Commander Kyan Kain

Captain J.T. Kirk's page

69 posts. Alias of Edward the Necromancer.


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The Armor/Weapons Math

Do I like the idea of having a large selection of weapons and armor? Yes.

But I want the selection to be full of choices that are actually DIFFERENT, not just a higher level of the same thing.

Oh, you are wearing the Version 3 of your armor? But you have leveled up a few times so now you are under geared. Time to go out and buy the Version 4 of your armor...

This is a TTRPG NOT AN MMO!.If I wanted to play a tabletop MMO I would have played dnd 4e damn it!


Metaphysician wrote:
This doesn't mean you can't use AbadarCorp as antagonists. Just, it would hinge on either corrupt *portions* of the Corp ( even a god doesn't have perfect internal affairs success ), or else a more nuanced ideological conflict then "Evil corporate exec likes shooting poor people for fun". Like, maybe someone discovers a particularly lush new planet. AbadarCorp wants to colonize it and turn it into a beautiful new civilized world where sentient life can live among and enjoy its beauty and bounty; while the Xenowardens want to maintain it as a nature preserve, so that its rare natural splendor can remain untouched and unharmed for study and for its own worth. Who is right? Well, it mostly depends on which things you decide to value more, rather than which faction happens to be wearing a black hat and twirling a mustache.

Which would be fine, I wouldn't expect Paizo to create an adventure where the Players take down a faction as Major as AbadarCorp. Not completely anyway.

But Corporations have branches, which can have individual Presidents/etc, who CAN be corrupt villains that the PCs get to take down.


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An adventure with AbadarCorp and thus the Church of Abadar as the Antagonist.

SciFi games with Mega Corporations as an antogonist is a common theme in a lot of SciFi

RoboCop, Cyberpunk Red & Cyberpunk 2077 well known examples, but even Pixar's Wall-e shows Mega Corporations being EVIL.

So having an adventure with THE MegaCorp as an antagonist just makes sense.


Updates of classic and/or Iconic monsters/enemies/etc
Give me a Marlith wielding 6 Plasma Swords!
Give me a Drider with a Sniper Rifle!
Give me a Erinyes with a Laser Rifle and a Doshko!
Give me grenade happy Kobold Mechanics!


The link doesn't seem to work?

While I have never played EVE, I remember FTL: Faster than Light had Drones. So having Drone Upgrades for the Ship (repairs, medical, security, weapons) actually sounds like a cool idea.


Was trying to make the Star Fox Crew but I couldn't find a frog :(

Fox McCloud: Male Vlaka Mercenary Soldier
Krystal: Female Vlaka Priest Mystic
Falco Lombardi: Male Strix Ace Pilot Soldier
Peppy Hare: Male Ysoki Icon Envoy
Slippy Toad: Male (Grippli?) Scholar Technomancer
ROB 64: SROS Spacefarer Mechanic

Guess someone now has to make a Starfinder frog alien.


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Dracomicron wrote:
Devastation Bob wrote:
Hermes with Profession: Bureaucrat as his scholar specialty?
Technically correct!

The Best Kind of Correct


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The Planet Express Crew

Fry-Human Themeless Envoy
Bender-Outlaw SROS Outlaw Operative
Leela-Human Ace Pilot Soldier
The Professor-Old Human Scholar Technomancer
Zoidberg- Wrikreechee Xenoseeker Biohacker
Amy - Hylki(so Human, but from Akiton) Icon Envoy
Scruffy - Human Mercenary Mechanic
Hermes - Human Scholar Operative


Metaphysician wrote:

In my game, it is established that Vesk have a food called, colloquially, "brain snails". They are a snack food and mild hallucinogen, somewhere between caffeine and alcohol in psychoactive potency. My Vesk PC munches on them regularly.

( Now, whether these are actually an accepted part of Vesk food and culture, or if its a mild degeneracy engaged in by a Vesk of rather un-Vesklike chaos, is TBD. . . :) )

I am going to Steal this Idea!


There is the Meta answer or the in world answer/excuse

The Meta answer is in short game balance. Magic users (even minor ones) eventually out power characters that do not get magical abilities. So Starfinder was an opportunity to town down the power of magic, hence 6th level spells. ALTHOUGH most if not all of the 7-9 spell still exist, they are just either now 6th level spells, OR treated as class abilities to further limit their use.

The in game/lore excuse/justification is that is it much easier and more practical to create a mechanical/Magic-Tech device to do the same thing that a very rare high level spell caster could do.

Why try and track down one of the rare 1% of wizards that can cast the Gate spell when you can just build a Stargate?


SirShua wrote:
I personally want to see some of the classic demons. The havoc a glabrezu could wreak on a city-sided space station where no one could leave. Or being able to teleport to a stationary ship docked off world as an escape. What would a space battle with a marilith at the helm of an armada look like?

I want to see a Marilith wielding multiple Energy Blades and/or Energy Firearms while wearing Sci-Fi Power Armor!

WITH A JET PACK!


Losobal wrote:
In the simple sense, everything gets super complicated. As it stands, Starfinder is kinda taking the trope of 'single planet with more or less single philosophy, or maybe a couple semi-conflict ones'.

Here is an idea for the whole 'trope planet' thing. Golarion got the Nuclear War/Fallout treatment. Heck make the entire planet one large Mana Wasteland. That is why Absalom Station was created, it is a life raft/arch.


Goth Guru wrote:


The wizard Mefilenen will have discovered that 9th level magic classes are only available to children raised in a superstitious, non technical, environment. There will be what amounts to a national park system where monsters, schools of magic(literally), dungeons, and low tech craftsmanship are protected. Some will see this as a plot by dragons, but whatever. Some places are cursed with no cell service. Some of their major exports will be wands of cure light wounds, holy swords, and energy resistant armor plates you can fit onto space suits. Wish rings and resurrection unguent remain rare, powerful, items that are kept locked away like the nukes of reality.

The other stellar powers are scrambling to obtain an untainted source of such wonders. The Azlanti empire has gone as far as to terraform a planet, New Oz, were all technology is forbidden. They are seeding it with cloned elves, dragons, and unicorns.

Golarion being preserved as one planet sized wild life preserve. I LOVE IT! Absalom Station would still exist (as a place to put people who would advance the technology too far), but the planet itself would remain primitive.

I LOVE THIS IDEA!


The potential consequences of Numeria are just one thing to consider though. Such as, but by no means limited to

What happens to the revolution and Political ideas started in Andoran?

Does a new empire arise to replace Lung Wa? If so how long does it last?

Does Golarion remain divided, or does some form of Unified Government Council form eventually?

Do the Orcs ever get their act together, or do they remain primitive by the standards of the world?

What might have happened?!


spectrevk wrote:
Captain J.T. Kirk wrote:


-The technological head start the Inner Sea Region gets on technology, when compared to the rest of the world, allows them to engage in Global Imperialism. Like what the European powers did to the rest of the world on Earth.
Don't the Dwarves in the Mana Wastes already have firearms and some steampunk-level technology? I suppose Garund is still the Inner Sea, but it would be interesting to see how more competition between the two neighboring landmasses might work out.

True, but while The Mana Wastes has technology, they lack magic. Numeria on the other hand has both Magic and Technology, AND an organization (Technic League) dedicated to both of those.

I am not suggesting that Numeria would take over the entire Inner Sea Region. I am thinking that they would probably be the source of an "Industrial Revolution" which would give the entire Inner Sea Region a head start compared to the rest of the world.

The Mana Wastes IS a good contender for starting the Industrial Revolution instead of Numeria though.


While the existence of magic does mitigate some of the advantage of technology. There are a few reasons it is NOT a 1 to 1 comparison.

1) You can make a gun and just give it to a soldier. If the soldier dies you can just give the gun to another soldier. At worst the soldier needs some training (exotic weapon proficiency feat) while replacing somebody who can use magic takes a lot longer to train. Just look at the age categories for the spell casting classes.

2) While you could make the argument that Pathfinder is a High Magic Setting, it is not Eberron. The streets are not lined with Ever burning torches, militaries do not employ mass forces of magic wielding soldiers, we do not see mass public work projects make out of magic.

3) Numeria specifically has both Magic AND Technology, which is why I see them becoming the next big power.


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I am sure I am not the ONLY one who has considered altering the current Starfinder Setting by keeping Golarion. My question is how have people handled this or how would you handle this? How would history have unfolded?

A few things I think would happen are

-The Empire of Cheliax is either completely gone or has shrunk into a nation, instead of being an empire.

-When Numeria finally gets a hold of Firearms, their head start on Technology allows THEM to become the next Empire and dominate force in the Inner Sea.

-The technological head start the Inner Sea Region gets on technology, when compared to the rest of the world, allows them to engage in Global Imperialism. Like what the European powers did to the rest of the world on Earth.

Has anyone else thought about or already added Golarion back into the setting? What would/have you done?


What Everyone Seems to forget that even in a Sci-Fi setting, there are still going to be Cultures, Communities, and Worlds that are still relatively primative compared to the rest of the Galaxy. With that in mind...

Savage Born +1 CON; Maybe you grew up in an isolated rural community, your home town might of actively shunned "advanced technology". Maybe your parents were shipped wrecked and you grew up in the wilderness. Maybe your home planet/species simply isn't as advanced as much as other cultures. But for what ever reason you grew up in what many would consider backwards by the standards of advanced cultures.

Theme Knowledge: You grew up in the wilderness having to track and hunt your own food. Reduce the DC of Survival checks to Follow Tracks by 5. Survival is a class skill for you, or if your first level class already has survival as a class skill you instead gain a +1 bonus to survival.

Beast Whisperer 6th: While you might not have grown up around as much advanced tech as most adventurers, you have spent a LOT of more time around animals and other wild life than many people today. Once per day you may re-roll a Survival roll for Handle an Animal, Rear a Wild Animal, or Ride a Creature.

Master of Survival 12th: You have so much experience surviving in extreme environmental conditions that doing so is second nature to you at this point. Allowing you to take 20 on survival checks to Endure Severe Weather, Predict Weather, and Live off the Land. However, doing so does not allow you to grant a bonus or provide food or water to others. If you choose to roll though, you are able to automatically provide a bonus and/or food or water to +1 creatures, on top of what your roll success was.
-ex: If your roll is not good enough to provide a bonus, you still grant 1 creature a bonus. If your roll is good enough to provide 1 creature a bonus, you instead are able to grant a bonus to 2 creatures.

Resolve of the Wild 18th: Up to twice per day, after making a Successful Survival check, you can take 10 minuets to reflect on the wonder of the natural world around you to regain 1 Resolve Point. This does not count as resting to regain Stamina Points.


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1) An actual full Sized book comparable to an actual Bestiary/Monster Manual

2) Conversions of "Classic" Monsters.
2a) A Marilith wielding Multiple Energy Blades :)
2b) Space Dragons and Space Dragon 'ship' stats.

YES I technically can convert and/or build my own Marilith(think I will get right on that :P), but the whole point of buying books is to save myself time so that I can simply flip a page instead of having to spend time making my own monsters.


Lord Fyre wrote:

How is Space Piracy accomplished in Starfinder?

We know that there are space pirates, but without some kind of tractor beam or grapnel how is this accomplished below the Capital Ship level?

The Heavy Weapon "Gravity Gun" had the "Tractor Beam" Special Property. As a Heavy Weapon it can be put on a Medium Sized Ship. So If I were stating out a Pirate Ship, it would have a Gravity Gun.


Well, The Core Rule Book already has Humans as a core race
Elves and Half Orcs are in the very back of the core book
Drow/Dark Elves are in Alien archive
The Swarm pretty much ARE Tyrannids

The Necrons are Robot Zombies. So you COULD use all robots/constructs/Androids. For example, an Android Mystic could make a decent Necron Lord. OR you could create a new race from scratch.

The Tau are the only ones that you would simply have to create a new race from scratch.


156: Aroden foresaw the Azlanti Star Empire, so he left Golarion to rejoin his people.

Aroden/Poochi-"I have to go now, my planet needs me"

https://www.youtube.com/watch?v=4tvAjX5ACPo


I have to say, I am loving that there are others contributing and creating their own Star ships. YA for community projects!


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So with the release of Alien Archive, I have attempted to create a Tau Fire Warrior using the Alien Archive Rules. This is my first attempt at creating anything using the guidelines in Alien Archive. Thoughts?

Tau Fire Caste Graft: Low Light Vision, Fearless, Survival and Perception are Good Skills, gain Armor Savant

Fire Warrior CR 3
XP 800
Tau (Fire Caste)
LN Medium Humanoid (Tau Fire Caste)
Init:+4 Senses: Low-Light Vision; Perception: +8
HP: 40
EAC:19
KAC:20
Fort: +6 Ref:+5 Will:+4[+6 Fear]
Speed: 25ft
Melee: +4 [Knife, Survival ]1d4+4 S
Ranged: +7 [Pulse Rifle] 1d6+3 F, Burn1d6, Automatic
Special Abilities:[1-Armored Advantage(Gear Boost)], [2-Far Shot(Feat)]
Str+1 Dex+4 Con+3 Int-1 Wis+0 Cha+0
Skills: Acrobatics+13 Athletics+8 Medicine+8, Perception+8, Survival+8
Languages: T’au
Gear: Tau Combat Armor, Pulse Rifle, Flash Grenade I, batteries[2], medpatch
Enviroment: Any (T’au Empire)
Organization: Fire Team (6-12),

Pulse Rifle
Level 3: Price(1,180)-1d6-60ft-burn1d6-20Charges-Usage(1)-Bulk(1)-Automatic

Combat Armor
Level 3: Price 2,000: EAC+4/KAC+4/MaxDex+4/Penalty-1/Speed-5ft/Upgrade Slots 1/Bulk3


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Archpaladin Zousha wrote:

The Basking Rock

A popular lounge that caters specifically to reptilian species such as vesk, ikeshtis and the occasional dragonkin, The Basking Rock’s most distinctive feature are the large heat lamps that hang over the bar and booths, approximating natural sunlight very closely in terms of wavelength and temperature, which energizes the patrons and helps them feel more comfortable. While the bar doesn’t exclude more mammalian guests, the heat and the brightness of the lamps can be uncomfortable for those not used to desert-like conditions, though the bar is always fully stocked with ice-cold drinks to help beat the heat!

As a consequence of all of the heat lamps there are plenty of comfortable couches for the clientele to "sun bath" and relax.

As ANOTHER consequence the Basking Rock is also very popular with Catfolk and other alien species that enjoy a nice relaxing sun nap.


I like, I like Very much.


I have continued to update the Starships document. Among my personal favorites are the

Tier 5 Weapons Platform (Cardasion Orbital Weapons Platform: Star Trek DS9)

Tier 6 Space Superiority Interceptor (Starfox Arwing)

Tier 12 Advanced Troop Dropship (Tau Manta Missile Destroyer)

Tier 20 Imperial Battleship (Inspired by Star Battleship Yamato)


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These Are not that bad looking and a pretty good price and you get a small bundle of different ships.


The Goblin is a famous Holo Video [or another movie equivalent] actor in a popular serialized show where he plays one of the most popular characters.

Basically he is Peter Dinklage [who plays Tyrion Lannister in Game of Thrones], but in space and a goblin.


First, I am flattered that you would want to recreate the adventures of yours truly. But who would not want to? I am awesome ;)

There are a few ways to handle this, one of these was already pointed out by Reynard; have the PCs be lower ranked crew members working for yours truly and they can be the away team, going on weekly adventures, seeing strange sight, seducing stranger life forms. This WOULD probably mean that the actual ship TIER the PCs are assigned to is not tied directly to the level of the party, but rather what ever Tier the GM wants the Enterprise to be; and of course you are going to name the ship the Enterprise, what else are you going to name it, Voyager?

IF you really want to still give them their own personal ship in this instance they can have the away shuttle and modify it.

There is ANOTHER option to consider, but it requires starting the PCs off at a higher character level. Do what all of the Star Trek shows do and have the main characters/PCs be the senior officers. The Original Star Trek (Based off of the Biography of yours truly) had Myself, Spock, and Doctor McCoy as the main characters, we were the Player Characters as it were. So if the GM is willing to start the party off at a higher level in order to give the party a bigger and higher Tier Ship, than instead of having the PCs be junior officers they are running the Ship. THEY WOULD BE Spock, Deanna Troi, Worf, Data, Captain James G&# D&&n T Kirk!


Enter wrote:

Just in case anyone cares getting everything you can fit in a fighter will get you a tier 13 ship.

That is if you add Drift engine lvl 5 and maximize Armor and Countermeasures to the point it does not make any sense, add security stuff for the computer [An Mk8 that is], etc etc.

A Tier 12 Fighter which is just the best stuff is a scary little devil but
50 HP and a TL of 27 is not something I would get my hopes up against a tier 4 Destroyer!

You pretty much identified the problem right there. Yes I can make a fully armed tier 6 Fighter with twin linked light Plasma Cannons with 4d12 damage, SHORT range and 28 Build Points(12+12+6[linked]), OR I could make a Tier 6 Explorer with a Single Persistent Particle Beam with Long Range for 10d6 and only 25 build points.

After a while tiny and Small ships become way to weak compared to other ships. But that is kind of their point. The Tiny ships are for mass swarms/cannon fodder, think fighting and killing hordes of Goblins, while a Small Shuttle actually has cargo space, meaning you can add a Lab or two to it, giving it a very specialized role, just not a combat one.


Setting wise, I will probably have the Gap not happen and have Golarion stay right were it is. It will still be ruled by multiple Nations and The Pact Alliance will still be a thing, but Golarion will have multiple ambassadors representing major nations (kind of like the United Nations). The Pact Alliance still serves for the various factions and Governments within the system to interact together.

I also plan to change how Drift Drives work. In my head I imagining a Drift Engine working similar to the Shadow Walk spell. Only on an a scale that could never be done by a mortal person. So the Drift works by skimming, or DRIFTING along the edge between the material plan and the plan of Shadow. Hence the greatly increased speed.

Because of this I also plan to change how space travel, near space and the Vast work. Instead having near space be defined by how many "drift beacons" are at a location, Near space will space that is withing a certain range increment. Beyond this distance travel time will be increased, with each distance increment adding more to the travel time. Because of this I would have the Vesk Empire be Relatively Close to the Pact System.

Because of this I DO plan to add things such as Worm Holes, Starship Sized Jump Gates, and other "cheats" that can be used to travel between SPECIFIC locations faster [Think Mass Effect]. Locations such as these have the benefit of creating Trading Routs, Strategic locations, etc. Which I think adds more to a setting.


So, a quick idea of a Kroot warrior. Thoughts?

Kroot

Str+2, Con+2, Int-2: HP +6
Kroot are Medium Humanoids with the Kroot Subtype.
Shaping: The Kroot are a race that can consciously alter their own DNA. This allows a Kroot character to give themselves Biotech modifications without having to visit an official lab/doctor. Additionally, Adaptive Bio Chains for a Kroot do not have an additional 10% cost increase. [the character must still pay the actual credit cost for the modification, what actually happens to the credits is up to GM interpretation though.]
Wild Hunters: +2 Survival, +2 Perception, +2 Stealth, +2 Acrobatics
Eat Anything: +2 Fortitude Saves vs poison

I am open to ideas, not that thrilled with this interpretation of a Kroot.


+2 Dex, +2 Con, -2 Cha
6 HP
Fire Caste Tau are Medium Humanoids with the Tau Subtype
Fire Caste Warriors: due to their life long training, Fire Caste Warriors receive a +1 racial bonus to EAC/KAC when wearing Light, Heavy, or Power Armor.
For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects
Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.
Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.

So Fire Warriors with a Dex instead of a Str Bonus, gotcha.


I want to see an adventure were multiple Space Empires start fighting each other while also dealing with the Swarm, all with the Pact Worlds stuck in the middle.


I do not think there should be a HARD rule limiting tiers for any starships.

BUT from a practical standpoint, due to the weapons available to tiny and small starships there is little point making them very high. For a Tiny Interceptor/Fighter there is little point going very high because they can ONLY mount Light Weapons [Tier 6 is probably the practical max]. A small shuttle/freighter can justifiably go a little higher simply because they have cargo bays and other up grades that can be expanded upon. But eventually you are going to want a ship that can AT LEAST mount heavy weapons, which means a larger ship.


I have to say Highwind, some of your ships look pretty cool.


I personally do not want to create a bunch of specific Tau Themes for the Tau, rather I am trying to make these viable race options that I could offer to players or us as a Game Master.

One issue that was brought up was the Fire Caste +str bonus. So how about just changing the bonus to +2dex/con, -2 Cha, +6 HP ? This still makes them the toughest out of the Tau but they are not noticeably stronger than any other race.


Valkyn Highwind wrote:

Added 2 new ships to this file.

They are:

Whipcrack (Tier 1/4 Racer)
Dragon's Claw (Tier 11 Transport)

NICE!


Rothlis wrote:
Captain J.T. Kirk wrote:

So I have been seeing others take a crack at making Mass Effect and Star Trek Races, so I thought why not take a shot at it.

My first entry for the Tau Empire in Service to The Greater Good.

Tau Fire Warrior

+2 Str, +2 Con, -2 Cha
6 HP
Fire Caste Tau are Medium Humanoids with the Tau Subtype

Fire Caste Warriors: due to their life long training, Fire Caste Warriors receive a +1 racial bonus to EAC/KAC when wearing Light, Heavy, or Power Armor.

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.

I realize that they are very similar to the Vesk, but since the Fire Caste are the warriors and each caste is going to be from each other I think this makes sense.

No no game needs tau not even 40k tau are an easy button top tier waac army and lol no +2 str lol no at least be accurate all tau have at least -2 str and start with a 8 in str rember astra militarum infantry beat them in melee try not to overclock an overclocked race

The tau loose in hand in hand combat because they are not TRAINED in hand to hand combat, considering hand to hand combat to be savage. The Tau fire warrior is stronger than the average tau, and they are not significantly weaker than a human. The imperial guard just train in hand to hand combat more than the Tau do, so they are better at it.


Here4daFreeSwag wrote:
Good to have some free custom starships (and the builder to make'em) stuff out there. ;)

You are welcome!

After seeing the lack of variety of ships in the core rule book I thought that having a larger variety to choose from would be something that any Game Master would need. Hopefully people get some use out of this.


I have been using the hell out of this!

Thank you for the resource!


NICE!

Always good to have more ships on hand for space battles!


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Tau Water Caste

+2 Int,+2 Cha, -2 Str
2 HP
Water Caste Tau are Medium Humanoids with the Tau Subtype

Water Caste Diplomates:- A lifetime of making deals grants a Water Caste Tau +2 racial bonus on Diplomacy and Sense Motive Checks

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.


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Tau Ethereal Caste

+2 Wis, +2 Cha, -2 Dex
4 HP
Ethereal Caste Tau are Medium Humanoids with the Tau Subtype

Ethereal Caste Leaders: As the spiritual leaders of the Tau people and the Tau Empire, those of the Ethereal Caste gain a +2 to Culture and Diplomacy checks.

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.


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Tau Earth Caste

+2 Int, +2 Wis, -2 Cha
4 HP
Earth Caste Tau are Medium Humanoids with the Tau Subtype

Earth Caste Builders: A lifetime studying and building things gives Earth Caste Tau a +2 racial bonus on two Intelligence based skill checks chosen at character creation. Once selected these choices can not be changed.

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.


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Tau Air Caste

+2 Dex, +2 Int, -2 Str
2 HP
Air Caste Tau are Medium Humanoids with the Tau Subtype

Air Caste Pilots: A lifetime living around starships grants members of the Air Caste a +2 Racial bonus to Engineering and Piloting Checks.

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.


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So I have been seeing others take a crack at making Mass Effect and Star Trek Races, so I thought why not take a shot at it.

My first entry for the Tau Empire in Service to The Greater Good.

Tau Fire Warrior

+2 Str, +2 Con, -2 Cha
6 HP
Fire Caste Tau are Medium Humanoids with the Tau Subtype

Fire Caste Warriors: due to their life long training, Fire Caste Warriors receive a +1 racial bonus to EAC/KAC when wearing Light, Heavy, or Power Armor.

For the Greater Good: Their belief in “The Greater Good” inspires Tau with a sense of purpose. +2 racial bonus vs Fear effects

Low-Light Vision. The Tau homeworld is a warm, dry, and arid planet. As such the Tau prefer the night to the day and their vision has adapted because of this. Tau can see in dim light as if it were normal light. See Vision on page 261.

Olfactory Chasm: The Tau sense of smell is vastly superior compared to other humanoid races. Gain the Scent ability.

I realize that they are very similar to the Vesk, but since the Fire Caste are the warriors and each caste is going to be from each other I think this makes sense.


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Made a Troop Transport(Tier 12), now there is a powerful ship to transport troops planet-side for all of those Galactic Empires.


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VampByDay wrote:
Jeheregh wrote:
Captain J.T. Kirk wrote:

Starships

I spent the weekend familiarizing myself with the Starship building rules. Thought I would share what I had made.

Thoughts, comments, suggestions, recommendations, errors?

Some space merchant, space trucker ships would be appreciated.
Just as long as it's not Galaxy Truckers

Trader vessels, made a Tier 1/2(light freighter) and a Tier 5(heavy freighter).

Now all of those pirates have something carrying cargo to attack!

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