-light vision)
Reduced Immunity (1 RP): While subjects still show invulnerability to sleep effects, they appear to have lost their innate resistance to enchantment effects. (Immunity to sleep effects)
Weapons Training (2 RP): This SPARTAN variant was trained in traditional Elven weaponry, along with longswords and rapiers for traditional combat training, and garrotes for neutralizing targets silently. (Proficiency with Elven weapons and longswords, rapiers, and garrotes)
Subliminal Conditioning (-2 RP): Due to their increased operational autonomy, these units required stronger conditioning following their genetic treatments. While resilient to our conditioning, these units still retain subliminal programming by the Consortium. (-4 penalty to Will saves against known Aspis agents; requires appearance or code words)
(Total RP: 12)
Also, just gonna go ahead and roll hit points.
Hit Points: 1d8 + 2 ⇒ (6) + 2 = 8
mdt |
1 person marked this as a favorite. |
Jumping in here to express interest; I'm a friend of Loup's and we're looking at putting together a joint submission. Also, are we using Guns Everywhere rules, or do we all gain access to firearms via the feat? I ask because it makes the difference between having a one-shot pistol and a revolver.
Also, have defense bonuses/armor been decided? I think running a game with defense bonuses and armor as DR would be interesting for a space game, but that's just me.
As near as I can tell after asking the same question a couple of times, it's kind of a homebrew mismash of the two.
Guns are everwhere, however, they are not simple weapons. They are still exotic, but, all PCs get the exotic weapon feat for free. This appears to mean that while there are guns all over the place, a large majority of 'normal' people never use one. I'm guessing this means that guns are filthy on the space ways, but not on 'civilized' planets. In other words, if you're running around on back water planets, everyone uses guns. If you're on a core world, they are restricted or not in use for social reasons.
The costs for guns are the 'Guns Everywhere' (that is, 10% of the listed price), but then reduced again by 50% for more 'primitive' type weapons vs 25% reduction for advanced firearms. To the best of my knowledge, you can get a cartridge version of an early firearm (that's what I did), which turns it into the equivalent of a breach load weapon, rather than an internal magazine, clip, or revolver.
For example, A revolver is normally 4000gp. Guns everywhere makes that 400gp. Homebrew reduction makes that 300GP. A musket with a cartridge load is normally 1500gp, reduced to 150GP by guns everywhere, further reduced to 75GP by the homebrew rules. This is the equivalent of a bolt action rifle (load in one round, fire, unload, reload, fire).
I'm still a bit fuzzy on the armor myself.
Azih |
Azih-
Yours is a character I can really get behind. Always liked the Oracle class, though I can't help but notice she's not carrying any weapons. Was that a conscious choice?
Thanks Jaster. That was more because I didn't have enough funds to get an advanced firearm. Looking over it again, It seems like I can get a pistol for 75 GP? It doesn't really make sense to have a powder and shot type situation so can I reflavour it as a pretty crappy blaster for personal defense that has a one shot battery that needs to be reloaded every round (costing 1.1 gp per battery). In every other respect it's just a pistol. What would the misfire rules be for such a weapon?
mdt |
Breach load pistol would I think work yes? Not black powder, just takes a single round every time you load it.
Reminds me of the gun used in Outlaw Star...
JDPhipps |
Another question for the GM: How do you feel about cybernetics being used for character flavor? By the rules they cost a lot of cash, although I'm looking at having my character possibly have some cybernetic augmentations as part of his backstory. I'm thinking he'll have lost part of his arm at some point in his life, and now one of his forearms has been replaced with cybernetics.
Ludvic Hearthrend |
So I got my back story done and am posting it. Turned out a little longer then I expected. I would love to hear peoples opinions on it to.
A large sealed tube slowly began to open up, it’s metal peeling back like the bones of a ribcage to reveal a pale looking humanoid inside of it. At first it seemed to be a simple human, but upon closer inspection certain characteristics were off. His eyes were sunken into his skull to the point he looked like a corpse, his skull was larger then normal to, the veins on his pale skin clearly visible. The messy black hair on his head did little to draw away attention from it. He was only dressed in a pure black robe. Everything about him seemed fresh, as if a second had not passed since he went into the tube. His eyes slowly opened up as he crawled out of the machine to examine his surroundings. Around him the laboratory he once worked for was in ruins. Age had claimed most of the technology around him. He had once been part of a research and development division looking into the possibility of combining necromancy with technology to help with the war effort. Upon learning of the doomsday weapon that was soon to be launched though, the entire division went into stasis in case of failure. Sadly the weapon had more powerful then any of the planets researchers could have imagined. He was able to get a few camera’s working outside only to discover a barren wasteland. Much to his surprise though he soon came into contact with the survivors of the calamity. Survivors may have been a relative term though, the majority of the planet’s inhabitants now undead. He took everything in stride though. He had never been one for family, focusing mostly on his research. The biggest annoyance was being trapped here in the lab, unable to survive on the barren wasteland that used to be his home. The lab kept clean air flowing thanks to the generator but the emergency food supplies were quickly running low. His fellow researchers were still in stasis thanks to a glitch in the program, his loneliness turning into a blessing as food began to run out. Two weeks into his awakening he came into contact with a certain creature as he was scanning through signals. The lich’s name was Loth. He seemed very interested in the chance at getting his hands on living specimens of eoxian’s from the past. Ludvic really had no choice. but to give him the location. He had his own plans ready though. As Loth landed with his ship and entered the long forgotten facility, Ludvic was ready. While the lich entered and began to explore the facility Ludivc snuck out. He had been able to conjure up a bubble of air around his head to survive the environment, but almost died during the small walk to the ship. He was lucky the rich had installed a device to create air for what he assumed would be his human cargo. With a sigh he had to abandon all his research, blasting off in the liches vehicle, leaving the vengeful undead stuck at the facility with his past researchers. He felt a built guilty about leaving his past co-workers behind but had to put his own survival ahead. The rich had brought food to support his new subjects that would last Ludvic until he could find some place to land. It was a big universe. Surly their was some place he could set up shop and restart his studies. Maybe one day he could even return to his old home world. With his studies into necrotech, he would surly find his share of troubles in the galaxy.
Jaster Kite |
mdt-
Hit the hammer on the head. Thanks for explaining.
What are we not clear about as to armor?
Azih-
One does ot necessarily need firearm. Can do fine with melee weapon.
JDPhipps-
I'd have to see what kind of cybernetics you're talking about, first.
Ludvic-
Like character. Enjoyed backstory/worldbuilding. Gives sense of background and purpose, perhaps something I can work with later on.
mdt |
One suggestion on the cybernetics.
When I did a space campaign using d20 rules, I told the players they could get Eidolon Evolutions as Cybernetics. However, I limited them to total evo points equal to the total of their WIS mod and CON mod, combined. Any more either drove them insane, or caused their body to overload and shut down. I think I ended up setting a base price of Evo Points * 10,000 GP, with the right to increase it for really effective evolutions. Not sure if you'd be interested in that or not...
As to armor, I'm not sure if we're using straight armor, armor as DR, or Armor affects to-hits of guns. I think we're using the Armor as DR rules, but I'm not sure. I honestly gave up trying to follow along because I really can't use armor anyway, so it's a moot point for my character.
JDPhipps |
The item itself is really expensive because it does give a decent bonus against being disarmed, but I just want a cybernetic arm. I don't want any of the bonuses it gives, I just want a cybernetic arm for my backstory.
Also, I think the confusion was whether or not we were going to use normal armor rules, or if we were going to use the Defense bonus optional rules. The Defense bonus was suggested because it fits well with a futuristic kind of setting, since a lot of science fiction/fantasy settings don't do as much armor. Armor as DR was suggested because it works well together with Defense bonuses, but I think people are still curious as to if that's what's going on or not. I'm not sure whether people think we're using Armor as DR like Pathfinder does, or using that version along with 3.5 Defense Bonuses.
Armor as Damage Reduction
Defense Bonus
Personally, I'd love to use them both, but I'll submit regardless of what combination ends up being used. Oh, and I know Loup mentioned using Path of War. I'd like to use the Stalker from the same Path of War rules.
Tara Ravenheart |
The 1000 year long interplanetary war between Nex and Geb has left the planet of Nex shattered and warped. Beyond the arcanotech walls of the city of Quantium, Nex is little more than an abyssal wasteland. Those beings that eek out an existence in the barrens have been mutated by the massive level of arcane radiation. Most of these species are hideously twisted mockeries of their forebears, yet one species has survived, and indeed thrived, against the odds. The Nexxian Halflings have evolved from their simple roots, growing into a highly adapted race that is resistant to the arcane radiation and skilled at recovering resources from the ruins of Nex and, crafting them into useful tools, and trading with their cityborn counterparts. The radiation has had some noted effect on the Nexxian Halfling's appearance - their features are leaner, sharper, more feral, and they average 3'6" to 4' tall. Their skin that developed a pale gray hue and there hair tends towards black or dark gray, lightening with age. Interestingly, their eyes are strangely vibrant, most often blue, green, or purple.
type: humanoid 0
size: small 0
speed: normal 0
ability: flexible (+2 dex, cha) 2
fearless 1
spell resistance, greater 3
scavenger 2
master tinker 2
lucky, lesser 2
low-light vision 1
warslinger 1
weapon familiarity (halfling) 1
- kukri, atl-atl, sling, sling staff
total points: 15
Talia Findarii
CG Bard (archaeologist) 1 / Oracle of Life 1
Talia always excelled at the ways of her clan. Her nimbleness and natural luck lead her to success in plundering the ruins of the wasteland, and her quick wit led her into a role as one of the negotiators and traders for her people. It was on a trading excursion to Quantium that she and the Captain crossed paths. Of course she had heard of the other worlds, of space travel, they weren't savages. But to her people it was little more than a legend. Still, the Captain was intrigued by this waste-scavenger's knack for recovery and trade. And we he started describing the ruins that existed offworld, Talia's natural wanderlust was stirred. So she joined the crew of the insert ship's name here.
They had gone to meet a job on Verakoss, the third moon of Kelesh, but their client was delayed. So the Captain tasked her with scouting the area. While digging around, Talia found her way into a hidden chamber wedged beneath a collapsed cliff. She saw a small hint of metal glinting out of the sand, and reaching down she picked it up, and in that moment changed her life. Immediately her mind was flooded with visions of the Dawnflower, and the urge to help others filled her heart. She is still a scavenger, but now, she hopes to bring light and happiness to the crew, to keep them safe, and spread the Everlight's message across the galaxy.
Appearance: Talia stands just shy of 4' tall, with pale gray skin and flowing jet-black hair (long on the top, back, and left side, shaved to the skin on the right). Tali has a case of heterochromia, extremely rare among her people, granting her one emerald eye and one violet eye. Though she has been offworld for several years, she still dresses in the light, flowing drab materials of her kin, that accessoried with several non-Nexxian additions.
...will have crunch up tomorrow...
Green Smashomancer |
So, with all of the homebrew races being tossed about I feel like saying something as a player. I have never seen a game go better when a small group of players deliberately build races to be more powerful than the other people at the table. I’ll admit the Halo spartan-esque super soldiers do fit into sci-fi and they’re pretty cool. But, you have to keep in mind that other players submitted: A regular human (keeping in mind that the spartans still get the favored class bonuses of their parent races, that’s a big part of the power humans have), and a tiefling, both of which came about first. I feel like it could go really well if everyone is OP, but not everyone is. I also feel like a race with a +6 to anything is maybe a bit crazy. I know i’m not the GM, and don’t have any control over this, but, I felt like I should at least get that off my chest.
Besides, do any of us really think the RP guidelines in the race builder are accurate? Having 2 languages and learning 5 more costs the same as starting with 1 and being able to learn 3.
"Fuse" |
So, with all of the homebrew races being tossed about I feel like saying something as a player. I have never seen a game go better when a small group of players deliberately build races to be more powerful than the other people at the table. I’ll admit the Halo spartan-esque super soldiers do fit into sci-fi and they’re pretty cool. But, you have to keep in mind that other players submitted: A regular human (keeping in mind that the spartans still get the favored class bonuses of their parent races, that’s a big part of the power humans have), and a tiefling, both of which came about first. I feel like it could go really well if everyone is OP, but not everyone is. I also feel like a race with a +6 to anything is maybe a bit crazy. I know i’m not the GM, and don’t have any control over this, but, I felt like I should at least get that off my chest.
I do agree that there could be troublesome with certain races being way too powerful compared to others, and although I tried to throw in a lot of drawbacks with Fuse, I'd understand if you'd want me to nerf him or something. The reason I think he's alright is because his skill points are pretty bad, and I had to throw in a lot of drawbacks just to get him some more feats. If we ever fight a pack of wolves I'll probably die, lol. I see what you're saying though.
Green Smashomancer |
Green Smashomancer wrote:So, with all of the homebrew races being tossed about I feel like saying something as a player. I have never seen a game go better when a small group of players deliberately build races to be more powerful than the other people at the table. I’ll admit the Halo spartan-esque super soldiers do fit into sci-fi and they’re pretty cool. But, you have to keep in mind that other players submitted: A regular human (keeping in mind that the spartans still get the favored class bonuses of their parent races, that’s a big part of the power humans have), and a tiefling, both of which came about first. I feel like it could go really well if everyone is OP, but not everyone is. I also feel like a race with a +6 to anything is maybe a bit crazy. I know i’m not the GM, and don’t have any control over this, but, I felt like I should at least get that off my chest.I do agree that there could be troublesome with certain races being way too powerful compared to others, and although I tried to throw in a lot of drawbacks with Fuse, I'd understand if you'd want me to nerf him or something. The reason I think he's alright is because his skill points are pretty bad, and I had to throw in a lot of drawbacks just to get him some more feats. If we ever fight a pack of wolves I'll probably die, lol. I see what you're saying though.
Fuse specifically is in kind of a weird place to me. We're talking about a cybernetic barbarian with a chainsaw sword. My exact words when I read about him were "F*ck, I shoulda thought of that". He is powerful, but there's kind of a built-in drawback with using the half-construct+barbarian; he'll die instantly if he hits 0 HP. And permanently, do not pass go, do not collect $200. That's rough, and kind of forces him to play smart, so, not too bad I'd say. I'd personally recommend dropping the Str to 20 (trust me, you'll do plenty o'damage anyway) and bump up dex a bit for the Initiative and AC. I do want to ask, whats with the breath weapon though? Style?
"Fuse" |
...whats with the breath weapon though? Style?
Pretty much, when I saw there could be a breath weapon, I thought of stuff like a built in flamethrower, an ice sprayer, stuff like that. But I figured acid would have the most utility, as well as a bit more unique than a flamethrower. Acid can hurt most enemies, but it could also make for:
An interrogation methodWhen someone is grappling Fuse
A way to get through bulletproof glass (If I don't have my sword, and this specific acid gets through glass)
A possible weapon in space. (Since I don't breathe, I survive in space. Flames need oxygen, lightning needs (insert science here), and ice, well, I don't like the idea of ice.)
So I thought a lot about the breath weapon, and I like the idea of one of those rotating hose things, on Fuse's shoulder. I can get rid of it if we start nerfing characters, though.
Green Smashomancer |
Oh, I get ya. first character I ever made was a semi converted Dragonborn from 3.5. I picked an acid breath weapon for pretty much the same reasons, sans the space parts. Come to think of it, he was also a Barbarian.
But yeah, I think Fuse is decently balanced. Again though, I'm just (hopefully!) a player. If you ask me, you can play any character with a permanent off switch if you're willing to risk that every fight.
Tara Ravenheart |
I was planning Talia as a standard halfling, but in seeing all the custom races flying around and the GM's interest in us fluffing out the Golarian Galaxy, I thought the idea of an advanced halfling that had evolved to survive in a post-arcane-apocalypse wasteland would be pretty fitting for Nex. Happy to play the character as a straight up halfling if that is what the GM prefers.
Jaster Kite |
mdt-
That's an interesting rule. Very clever. Reminds me of Saga Edition rpg. Will very definitely consider using it if that's all right with other players.
Oh, and it is not armor with DR, just to be perfectly clear. It is AC that most bullets cannot penetrate, on most armor. Late-game energy weapons might be able to. Not to say that energy weapons are not available. They are, but later on, they become more advanced (aand expensive) to deal with most (but not all) armors.
3DPhipps-
If you want it so much, you may have a cyberneetic arm without any of the benefits. Installing weapons and magic/tech items the same way Kik'Klik can, but only on your arm.
Already had a Stalker player in other game I GM, so I know how to deal with them. Go ahead.
Tara-
The world-building in this one is great. The best character concepts give something that the GM can use, and I think you accomplished that much.
However, I must point out again, if you're only going to add more to the base race, you should also add a weakness if you're not going to take away another ability.
Azih-
Perhaps should mention by now that black powder might be a little obsolete. Instead, for the flintlock pistol, for example, perhaps it is a one-shot holdout that depletes it's energy cell on the first shot.
I don't suppose your character would want to go vintage with a crossbow or bow-and-arrow, would he?
Loup Blanc |
So, with all of the homebrew races being tossed about I feel like saying something as a player. I have never seen a game go better when a small group of players deliberately build races to be more powerful than the other people at the table. I’ll admit the Halo spartan-esque super soldiers do fit into sci-fi and they’re pretty cool. But, you have to keep in mind that other players submitted: A regular human (keeping in mind that the spartans still get the favored class bonuses of their parent races, that’s a big part of the power humans have), and a tiefling, both of which came about first. I feel like it could go really well if everyone is OP, but not everyone is. I also feel like a race with a +6 to anything is maybe a bit crazy. I know i’m not the GM, and don’t have any control over this, but, I felt like I should at least get that off my chest.
Besides, do any of us really think the RP guidelines in the race builder are accurate? Having 2 languages and learning 5 more costs the same as starting with 1 and being able to learn 3.
Oh, I agree completely that it can be wonky when people are playing different power levels of races. And I know that in a lot of ways my custom race is fairly powerful, and that the race builder rules are less than balanced. But I'm hoping it'll come out in the wash to some extent, at least. I don't plan on ever using the human favored class bonuses, for one--I don't know that I've even seen any special ones for the warlord--and I'm definitely hoping that Jaster will make the connections to Aspis and the inherent weaknesses there hurt a lot. I also intentionally traded away the human's bonus feat for proficiency with a couple of fairly basic weapons--something that's considered much weaker in the race building rules but costs the same for humans, for some reason.
I also wrote up the race mainly with flavor and such in mind. I don't want this to be a power race or anything like that, I mainly saw this as an opportunity to really play something interesting and different, that I normally wouldn't get to do in a regular game. I even thought about using a different race like aasimar or some such and reskinning it as a super-soldier, but that had its own weird connotations and issues.
And that said, personally I look at the races available for regular play and see a lot of disparity. Aasimar are in a lot of ways just better tieflings. All the elemental-blooded races are fairly subpar compared to a bunch of others. Even a number of the core races are only good in very certain kinds of builds and characters, which can be unfortunate. And I know humans are usually seen as super awesome at everything--which they kind of are--but I dunno, I find them kind of boring. I'd rather play something cool and fantastic than just what I am in real life.
Arachnofiend |
So, with all of the homebrew races being tossed about I feel like saying something as a player. I have never seen a game go better when a small group of players deliberately build races to be more powerful than the other people at the table. I’ll admit the Halo spartan-esque super soldiers do fit into sci-fi and they’re pretty cool. But, you have to keep in mind that other players submitted: A regular human (keeping in mind that the spartans still get the favored class bonuses of their parent races, that’s a big part of the power humans have), and a tiefling, both of which came about first. I feel like it could go really well if everyone is OP, but not everyone is. I also feel like a race with a +6 to anything is maybe a bit crazy. I know i’m not the GM, and don’t have any control over this, but, I felt like I should at least get that off my chest.
Besides, do any of us really think the RP guidelines in the race builder are accurate? Having 2 languages and learning 5 more costs the same as starting with 1 and being able to learn 3.
This is pretty much why I adapted the Pitborn Tiefling rather than create a custom race; I knew that the race builder would be no help in ensuring my race was fair and balanced, and I knew that I would instinctively attempt to optimize for my concept.
Ludvic Hearthrend |
I kinda lucked out on the fact that the thing I wanted to play already had a nice race set up for it. Eox has such a cool story to it. Heck it's second moon is pretty much a defunct deathstar. I would love to be able to craft tech that includes necromancy in it. Like s ship sensor that includes a humanoids eye to gain dark vision and things like that.
Green Smashomancer |
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Things
Now there's a bit of an issue with that. The only weakness of this race is entirely up to the GM to use specifically as part of the story. And I know it's hard to do a Super soldier as a race and keep it balanced. Maybe make that your class theme? I mean by your own admission spartans were deliberately stronger than other races. The good ones (Half-orc, human, Aasimar) aren't this strong. And the best parts of human are still mostly there. Lots of flexibility of class choice, and minimal downsides. The bonus feat is only as good as what you trade it for anyway, and I'd definitely trade it for 2 proficiencies.
EDIT: A civil discussion is no place for forgetting how plurals work. Shame on me.
loc |
If I may pipe in as well, I think a great way to make a race is to look at ones that have already been created. Orcs take a +4 to strength for a -2 to all physical stats. I think it would be fair to switch it around for a +2 to all physical and -4 to something like charisma. That way it balances out the stats a little more. The fluff is very cool and the super soldier idea is one that never gets explored in a fantasy game so it will be fun. For the penalty though I do agree it is very situational. Maybe instead of a penalty to saves against those agents they take a -2 versus all mind effecting spells do to their training. This is only if you feel like it might be to powerful though. Sorry if it comes off as nit picky.
JDPhipps |
I find it a little rude to assume that we are deliberately trying to be better than any other player. We have both offered and asked for the GM To look over our custom races, and he hasn't said anything since I posted it, and Loup already changed his from the first time he posted it. I am willing to change whatever he wants, but for the moment I have no criteria from him on what to fix. It is also silly to say that I have to take into account what other possible participants have put forward; if I go to a recruitment page, and the only characters made so far are vanilla sword-and-board fighters, does that mean I can't put in an archer inquisitor for consideration? It's up to the GM to decide how to balance his party, not mine, and I have no intention to attempt to do so. If he wants me to change anything about the custom race I'm happy to do it for the sake of game balance but he hasn't said anything about it. Not to mention, that ability scores become largely irrelevant when it comes to power level in the long run. Things like fast healing are far more powerful, but I chose not to take them for the sake of balance even though it fits my character concept.
I understand it may not of been your intent for your post to seem that way (there isn't any inflection in text posts, after all), but it seemed less like a helpful critique than I think you intended it to.
Jaster Kite |
Alright, will be clearing up a few things reguarding this custom-race dispute in this post, and finally allow this thread to move on more swimmingly.
Honestly, I came into this campaign not expecting quite so many of them. Perhaps one, and then the rest would be the more familiar Golarion races and we could have our fun expanding on known quantities. It has been quite the effort reading over each and every one of the myriad of player-designed races, finding the most polite way to say that it ought be brought down just a tad, and choosing when to step into a conversation. I realize by now I'm the GM, and I should be clear as to what I want for this campaign. I only hope that it doesn't come off as draconian or overbearing. I'm afraid that, mostly, I'd have to agree with the Green Smashomancer, for the most part. And while ability bonuses might not matter quite so much in the long gamer (unless you're a spellcaster) it will be an early-game nuke if used the right way, which, I'm sorry IronGiant, but that might apply to an early weapon acid breath-weapon as well.
It is possibly more in the design of the race-builder system. As a gamer myself, I love a long shopping list of abilities and a vague line of where it gets too powerful. I've never used a custom race before, and any campaign that I was in that did have one fell around the 12 RP mark. I didn't realize how easy it was to make a powerful race with the right choices, even at lower RPs. The thing with the builder is that it allows us to specialize more than the others, where the pre-made classics give us only a few abilities to switch in-and-out, and a more concrete idea.
I love the super-soldier design, but it might be something that is more than a race. I myself cannot think at off of the top of my head what it would take to put more balance into it as a race, but I am up for player input, both from the Spartans and the others.
I am not outright banning custom-races at this point, I am merely suggesting taking a good look at what you've made before finalizing it. If a little voice in the back of your head goes 'wow, that's a big number,' perhaps listen to the little voice. I'll
And to new submissions from new players, perhaps consider some of the originals from the advanced race guide. I'm not making any concrete demands. I trust the judgement of my players, especially know that I've made my thoughts clear on the matter.
This thread might be going on for a while more now. I'm checking it and posting it as frequently as I can, but it is that time of year, and most of us are feeling the delays, so any new potential still looking to inch their way into the campaign, you still have a while to throw your submission in.
loc |
It makes sense for you to be so busy. The holidays are important and trump most things. It's not overbearing to lay down a few ground rules for what you expect for the game. It's your job as the DM to make sure that everything ends up balanced and everyone ends up happy. I want to apologize to JDPhipps if I came off as rude as well. I just wanted to chime in. When creating home brew stuff I find it's important to get alot of feed back on it. Pathfinder itself has many proofreaders and such to help balance everything out.
If anyone is interested as well I am a bit interested in maybe mingling my back story with another character. I think it would be cool to be able to share a story with some one, especially if we both manage to get in.
JDPhipps |
It was mostly the very first comment about trying to be overpowered that irritated me, but I'm fairly certain it wasn't intended that way. I've been running around for hours now trying to find a Christmas tree, so I'm a little on edge as well. I don't think anyone meant any ill will, I'm just a little irritated already today and I think it colored my perception of what people were saying.
"Fuse" |
...it will be an early-game nuke if used the right way, which, I'm sorry IronGiant, but that might apply to an early weapon acid breath-weapon as well.
Alright, I'll get rid of it. The only thing I ask though, is that I could live below 0 hp, like normal? I'll take the no resurrection stuff, but I tried to balance that crippling weakness with some nice offense, that I don't have as much of. If not, no problem, I just might die a little quickly :P
I would like to meet your characters as well. Fuse is surprisingly intelligent, considering what he does. He's still a barbarian with a chainsword though so he could go off the hook pretty quick >:D