Fhang

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1,365 posts. Alias of therealthom.


Race

Maps, etc...

Classes/Levels

Ferrox

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:

Space Goblin Zaperator CR 1/3
XP 135
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +3
Defense
HP 6
EAC 11; KAC 12
Fort +0; Ref +2; Will +2
Offense
Speed 35 ft.
Melee dogslicer +0 (1d4 S)
Ranged unstable junklaser +3 (1d4 F; critical burn 1d4)
Offensive Abilities tinker
Statistics
STR +0; DEX +3; CON +0; INT +1; WIS +0; CHA +0
Skills Computers +7, Engineering +7, Stealth +7, Survival +3
Languages Common, Goblin
Gear tattered flight suit, dogslicer, unstable junklaser with 1 battery (20 charges)
Ecology
Environment any
Organization gang (4–12) or tribe (13+ plus 13+noncombatants, 1 honchohead of CR 2–3, and 5–6 alien pets)
Special Abilities
Disturbing Screech (Ex) As a standard action, a space goblin honchohead can let out a screech that puts all non-goblinoid creatures within 30 feet on edge. Each affected creature must succeed at a DC 13 Will saving throw or gain the off-target condition for 1d4 rounds. Whether successful or not, a creature can’t be affected by the same space goblin honchohead’s disturbing screech for 24 hours. This is a mind-affecting, sense-dependent effect.

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.
TACTICS
During Combat The goblins slap the spicodranth encouragingly
with the flats of their dogslicers and then fire their
junklasers at the PCs. If the spicodranth blinds an enemy,
the goblins cackle and rush into melee. Otherwise they
try to stay about 30 feet away and keep firing. Whenever
possible, the goblins target the PCs and ignore the film crew
unless they have no other target to attack.

YOUNG SPICODRANTH CR 1
N Medium magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE HP 20
EAC 11; KAC 12
Fort +5; Ref +5; Will +1
Defensive Abilities warding iridescence; Immune blinded,
dazzled, fascinated
OFFENSE
Speed 30 ft., burrow 20 ft.
Melee claw +8 (1d6+4 S)
Ranged blinding retort +6 (blinded)
TACTICS
Before Combat The spicodranth roots through the rubble left
behind by the goblins’ explosion.
During Combat The spicodranth trundles into melee and tears
apart any living non-goblins it can reach.
Morale The spicodranth squeals in distress and recoils if
reduced to half its Hit Points. However, it keeps fighting
until all the goblins are defeated, at which point a PC within
30 feet can calm it as a move action with a successful DC 16
Survival check.
STATISTICS
Str +3; Dex +0; Con +2; Int –4; Wis +1; Cha +0
Skills Athletics +10, Intimidate +5, Survival +5
SPECIAL ABILITIES
Blinding Retort (Ex) If an attack that deals electricity or
fire damage misses a young spicodranth, as a reaction it
can absorb and redirect the energy in a burst of painful
incandescence. If the attack originated from 20–90 feet
away, this takes the form of a ray that targets the attacker’s
EAC. If the attack originated from within 15 feet, the
spicodranth instead reflects the energy in a 15-foot cone
that must include the attacker in its area. Creatures hit by
the ray or in the affected area are blinded for 1d2 rounds
(Reflex DC 10 negates).
Warding Iridescence (Ex) While in dim light, a young
spicodranth gains a +1 bonus to its EAC against attacks that
deal electricity or fire damage. This bonus increases to +3 in
normal light and +5 in bright light.

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]