Fhang

SD DM's page

1,254 posts. Alias of therealthom.


About SD DM

Lecian
Mordecai
Lothan
Wilam Tayhorn
Kuva Azul
TyrrolRadanavich

Future Game Char Gen rules:

The Matrix. Or dumping below 8 only adds one point per point dumped.

Fighters: 4 skill points per level. Expanded Class skill list. Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Ch), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography), Knowledge (history) (Int), (Int),Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).

Monks: Flurry is not TWF; it is its own thing.

Rogues: All skills are class skills. Any knowledge.

Wizards: Spell books are fair game. (This does not mean that I will target the spellbook often, but that I may target it.) Take care of it. Keep it dry and away from fire. Reasonable precautions should suffice. Spellbook counts v. WBL. Spares are counted 50%. Spells can be cast like a scroll directly from the spell book. The spell is wiped from the spellbook if used this way.

Witches/Wizards/Sorcerers: d4 hit dice.

Hit dice: Roll for hp. Minimums -- d12 4, d10 3, d8 2, d6 and d4 1. There is also a mystery minimum by % of average class hit points.

Despite how characters are generated, the average population's ability scores more or less conform to a 3d6 distribution. People of up to third level are fairly common. Sixth level characters are worthy of popular notice and fame.

Current:

KARELITE BOGDIN CR 1
Male verthani envoy (Starfinder Alien Archive 118)
NE Medium humanoid
Init +2; Senses low-light vision; Perception +5
DEFENSE HP 17
EAC 11; KAC 12
Fort +1; Ref +7; Will +4
OFFENSE
Speed 30 ft.
[dice= survival knife v KAC] 1d20 +6 [/dice] ... [dice= damage]1d4[/dice] S)
[dice= arc pistol v EAC} 1d20 +3 [/dice] ... [dice= damage] 1d6 [/dice] F; critical arc 2)

TACTICS
During Combat Bogdin begins combat by using his envoy
improvisations to best assist his bodyguards. After a round
of shooting, he attempts to take down PCs with his pistol
or switches to using his knife against PCs close to him. He
alternates using his envoy improvisations and shooting
from that point on, if he has allies left to assist. He spends
the combat spewing out inventive insults at the PCs,
particularly those without augmentations.
Morale Bogdin’s pride does not allow him to surrender
surrounded by his business acquaintances. He fights to the
death, screaming at the bouncers if he gets severely injured.
STATISTICS
Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +4
Skills Athletics +5, Bluff +10, Diplomacy +10, Intimidate +5,
Sense Motive +10
Languages Common, Verthani
Other Abilities envoy improvisations (get ‘em), skin mimic
Gear second skin, static arc pistol with battery (20 charges),
survival knife; Augmentation speed suspension, widespectrum
ocular implant
SPECIAL ABILITIES
Skin Mimic (Sp) Verthani can manipulate the pigments in their
skin at will and with astonishing precision, creating bright
decorative patterns or deceptive camouflage. A verthani
who stays stationary for 1 round gains a +10 racial bonus
to Stealth checks (this bonus doesn’t stack with invisibility
or similar effects). If the verthani takes any action, he loses
this bonus until he once again spends 1 round remaining still.
A verthani wearing clothing or armor that covers more than
one-quarter of his body can’t use this ability.

VESK BOUNCERS (2) CR 1
Female vesk
N Medium humanoid
Init +2; Senses low-light vision; Perception +10
DEFENSE HP 20 EACH
EAC 11; KAC 13
Fort +3; Ref +5; Will +1
OFFENSE
Speed 30 ft.
[dice= survival knife v KAC] 1d20 +6 [/dice] ... [dice= damage]1d4+5[/dice] S)
[dice= azimuth laser pistol v EAC} 1d20 +8 [/dice] ... [dice= damage] 1d4+1 [/dice] F; critical burn 1d4)
TACTICS
Before Combat The vesk stand to one side of Bogdin, helping
block the exit to the club.
During Combat The vesk primarily use their azimuth laser
pistols against the PCs at range but are proficient melee
fighters and are willing to engage in close-quarter combat.
They do not care about the lives of fleeing patrons.
Morale With no true alliance, the vesk surrender if Bogdin is
defeated or they are reduced to 6 Hit Points or fewer.
STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0
Skills Athletics +5, Intimidate +5
Languages Common, Verthani, Vesk
Gear casual stationwear, azimuth laser pistol with 1 battery
(20 charges), survival knife
*******

CONGREGANT MERTHINETT CR 1 Female ikeshti soldier (Starfinder Alien Archive 65)
NE Small humanoid (ikeshti) Init +2; Perception +5
DEFENSE HP 20 EAC 11; KAC 13
Fort +3; Ref +3; Will +3 Defensive Abilities shed skin OFFENSE
Speed 30 ft., climb 15 ft. Melee tactical pike +8 (1d8+4 P) Ranged hunting rifle +5 (1d8+1 P)
or
shock grenade I +5 (explode
[15 ft., 1d8 E, DC 10]
Offensive Abilities squirt
blood
TACTICS During Combat
Merthinett shoots her closest enemy with her rifle, then on her next turn she uses her squirt blood ability on the same
target and closes into melee. Morale Eager to be paid but knowing
her limits, Merthinett surrenders when she is reduced to 4 or fewer Hit Points. STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0 Skills Acrobatics +10, Athletics +5, Stealth +5 Feats Opening Volley
Languages Common, Ikeshti, Vercite Gear lashunta ringwear I, hunting rifle with 12 longarm rounds,
tactical pike, shock grenades I (2), datapad, credstick
(80 credits) SPECIAL ABILITIES Shed Skin (Ex) As part of the action to attempt the check,
an ikeshti can shed skin to gain a +4 bonus to Acrobatics checks to escape from grapples, pins, and restraints. Squirt Blood (Ex) Once per day as a move action, an ikeshti
can squirt blood from one of her eyes at a foe within 30 feet, making a ranged attack (+5 for Merthinett) against the target’s KAC. A successful hit grants the next ally who hits that foe the benefits of harrying fire against it (Starfinder Core Rulebook 247).
Congregant Merthinett
VERTHANI THUG (2) CR 1/2 Male verthani (Starfinder Alien Archive 118)
NE medium humanoid (verthani) Init +1; Senses low-light vision; Perception +4 DEFENSE HP 12 EACH EAC 10; KAC 11
Fort +2; Ref +2; Will +0 OFFENSE
Speed 30 ft.
Melee cestus battleglove +4
(1d4+3 B)
Ranged tactical semi-auto pistol +2 (1d6 P)
TACTICS During Combat The verthani thugs attempt to flank their opponents and attack with their cestus battlegloves. Morale The verthani thugs surrender immediately if Merthinett is defeated. STATISTICS
Str +3; Dex +1; Con +2; Int +0;
Wis +0; Cha +0
Skills Athletics +9, Acrobatics +9, Engineering +4, Sleight of Hand +4, Stealth +9
Languages Common, Vercite Gear flight suit stationwear, cestus battleglove, tactical
semi-auto pistol with 9 small arm rounds, credstick (50 credits)

Encounter 2:

RIVER RAT TIER 1 Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1 AC 12; TL 12
HP 55; DT —; CT 10 Shields basic 20 (forward 5, port 5, starboard 5, aft 5) Attack (Turret) coilgun (4d4)
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic;
Systems basic computer, budget short-range sensors, good crew quarters, mk 1 armor, mk 1 defenses; Expansion Bays cargo hold (2), sealed environment chamber, smuggler compartment
Modifiers +1 Piloting; Complement 6 CREW
Captain Computers +6 (1 rank), Diplomacy +6 (1 rank),
Engineering +6 (1 rank), gunnery +6, Intimidate +10 (1 rank), Piloting +7 (1 rank)
Engineer Engineering +6 (1 rank) Gunners (2) gunnery +6
Pilot Piloting +7 (1 rank) Science Officer Computers +6 (1 rank) SPECIAL ABILITIES
Concealed Turrets (Ex) Whenever an enemy ship comes
within 2 hexes of a concealed turret (as noted on the map), the turret may fire its light laser cannon (2d4) using the gunnery bonus of the River Rat’s crew. This is treated as though the enemy ship moved through the River Rat’s space without using the Flyby stunt. A concealed turret has an AC and TL of 10, and any damage will disable it. Once revealed, a turret only shoots when an enemy ship ends its movement within 6 hexes, due to the turret’s impeded tracking systems. Shooting a concealed turret in this way requires one of the gunners to spend
their action to fire this weapon

[dice= Coil gun] 1d20 + 9 [/dice] ... [dice= damage] 4d4 [/dice]
[dice= asteroid flakgun] 1d20 + 9 [/dice]... [dice= damage] 3d4 [/dice]

[dice= Pilot, initiative, ship] 1d20 + 9+1 [/dice]
[dice= Captain, encourage Gunner v DC11] 1d20 + 9 [/dice]
[dice= Engineering, divert power to shields all around v DC 11 (5 SP) ] 1d20 + 9+1 [/dice]
[dice= Pilot, evasion, ship v DC 16] 1d20 + 9+1 [/dice]
[dice= Sci Off, rebalance shields v DC 11] 1d20 + 9+1 [/dice]

https://www.aonsrd.com/Rules.aspx?ID=192
https://www.aonsrd.com/Rules.aspx?ID=202

deal damage to one of the crew (as described below).

D% System Effect
1–10 Life support Condition applies to all captain actions
11–30 Sensors Condition applies to all science officer actions
31–60 Weapons array Randomly determine one arc containing weapons; condition applies to all gunner actions using weapons in that arc (a turret counts as being in all arcs)
61–80 Engines Condition applies to all pilot actions
81–100 Power core Condition applies to all engineer actions except hold it together and patch; a malfunctioning or wrecked power core affects other crew members’ actions (see Critical Damage Conditions below)
Crew Damage