About SD DMLecian
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:
Space Goblin Zaperator CR 1/3
Tinker (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed). Unstable Junklaser (Ex) A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.
YOUNG SPICODRANTH CR 1
NOtes 1:
Two teams accompany the PCs. The first is the production team, consisting of two ghouls, two androids, and a hexapodal robot, that carries refreshments, portable seats, makeup, the bubble projector (see The Booth below), a pair of heavy-duty broadcast relays, and other equipment necessary to keep the operation running. This team typically stays away from the action and plays more of a background role in the scenario. The camera team consists of 10 ghouls bristling with holocord cameras, boom microphones, reflective screens to amplify natural lighting, and other equipment for properly recording the PCs’ exploits in several multimedia broadcast formats. The camera crew occupies a 10-by-15-foot space during combat, though it can break into two 3-square sections if necessary (representing the lighting team breaking away to better illuminate a shot). The crew endeavors to stay within 30 feet of the action during combat, ideally within 10 feet of one or more PCs who are doing impressive things. As a result, the crew might periodically get in the PCs’ way. A PC can move through the crew as though it were difficult terrain, but a PC can’t end in the same space as the camera crew. Each of the ghouls has 18 hit points, EAC 14, KAC 14, and a +3 bonus to all saving throws, though the situations in which an enemy creature attacks the camera crew should be rare. However, the PCs’ errant grenades could be dangerous! Notes 2:
Fan Theories: Zo!’s audience eagerly absorbs the PCs’ every action, and these hundreds of viewers are constantly posting fan theories about the PCs, their antics, their drama, Salvation’s End, and the underlying mysteries. Although many of these posts range from argumentative to inane, there are some astute gems mixed in. The PCs are able to access the Exemplarion’s infosphere, and by scanning through posts with a personal comm unit, a PC can discover fan theories about which PCs the audience thinks are cute, funny, tough, unsympathetic, and the like. As a full action, a PC can quickly search these fan forums for useful information, attempting any recall knowledge task or Sense Motive check using his Computers skill bonus. The second time that Zo!’s production staff realize the PCs are doing this, though, they implement a powerful firewall that prevents a PC from reading the audience forums and other social media platforms (though the PCs can still post their own comments). Earning Fan Favor: Over the course of the adventure, each PC can earn special points called Fan Favor by distinguishing herself through actions and words. Fan Favor represents the degree to which the audience connects with that PC, perceiving a given character as especially charming, daring, energetic, fickle, memorable, philosophical, treacherous, tough, or whiny. As the adventure progresses, write down a word or two like these to describe each PC’s stage persona. The more the PC plays to her persona, the easier it is for the audience to understand and judge her actions (and whether they approve). Each PC begins with 1 Fan Favor, and multiple prompts in the scenario allow the PCs to earn more. Ideally, a character should end the scenario with 3 or more Fan Favor, so be sure to give several opportunities for each PC to increase her total. A PC can also earn Fan Favor in the following ways. Be sure that each PC has a few opportunities to participate, and feel free to be transparent with the mechanics of earning Fan Favor as this transparency should help provide PCs with incentive to get involved in some of the scenario’s more media-driven activities. The Booth: A PC who provides engaging answers or anecdotes that fit his persona can attempt a DC 11 skill check (DC 13 in Subtier 3–4) to earn 1 Fan Favor. The skill must match the PC’s persona and responses, such as a Charisma-based Profession check for a bubbly aspiring actor, a Sense Motive check for an introspective wallflower, or a Diplomacy check for a wisecracking joker. In general, favor Charisma-based skills when determining which skill to use. Each PC should have at least one opportunity to enter the Booth during this scenario. Risks: In the eyes of the audience, the PCs are action heroes. By accepting a –4 penalty on a skill check, a PC can perform the skill in some overly flashy or clever way that impresses viewers. This skill must be one for which the PC’s deed is easily observable and for which there’s real risk, so getting away with an absurd lie or backflipping past a goblin would qualify, but recalling an obscure fact probably wouldn’t. Each PC can earn only 1 Fan Favor in this way. Drama: Being a Starfinder isn’t always exciting, but Live Exploration Extreme! relies on glamorizing the Society’s adventures. The more entertaining the PCs are—and that applies equally to being verbally thoughtful, decisively action-packed, or dramatically petty— the more the audience adores them. When a PC does something extraordinary like crack the perfect joke, propose an amazing plan, show off a sponsor’s gear in a stylish way, or utterly embrace a fan vote’s result, it’s fine to award that PC 1 Fan Favor. Infamy: It’s healthiest to appeal to the audience. That said, a PC can embrace his inner antihero and become the antagonistic jerk the viewers love to hate. A PC who goes out of his way to snub the audience, insult Zo!, mock the show, or purposefully attack the undead crew loses 1 Fan Favor. A PC who ends the scenario with a negative Fan Favor total earns 1 point of Infamy, but he qualifies for all credits rewards and boons on the Chronicle sheet tied to a high Fan Favor score. Torag's temple:
AUTONOMOUS SYNTH FLUIDS (3) CR 1/2 N Small ooze (technological) Init +2; Senses blindsight (vibration), sightless; Perception +4 DEFENSE HP 14 EACH EAC 10; KAC 11 Fort +4; Ref +0; Will –2 Defensive Abilities spray; Immune ooze immunities; Resistances acid 5 OFFENSE Speed 30 ft., climb 20 ft., swim 20 ft. Melee [dice= slam] 1d20 +6 [/dice] ... [dice= damage] 1d6+1 [/dice] B Ranged [dice= spit] 1d20 +3 [/dice] ... [dice= damage] 1d4 [/dice] A TACTICS During Combat The autonomous synth fluid fights with little finesse. It first lobs globs of acid at distant targets before slithering into melee. The oozes regularly slide around along the slippery paths created by their spray ability, allowing them to slip around the PCs. It only harms Holsin or targets him with its spray ability if the PCs abandon the fight entirely. In such an event, the autonomous synth fluids kill the dwarf after 1 minute. Morale The autonomous synth fluids fight until destroyed. STATISTICS Str +1; Dex +2; Con +3; Int —; Wis +0; Cha –2 Skills Athletics +9 SPECIAL ABILITIES Spit (Ex) As a standard action, an autonomous synth fluid can spit a stream of caustic liquid at a target within 60 feet. Spray (Ex) As a reaction when hit by an attack that targets its KAC, an autonomous synth fluid can spray a portion of its body into an adjacent 5-foot square. Any creature in the area takes 1d3 acid damage (DC 9 Reflex negates), and the area becomes difficult terrain for non-ooze creatures. The fluids evaporate after 1 minute. botting the team:
[dice= Ferrox long sword] 1d20+5 [/dice] ... [dice= damage] 1d8+3 [/dice] |