Dire Bear

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lightningcat wrote:


It all looks good now. Whatever you did fixed everything.

As for the class, it has decent options, nothing is obviously overpowered or useless. So it might need played to find any problems.

Awesome! Thanks for helping me out!


lightningcat wrote:

Page 4 and page 7 each have a third column that is mostly cut off.

This is on a computer, so no mobile weirdness here.

Huh. That's really weird. I double-checked and the pages display correctly for me but I fiddled with the formatting a bit to try and fix these mystery columns.

If it still displays incorrectly for you, can you tell me the last legible section before the error and the next legible section after it so I can pinpoint what's going on?


Garretmander wrote:
The osmotic knowledge ability seems a bit high. It should probably be 1/3 your level if you have ranks in the skill, but it can probably keep full level to checks if you don't.

When you say 1/3 vs full level, are you referring to psi rating or character level?

I ask because the ability currently reads that you get your psi rating, which would be a maximum of 8 from levels in this class.


Garretmander wrote:

I can only see 2/3 of this one. Some of the pages appear to have a third column, but I can't see them on mobile.

From what I can see, about the only concern I have is that the spirit hunter's first ability should be at will, they're all cantrips after all. The osmotic knowledge ability seems a bit high. It should probably be 1/3 your level if you have ranks in the skill, but it can probably keep full level to checks if you don't.

I just double-checked and it's displaying correctly for me? It might not work well on mobile.

Thanks for your input! :)


The Artificer wrote:

I like the cut of your Jib.

I'm just wondering where the golems fit in.

Hey, nice name! And good point well made! I'll have to ponder it for a moment. It WOULD be pretty thematic to let them have a golem... I have some other classes in the setting that have a leadership mechanic, so I could maybe adapt that with some limitations and a construct template...


lightningcat wrote:
Kuma wrote:

I've hesitated to put this up as it's the most complex and ambitious thing I've worked on. This class is meant as a psychic caster primarily and I have included the feats that it references.

I tried to hew closer to the standard starfinder classes with this one, giving a single progression with multiple different options that radically alter the way it plays.

Criticism and comments welcome.

You cancheck it out here..

First and foremost, your chart has been pushed off the first page. Which makes reading it a tad difficult.

Ah... That's my bad. I was editing it and didn't bother to leave it in a legible state because I was beginning to think no one was actually going to comment. My last several posts have been comment-less and I was gathering the impression that either people don't like my stuff or this board is not active enough to rely on it for help. (Not trying to be passive-aggressive, some boards are just more active than others. I used to post on the main Paizo forums a decade ago and there was tons of discussion on any topic posted. To be fair, I have yet to find a starfinder forum like that anywhere.)

Anyway, if you're interested I'll gladly fix the error now! Aaaaaaand... done! Take a look. :)


I've hesitated to put this up as it's the most complex and ambitious thing I've worked on. This class is meant as a psychic caster primarily and I have included the feats that it references.

I tried to hew closer to the standard starfinder classes with this one, giving a single progression with multiple different options that radically alter the way it plays.

Criticism and comments welcome.

You cancheck it out here..


Boop beep. This is an assassin class.

Check it out.


Hello!

I'm seeking feedback on the fluff of a campaign setting I've been working on. This is an example of the art I'm using as well as the text, with some examples here and there of alien species and planets and so on.

Please take a look and tell me what you think!


A transhumanist fantasy I welcome criticism for.

Check it out heeeeeere .


This class is meant to be a leader and support type. I welcome even the most brutal criticism. Although it will break my heart.

I have a link! Go to this here linky.

Like my other classes, this one has a 1st level ability to gain resolve. The reason for this, amongst other things, is that in my setting spending resolve to stabilize automatically gives the character corruption, which is bad.


Garretmander wrote:

My first thought is that they're basically a soldier with trick attack. I'd probably drop the trick attack feature entirely from the class. I'd also give them a bounty class feature at level 1 and lean into the favored enemy abilities a bit more with some of philosophical inspirations. Also, without trick attack, they should probably get extra attacks and flashing strikes like a soldier or solarian.

Doing that, the three philosophies probably need some rework. I'd probably give the 'bring them to justice' philosophy a bonus to damage against favored enemies when using merciful/stun weapons, as well as the ability to give the stun property to any melee weapon they hold at higher levels.

Out for blood getting resolve was already way too much, as was d10s on trick attacks. I'd probably change it to recovering level+con mod in stamina whenever killing a favored enemy. With a higher level ability getting bonus damage to favored enemies and inflicting bleeding of some sort.

I'm not sure about the crusader honestly. They probably deserve some out of combat benefits to sense motive and finding the truth, that sort of thing, but I'm drawing a blank.

8 skills per level also seems like a bit much to me.

Other than that:

Focused seeker gives a gigantic +8 to an ability score? That seems completely insane. It should probably give a direct bonus to something else, like perception and initiative checks. Also, concentration checks aren't actually a thing in starfinder.

Seeker should be perception, not listen, search and spot

Secret seeker should probably be a 1/day spell where you actually cast true seeing instead of constant true seeing. Alternately it should cost a resolve and only last one round. You could also consider blindsense 60ft, and blindsight 30ft as an alternate.

Rebuke should be 1/10min rest, not constant free attacks. It should maybe also cost a resolve, or maybe a resolve to use it again and again without taking that 10 min rest.

Hound's insight should probably just be dropped....

Thank you for all the input!

Just to point out because I'm not sure anyone has noticed but unexpected strike doesn't rely on the operative keyword, so it's not identical to trick attack.


This is the second homebrew class I'm sharing from my campaign setting, Bleak Frontiers. Meant to be a sort of philosophical freelance law enforcement officer with radically altered biology.

I got a link


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All of it. Total conversion with full control over every single system that would otherwise be autonomic. I want my electric heart to beat at the pace I set it to. I want to enter R.E.M. according to a tight schedule. I want to be able to play with synesthesia when I get bored.


A lot of revisions have been made and one of the core abilities (bomber) has been added back in. Not sure how that got removed in the first place, I am a bad editor.

I'd love it if anyone would like to take another look and tell me what they think, the link is still the same.

(I haven't fixed the trap damage and descriptions fully yet. Suggestions in that regard welcome.)


The Ragi wrote:

I like the concept of trap expert characters, but I can't see them working in battle.

Would the character roll a stealth check before setting the trap and them try to lure enemies to the spot he was just in? Other characters have to stop full attacking to move and try to make the enemies fall into the trap? Or you set the trap beneath the feet of the enemy?

The encounters where the PCs spot the monsters before they are attacked are kinda rare...

Well, not necessarily referring to the saboteur here but I've played trappists and typically you would synergize with one or more members of the party who push or pull enemies with special attacks or maneuvers. I can't think of the names of any off the top of my head but there are various feats and class abilities that would fit the bill.

As for the saboteur, it was intended to be a roguish type with a specialization in planning for combat - so I wanted to make the rewards for doing so substantial. It sounds like I've made them too good in places, and in others not enough.

The original inspiration for the class was Firefly, from GI Joe. He was always my favorite master of Arishikage (he was the Faceless Master, in case ya'll don't read decades old comics). Some of the abilities, like series, will effectively let you make a small "wall" or line of traps. While Deadman's Switch lets you play with some very interesting circumstances, like you've set a deadly trap somewhere near an enemy's valuables and killing you will destroy them.

If the intent isn't clear, and I think it's been established that it's not, I'll have to work to focus the class a bit.


Cellion wrote:

Yeah, poaching ideas from other systems is great! I think this could be a neat class in a game where there's more chances to defend locations. Most Paizo adventure paths have you moving aggressively into enemy territory instead. But if you're running homebrew in an original setting, then this could be perfect as a concept. It all depends on whether it can get a chance to shine.

The setting is not necessarily defense-heavy, although I do realize as I type this that one of the other classes I'd like to get feedback on ("Bastion") is almost completely defensive, revolving around shield use. Maybe my subconscious is tired of conflict... *shrug*

A lot of the numbers I'm working with are probably way askew. I have been working on this setting for years now (since before starfinder even came out, actually) and it has been translated into about four different game systems as I have tried to find a "home" for it. Sometimes I forget if I'm working in meters or feet, for example. The last editing pass is going to be a friggin' nightmare. I'm also a power gamer by nature and the setting itself is intended for slightly stronger than average starting characters. Speaking of, all my classes have an ability to allow them to regain resolve at 1st level and most have a number of extra ways to spend resolve.

The themes of Bleak Frontiers are eldritch/existential horror and empire/legacy building - which could have a strong defensive bent to it except I haven't actually finished developing the rules for creating new outposts/settlements...
Alignments work differently, mostly influenced by corruption and insanity and possession - with the vast majority of people being neutral.

I will eventually share the campaign fluff itself, in order to get feedback on that as well.


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Garretmander wrote:

I do like the idea of taking the more unique ideas from this class and making an archetype though.

Starfinder archetypes tend to be somewhere between niche and terrible, turning this into an archetype that anyone can take sounds like the sort of thing that might be taken, unlike most of them.

I'm gonna take this as a compliment because I need a win, dammit. ;)


Cellion wrote:

Linkified it for you

Because I've got some time:

Thank you so much for taking the time to go through all this! I really appreciate you. <3

I often find that existing classes, especially in the hundreds of d20 supplements for various versions, have one or two ideas that I really like and want to see reproduced in different themes. This is one of those but I worried that it might be too niche...

Total disclosure, this is meant for an original campaign setting and I've been debating whether or not "Saboteur" should get the axe. I have some others I'd like to get feedback on as well but I didn't want to exhaust anyone's patience outright by pasting half a dozen classes in one document. I will definitely be taking a look at the observations you made and tuning things up, thanks again!


In the interest of making this easier to read, I'll just give a link to a google doc version:

https://docs.google.com/document/d/11n6y6A04GpypuTMB8nVEniTqQcQvp4IDACq2-Z- eN44/edit?usp=sharing


Cellion wrote:

I think you need to set this up somewhere that supports tables and proper formatting so we can read it more easily! It could be quite good, but its very hard to follow right now.

Just from a skim, but:
- You have trick attack in your table but no trick attack feature listed under features, so I don't know how its supposed to work.
- Your features seem to be in a weird order, making it hard to follow.
- You have 'Traps' listed in the table at a number of levels where it looks like the actual Traps feature doesn't change?
- You look like you have a lot of untyped bonuses. One of Starfinder's unwritten rules behind their classes is that skill bonuses classes give are almost always insight bonuses.

Sorry about formatting, it was a mess when I copied and pasted this stuff over because I did originally have it arranged in tables and they didn't translate well.

Trick attack is a standard class ability for operatives, I believe? I didn't want to reproduce the info but it wouldn't take much space to do so, I guess.

Traps: You are supposed to gain an additional use of the trap ability each time the traps feature appears. I don't know how that fact didn't make it into the ability description.

Nice call on the skill bonuses, I need fresh eyes to catch that sort of thing.

Thank you for your input! This has been very helpful.


Tell me what you think of this.

Saboteur

In a universe of constant turmoil, a clever professional saboteur may survive long enough to master the art of eluding imperial justice. Such notorious outlaws have a wide range of skills and prefer to rely on these skills to avoid direct combat when possible. Saboteurs attempt to stack the odds in their favor using strategy, specialized equipment, and deadly traps to ensure they not only survive but thrive in any situation, no matter how dire.

Hit Points: 6
Key attribute score: Dexterity
A high dexterity will make you harder to hit and grant you bonuses with ranged attacks; while Intelligence will help you make the most of your many skill options.

Stamina points: 6 + Constitution modifier
Proficiencies: Armor -light
Weapons -basic melee weapons, small arms, longarms, and grenades

Skill points: 8 + Intelligence modifier
Trained Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Disguise (Cha), Engineering (Int), Intimidate (Cha), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession, Sense Motive (Wis), Sleight of Hand (Dex), and Stealth (Dex)

Level
Att Fort Ref Will Special

1st
0 0 2 2 Ambush, Excellent Aid, trick attack +1d4, Traps

2nd
1 0 3 3 Master Fence, Trap Spotter, Traps

3rd
2 1 3 3 trick attack +1d8, Exceptionally Lucky, specialization

4th
3 1 4 4 Shoot and Move 1, Traps

5th
3 1 4 4 trick attack +3d8, Series

6th
4 2 5 5 Shady Reputation, Improved Trap Spotter, Traps

7th
5 2 5 5 trick attack +4d8, Fit In

8th
6 2 6 6 Opportunity Attacker, Traps

9th
6 3 6 6 Evasion, Shoot and Move 2, trick attack +5d8

10th
7 3 7 7 Engineering Mastermind, Traps

11th
8 3 7 7 trick attack +6d8, Second Attack

12th
9 4 8 8 Camouflage, Traps

13th
9 4 8 8 Disappear, trick attack +7d8

14th
10 4 9 9 Traps, Step Where I Step

15th
11 5 9 9 One Shot, trick attack +8d8

16th
12 5 10 10 Improved Evasion, Traps

17th
12 5 10 10 Cloaking Field, trick attack +9d8

18th
13 6 11 11 Traps, Deadman Switch

19th
14 6 11 11 trick attack +10d8

20th
15 6 12 12 Master Plan, Bomber

Traps
All saboteurs learn how to set and avoid ambushes. At 1st level a saboteur learns how to create a snare trap and one other saboteur trap of their choice. At 7th level and every two levels thereafter, they learn another trap. The saboteur can use these traps a total number of times per day equal to ½ their saboteur level + their Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The saboteur cannot select an individual trap more than once.
Setting a trap is a full-round action. A trap fills a single 5-foot square, and cannot be placed in the same area as another saboteur trap or a magical trap such as a glyph of warding. The saboteur only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for checks to notice or disable the trap, and saving throws to avoid it, are equal to 10 + ½ the character’s level + the character’s Wisdom bonus.
All saboteur traps possess the following common features:
Trigger: location
Reset: none.
Type: mechanical

A trap lasts 1 day per saboteur level or until it is triggered, whichever comes first. A trap’s DC decreases by 1 for each full day that passes after it is set. Traps marked with an asterisk (*) add to or modify the effects of another trap; a saboteur can add one of these trap types to any standard trap (this costs 1 additional use of the trap ability).

Acid Trap* (Ex)
EFFECTS
This target is splattered with acid, taking a number of points of acid damage equal to 1d6 + 1/2 the saboteur’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the saboteur must supply a dose of acid when setting the trap.

Alarm Trap* (Ex)
EFFECTS
When this trap is triggered, it creates a momentary loud noise like the sound of a hand bell, and anyone within 60 feet of the trap can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.

Burning Trap* (Ex)
EFFECTS
A saboteur can only add this to a fire trap. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.

Rad Trap* (Ex)
EFFECTS
This trap strikes the target with a projectile made of a small source of strong radiation, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage.

Bludgeoning Trap (Ex)
EFFECTS
The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the saboteur’s character level + their Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the saboteur possesses (minimum 1d6).

Solar Energy Trap* (Ex)
EFFECTS
This trap involves a powerful flash of ultraviolet radiation using a psycrafted emitter designed to imbue positive energy. This creates a positive energy effect designed to harm undead creatures. The target takes a number of points of damage equal to 1d8 + the saboteur’s level from positive energy (Will save for half).

Disenfectant Trap (Ex)
EFFECTS
The trap suppresses the target’s ability to use one randomly selected attack, ability, or quality that creates a disease or poison effect; this lasts for 1 round per saboteur level. If the creature has more than one such attack, ability, or quality that creates a disease or poison effect, the attack, ability, or quality to be suppressed when the creature is affected by this trap is determined at random from those not already suppressed.

Trick Trap* (Ex)
EFFECTS
If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s attack roll bonus for the dirty trick is equal to the saboteur’s level + their Wisdom modifier.

Distraction Trap* (Ex)
EFFECTS
The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per character level.

Exploding Trap* (Ex)
Restrictions: Can only be added to a fire trap.
EFFECTS
The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the saboteur’s level (Reflex negates).

Fire Trap (Ex)
EFFECTS
The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the saboteur’s level to the triggering creature (Reflex negates).

Firework Trap* (Ex)
Restrictions: Can only be added to a fire or smoke trap.
EFFECTS
The trap explodes in a flash of colored lights.
All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the saboteur must use an alchemical weapon when setting the trap, such as flash powder or a firework.

Infected Snare Trap* (Ex)
Restrictions: A saboteur can add this only to a snare trap.
EFFECTS
The snare is made of diseased materials, which contain an aggressive blight that saps the energy and bodily health from the target creature. When initially caught in the snare, the trapped creature must succeed at a Fortitude saving throw or immediately take 2 points of Constitution damage. Each subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of Constitution damage. This effect lasts for 12 hours or until the creature makes two successful saving throws in a row, whichever comes first. This is a poison effect.

Illumination Trap (Ex)
EFFECTS
This trap sprays luminescent dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a ?20 penalty on Stealth checks. The dust’s effects last for 1 round per saboteur level or until the creature washes it off (a move action requiring water or some other cleanser).

Marking Trap* (Ex)
EFFECTS
If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the saboteur’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.

Over-sized Barbs* (Ex)
EFFECTS
The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage.
The barbs shake loose harmlessly after 10 minutes per saboteur level.

Penetrating Trap* (Ex)
Special Requirements or Restrictions: Can only be added to a wounding trap.
EFFECTS
The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction.

Pit Trap* (Ex)
EFFECTS
This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every 4 saboteur levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. This trap may only be set in terrain with soft ground.

Poison Trap (Ex)
EFFECTS
The trap poisons the creature that triggers it. The saboteur must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.

Rust Trap (Ex)
EFFECTS
The trap throws up a cloud of oxidizing compound, dealing 1d4 points of damage to the target’s metal equipment. An saboteur may increase the damage by 1 point for each additional daily use of his trap ability he spends when creating this trap.
A successful Reflex save negates this damage.

Selective Trigger (Ex)
EFFECTS
The saboteur adds a race, type, or minimum weight restriction to the trap’s trigger.

Smoke Trap (Ex)
EFFECTS
This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a ?4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 saboteur levels, and is dispersed by wind as fog cloud.

Snare Trap (Ex)
EFFECTS
The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the saboteur included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Acrobatics check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the saboteur’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the saboteur’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the saboteur’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

Tar Trap (Ex)
EFFECTS
The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process. Unless burned away, the tar remains for 1 round per character level.

Toxic Fumes Trap* (Ex)
EFFECTS
A saboteur can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke.

Tripwire (Ex)
EFFECTS
A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Wounding Trap (Ex)
EFFECTS
This trap makes a melee attack against the target using the saboteur’s base attack bonus + their Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + 1/2 the saboteur’s level. The saboteur chooses whether this damage is bludgeoning, piercing, or slashing.

Series (Ex)
When you place a trap using the traps ability, you may immediately place one or more additional traps in adjacent squares. Using this ability you may place a maximum number of traps at once equal to your Dex bonus.

Step Where I Step (Ex)
You cannot trigger your own traps and gain a +10 insight bonus to avoid other traps. You may grant allies within 30 ft a +10 bonus to avoid traps you are aware of.

Deadman Switch (Ex)
When you are reduced to 0 hp, you may immediately trigger any number of traps which you previously set using the Traps ability.

Ambush (Ex)
A saboteur is an expert at setting up an ambush location. Gain a +1 bonus to Stealth checks for every round devoted to setting up the perfect location, to a maximum of +10. At lvl 7, you may extend this bonus to all allies within 30 feet. If the saboteur acts during a surprise round they gain 1 resolve point.

Master Fence (Ex)
A saboteur has access to black markets not easily accessed by other characters. For a 20% increase in price, a saboteur may purchase equipment up to their level +3 at major settlements.

Shady Reputation (Ex)
Gain a +3 bonus to Bluff, Intimidate, and Diplomacy checks.

Engineering Mastermind (Ex)
Gain a +3 bonus to checks using the Engineering skill to arm explosives, disable devices, or identify technology.

Trap Spotter (Ex)
Gain a +4 bonus to detect traps with perception checks.

Excellent Aid (Ex)
A saboteur has an amazing talent for getting the most out of those who assist them. Increase the bonus they get from aid another by +1. This increases by another +1 at 6th level and again at 10th level. This increase does not apply to when they use aid another to help others, only when others aid them.

Exceptionally Lucky (Ex)
At 3rd level, a saboteur learns how to squeeze even more from their innate luck. Gain a +1 bonus on saving throws. At 10th level, this bonus increases to +2. This bonus increases to +3 at 16th level.

Unexpected Strike (Ex)
You can trick or startle a foe and then attack when they drop their guard. As a full action, you may move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon or with any small arm. Just before making your attack, attempt a Bluff, Diplomacy, or Stealth check with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. If a saboteur possesses another ability that grants extra damage dice following a skill check, these dice stack with those granted by unexpected strike but the skill checks must be made separately.

Improved Trap Spotter (Ex)
At 6th level, the bonus a saboteur receives to detect traps increases to +8.

Fit In (Ex)
At 6th level, a saboteur masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables them to act as if they belong in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. they can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. they do not need to change their appearance to make this check—this ability relies on instinctively knowing how to act to make it appear they belongs. If multiple creatures with differing views of appropriate behavior are present, they cannot simultaneously affect them and must choose a target creature or group to influence - they can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.

Opportunity Attacker (Ex)
At 7th level, a saboteur masters the art of striking foes when they are at their most vulnerable. When making an attack of opportunity, the saboteur may spend a resolve point in order to deal trick attack damage. The saboteur must spend the resolve before making the attack and if the attack fails, the resolve is still lost.

Chameleon Field (Ex)
At 17th level you can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This chameleon field doesn’t make you invisible, but it does make it easier to sneak around. Activating the chameleon field is a move action. While the chameleon field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the chameleon field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.
Your chameleon field lasts for up to 10 rounds before it becomes inactive. While inactive, the chameleon field recharges automatically at the rate of 1 round of cloaking per minute.
Shoot and Move (Ex)
A saboteur must reposition frequently in order to remain hidden. At 4th level, gain the Mobility feat (even if you do not meet the prereqs) and add +5 to the saboteur’s base movement. At 9th level, gain the Shot on the Run feat (even if you don’t meet prereqs).

Deadly Precision (Ex)
At 14th level, if an enemy is within 1 range increment of the saboteur, the saboteur may add 1 die of damage to their ranged trick attacks versus that target. At 18th level, the saboteur may add 2 dice of damage to their trick attacks versus targets within 1 range increment.

Disappear (Ex)
At 13th level the saboteur becomes even better at concealing their shots. Any enemy attempting to spot the saboteur following one of their ranged attacks takes a penalty to their perception check equal to -2 per 50 feet of distance between them and the saboteur. If the saboteur is using a silenced or suppressed weapon, the penalty increases to -4 per 50 ft. This penalty stacks with standard distance penalties to perception.

One Shot (Ex)
At 15th level the saboteur makes every shot count. Increase the crit range of all ranged weapons the saboteur uses by 1.

Master Plan (Ex)
A saboteur who makes use of their ambush ability before initiating combat gains a number of bonuses:
First, they may make an additional attack as part of a full attack, bringing their total number of attacks to three. They take standard penalties for making multiple attacks per round.
Second, the saboteur gains a bonus to bluff, intimidate, and stealth checks for the duration of combat, equal to the number of allies who are able to act during the surprise round. This bonus has a minimum value of +1 and a maximum of +5.
Finally, the saboteur may choose a single attack during each combat which qualifies for an unexpected strike, this attack targets two enemies instead of one. Each enemy must be a valid target and the saboteur makes a single roll to affect both of them. Each enemy takes full damage from the unexpected strike as well as any additional effects, however, only the original target receives weapon damage.


Hello everyone!

The following are some home-brew races I've been working on. Opinions on the fluff is my primary goal but I included some of the racial abilities I'm mucking around with, so feel free to share opinions on that too. Edit: Er, ignore references to insanity points, gifts, and imperial authorities. That's all homebrew setting stuff.

Basz

A humanoid torso with mottled blue skin held aloft by eight multi-segmented, armored legs like those of a crab; extending from the massive vertebrae of their spine near the middle of their hunched back. Their humanoid head features a large brain protected by a tough skull and two sets of forward-facing eyes. One larger than those of a human while the others are small and deep-set. Although the Basz do not truly “blink” they are capable of briefly washing their quartet of eyes by contorting the loose skin of their mouthless skull and bathing their eyes in the thin mucus that coats their skin. Due to a complex array of subdermal muscles used for this purpose, Basz are more than capable of mimicking the expressions of most humanoids to an uncanny degree despite their bizarre appearance. This is often considered fairly unsettling by viewers, a fact which the Basz are perfectly aware of and find amusing, as well as occasionally useful. Basz possess no legs below their body’s trunk, instead their body terminates in a large, beaked orifice that acts as both a mouth and a cloaca, through which the Basz eat, expel waste, and extend a tongue-like ovipositor appendage up to a foot beyond their beak. Basz breathe through a series of nose slits along their back,

Scuttle: Gain a climb speed equal to your base movement speed.
Gifted Negotiators: Most NPCs who do not have a specific dislike for you or your species react to you one step more positively on the attitude scale. This makes the average NPC Friendly rather than Indifferent.
Swift: Gain the Fleet feat.

*****

Eislo

Each Eislo is a fusion of several symbiotic creatures functioning in harmony. An Eislo’s body is that of a large, shaggy-haired mammal. This “outer face” of the Eislo is called an Ein and it possesses a trio of clawed, muscular legs; two smaller legs below it’s chest with an enormous single rear appendage that is used to propel the Eislo through the air with great force. The canine face of the Ein is capable of producing an array of booming growls, howls, and whines which can be used to convey a general sense of aggression or contentment even to those who do not understand the complex vocal language employed by the Eislo.
Within the Ein’s massive body are two symbiotic parasites, referred to individually as the Isl and the Slone. Ths Isl is a supernatural parasite tainted by the dream realm. If the Eislo gains enough insanity points to develop a dream gift, the gift will follow the inscrutable purposes of the Isl, linked to an ideal or goal that the Eislo may be somewhat obsessed with satisfying. The Isl is otherwise non-sentient and does little else to inform the Eislo’s behavior. This small creature is located within the Ein’s torso, nestled firmly against the second rib in the left side of the chest. The final part of this three-way bond, the Slone, is an intelligent symbiote far more capable of reason and less prone to instinct than either the Isl or the Ein. The “body” of the Slone is a small nodule located within the Ein’s brain which sends out a network of hair-like filaments. These act as a neurological control network, enhancing the Ein’s natural mental abilities while subverting much of its instinctive behavior. The Slone extends other filaments throughout the epidermis of the Ein, acting as feeding tendrils which feast on the gore unleashed by the Eislo’s slashing claws. Due to the need of the Slone to feed in this manner, an Eislo rarely if ever cleans its fur and regards the concept of shaving itself with horror. When these three entities work in tandem, an Eislo is a cunning predator with supernatural powers.
Eislo reproduction is a deliberate and ritualized endeavor requiring the assistance of an Eislo birthing creche. Each “piece” of the gestalt organism is capable of reproduction independent of the rest; but Eislo view “free-range” Ein and Slone as being mentally and physically disabled, respectively. They view the triad combination common to the race to be the pinnacle of being; this is a belief most Eislo hold with fanatical fervor and it is rarely challenged. Isl that manage to reproduce in the wild are regarded neutrally or with mild revulsion but no pity, they are too simple an organism for Eislo to bother acknowledging beyond their necessity for reproduction.

Three-Legged: Eislo enjoy a base movement speed of 40 feet and a +2 bonus to their KAC when being targeted by a trip combat maneuver. However, Eislo lack true manipulators, relying on the thickest and strongest tendrils of the Slone to grasp tools, Despite their size and strength, Eislo are unable to make use of weapons or other equipment requiring more than one hand to wield.
Terrifying: Eislo enjoy a well-deserved reputation for savagery and may make one intimidate check per round in combat as a move action. This Intimidate check may be made using the Eislo’s Str bonus instead of their Cha bonus. Any opponent with a CR lower than the Eislo’s level that would be shaken by this ability is frightened instead and will attempt to disengage from combat with you in order to flee.
Fearsome Claws: Eislo possess wickedly-sharp claws on all three of their legs. An Eislo may choose to attack with its claws, dealing 1d6 + 1.5 x Str bonus in slashing damage to anyone hit by this attack. This does not grant the Eislo additional attacks per round.

*****

Ferox
Slender humanoids with smooth, angular bodies and pointed teeth. Their almost featureless heads display large mouths and indentations that hide ears, nostrils, and eyes. Their sparkling, silvery-grey skin affords them limited protection from laser damage and they travel in nomad flotillas throughout the void. They are often driven away by local militia forces due to accusations of theft, piracy, and engaging in illegal practices of various kinds. Ferox are a highly spiritual people who are barely tolerated by the empire due to their ability to acquire various exotic goods for the nobility.

Kleptomancy
Ferox are remarkably talented thieves, and nearly any problem they encounter may be overcome by their tendency to steal very important things at random. Once a day, a Ferox may obtain a single object with a bulk of L or - which they do not possess but that they wish to. The Ferox does not have to have a particular type of item in mind, they simply focus on their desire to solve a given problem. The Ferox then makes a Sleight of Hand check with a DC of 20. If successful, they produce an item from their person, having previously stolen it without realizing its importance. The item discovered generally lacks an explanation for its presence and its use may not be immediately obvious.
Ex: A Ferox in a locked room may wish they had the means to leave, and discover after a successful Sleight of Hand check that they had previously stolen an access card necessary to unlock the door. However, this access card may be disguised as a credit chip or dataslate, making it difficult to decipher its purpose without further skill checks. Even if the purpose of the object is not immediately clear, the Ferox is aware of its importance to the task in question.
Natural Gifts
Ferox are uniformly lithe, limber creatures whose smooth, metallic skin is difficult to bind. They are remarkably nimble and quick, with incredible balance. Ferox gain a +5 bonus to all Acrobatics and Sleight of Hand checks.
Shimmer
Ferox possess a resistance to heat and laser damage due to their highly reflective skin surface, however, whatever metallic substance in their physical composition that grants this ability also causes Ferox to suffer from a severe inability to adapt to cold climates. Ferox possess fire resistance 10 and cold vulnerability.

*****

Howphan
Tall, cloaked creatures in elaborate masks, Howphan are notable information brokers and investigators. They favor clothing that hides their features but appear to have dark, matte flesh with spindly builds and angular features. Their masks bear a striking resemblance to various species of animal and often feature a simple facade, such as a wooden outer layer; however, they are filled with an array of sophisticated technology. Howphan masks typically mimic an animal which the individual Howphan identifies with or idealizes and the sincerity with which they craft such features belies their otherwise secretive natures. Howphan hands and fingers are incredibly powerful and large. The four fingers of a Howphan hand are incredibly dextrous due to the five omni-directional joints that each digit features. Beneath their masks, Howphan have moist skin and flat, goggle-eyed faces with a sharp, three-part, plated upper lip used to crush and chop food. Howphan also possess a jagged, spear-like, radula which can extend up to three feet from their mouths in order to spear prey.

Charming: You have a knack for making friends and influencing people. At 1st level and every five levels after that (6, 11, 17) you gain the Skill Focus feat for one of the following feats: Bluff, Culture, Diplomacy, or Perception.
Mask: At 1st level you may choose a single attribute. When wearing your mask you gain a +1 bonus to this attribute. Every three character levels (4th, 7th, etc.) you may choose an additional attribute to receive this bonus. At 19th level, increase the bonuses provided by the mask to +2. This mask takes up the howphan’s head/helmet slot and is capable of forming a seal with any armor which possesses a sealed environment.
Powerful Fingers: Gain a climb speed equal to your base movement speed.
Mysterious: Even allies have trouble understanding your culture and physiology. Non-Howphan that target you with beneficial spells, psychic powers, or spell-like abilities must succeed at a concentration check DC15 in order to assist you. Attempts to provide medical treatment to you suffer from a -10 penalty unless delivered by another Howphan.

*****

Janneran

Hailing from a distant nebula they call Janner-Sud, the Jannerans are a race of small, extremely genetically diverse creatures that exhibit traits from a variety of disparate forms of life. Some Jannerans display insectile traits, while others appear reptilian or avian, still more are heavily furred. The only trait that all Jannerans share are their six limbs and their unusual ability to engender affection in others. This is well-known, although rarely seen as a threat. Repeated tests have shown that this ability is neither magical nor psychic in nature and as the Jannerans themselves generally only travel in small groups of three to six, Imperial authorities do not bother Jannerans much without cause.

Hypnotic Charm:
Jannerans possess an innate +12 bonus to Diplomacy checks to influence attitude.

*****

Lycomian
Like so many alien races, Lycomians defy easy definition. An eel-like race with powerful telekinetic abilities, the Lycomians subsist primarily on sound waves. Although no more threatening than many other races, Lycomians are voracious and gatherings of Lycomians can begin to affect the ability of other nearby creatures to communicate with one another. For this reason many regard Lycomians with distaste, while a few see them as invaluable for purposes of discretion.

Lycomians may grow to be around four feet long and are much taller than they are wide. Lycomian teeth are rear-facing and they subsist by carving out crescent-moon shaped bites from their prey. Lycomians tend to prefer carrion, although they are capable of hunting, and have a habit of eating small rocks in order to assist their inefficient digestive systems in grinding food. When they do hunt, Lycomians prefer to ambush birds by lying in wait in dense bushes or piles of rock.

Consume Sound
All sound within 30 ft. is eliminated completely, there is no save for this effect. Spellcasting and abilities which require a verbal component or rely on sound will not function within this area. The Lycomian may suppress this ability for a number of rounds each day equal to twice their Con score, using a swift action to activate and deactivate the effect.
Natural Hover
Lycomians are able to fly with perfect maneuverability but cannot exceed an elevation of 15 ft. Lycomians cannot be tripped and never suffer fall damage. Lycomians cannot benefit from any gear that requires limbs, hands, feet, or a humanoid frame. Lycomians may wear helmets, necklaces, a single ring (around their tail), masks, or eyewear. Lycomians may gain artificial limbs like any other character but are unable to make consistent contact with the ground, making artificial legs useless.
Vicious Bite
Lycomians have powerful jaws and incredibly sharp teeth. They possess a natural bite attack which deals 1d8 + 1.5 x Str bonus in slashing damage.

*****

Magridal
An organism composed of sentient, silicon-brained life with a metallic body; Magridal are astoundingly hardy and strong. These incredible creatures at rest often resemble solid, shining columns of various metals from a distance. Up close, however, it’s clear that these 8-foot pillars are composed of many small, interconnected metallic sections which flex and move with one another easily, allowing the Magridal to move and interact with the environment.
Magridal bodies are arrangements of many small, interconnectable, and shiftable structures suspended on a flexible but incredibly resilient lattice of metal and crystal. Magridal are seemingly the result of natural evolution, arising on a planet that shares their name and possesses an incredibly high pressure atmosphere and an abundance of ammonia rather than water, all living creatures from Magridal are some form of silicone or metal-oxide based life. Although incapable of traditional speech, Magridal who do not possess a speech upgrade communicate with a surprisingly musical language of staccato tones produced by quickly striking their own bodies to produce sound and “whistling” by creating electrical feedback in nearby receivers. All Magridal may communicate easily via electronic broadcasts of text or artificial speech.
Magridal are omniphages capable of ingesting flora, fauna, and most stone with ease, their internal structure exerts amazing heat and pressure on ingested materials. Internally Magridal have several different configurations depending on what is required to digest what they consume. Biological matter is fermented or composted, creating useful gases or biofuels. More durable materials are rendered down through grinding and heat. Magridal are able to move and shift their forms due to precise control of intense magnetic effects generated within their bodies.
They are capable of altering their form in a few limited ways, such as reducing their height and widening themselves to achieve a roughly spherical shape which allows the Magridal to roll itself in any direction by altering its internal weight differential. They are even capable of moving up stairs or inclines in this way, although they must rely heavily on other forms of limited shape alteration in order to climb - the creation of temporary appendages and bending or twisting their trunk. Magridal are able to extend small portions of their body to act as hands, feet, or weapons; this also allows them to use equipment like rings.
Magridal blood is composed of molten silica dioxide, making them dangerous to confront in melee.

Universal Movement: Magridal are capable of climbing, walking, and burrowing at the same rate without slowing. When moving in any of these ways a Magridal’s base speed is 20 ft. When burrowing through harder substances such as rock or concrete, Magridal reduce their speed to 10 ft. Magridal cannot burrow through most metals.

Non-Biological: Magridal possess an amorphous body which does not take double damage from critical hits, but it is affected by critical hit effects normally. In addition, Magridal are immune to bleed, death effects, disease, necromancy effects, paralysis, poison, sleep, and stunning.

Metal skin, glass blood: A magridal naturally possesses acid, fire, and cold resistance 5. Unfortunately, their metallic and crystal structures suffer increased damage from electricity or sonic damage, granting them sonic and electricity vulnerability. Anyone who injures a magridal with a melee weapon takes 1d4 points of fire damage as the Magridal’s molten glass blood ejects from the wound in a brief but explosive jet of molten silica that rapidly cools and hardens into a jagged spear of burning hot glass. Anyone attempting to heal an injured Magridal using first aid or other touch-dependent healing also takes 1d4 fire damage.

Sturdy: Magridal add 5 to their maximum bulk carried.

*****

Tikrik
Tikrik are renowned warriors and merchants, although dark rumors suggest that they are secretly allied with the spice serpents. Tikrik often bear an eclectic array of equipment traded or stolen from other races. In conflict, they prefer to engage enemies from a distance with superior firepower and protection. Physically the Tikrik are ursine, possessing thick, luxurious coats of fur and large, sharp claws on each of their digits; as well as small but sensitive ears. However, the Tikrik do not have live births, instead they lay egg sacs similar to those of an insect. They possess lamprey-like mouths and prefer to subsist on blood consumed by pinning creatures down and latching their jagged-toothed maws upon the living victim.

Mercantile: You may always reduce the cost of your purchases by 10%, in addition to any other modifiers.
Warrior Culture: Gain a combat feat that you meet the prerequisites for.
Blood Drinker: You possess a vicious bite attack. This bite deals 1d6 damage + 1.5x your Str bonus. At 8th level, your bite deals 2d6 damage + 2x your strength bonus. At 15th level, your bite deals 3d6 + 2.5x your strength bonus. Each time you hit a pinned target and deal damage with this bite attack, that target suffers 1 bleed damage. Each time you hit a pinned target with this attack and deal damage, you regain 5hp.
Void Accustomed: Tikrik never need to make checks in order to take a move action in zero G.


It's POD that makes or breaks it for me. I can't be wasting time and money ordering a bunch of books and then trying to ship them myself.

It's a little annoying that they want a 5% fee just for the privilege of selling my pdf elsewhere, though.


Ah, I stand corrected and will take a second look at them myself.


GM Rednal wrote:
There's also the publishing stuff from OBS (DriveThruRPG, RPGNow, etc.), which might be significantly more visible if you want to sell to the Starfinder audience. I think it'd do better than Amazon, at least.

For sure you'd want to link your product to more places than Amazon but I don't think OBS does p-o-d. That's a big hurdle.


Vidmaster7 wrote:
Kuma wrote:
Consider using Kindle Direct Publishing via Amazon. Unless you have to have hardcover, they can handle most options you might be looking for.
Oh cool thanks for that. First I've heard of it. I guess I need to read up on how it works and also check out Paizo's copyright stuff in depth.

Sure, man. And they do print on demand, so you don't have to sink a bunch of money into ordering and shipping your own stock.


I don't know if this is entirely the appropriate place to advertise this but I've been working on a setting for Starfinder for quite some time now.

I've got 177 pages of setting complete so far. Waiting on artists and some more edits, then I'll be hunting for playtesters.

Bleak Frontiers

I hope this piques the interest of at least a few of you. Please feel free to contact me if you have feedback or would like to be a part of a playtest.


1 person marked this as a favorite.

Consider using Kindle Direct Publishing via Amazon. Unless you have to have hardcover, they can handle most options you might be looking for.


Hitdice wrote:


IMO honor vs dishonor is a law vs chaos issue rather than a good vs evil one

I can certainly understand why you'd say that but I think there are examples in which at least a few people would say cowardice or avarice are evil by their very nature; no matter how the person who does it feels. Which is a problem I have with Cranewings "selfish neutral" characters. Someone who selflessly aids others without getting the warm fuzzies seems ultra-good to me. Philosophers have suggested that there can be no truly selfless act (or that all acts are selfish) because there are so many benefits, including emotional ones, that are inherent to helping others. Someone who didn't possess empathy or any other beneficial reaction but still did good would suggest to me that they innately WERE good - like Outsiders. Neutral Good maybe, but very, very good. Likewise, despite the fact that he doesn't get a kick out of it, someone who slaughters other people might be considered especially evil if they did so with no reaction whatsoever. A cold-hearted man doesn't sound like a neutral man to me. Again, perhaps something like Neutral Evil.

Sorry to ramble.

Hitdice wrote:

I think Law and Good have more in common than Chaos and Good (ditto Chaos and Evil respectively), but Chaotic Good is a perfectly valid lifestyle, if you see what I mean.

I see what you intend, but you kind of make my point for me. You are suggesting that honor and Law share a special relationship, then that Law and Good share a special relationship. And, I infer, the reverse of Chaos/Dishonor/Evil.

While I feel that someone with honor has some unique hurdles to overcome (see Paladin classics: What do I do when the law is WRONG?)in a Lawful society, I don't really want to make an argument about why I disagree with your suggestion that honor is connected to law or dishonor to chaos. Likewise, the idea that chaos and law are inherently linked to evil or good is completely impenetrable to me but I'm more interested in my original question regarding honor and good. It seems to me that even if you came to it through a couple of steps I don't agree with, you're still freely mixing the idea of honor and good.

Hitdice wrote:
I have however decided that 6 angels can dance on the head of a pin. That's the answer: six.

Good to know.


I'd be very interested in hearing more about that article on Neutrality as Relational, etc.

How many of you conflate honor/good and dishonor/evil? Because while the two overlap, I don't know that what is dishonorable is always evil or that what is good is always honorable.


Meophist wrote:
Fake Healer wrote:
Linky-link....
There isn't much information that I know of yet, this has some screenshots and (very) basic information. It's a part of a game compilation by Level 5 called Guild 01 set to release May 17th in Japan, but there's so far no word of an international release. As they've recently set up publishing in NA, I think it's likely that Level 5 will release this too, but it may take some time as as far as I know, they haven't released any games since they've become publisher yet.

Thank you for the info, I will find a way to pick this up.


I would kill for a FFTactics style Pathfinder game that uses Pathfinder modules and allows characters to be moved between campaigns, etc. Real-time is the worst thing that could happen to a tabletop game, imo. (And while I enjoyed them, the system suffered in every single Baldur's Gate/Neverwinter Nights game. The old gold box SSI games were much more solid, rules-wise and fun-wise.


In addition to math help, I could really use suggestions on how to deal with dimensional travel (teleport, plane shift, ethereal jaunt, dimension door) that doesn't require dimension locking every significant standing structure the party enters.


Enter a building and wait?


The plan for Rakken to make his escape if he's caught out by an excellent spotter is to move to an exit as quickly as possible to get out and make more stealth checks. In an emergency, he knows that he can drop Bonesinger as a free action and take a double move away from opponents. The closest threat will generally stop to take, and potentially quarrel over, Bonesinger; giving the kobold a head start to escape. Rakken knows he can trust the sword to return to him if he calls for it. While the sword only has 120 foot "Bonesense", making it a poor observer of terrain or boneless threats, the empathic link it shares with its owner works as long as the sword is on the same plane. Bonesinger considers its owner to be the person who has won at least five tests of will against the sword... but any previous owner must be killed before the sword will bow to a new one. Until the previous owner of the sword is killed, it grants anyone who is not its owner one negative level as long as they attempt to wield it. This is in addition to the negative level Good characters receive for wielding the sword. (Because it's a NE intelligent sword, this level loss is incurred automatically by good characters. It's not a special ability I made up.)


Adherents of many religions knowingly claim values they don't actually hold because it's part of a group identity they adhere to. It doesn't mean anything one way or another regarding Good or Evil.

Being unable to knowingly perform an evil act implies that you can unknowingly perform an evil act and discover the truth about it later, causing regret/shame/guilt.


That's a very interesting in-game approach, Richard.


Ragnarok Aeon wrote:
I've never read the thing, but I read an article about it once... From what I read, it sounds like it was written by evil though.

I think it was more a product of damaged, juvenile, minds than anything else. It is, however, one of the rare artifacts of culture that makes me seriously consider the existence of real "Evil".


Atarlost wrote:

I think neutrality on the Good-Evil axis has to mean apathy. You can make a case that a balance between Law and Chaos is desirable either to maximize good (if neutral good) or evil (if neutral evil) or even for abstract metaphysical reasons (if true neutral) but the very notion that good must be balanced by evil requires you to willfully commit evil which will not allow you to retain a neutral alignment on the good-evil axis.

Since this thread is expressly about the good-evil axis to the exclusion of concerns for law or chaos neutrality as balance simply isn't on topic.

There are two alignment axes. They are more or less ethics and morals (I know that's simplifying both) but Neutrality is an integral part of both. It's not divorced from either.

Law - Neutrality - Chaos
Good - Neutrality - Evil

Those are the alignment axes. Any discussion of Good/Evil OR Law/Chaos must necessarily involve Neutrality. It's an integral part of the alignment system.

What you suggest, that committing evil acts removes you from Good, can be countered by the simple fact that in a cosmology in which Good and Evil are ends of a spectrum, committing good acts removes you from Evil. If you murder a child and save the lives of a dozen children, are you more murderer or savior? If there is no balance between the value of the acts, then according to you there can be no redemption. One stain on your soul renders you beyond redemption? One act of mercy makes up for a lifetime of random killings? No. That would be the premise of Balance (to capitalize another term) as an ideal.

Perhaps another example will help: Mechanus and the Inevitables. Outsiders devoted to the ideal of Balance and the LN plane itself. Inevitables support the immutable laws of the planes, as written directly in their stat blocks, and are a living representation of the exact kind of Neutrality you deny exists.


Ragnarok Aeon wrote:

Is it torture to force read to someone the F.A.T.A.L. rulebook?

It's borderline torture to remind us of it.


loaba wrote:

[

You've missed the point I'm afraid and you're muddying the water with the real world as well.

Neutrality on the Good/Evil or Law/Chaos axis means that one of those two simply isn't important to the character. A Neutral Good character will err towards Good, largely ignoring Law and Chaos.

Well, I'm not muddying the water by accident. I feel that the argument is equally applicable in and out of game and I wanted to point out examples of devoted Neutrality in both.

Let me be clear: Neutrality does NOT automatically mean you don't care. That is the whole point of my comparison of "meh." and "MEH!" The second one is an exclamation that serves the same mechanical function as the first but implies that the subject is more important to the speaker than you seem to believe is possible.

Since conflating in and out of game Neutrality is maybe too confusing, I'll just restrict my argument to in-game... It is entirely possible to play a character who pursues Neutrality with deliberate forethought, as a means to an end. To most easily see my point, take a True Neutral character. There is no law/chaos/good/evil for them to err towards. Yet they are capable of having a moral and ethical center. The main thrust of my argument is that it IS in fact possible to actively desire and promote Neutrality. It's not just the default "no preference" state. Again, it could be for some, but that simply isn't the way it's portrayed in-game.

EDIT: I thought this was a known quantity but I sometimes forget how long I've been roleplaying. Are you aware that it used to be common for druidic orders in D&D to be devoted to Neutrality to the point that they would actively pursue Evil in order to balance Good and vice versa? This is a prime example of what I'm talking about and what I don't seem to be describing adequately to you. Druids of this nature could not be called Good except by Evil, or Evil except by Good. But likewise, Good could not resist calling them Evil and Evil could not resist calling them Good. Did that make them Evil or Good? They certainly weren't accepted by either side. I'm suggesting that since Neutrality is the only alignment that is capable of seeing itself for what it is, Neutral, then perhaps it is likewise the only alignment capable of defining Good or Evil, which have already proved their own bias in their treatment of Neutrality.


Awesome!

We're all kinda waiting for the son of our group's house-host to get old enough to jump in the game. Shouldn't be much longer now! :)


I played a pugilistic Gray Guardian once.

His party got dumped in Ravenloft and everyone proceeded to look at him expectantly when we realized someone would need to wield a sun sword to deal with Strahd. Poor Gray Guardian had no applicable feats and pretty much got torn apart by an amused Darklord. /facepalm

Had a friend who's pally shield-bashed a king, on his throne, in full view of court; because he felt the king was being deliberately misleading.


loaba wrote:
Neutral just means that the character isn't predisposed to Law or Chaos or Good or Evil. A Neutral Evil character doesn't have a code that he lives by nor is he terribly flighty; he's very likely steadfastly looking out for number one.

It COULD mean that but within the realm of Golarion it certainly doesn't. (Nor in the real world, imo)

Neutrality can and often is championed by such organizations as the U.N. and churches of Lawful Neutral deities. It is often championed by individuals as well, sometimes even from the position of Good (like a priest who accepts confession without judgement) or Evil, as in the case of a high stakes game of chance (think Two-Face, or russian roulette - which involves taking a life by definition but doesn't single out a target or typically involve unwilling participants).


I would suggest that calling something Evil is exactly the same as saying, "Ew, I don't like that." And conversely, that calling something Good is exactly the same as saying, "Yay, I like that."

I'm not certain that many people really explore the concept of Neutrality though. I suppose, to continue the above, that calling something Neutral is exactly the same as saying "Meh, I don't care." But it seems problematic that someone could say "Meh, I don't care!" as if they had real passion or fervor for something that indicates a lack of passion by its very nature.

So I guess I'm saying that Good and Evil appear far less interesting than the possibility of actually devoting yourself to Neutrality as an ideal. Would that be closer to a "nothing is forbidden" personality that would be viewed by others as good or evil based purely on its most recent or memorable actions or would it be a "moderation in literally all things" sort of personality that actively sought to balance kindness and unkindness, fortune and misfortune, harm and care?

And would people who believe in Good or Evil even recognize neutral as Neutral, given that THEIR positions appear to be based more upon preference than higher truth. Essentially, that Good would view Neutral as Evil, while Evil would view Neutral as Good. And that Neutral would in fact be the only reliable arbiter of what Good and Evil are.


The basic idea with Rakken and the top layer of the Candlestone Caverns is that I want there to be as few combat encounters as possible. I'm not going to give the rank and file kobolds levels, instead they're going to rely on elaborate mechanical traps under the direction of ol' Trigger. I may occasionally have them dump lamp oil and tindertwigs on people, the sort of thing that I can get by with not rolling an attack for. I want to see if I can successfully bedevil a 16th level party with a bunch of CR nothing monsters.


I'm coming up on another move in the next year or so, and so I wanted to run one final game for the guys I play with now. Because we've been playing so many Paizo modules, we have a lot of characters in the 13-17 level range who have influenced events on Golarion. I wanted to do something kind of big as a last hurrah, so I've asked the guys to decide on a character from one of our past games (including Age of Worms, although converted from 3.5 and de-leveled appropriately) and dredge them up to join a 16th level supergroup. I'm planning to allow them to run multiple kingdoms and I expect to have more than one mass combat during the course of things, the rules for both of which I'm lifting from Kingmaker. ;D

I'm pretty excited about the whole thing and it looks like we might even convince some former players to rejoin us for this! Since I'm not using a module this time it's going to require a lot more from me in the way of GM homework than usual, and I could really use more sets of eyes looking over things and telling me what they think. That said, if anyone reading this is in the game, you'd be doing yourself a disservice by reading further...

So, without further ado, this is the first NPC I've come up with. I'm planning to introduce the characters to the campaign by sending them down Candlestone Caverns, and to that end I've created a leader for the Black Claw kobolds. His name is Rakken the Trigger, and he is a peerless trapmaker that I've taken a little license on as far as his equipment is concerned. One of the things I want to do for this campaign is hand out some really unique loot. (I was a big fan of Planescape:Torment back in the day)

Rakken the Trigger, Kobold, NE Rogue 17 Fort: 8 Ref: 19 Will: 8 BA: 12/7/2 AC: 30 HP: 68
CMB: 8 CMD: 24 Spd: 30

Str: 4
Dex: 22
Con: 10
Int: 20
Wis: 10
Cha: 8

Fts:
Skill Focus Stealth
Skill Focus Craft Traps
Skill Focus Disguise
Improved Natural Armor x5
Weapon Finesse

Traits:

Racial Abilities:
Light sensitivity
Common, Dwarven, Gnome, Undercommon, Draconic, Aklo, Terran, Orc, Ignan, Goblin, Giant, Elven, Terran, Abyssal, Infernal
AC+1
Darkvision 60
Small - +1AC, +1att, -1CMD/B, +4stealth

Class Abilities:
Sneak 9d6
Trap Sense +5
Evasion
Improved Uncanny Dodge
Cunning Trigger - set off trap within 30ft.
Fast Stealth
Fast Getaway - Withdraw after successful sneak attack or sleight of hand
Quick Trapsmith - set trap as full round
Powerful Sneak - *
*Deadly Sneak - treat 1s/2s as 3s on sneak
Frugal Trapsmith
Camouflage - natural caves +4stealth

Skills: Bns: Ablty: Rnks: Ttl:
Craft Trap 21 5 17 43
Profession Miner 5 0 17 22
Stealth 42 6 17 65
Perception 5 0 17 22
Acrobatics 3 6 17 26
Disable Device 3 6 17 26
Search 3 0 17 20
Climb 3 -3 17 17
Swim 3 -3 17 17
Bluff 3 -1 17 19
Disguise 9 -1 17 25
Sense Motive 3 0 17 20
UMD 3 -1 17 19
Linguistics 3 5 10 18

Equipment:
15,000 gp worth of mastercrafted trap parts (a relatively small, light collection of parts that is worthless for resale but useful for crafting traps)
Ring of Chameleon Power +10 Stealth/Disguise Self
Greater Shadowed +3 Studded Leather Armor
Cloak of Resistance +3
Trigger's Steel Tooth (Tiny enchanted dagger)
Permanent -1MHP to install
+5 Craft traps, Cast Hungry Pit 2/day
Bonesinger - +4 NE Intelligent Shortsword d6+4, 19-20
10Int 16Wis 12Cha 12Ego 57000gpv
Empathic
120 ft Bonesense (Can only detect creatures with bones,includes constructs/undead)
Teleport to Owner 1/day
Deadly(+1confirm crits)
Bonesinger wants to kill at least one bone-havin' creature per day after 1 week no kills, refuses to teleport or help confirm crits
after 3 weeks will not "speak", will not warn owner of threats
after 1 month, will attempt to control user

Background:
Rakken "the Trigger" was born a member of the deep-cavern dwelling Hatescale tribe of kobolds. Rakken was the son of the clan chief, a particularly sly, old kobold named Rikk. Originally, Rakken's father planned to dispose of the brilliant young kobold when it became clear he was smart enough to be a threat. However, Rakken proved to be so engrossed by, and talented with, the creation and modification of mechanical devices that his father decided to spare him. This was a wise decision, as Rakken's layers upon layers of traps proved to be an increasingly deadly web of defense around the clan's territory. Eventually, a lack of space and material made it difficult for Rakken to further perfect his art, a situation he found intolerable. Rakken's
father attempted to restrict his movements when he made his desire to leave the clan clear but the master trapsmith easily evaded pursuit and left his tribe behind. Rakken spent years exploring progressively deeper caverns, bartering with some inhabitants and avoiding or killing others. His trapmaking skills became uncannily fast and exquisite, and his fame spread throughout the Darklands. Rakken is now retired, following his single-handed orchestration of the defense of Karadh-Nurr, a duergar city under siege by a seemingly-endless army of drow. Unfortunately, Rakken's traps couldn't provide the defenders
with food, and the fortress cavern was eventually overrun. Rakken easily escaped the fall of his dwarven employers and now labors in relative obscurity, quickly having risen to power amongst the Black Claw clan of Candlestone Caverns.

During his youth, barely scrabbling out survival by trapping and killing dangerous darklands fauna, Rakken found it useful to augment his naturally tough kobold hide. His Improved Natural Armor feats are not the result of natural growth, but of replacing many of his dusky, black scales with small bits of iron or stone. He also replaced one of his teeth with a tiny-sized dagger found on the corpse of a dead svirfneblin crushed by a cave-in that Rakken arranged.
The hilt of the dagger stabs painfully into the gums of anyone who does the same, and seems to provide the same bonuses whether wielded by an appropriately sized creature or used as a tooth in a similar fashion to Rakken. When mounted as a tooth, the dagger doesn't take up an item slot.

Bonesinger is Rakken's sword, a loyal companion and the closest thing that Rakken has to a friend. Bonesinger only wishes to feel it's jagged edge grind and chew through bone, and Rakken has never failed to concede to that wish when Bonesinger demanded it. The sword is itself made of ivory from some unknown, deep-dwelling, beast; a single piece carved by a master craftsman and enchanted with a simple, straightforward personality and set of abilities. Bonesinger saves its ability to teleport 1/day in case Rakken is somehow disabled or disarmed, in which case it will attempt to aid him in his escape or
return to his hand. However, Bonesinger does not resent the death of its master, should it occur. It will be slightly more demanding of a new owner, requiring a kill each day for several weeks, just to make certain that they are dedicated to the same ends.

Combat:
Rakken prefers to flee conflict over all other options. Keeping in mind that his ability to lay traps is lightning-fast and cheap, he is more than capable of turning a small lead into a trail of snares, pits, and devices. He will also lurk at the edges of caverns, using his ability to remain undetected in order to trigger traps that an enemy might otherwise avoid or disarm. He has become so accustomed to this tactic of falling back in the face of aggression that Rakken has a slight phobia of being cornered. If he feels he has no option but to turn and fight, the otherwise shy kobold enters a savage frenzy; foaming at the mouth, and screeching curses in Aklo and Draconic while he hurls himself at the least physically-imposing threat in an attempt
to break through his enemies and escape.

One of Rakken's favorite traps for use around a long-term dwelling is the colorfully named "S#++shaft". The trap is a complicated multi-trap designed to target less nimble invaders (initially). The trigger is well hidden, typically DC25 or higher, depending on the skill of the expected targets. When a character steps on one of the squares designated as the trigger, a pit will typically open 10 or 20 feet to one side of the trigger in order to catch casters and fighters following behind a scout. The pit itself is generally around 40 feet deep and lined with sewage intakes drained from local cesspits. The bottom of the pit will fill to a level of five feet deep within 1d3 rounds of the pit being triggered. The slick, filthy
walls of the shaft are nearly impossible to climb. Once the bottom of the pit has filled with offal and sewage, a second false floor is triggered. This second pit is typically twice as deep as the first and features a number of pieces of jagged, rusted metal that easily break off from their mooring and remain lodged within a victim. Anyone falling to the bottom of pit is automatically hit by 1d3 of these spikes for 1d6 damage apiece. These filth-covered, rusted lengths of iron require a DC20 strength or heal check to remove, and usually carry a highly contagious disease called "S$@!shaft Shakes". If they
are removed via a strength check the spikes deal an additional 2d4 damage to the victim, per spike. S#$&shaft Shakes requires a DC25 Fort save and if contracted has the following stats: (1d8 Dex damage, Frequency 1/day, Cure 2 consecutive saves. In addition to the daily save and ability damage dealt by this disease, a DC20 Fort save must be made each each day or 1 point of ability damage for that day is converted to ability drain.) Two rounds after the second pit trap is triggered, a pair of Headchompers (poisoned bear traps on chains) are released on either side of the top pit in an attempt to snare concerned allies attempting to rescue pit victims. The bottom of the second pit features several drainage shafts to prevent sewage and gore from backing up too much. On a good day, a S&%*shaft can disable or eradicate entire parties of enemies.

***
I'm not sure what CR to set for the described trap, by the way. I've considered going as high as CR17, depending on how effective it proves against the party. I'm aware that it's technically several traps, but I'd rather give one large xp reward than six CR 10s.

I'm planning to add more in the way of NPCs and setting, if anyone cares to comment or make corrections. Appreciate the help.


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Philosophical minds have been trying to define evil for thousands of years with only limited success. You might be asking for too much, here.


I realize that you have already put in a lot of work on this but since you like grappling so much, have you taken a look at the Tetori archetype for Monk?

It's a pretty amazing grappler, eventually able to prevent enemies from escaping as if they had been dimensionally locked, amongst other unique abilities.

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