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To get a better understanding of designing mechs and testing them out against rival mechs, please show off your mech designs! That way, we can take your designs and test them in battle! Here is my first level Mech Battledroid. Hit and Run tactics. Red Leader (MP 15)
MP Build
The following house rules I plan to experiment in my home campaign. Many of these rules are adapted from d20 Future. Polymorphic Unit (Hybrid) (Expansion Bay)
Starships of any given size can transform only into humanoids of that same size; thus, Gargantuan starships can transform only into Gargantuan humanoids. The engineer of the starship triggers the transformation on the engineering phase. Starships in humanoid form can perform a slam attack, but only during a pilot’s flyby stunt. The base damage is 1d6 plus 1d6 for each size category larger than tiny. Cost (in BP) 2 x size category; PCU 10 x size category Laser Glaive (Starship Light Weapon)
Laser Glaive; Range Special; Damage 2d6; PCU 5; Cost (in BP) 9; Special Properties mecha weapon + + If the starship is in a humanoid form, it can add it’s slam damage with the weapon’s damage. Please critique it! Any helpful feedback is welcome.
If I'm playing a early stage barathu (a blimp-like creature vaguely reminiscent of jellyfish, land base speed 0 ft. and average flight speed of 30 ft.) and I purchase the standard prosthetic limbs (legs) twice (200 credits)... does this mean I now have a land base speed? If I'm a blitz soldier (+10 ft. at first level to base land speed) or have the fleet feat... (+10 ft. to base land speed) does this give me a land base speed?
Lets say I have a tactical baton (normally a analog weapon), but it got the shock fusion (the shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage). Can I now use Jolting Surge with my shock fused tactical baton? (Jolting Surge = You touch a target with a device you’re holding that uses electricity).
To make the Solarian more like a Jedi. Instead of changing the class, I decided to add more revelation options. 2nd level Stellar Revelations Block (Gravity): When an opponent makes a melee attack against you, as a reaction, you can spend 1 Resolve point and negate a melee attack by making a successful attack roll equal to the result of the attack roll you wish to negate. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. You must have a solar weapon in hand to use this ability, and you must be aware of the attack and not flat-footed. Deflect (Photon): When an opponent makes a ranged attack against you, as a reaction, you can spend 1 Resolve point and negate a ranged attack by making a successful attack roll equal to the result of the attack roll you wish to negate. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. You must have a solar weapon in hand to use this ability, and you must be aware of the attack and not flat-footed.
Is there going to be a Starfinder RPG conversion thread like in the Pathfinder RPG threads? Because I imagine there is going to be alot great ideas and advice on how to adapt Pathfinder Adventure Paths to Starfinder (such as using Iron Gods but with the Starfinder rules) or adapting older Sci Fi games (like Gama World or Stargate) or new games (like Mass Effect), or even creating new classes or adapting old classes from the Pathfinder RPG.
I want to run a pathfinder campaign set in 1920s Earth, using the Carrion Crown adventure path, set in America, using Cthulhu elements, and then ending the campaign using Rasputin must Die instead of Shadows of Gallowspire. Wounds and Vitality rules and Sanity Rules would be used, advanced firearms availability and martial proficiency, and Professions would determine starting wealth and bonus class skills in place of traits. The only allowed races in the campaign would be human and gill folk. But I'm struggling on trying to determine which classes from the various supplement books (core, ultimate, advanced, occult, etc) should be allowed in the campaign. Classes allowed so far just by looking over the various books are: * Brawler
All of the occult classes would be appropriate for the campaign. I'm also considering allowing * Alchemist
Any other class not listed would need a special review to fit with the setting. I would love for some suggestions and ideas to help shape the campaign out.
After reading Souls for Smuggler's Shiv, I wasn't really much of a fan of the introduction of the adventure and was thinking of a different method for the PCs to become castaways. This is an alternative beginning for Serpent’s Skull that I’m considering for my campaign. I plan to run this adventure path sometime in July. Any suggestions or ideas to expand upon this would be appreciated. spoiler: Like all good cast away stories this one begins with a storm. A neutral-align secret society dedicated to stopping the resurrection of the Serpentfolk god receives an omen about his impending return. Their oracles determine that the cause of this chain of events (through divination, augury, etc) will be aboard the Jenivere (possibly the PCs or Yarzoth). The society sends a powerful spell caster to Desperation Bay where the caster conjures a storm to sink the Jenivere. The storm kills most of the crew and the Jenivere crashes against the reefs of Smuggler’s Shiv, ironically creating the chain of events that will lead to the resurrection of the serpentfolk god.
The PCs wake up on the beach and meet one another, which also includes the NPCs: Captain Kovack (captain of the ship), Alton (the first mate), Israel Hands (the cook), Aerys (bounty hunter who was watching over Jask), Ishirou (shipmate), Ieana (mwangi scholar), Gelik (scoundrel), Sasha Nevah (merchant) Option: One (or more) of the PCs is suffering from memory loss. This could occur from a bolt of lightning during the storm. This PC could very well be a Serpentfolk (she or he doesn’t realize it until the last adventure in the module series or until a PC gains access to true seeing [potentially level 9 or 10th level spell caster]). The Captain orders the group to build a base camp (he gets into a fight with Sasha). Alton asks the PCs help in gathering supplies from the wreckage of the Jenivere. Aerys asks the PCs help in searching for Jask. Alton, Aerys and the PCs find the Jenivere submerged in the reefs and Alton recommends returning during low tide in the morning. They gather what supplies they can from the beach and return to camp. If PCs insist to swim up to the Jenivere, allow them to retrieve what they can before they encounter an aquatic danger in the water (such as sharks or scavengers). The PCs and NPCs speculate on what may have occurred, and determine their watch schedule. Yarzoth receives a dream from the serpentfolk god and is inspired to find the hidden temple on the island. Divine class-related PCs (such as Oracles, clerics, etc) receives nightmares warning them about the Serpent folk. In the morning the PCs and Alton fight a poisonous scavenger on the Jenivere. Alton should be poisoned in this encounter and later perish. They find the remains of Israel Hand and realize there is an imposter in the group. The PCs return and find that the Captain, Ieana, and Israel Hands are missing. The other NPCs have been rendered unconscious from a spell. PCs must figure out what to do. The discovery of a doppelganger inspires paranoia among the group. The PCs begin to track the missing NPCs to area V. They find Jask in area F. PCs must determine what they plan to do with Jask. The adventure continues as normal In Caves of the Mother encounter, have the Mother let slip information dealing with the Red Mountain… “Are you also here looking for the Red Mountain?” or something along those lines. In the final encounter with the Serpentfolk, have the Captain and Ieana there. Ieana and the Serpentfolk were both busy transcribing the markings on the wall. The dominated Captain fights the PCs along with the Serpentfolk while Ieana cringes and hides. When the PCs defeat the Captain or the Serpentfolk, Ieana can inform the PCs about the ruins and explain the importance of this discovery. This bait and switch allows Yarzoth to survive and continue to journey with the PCs as the big bad. She eventually leaves the group in Book 3 in order to organize the other Serpentfolk. This allows her to return in Book 6 as one of the big villains of the story. Optionally she attempts to persuade the PC serpentfolk (if he or she survives) to join her. This storyline also introduces a secret society that will do all they can to stop the PCs and the other Factions as they perceive them to be villains (ala similar to Indiana Jones and the Last Crusade’s Brotherhood of the Cruciform Sword).
I'm about to reach 3rd level soon in my DM's campaign but I wanted to make sure if I read this feat correctly. A squire can only take levels in a class that grants proficiency with all martial weapons as a class feature, such as paladin, gunslinger, cavalier, or fighter. She cannot multiclass, though she may take any archetype she qualifies for. Is it possible for me to select a squire who isn't a paladin, gunslinger, cavalier or fighter by the feat's write up? Such as a magus, monk (sohei), or oracle of battle (with the skills at arm revelation) as examples?
Hello! I’m currently in the midst of preparing for my Pathfinder Savage Tide Campaign and was thinking of introducing a flaw system from the old Unearthed Arcana supplement but found many of the flaws in that book weren’t exactly what I was looking for. I kinda miss the old disadvantages from the D&D Player’s Option: Skills & Power booklet, where the flaws were more roleplaying aids and also gave the GM more fuel to make the game more interesting. I would really appreciate some feedback on some of the flaws I plan on introducing, that way I can tinker with them before the Campaign starts or perhaps change my mind and drop the entire system entirely if it doesn't look too promising. The following is what I plan to give my players: (Many of these flaws are adapted from D&D Player's Option and Green Ronin's Mystic Vistas Skull & Bones). Character Flaws
At the time of character creation, a player can select one or two character flaws. The choice is purely optional – no character must have a flaw. Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to. A player can remove a character flaw by expending his next available feat slot. Players can suppress a flaw by expending a hero point unless the player is an antihero (in which case, he/she has no hero points to expend).
Flaw Descriptions
Allergies
Antihero
Bad Temper
Clumsy
Colorblind
Coward
If three 10th level casters cast Control Winds. Does the severity of the winds stack? Example: Environmental condition (light winds). The first caster increase the wind level to strong winds. The second caster increase the wind level to wind storm levels. The third caster increases the wind level to tornado level strength. |
