Kobold

Popcorn Nebula's page

No posts. Organized Play character for Toxicsyn.




How would you design it for SF? As a archetype option, feat, or as a class feature?

Mechanic: When unarmored and unencumbered, the character adds their character level to EAC and their character level +2 to KAC.

Here is also a feat that supports the mechanic.

Improved Defense (Combat Feat)
Stuff written here.
Prerequisite: Unarmored Defense, character level 4th
Benefit: The character gains a +1 bonus to KAC and EAC. This bonus increases by 1 for every four character levels thereafter, up to a maximum of +5 at 20th level.


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To get a better understanding of designing mechs and testing them out against rival mechs, please show off your mech designs! That way, we can take your designs and test them in battle!

Here is my first level Mech Battledroid. Hit and Run tactics.

Red Leader (MP 15)
Huge Mech (flight)
Init +4, Senses low-light vision, darkvision 120 ft., blindense (vibration) 30 ft, Perception +4
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HP 17 (Advancement 8), SP 5
EAC 17, KAC 18
Fort +2, Ref +4, Will +2
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Sped 50 ft., Fly 70 ft. (average)
Ranged - gatling gun +9 (1d10, 120 ft., capacity 10) or missile battery +9 (1d4, 200 ft., capacity 12)
Offensive Abilities Volley
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Strength +2
Skills - Athletics +7
Frame fast biped, assault arms, power core MK 1
Other Abilities fleet, reinfroced frame, superior computer (A.I)
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Crew 1
Operator - Ace Pilot Human Soldier 1 (Dex 18, Skill Focus) - Piloting +12

MP Build
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Sharpwing Frame (2.5 MP)
Fast Biped Lower Limb (1 MP)
Assault Arms Upper Limb (1 MP)
Power Core MK 1 (1 MP)
Gatling Gun (3 MP), Missle Battery (2.5 MP)
Fleet (2), Superior Computer (1), Reinforced frame (1)


The following house rules I plan to experiment in my home campaign. Many of these rules are adapted from d20 Future.

Polymorphic Unit (Hybrid) (Expansion Bay)
The principle feature of the Polymorphic unit is its ability to transform a starship into a humanoid form and back. In essence, these starships are two separate machines that share the same basic superstructure. These transforming starships can have drastically different forms, while still maintaining the same crew and basic computer systems.

Starships of any given size can transform only into humanoids of that same size; thus, Gargantuan starships can transform only into Gargantuan humanoids. The engineer of the starship triggers the transformation on the engineering phase.

Starships in humanoid form can perform a slam attack, but only during a pilot’s flyby stunt. The base damage is 1d6 plus 1d6 for each size category larger than tiny.

Cost (in BP) 2 x size category; PCU 10 x size category

Laser Glaive (Starship Light Weapon)
The laser glaive is composed of a laser beam suspended in a magnetic field in the shape of a blade extending from the starship’s weapon mount. The blade can be extended or retracted during the gunner phase. Laser glaives can only be used during a pilot’s flyby stunt.

Laser Glaive; Range Special; Damage 2d6; PCU 5; Cost (in BP) 9; Special Properties mecha weapon +

+ If the starship is in a humanoid form, it can add it’s slam damage with the weapon’s damage.

Please critique it! Any helpful feedback is welcome.


Hello, could you please delete http://paizo.com/people/Hogglestank so I could use my updated http://paizo.com/people/Hogglestank270ws? Thank you.


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If I'm playing a early stage barathu (a blimp-like creature vaguely reminiscent of jellyfish, land base speed 0 ft. and average flight speed of 30 ft.) and I purchase the standard prosthetic limbs (legs) twice (200 credits)...

does this mean I now have a land base speed?

If I'm a blitz soldier (+10 ft. at first level to base land speed)

or have the fleet feat... (+10 ft. to base land speed)

does this give me a land base speed?


Lets say I have a tactical baton (normally a analog weapon), but it got the shock fusion (the shock fusion weaves the electrical energy of the universe into the weapon’s form. Half the weapon’s damage type is replaced with electricity damage).

Can I now use Jolting Surge with my shock fused tactical baton?

(Jolting Surge = You touch a target with a device you’re holding that uses electricity).


To make the Solarian more like a Jedi. Instead of changing the class, I decided to add more revelation options.

2nd level Stellar Revelations

Block (Gravity): When an opponent makes a melee attack against you, as a reaction, you can spend 1 Resolve point and negate a melee attack by making a successful attack roll equal to the result of the attack roll you wish to negate. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. You must have a solar weapon in hand to use this ability, and you must be aware of the attack and not flat-footed.

Deflect (Photon): When an opponent makes a ranged attack against you, as a reaction, you can spend 1 Resolve point and negate a ranged attack by making a successful attack roll equal to the result of the attack roll you wish to negate. You must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. You must have a solar weapon in hand to use this ability, and you must be aware of the attack and not flat-footed.


Is there going to be a Starfinder RPG conversion thread like in the Pathfinder RPG threads? Because I imagine there is going to be alot great ideas and advice on how to adapt Pathfinder Adventure Paths to Starfinder (such as using Iron Gods but with the Starfinder rules) or adapting older Sci Fi games (like Gama World or Stargate) or new games (like Mass Effect), or even creating new classes or adapting old classes from the Pathfinder RPG.


Hi,

Now that Strange Aeons has finished, can you please cancel my AP sub?

Thanks,
Jon.


I want to run a pathfinder campaign set in 1920s Earth, using the Carrion Crown adventure path, set in America, using Cthulhu elements, and then ending the campaign using Rasputin must Die instead of Shadows of Gallowspire.

Wounds and Vitality rules and Sanity Rules would be used, advanced firearms availability and martial proficiency, and Professions would determine starting wealth and bonus class skills in place of traits.

The only allowed races in the campaign would be human and gill folk.

But I'm struggling on trying to determine which classes from the various supplement books (core, ultimate, advanced, occult, etc) should be allowed in the campaign.

Classes allowed so far just by looking over the various books are:

* Brawler
* Cavalier
* Fighter
* Gunslinger
* Investigator
* Rogue
* Slayer
* Swashbuckler

All of the occult classes would be appropriate for the campaign.

I'm also considering allowing

* Alchemist
* Arcanist
* Cleric
* Inquisitor
* Oracle
* Shaman
* Wizard
* Witch

Any other class not listed would need a special review to fit with the setting.

I would love for some suggestions and ideas to help shape the campaign out.


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After reading Souls for Smuggler's Shiv, I wasn't really much of a fan of the introduction of the adventure and was thinking of a different method for the PCs to become castaways.

This is an alternative beginning for Serpent’s Skull that I’m considering for my campaign. I plan to run this adventure path sometime in July. Any suggestions or ideas to expand upon this would be appreciated.

spoiler:
Like all good cast away stories this one begins with a storm. A neutral-align secret society dedicated to stopping the resurrection of the Serpentfolk god receives an omen about his impending return. Their oracles determine that the cause of this chain of events (through divination, augury, etc) will be aboard the Jenivere (possibly the PCs or Yarzoth). The society sends a powerful spell caster to Desperation Bay where the caster conjures a storm to sink the Jenivere. The storm kills most of the crew and the Jenivere crashes against the reefs of Smuggler’s Shiv, ironically creating the chain of events that will lead to the resurrection of the serpentfolk god.

The PCs wake up on the beach and meet one another, which also includes the NPCs: Captain Kovack (captain of the ship), Alton (the first mate), Israel Hands (the cook), Aerys (bounty hunter who was watching over Jask), Ishirou (shipmate), Ieana (mwangi scholar), Gelik (scoundrel), Sasha Nevah (merchant)

Option: One (or more) of the PCs is suffering from memory loss. This could occur from a bolt of lightning during the storm. This PC could very well be a Serpentfolk (she or he doesn’t realize it until the last adventure in the module series or until a PC gains access to true seeing [potentially level 9 or 10th level spell caster]).

The Captain orders the group to build a base camp (he gets into a fight with Sasha). Alton asks the PCs help in gathering supplies from the wreckage of the Jenivere. Aerys asks the PCs help in searching for Jask.

Alton, Aerys and the PCs find the Jenivere submerged in the reefs and Alton recommends returning during low tide in the morning. They gather what supplies they can from the beach and return to camp.

If PCs insist to swim up to the Jenivere, allow them to retrieve what they can before they encounter an aquatic danger in the water (such as sharks or scavengers).

The PCs and NPCs speculate on what may have occurred, and determine their watch schedule. Yarzoth receives a dream from the serpentfolk god and is inspired to find the hidden temple on the island. Divine class-related PCs (such as Oracles, clerics, etc) receives nightmares warning them about the Serpent folk.

In the morning the PCs and Alton fight a poisonous scavenger on the Jenivere. Alton should be poisoned in this encounter and later perish. They find the remains of Israel Hand and realize there is an imposter in the group. The PCs return and find that the Captain, Ieana, and Israel Hands are missing. The other NPCs have been rendered unconscious from a spell.

PCs must figure out what to do. The discovery of a doppelganger inspires paranoia among the group.

The PCs begin to track the missing NPCs to area V. They find Jask in area F. PCs must determine what they plan to do with Jask.

The adventure continues as normal

In Caves of the Mother encounter, have the Mother let slip information dealing with the Red Mountain…

“Are you also here looking for the Red Mountain?” or something along those lines.

In the final encounter with the Serpentfolk, have the Captain and Ieana there. Ieana and the Serpentfolk were both busy transcribing the markings on the wall. The dominated Captain fights the PCs along with the Serpentfolk while Ieana cringes and hides. When the PCs defeat the Captain or the Serpentfolk, Ieana can inform the PCs about the ruins and explain the importance of this discovery.

This bait and switch allows Yarzoth to survive and continue to journey with the PCs as the big bad. She eventually leaves the group in Book 3 in order to organize the other Serpentfolk. This allows her to return in Book 6 as one of the big villains of the story. Optionally she attempts to persuade the PC serpentfolk (if he or she survives) to join her.

This storyline also introduces a secret society that will do all they can to stop the PCs and the other Factions as they perceive them to be villains (ala similar to Indiana Jones and the Last Crusade’s Brotherhood of the Cruciform Sword).


I'm about to reach 3rd level soon in my DM's campaign but I wanted to make sure if I read this feat correctly.

A squire can only take levels in a class that grants proficiency with all martial weapons as a class feature, such as paladin, gunslinger, cavalier, or fighter. She cannot multiclass, though she may take any archetype she qualifies for.

Is it possible for me to select a squire who isn't a paladin, gunslinger, cavalier or fighter by the feat's write up? Such as a magus, monk (sohei), or oracle of battle (with the skills at arm revelation) as examples?


Hello! I’m currently in the midst of preparing for my Pathfinder Savage Tide Campaign and was thinking of introducing a flaw system from the old Unearthed Arcana supplement but found many of the flaws in that book weren’t exactly what I was looking for. I kinda miss the old disadvantages from the D&D Player’s Option: Skills & Power booklet, where the flaws were more roleplaying aids and also gave the GM more fuel to make the game more interesting.

I would really appreciate some feedback on some of the flaws I plan on introducing, that way I can tinker with them before the Campaign starts or perhaps change my mind and drop the entire system entirely if it doesn't look too promising. The following is what I plan to give my players: (Many of these flaws are adapted from D&D Player's Option and Green Ronin's Mystic Vistas Skull & Bones).

Character Flaws
When a character is created, the ability scores of that PC include inherent advantages and disadvantages. A character will be strong or weak, fast or slow, brilliant or stupid, handsome or ugly. These categories are general, and players have a great deal of freedom in interpreting the numbers for their characters. Some disadvantages are more specific than these character abilities, and they provide backgrounds for players who like to role-play. A player whose character passionately fears spiders, or becomes tongue-tied in social situations, has specific suggestions about role-playing.

At the time of character creation, a player can select one or two character flaws. The choice is purely optional – no character must have a flaw. Each flaw a player selects entitles his character to a bonus feat. In other words, when you create a character, if you select two flaws, you can also take two bonus feats beyond those your character would be normally entitled to. A player can remove a character flaw by expending his next available feat slot. Players can suppress a flaw by expending a hero point unless the player is an antihero (in which case, he/she has no hero points to expend).
Special Animal companions, eidolons, familiars, and mounts do not gain bonus feats from flaws.

Flaw Descriptions
Each of the flaws described here has a specific game effect. Some flaws may require an ability check. The DC for these checks range from 10 to 25.

Allergies
This disadvantage is typically a hay fever problem, where you are subject to sneezing outdoors.
Effect The game effects of allergies can come up in several ways. The GM can call for a Wisdom check to stifle a sneeze when the character’s party is setting up an ambush along a forest trail.
When exposed to a specific type of allergy (PC’s choice), the GM can call for a Constitution check or you gain the sickened condition for as long as you are exposed to the allergy and 1 hour thereafter.
Special Other allergies can be created. A character who is allergic to mold, for example, might suffer these same effects when in a damp, underground location.

Antihero
You rely more on your skills and abilities.
Effect You do not receive hero points, regardless of the source, and can never benefit from their use.

Bad Temper
You have difficulties with the niceties of social interaction, and are quick to take insult at any number of slights – real or imagined.
Effect The game effects of bad temper can come up in several ways. The GM can require you to make a Wisdom check when you are given some cause to be insulted. If the check fails, you are likely to shoot off your mouth in a rude fashion. This disadvantage is to primarily enhance role-playing, though if you fail a Diplomacy check to change a creature’s attitude, the creature’s attitude toward you is increased by one step towards hostile.

Clumsy
You have a habit of dropping things, tripping, or knocking things over at inopportune times.
Effect The game effects of clumsy can come up in several ways. The GM can require you to make a Dexterity check at an inopportune time. Failure means you drop whatever you are holding, stumble, or trip and fall prone. This disadvantage is to primarily enhance role-playing, though the check can be required as often as the GM desires (but as a general rule, two or three times a gaming session probably will be adequate.)

Colorblind
This relatively innocuous disadvantage means you cannot distinguish colors.
Effect For game purposes, you see things in black, white, and shades of gray.

Coward
You are very, very susceptible to fear. You might want to be brave and to fight heroically, but an inner voice of caution constantly suggests the merits of flight or concealment.
Effect When a violent encounter begins, the GM can call for a Wisdom check to overcome his cowardice. If the check is successful, the character can behave in any fashion for the duration of the encounter. If the check fails, however, the character gains the shaken condition for the duration of the encounter. The character is allowed to make another Wisdom check each subsequent round during the encounter to remove the condition. The character gains no benefits from effects that grant bonuses against fear effects or abilities that grant immunity to fear.


If three 10th level casters cast Control Winds. Does the severity of the winds stack?

Example: Environmental condition (light winds). The first caster increase the wind level to strong winds. The second caster increase the wind level to wind storm levels. The third caster increases the wind level to tornado level strength.