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Mmm my idea with Security was to be more about the investigation/detective aspect which would require on wis skills like perception and sense motive. They're not necessarily combat-oriented. Int might also make sense for it.

Liaison with Charisma probably makes more sense, you're right. My idea was for a more contract-oriented savvy kinda businessperson but the theme ended up with more social aspects than I originally thought.


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I wanted to share some Homebrew themes that fill some of the bigger thematic holes in the initial Starfinder core book. I appreciate any feedback and of course feel free to steal any of this wholesale for your own games :)

Quick Summary:
Security - Someone who has come from an enforcement background, either police or corporate anti-espionage.
Liaison - A political or corporate diplomat who travels abroad to secure deals/alliances for their organization.
Outlander - Someone from (relatively) undeveloped regions of space or an ascetic who has come from a society that abstains from use of technology

Security:
The galaxy can be a lawless place and methods of infiltration and burglary have only grown in complexity over time in the digital age. You might be a police officer trying to keep order and protect the innocent in a lawless town. Perhaps you are a corporate agent engaged in counter espionage and keeping the company secrets secure. Or maybe you’re a freelance detective for hire who offers their skills to those who come to you in need (or with a substantial cred account). Whatever your aims, you are adept at investigation... and enforcement when necessary.

Ability Bonus: +1 Wisdom

Theme Knowledge (1st)
Your profession has made you well acquainted with the laws or regulations of various states and companies and you’ve become very adept at questioning suspect individuals. The DC of Culture checks to know local laws or corporate regulations or guidelines is reduced by 5. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition you gain an ability adjustment of +1 to Wisdom at character creation.

Vigilance (6th)
You’ve obtained a natural intuition for investigating criminal activity, both physical and digital. You can make a Computers check to detect if a network has been infiltrated when suspecting a breach. This DC is equal to 10 + the Computer skill of the hacker who breached it. You can only perform this check if you have root access to the computer network in question which may require an additional Computers check be made to hack it prior to the tracking attempt if you do not have access. You also gain a +2 to Perception checks when looking for clues relating to a crime or the physical break-in of a location.

Hot Pursuit (12th)
You are adept at chasing down perpetrators and bringing them to justice (or corporate interrogation). When in a vehicle chase, you always have the "Being Ahead" bonuses (+2 to Piloting checks and +2 to attack rolls) even towards those ahead of you.

Chief Investigator (18th)
During a tough case, all it takes is a single clue to galvanize you forward. Once per day after finding a clue or trace that furthers an investigation, you recover 1 Resolve Point. If you later uncover a second clue that narrows down your search further you recover a second Resolve Point.

Liaison:
Behind all successful corporations and states are people who further their interests through diplomacy and negotiation. These Liaisons navigate complex webs of intrigue to secure powerful alliances or trade deals for their benefactors. While it is uncommon to find these individuals away from their glittering towers and high powered business meetings, some Liaisons join on dangerous expeditions so that they can be the first to secure lucrative or influential prospects before anyone else.

Ability Bonus: +1 Intelligence

Theme Knowledge (1st)
When starting off as a Liaison, you select some state entity, influential organization, or corporation which serves as your benefactor (this should be discussed with your GM before play). The Knowledge or Culture check DC to recall any knowledge related to important interests or contracts from your benefactor is reduced by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition you gain an ability adjustment of +1 to Intelligence at character creation.

Friends in High Places (6th)
You've ascended in the ranks of your organization enough to benefit from perks of the job. In any location in which your organization has influence (generally somewhere with a corporate office or embassy) you are able to access basic services free of charge or for a reduced price. This might include a place to stay for the night, free transportation, access to medical or research facilities, or a connection to a government official whose attitude starts as friendly or helpful to you.

Diplomatic Immunity (12th)
Your associations afford you a certain level of protection in any region in which your organization holds sway. Whenever you are dealing with intelligent creatures who would reasonably fear reprisal from your association, their attitude for you shifts up one step if they are hostile or unfriendly (to unfriendly and indifferent respectively). Additionally in any combat, enemies will generally try to avoid lethal actions against you unless you have shown aggressive action towards them first (including if you assist allies doing such).

Master Liaison (18th)
You live for the deal and nothing energizes you quite like signing a lucrative contract or negotiating an alliance for your organization. Up to twice per day after you’ve negotiated some kind of deal or partnership that furthers your organization's goals, you recover 1 Resolve Point.

Outlander:
There are areas in the galaxy still in which people live simple lives, utilizing only analogue machines and manual tools. Whether by choice or by circumstance, you’ve spent most of your life in a place untouched by larger technological advancements. Many people you meet might deem you a backwater yokel or at best offer you pity for your ‘disadvantaged’ upbringing. However you have learned to trust in yourself and your own ingenuity over the crutch of technologies that have left others helpless without them.

Ability Bonus: +1 Strength

Theme Knowledge (1st)
Without access to high level technology, you've grown more accustomed to enduring harsh environments and relying on your own physical prowess than most. The DC of Survival checks used to endure weather, live off the land, and orient yourself is reduced by 5 when you are not assisted by technological devices. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition you gain an ability adjustment of +1 to Strength at character creation.

Archaic Proficiency (6th)
While fancy chain swords or death lasers work for some, you’ve found that simple hardened steel or a taunt strung bow can do just as well when used properly. When using Archaic weapons, you bypass the damage reduction normally provided against such weapons by advanced armor. Additionally you can use the Improved Unarmed Strike feat table for damage when using an Archaic weapon if that damage would be higher.

Self Reliant (12th)
While others might scoff at you for your backwards ways, you’ve learned to thrive in situations where technology is limited or unavailable. You receive a +1 to any strength, dexterity, or wisdom based skill check that is unassisted by any kind of technological device.

Spartan Aptitude (18th)
Overcoming great challenges without relying on advanced machines or technology fills you with a sense of accomplishment. Once per day after participating in combat against a significant foe without using any kind of technological item you recover 1 Resolve Point. Additionally once per day after overcoming a skill challenge that benefits you or your group without the use of any kind of technological assistance you also recover 1 Resolve Point.


I was thinking of doing something like this for my home game but making the archetype more centered on combat maneuvers than straight unarmed damage. So I'd keep the unarmed damage where it is in the feat but give them monks stunning fist and a selection of abilities that are CMB based.