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Liberty's Edge

One of my players asked me, "What are the most common creatures in Starfinder?" and I quickly realized I was at a blank. For anyone who has read all the way through AA, AA2, and campaign modules, is there any creature(s) that specifies they're more common than others?

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In the rules, it doesn't specify whether or not when you use Electric Arc do you add weapon specialization damage. So I was wondering, is there any Starfinder Guru out there that knows the answer to this?

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Definitely want some Kobolds, as well as some more Pathfinder legacy races. I would also like some playable Ogres.

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That dialogue just made my day!

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But I thought since 1 Bulk translates to about 10 pounds so the drone could carry 30 pounds it should work if the goblin is slightly below average weight (at around 30 pounds).

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I was looking at the Mechanic's flying drone when I realized that it had enough str to carry a goblin. So I was wondering, would you be able to attach say a rope to the Drone that a light Goblin Mechanic could hang from?

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I was wondering what class would be the best to optimize damage with long-range weapons. I know that the Soldier's gear boosts can increase damage, but is there any other build that would be better?

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Wow, that makes a Trox Vanguard have the most health in the game.

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I was looking through the CR, AA, and AA2, and saw that the Trox was the only race that gave you 8 HP at character creation. So since I don't have the PW I thought I would ask all the PW owners if there is any playable races with 8 HP in that book.

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You can use Skill Synergy to get a +2 bonus to Stealth, which is not much but still at least something. If you multi class in Operative for 10 levels you can pick the cloaking field exploit that gives you +10 to stealth. The charge time for the cloaking field takes a while so you wouldn't be able to use it often.

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I think the reason the Vanguard doesn't have stealth is that it is meant to be a big burly frontline, and I can't image any tank from a video game trying to sneak up on someone.

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Do you happen to mean a Tarrow Deck?

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I really like number 5 and 9 for it seems like you could easily kickstart a campaign arc that way (and I think I might use the 9th in my current campaign).

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It is extremely overpowered for just being a fighting style. Might I suggest you simply make another class instead.

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I think to optimize magic usage you should multi class 1 or 2 levels in a spell caster. I think that is the better option than picking the psychic power feats since they only grant you spells a number of times per day, when the spell casters can use 0 level spells at will. I also think you should choose the eldritch knight fighting style as it is basically made for what you are trying to do.

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Oh. Thanks I've been looking for that.

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I remembered skimming through the Pathfinder Core Rulebook and coming across the Deck of Many Things. I was trying to find it again, but couldn't find it. Does anyone know the page number?

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Oh right I forgot. Thanks!

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For the price of a baton that "functions like a toolkit" without any magical properties I would add the price from the baton and the toolkit together and add about 50 to 100.

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Read below and tell me what you think like what should be buffed, de-buffed, removed, added, or changed.

lvlBabFortRefWill Special
1 +1 +0 +2 +0 Spells, Spellsling
2 +2 +0 +3 +0
3 +3 +0 +4 +0 Weapon Specialization, Spell Focus
4 +4 +1 +5 +1
5 +5 +1 +6 +1 Deft Hands, Gun Mod
6 +6 +1 +7 +1
7 +7 +2 +8 +2
8 +8 +2 +9 +2 Agile Casting
9 +9 +2 +10 +2
10 +10+ 3 +11 +3 Magic Reserves
11 +11 +3 +12 +3
12 +12 +3 +13 +3
13 +13 +4 +14 +4 Rapid-fire
14 +14 +4 +15 +4
15 +15 +4 +16 +4
16 +16 +5 +17 +5 Improved Deft Hands
17 +17 +5 +18 +5
18 +18 +5 +19 +5 Deadeye
19 +19 +6 +20+6
20 +20 +6+21 +6 Semi-Auto Shooting

HP: 5 SP: 5 + Constitution Modifier
Class Skills: Acrobatics, Bluff, Culture, Diplomacy, Engineering, Life Science, Mysticism, Perception, Physical Science, Profession, Sleight of Hand.
Proficiency: Small Arms, Light Armour
Skill Ranks Per Level: 6 + Intelligence Modifier
Key Ability Score: Dex or Wis

Spells (1st): You get all the spells a Technomancer gets at the corresponding levels. You also get a number of spells per day, and spells known as the Technomancer.

Spellsling (1st):
When you get a critical with a small arm, you may spend 1 RP instead of your normal critical in order to attempt to cast a spell targeting the person you shot as a free action.

Deft Hands(5th):
You gain Quick Reload as a bonus feat weather or not you comply to it’s prerequisites.

Gun Mod(5th):
You can mod one gun you currently own to make hold 5 more cartridges and can shoot 10ft further.

Agile Casting(8th):
You gain Agile Casting as a bonus feat weather or not you comply to it’s prerequisites.

Magic Reserves(10th):
You can tap into your magic reserves to cast spells you don't have slots for. As a standard action you can cast a known spell without using spell slots by spending RP equal to the spell’s level.

Rapid-fire(13th):
You can make 3 attacks as a full action with a -6 penalty to all of them.

Improved Deft Hand(16th):
You can now reload guns as a free action.

Deadeye(18th):
As a full action you can spend all your resolve points to shoot a number of visible creatures equal to your gun’s ammo in front of you in a 15ft cone. When you use this you hit all of those creatures and get critical as well. You must use a small arm for this ability. You must use all of the ammo that your gun can hold.

Semi-Auto Shooting(20th):
You can make 4 attacks as a full action with a -8 penalty to all of them.

Liberty's Edge

I think that is to powerful since operative melee weapons aren't that powerful because of all the abilities they can use. I think what you could do for the first one is basically the monk conversion (pg505) but without the trick attack bonus. Even now it is pretty powerful, but I think the D4s are the way to go.

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I was just recently building a tier 3 starship with a friend, when I realized that the ship had super low HP in comparison to my level 3 party members. We were laughing at how many hits it would take to destroy the ship with melee when I thought, shouldn't there be a conversion chart for when a PC wants to shoot a starship (like the Sarcesian). Is there any conversion charts people have made?

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I think that the item level of the unarmed strike should be equal to the characters level (at least that is what I do).

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I like your ideas, but maybe instead of saying that you can't use the same skill to trick attack twice in the same combat, you could just up the DC by 5 or so every time they successfully trick attack with that skill.

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didn't realize i was in pathfinder

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Ya sorry

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I would try to convert some of the futuristic Starfinder weapons into short bows, longbows, crossbows, and a variety of exotic weapons. You could also transform the laser pistols into flintlocks and such.

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lvl BAB Fort Will Ref Special
1 +1 +2 +2 +0 1 Basic Fear Power, Terror, Frightening Str (FS)
2 +3 +3 +3 +0 Transfixion
3 +4 +3 +3 +1 1 FS Power, Weapon Specialization
4 +5 +4 +4 +1 1 Basic Fear Power
5 +6 +4 +4 +1 FS Range +10ft, Terror Range +20ft
6 +7 +5 +5 +2 1 FS Power
7 +8 +5 +5 +2 FS Range +10ft, Terror Range +20ft
8 +9 +6 +6 +2 1 Basic Fear Power
9 +11 +6 +6 +3 1 FS Power
10 +12 +7 +7 +3 1 FS Power, Frightening aura

HP: 7 SP: 7 + Constitution Modifier
Class Skills: Athletics, Bluff, Disguise, Intimidate, Mysticism, Profession, Stealth, Survival.
Proficiency: Light Armour, Basic Melee, Advanced Melee
Skill Ranks Per Level: 5 + Intelligence Modifier
Key Ability Score: Cha
Alignment: Any Evil and/or Chaotic.

Basic Fear Powers:
Disorientating Strike: After you successfully hit an enemy with melee, that enemy takes -2 to attack roles for 1 round.
Life Steal: Half of the extra damage you deal from critical hits, you gain in HP.
Fear Critical: Your critical now also frightens enemies (1D4 + Cha rounds).

Terror: Intimidate DC 13. Target is frightened for 1D6 + Cha rounds. Will Save DC 10 + Cha. If target succeeds at Will Save: target is instead shaken for 1 round. Terror 4 + Cha times/day 20ft Range.

Frightening Strength: Gains 1 Str and Dex per person afraid of you within 40ft of you.

FS Powers:
Heal 1 point of damage per person that becomes afraid.
+1 damage per 2 people afraid.
+1 to attack role per person afraid.
+1 to AC per 2 people afraid.

Transfixion: If a Disciple of Fear makes eye-contact with target he may transfix them as a standard action. If he does target must succeed at a Will DC 10 + Cha Save to negate the effects. If the target fails they skip their next turn. Every target’s turn the target is still transfixed, he may attempt a Will Save. The Disciple of Fear can do this as long as sustains eye-contact and doesn’t make a role that would require her to break eye-contact with the target.

Frightening Aura: All target creatures within 40ft of you must succeed at a Will DC 10 + Cha Save or be frightened for a number of rounds equal to your Cha modifier. After a creature is subject to your Frightening Aura, he is immune to said same aura for 10 min.

Whenever a Disciple of Fear induces fear it works like this: Creature afraid gets -2 on bluff, diplomacy, intimidate, and attack roles against the Disciple of Fear that made them afraid.

Liberty's Edge

lvlBABFortWillRef Special
1 +0 +0 +2 +0 Elemental Familiar (Tiny), Element Path, Element Power 1st 1D6
2 +1 +0 +3 +0
3 +1 +1 +3 +1 Element Power 1st 2D6
4 +2 +1 +4 +1 Elemental Familiar (Small)
5 +2 +1 +4 +1 Element Power 2nd
6 +3 +2 +5 +2 Element Power 1st 5D6
7 +3 +2 +5 +2 Elemental Familiar (Medium)
8 +4 +2 +6 +2
9 +4 +3 +6 +3 Element Power 1st 7D6
10 +5 +3 +7 +3 Element Power 3rd

HP: 5 SP: 5 + Constitution Modifier
Class Skills: Acrobatics, Culture, Medicine, Mysticism, Perception, Physical Science, Profession Stealth.
Proficiency: Light Armour, Basic Melee, Small Arms
Skill Ranks Per Level: 5 + Intelligence Modifier
Key Ability Score: Wis
Alignment: Any

Element Familiar: Pg 46 of Alien Archive. Element graft must match up with element path. 1st-3rd lvl: tiny. 4th-6th lvl: small. 7th-10th: medium.

Element Path: Pick one of the following paths: Air, Earth, Fire, or Water. This is your element path.

Air Path:

1st lvl: Sonic Resistance 5. Air Blast: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis SO damage. This damage increases at 3rd, 6th, and 9th lvl.

5th lvl: Hurricane: Deal 5D6 SO to all target creatures within 20ft of you 2/day.

10th lvl: One with the Wind: Gain an Extraordinary flight speed of 60ft

Earth Path:

1st lvl: Bludgeoning Resistance 5. Rock Launch: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis B damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a rock within 30ft of you to use this.

5th lvl: Earthquake: Deal 5D6 B to all target creatures within 20ft of you 2/day. You must be touching ground to use this ability.

10th lvl: Burrow: Gain an Extraordinary burrow speed of 60ft.

Fire Path:

1st lvl: Fire Resistance 5. Fireball: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis F damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a oxygen within 30ft of you to use this.

5th lvl: Explode: Deal 5D6 F to all target creatures within 20ft of you 2/day. You must have 10 cubic ft of oxygen within 20ft of you to use this.

10th lvl: Fight Fire with Fire: Fireball and all melee attacks that don’t already have a critical now have burn 2D4. You also gain immunity to fire but not lasers.

Water Path:

1st lvl: Cold Resistance 5. Water Blast: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis C damage. This damage increases at 3rd, 6th, and 9th lvl. You must have 1L within 30ft of you to use this.

5th lvl: Wave: Deal 5D6 C to all target creatures within 20ft of you 2/day. You must be near a water source to use this ability.

10th lvl: Master of Water: You gain an Extraordinary swim speed of 60ft. You also gain water-breathing and Darkvision 60ft.

Liberty's Edge

lvlBABFortWillRef Special
1 +1 +2 +0 +0 Improved Unarmed Strike, Flurry of Blows
2 +3 +4 +0 +1 Extra Combat Feat
3 +4 +5 +0 +2 Weapon Specialization
4 +5 +6 +0 +3 Gauntlets, Extra Combat Feat
5 +6 +7 +0 +4 Knock back
6 +7 +8 +0 +5 Army of One, Extra Combat Feat
7 +8 +9 +0 +6
8 +9 +10 +0 +7 Bonus HP, Extra Combat Feat
9 +10 +11 +0 +8
10 +10 +11 +0 +9 EPIC! Uppercut, Extra Combat Feat

HP: 8 SP: 8 + Constitution Modifier
Class Skills: Athletics, Profession
Proficiency: Fists, Light Armour
Skill Ranks Per Level: 0 + Intelligence Modifier
Key Ability Score: Str
Alignment: Any

Improved Unarmed Strike: See Monk conversion pg 505 of Starfinder Core Rulebook. The Unarmed Master’s Unarmed Strikes also level up as per Monk conversion.

Flurry of Blows: See Monk. The Unarmed Master’s Flurry of Blows also levels up as per Monk.

Gauntlets: At 4th level and Unarmed Master gets a special set of gauntlets that let him deal extra damage with his fists. A Unarmed Master and his gauntlets cannot be separated. For every two levels the Unarmed Master has attained, he gets +1D4 to damage roles with his fists.

Knock back: At 5th level a Unarmed Master gets knock back 5ft/5lvls with his fists.

Army of One: A Unarmed Master can now make an unarmed strike with any part of his body.

Uppercut: A Unarmed Master can make an unarmed strike as a full action to deal 1D6/3lvls extra damage.

EPIC!: A Unarmed Master at 10th level no longer needs food or sleep. In addition he doesn’t age, nor needs breath. He can also survive in space.

Liberty's Edge

Demi-God:

Apollo 6HP +2 Wis +2 Dex -2 Con
Healing: At Will: Stabilize 2/Day: Mystic Cure
Bow Proficiency
Natural Bowman: Weapon Focus with bows
Poet: One skill rank in Profession: poetry

Ares 10HP +4 Str +2 Con -2 Int -2 Wis
All Melee Proficiency
All Melee Weapon Focus
Extra Combat Feat

Athena 7HP +2 Int +2 Wis -2 Con
+2 Skill Ranks/lvl
+1 Genetic Bonus on Skill Checks
+2 Genetic Bonus on Initiative Checks

Demeter 6HP +2 Wis
Plant Magic: 2/Day: Entangle At Will: Detect Plants, Purify Food and Drink.

Hephaestus 5HP +2 Str +2 Int -2 Cha
Fireball: Ranged EAC 30ft 1D4F
Class Skills: Engineering, Computers
1 Skill Rank in: Engineering, Profession: weapon smith, computers
Tinker: See Goblin

Zeus 8HP +2 Str +2 Cha -2 Int
1/Day: Discharge
At Will: Energy Ray
Flight: Gain a flight speed of 30ft
Extra Combat Feat

Poseidon 7HP +2 Str +2 Dex -2 Int
Swim: Gain a swim speed of 30ft
Underwater Telepathy
Speak With Horses and Underwater Animals
Class Skills: Survival
At Will: Create Water

Hades 2HP +2 Wis +2 Int -2 Str
1/Day: Animate Dead, Command Undead
At Will: Disrupt Undead

Aphrodite 5HP +4 Cha -2 Con
Charm Person: A number of times per day equal to your charisma modifier x2.
1/Day: Command
Diplomacy: +2 genetic bonus to Diplomacy

Dionysus 6HP +2 Con +2 Cha -2 Int
Water to Wine: Turn 1 cubic foot of water into wine
Create Beverage: Create 1 cubic foot of any soft drink
Purify Food and Drink: At Will

Hecate 6HP +4 Wis -2 Str
2/Day: Obscuring Mist
At Will: Token Spell, Psychokinetic Hand
Skilled Sorcerer: +1 on casting spells

Mind Master 5HP +4Int -2Str
Blindsense (thought) 30ft
Flight (thought) 30ft
Telepathy 30ft
Resistance 5 (your choice)
Magic: At Will: Psychokinetic Hand, Telekinetic Projectile
1/Day: Detect thoughts

Sharggle 6HP +4 Str -2 Int
Darkvision: 60ft
Land Speed: 40ft
Swim Speed: 40ft
Burrow Speed: 40ft
Water Breathing
Improved Unarmed Strike: 1D3 + 1/lvl, analog

6-10ft Tall. They tend to live on Castrovel.

The Nameless:
4HP +4 Wis -2 Con
Telepathy 40ft
+2 Skill Ranks/lvl
40ft Landspeed
No Breath
No Emotions: +2 on Will saves.
Insightful: +2 on Mysticism.

They look like humans except they are more fit. They live to about 1000 years of age. They tend to lean towards being Monks, Wizards, and the like. They live in fantastic cities made up of sages and the enlightened. They are not allowed to have more than one child, with punishment of death. The most common punishment is exile. Children are kept separate from the rest of the tribe until they are 18 when they must go on a “walk of enlightenment” where the young adult leaves until he/she finds spiritual enlightenment. Another common punishment is to look after all the children. The most common reason why you would find a Nameless outside of his/her tribe is because he/she was exiled.

War Beast 6HP +4Str -2Int
Darkvision 60ft
Four-Armed
Thick Hide: Piercing Resistance 5
Land Speed: 40ft
Unarmed Strike: 1d3 + 1/lvl
Flight: You gain a flight speed equal to your land speed

15-20ft tall. Typically live on Castrovel. They have wings which lets them fly.

Liberty's Edge

Demi-God:

Apollo 6HP +2 Wis +2 Dex -2 Con
Healing: At Will: Stabilize 2/Day: Mystic Cure
Bow Proficiency
Natural Bowman: Weapon Focus with bows
Poet: One skill rank in Profession: poetry

Ares 10HP +4 Str +2 Con -2 Int -2 Wis
All Melee Proficiency
All Melee Weapon Focus
Extra Combat Feat

Athena 7HP +2 Int +2 Wis -2 Con
+2 Skill Ranks/lvl
+1 Genetic Bonus on Skill Checks
+2 Genetic Bonus on Initiative Checks

Demeter 6HP +2 Wis
Plant Magic: 2/Day: Entangle At Will: Detect Plants, Purify Food and Drink.

Hephaestus 5HP +2 Str +2 Int -2 Cha
Fireball: Ranged EAC 30ft 1D4F
Class Skills: Engineering, Computers
1 Skill Rank in: Engineering, Profession: weapon smith, computers
Tinker: See Goblin

Zeus 8HP +2 Str +2 Cha -2 Int
1/Day: Discharge
At Will: Energy Ray
Flight: Gain a flight speed of 30ft
Extra Combat Feat

Poseidon 7HP +2 Str +2 Dex -2 Int
Swim: Gain a swim speed of 30ft
Underwater Telepathy
Speak With Horses and Underwater Animals
Class Skills: Survival
At Will: Create Water

Hades 2HP +2 Wis +2 Int -2 Str
1/Day: Animate Dead, Command Undead
At Will: Disrupt Undead

Aphrodite 5HP +4 Cha -2 Con
Charm Person: A number of times per day equal to your charisma modifier x2.
1/Day: Command
Diplomacy: +2 genetic bonus to Diplomacy

Dionysus 6HP +2 Con +2 Cha -2 Int
Water to Wine: Turn 1 cubic foot of water into wine
Create Beverage: Create 1 cubic foot of any soft drink
Purify Food and Drink: At Will

Hecate 6HP +4 Wis -2 Str
2/Day: Obscuring Mist
At Will: Token Spell, Psychokinetic Hand
Skilled Sorcerer: +1 on casting spells

Mind Master 5HP +4Int -2Str
Blindsense (thought) 30ft
Flight (thought) 30ft
Telepathy 30ft
Resistance 5 (your choice)
Magic: At Will: Psychokinetic Hand, Telekinetic Projectile
1/Day: Detect thoughts

Sharggle 6HP +4 Str -2 Int
Darkvision: 60ft
Land Speed: 40ft
Swim Speed: 40ft
Burrow Speed: 40ft
Water Breathing
Improved Unarmed Strike: 1D3 + 1/lvl, analog

6-10ft Tall. They tend to live on Castrovel.

The Nameless:
4HP +4 Wis -2 Con
Telepathy 40ft
+2 Skill Ranks/lvl
40ft Landspeed
No Breath
No Emotions: +2 on Will saves.
Insightful: +2 on Mysticism.

They look like humans except they are more fit. They live to about 1000 years of age. They tend to lean towards being Monks, Wizards, and the like. They live in fantastic cities made up of sages and the enlightened. They are not allowed to have more than one child, with punishment of death. The most common punishment is exile. Children are kept separate from the rest of the tribe until they are 18 when they must go on a “walk of enlightenment” where the young adult leaves until he/she finds spiritual enlightenment. Another common punishment is to look after all the children. The most common reason why you would find a Nameless outside of his/her tribe is because he/she was exiled.

War Beast 6HP +4Str -2Int
Darkvision 60ft
Four-Armed
Thick Hide: Piercing Resistance 5
Land Speed: 40ft
Unarmed Strike: 1d3 + 1/lvl
Flight: You gain a flight speed equal to your land speed

15-20ft tall. Typically live on Castrovel. They have wings which lets them fly.

Liberty's Edge

lvlBABFortWillRef Special
1 +1 +2 +0 +0 Improved Unarmed Strike, Flurry of Blows
2 +3 +4 +0 +1 Extra Combat Feat
3 +4 +5 +0 +2 Weapon Specialization
4 +5 +6 +0 +3 Gauntlets, Extra Combat Feat
5 +6 +7 +0 +4 Knock back
6 +7 +8 +0 +5 Army of One, Extra Combat Feat
7 +8 +9 +0 +6
8 +9 +10 +0 +7 Bonus HP, Extra Combat Feat
9 +10 +11 +0 +8
10 +10 +11 +0 +9 EPIC! Uppercut, Extra Combat Feat

HP: 8 SP: 8 + Constitution Modifier
Class Skills: Athletics, Profession
Proficiency: Fists, Light Armour
Skill Ranks Per Level: 0 + Intelligence Modifier
Key Ability Score: Str
Alignment: Any

Improved Unarmed Strike: See Monk conversion pg 505 of Starfinder Core Rulebook. The Unarmed Master’s Unarmed Strikes also level up as per Monk conversion.

Flurry of Blows: See Monk. The Unarmed Master’s Flurry of Blows also levels up as per Monk.

Gauntlets: At 4th level and Unarmed Master gets a special set of gauntlets that let him deal extra damage with his fists. A Unarmed Master and his gauntlets cannot be separated. For every two levels the Unarmed Master has attained, he gets +1D4 to damage roles with his fists.

Knock back: At 5th level a Unarmed Master gets knock back 5ft/5lvls with his fists.

Army of One: A Unarmed Master can now make an unarmed strike with any part of his body.

Uppercut: A Unarmed Master can make an unarmed strike as a full action to deal 1D6/3lvls extra damage.

EPIC!: A Unarmed Master at 10th level no longer needs food or sleep. In addition he doesn’t age, nor needs breath. He can also survive in space.

Liberty's Edge

lvlBABFortWillRef Special
1 +0 +0 +2 +0 Elemental Familiar (Tiny), Element Path, Element Power 1st 1D6
2 +1 +0 +3 +0
3 +1 +1 +3 +1 Element Power 1st 2D6
4 +2 +1 +4 +1 Elemental Familiar (Small)
5 +2 +1 +4 +1 Element Power 2nd
6 +3 +2 +5 +2 Element Power 1st 5D6
7 +3 +2 +5 +2 Elemental Familiar (Medium)
8 +4 +2 +6 +2
9 +4 +3 +6 +3 Element Power 1st 7D6
10 +5 +3 +7 +3 Element Power 3rd

HP: 5 SP: 5 + Constitution Modifier
Class Skills: Acrobatics, Culture, Medicine, Mysticism, Perception, Physical Science, Profession Stealth.
Proficiency: Light Armour, Basic Melee, Small Arms
Skill Ranks Per Level: 5 + Intelligence Modifier
Key Ability Score: Wis
Alignment: Any

Element Familiar: Pg 46 of Alien Archive. Element graft must match up with element path. 1st-3rd lvl: tiny. 4th-6th lvl: small. 7th-10th: medium.

Element Path: Pick one of the following paths: Air, Earth, Fire, or Water. This is your element path.

Air Path:

1st lvl: Sonic Resistance 5. Air Blast: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis SO damage. This damage increases at 3rd, 6th, and 9th lvl.

5th lvl: Hurricane: Deal 5D6 SO to all target creatures within 20ft of you 2/day.

10th lvl: One with the Wind: Gain an Extraordinary flight speed of 60ft

Earth Path:

1st lvl: Bludgeoning Resistance 5. Rock Launch: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis B damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a rock within 30ft of you to use this.

5th lvl: Earthquake: Deal 5D6 B to all target creatures within 20ft of you 2/day. You must be touching ground to use this ability.

10th lvl: Burrow: Gain an Extraordinary burrow speed of 60ft.

Fire Path:

1st lvl: Fire Resistance 5. Fireball: Attempt a Wisdom check against target’s EAC within 30ft of you as a standard action to deal 1D6 + Wis F damage. This damage increases at 3rd, 6th, and 9th lvl. You must have a oxygen within 30ft of you to use this.

5th lvl: Explode: Deal 5D6 F to all target creatures within 20ft of you 2/day. You must have 10 cubic ft of oxygen within 20ft of you to use this.

10th lvl: Fight Fire with Fire: Fireball and all melee attacks that don’t already have a critical now have burn 2D4. You also gain immunity to fire but not lasers.

Water Path:

1st lvl: Cold Resistance 5. Water Blast: Attempt a Wisdom check against target’s KAC within 30ft of you as a standard action to deal 1D6 + Wis C damage. This damage increases at 3rd, 6th, and 9th lvl. You must have 1L within 30ft of you to use this.

5th lvl: Wave: Deal 5D6 C to all target creatures within 20ft of you 2/day. You must be near a water source to use this ability.

10th lvl: Master of Water: You gain an Extraordinary swim speed of 60ft. You also gain water-breathing and Darkvision 60ft.

Liberty's Edge

lvl BAB Fort Will Ref Special
1 +1 +2 +2 +0 1 Basic Fear Power, Terror, Frightening Str (FS)
2 +3 +3 +3 +0 Transfixion
3 +4 +3 +3 +1 1 FS Power, Weapon Specialization
4 +5 +4 +4 +1 1 Basic Fear Power
5 +6 +4 +4 +1 FS Range +10ft, Terror Range +20ft
6 +7 +5 +5 +2 1 FS Power
7 +8 +5 +5 +2 FS Range +10ft, Terror Range +20ft
8 +9 +6 +6 +2 1 Basic Fear Power
9 +11 +6 +6 +3 1 FS Power
10 +12 +7 +7 +3 1 FS Power, Frightening aura

HP: 7 SP: 7 + Constitution Modifier
Class Skills: Athletics, Bluff, Disguise, Intimidate, Mysticism, Profession, Stealth, Survival.
Proficiency: Light Armour, Basic Melee, Advanced Melee
Skill Ranks Per Level: 5 + Intelligence Modifier
Key Ability Score: Cha
Alignment: Any Evil and/or Chaotic.

Basic Fear Powers:
Disorientating Strike: After you successfully hit an enemy with melee, that enemy takes -2 to attack roles for 1 round.
Life Steal: Half of the extra damage you deal from critical hits, you gain in HP.
Fear Critical: Your critical now also frightens enemies (1D4 + Cha rounds).

Terror: Intimidate DC 13. Target is frightened for 1D6 + Cha rounds. Will Save DC 10 + Cha. If target succeeds at Will Save: target is instead shaken for 1 round. Terror 4 + Cha times/day 20ft Range.

Frightening Strength: Gains 1 Str and Dex per person afraid of you within 40ft of you.

FS Powers:
Heal 1 point of damage per person that becomes afraid.
+1 damage per 2 people afraid.
+1 to attack role per person afraid.
+1 to AC per 2 people afraid.

Transfixion: If a Disciple of Fear makes eye-contact with target he may transfix them as a standard action. If he does target must succeed at a Will DC 10 + Cha Save to negate the effects. If the target fails they skip their next turn. Every target’s turn the target is still transfixed, he may attempt a Will Save. The Disciple of Fear can do this as long as sustains eye-contact and doesn’t make a role that would require her to break eye-contact with the target.

Frightening Aura: All target creatures within 40ft of you must succeed at a Will DC 10 + Cha Save or be frightened for a number of rounds equal to your Cha modifier. After a creature is subject to your Frightening Aura, he is immune to said same aura for 10 min.

Whenever a Disciple of Fear induces fear it works like this: Creature afraid gets -2 on bluff, diplomacy, intimidate, and attack roles against the Disciple of Fear that made them afraid.