Tin Golem

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As some of you may know, I have been working on a pathfinder mass effect conversion. I have finally completed the classes, and while some races are still in progress, a good number of them are done.

The spell system for this Mass Effect conversion is more similar to the ki or magus pool system than anything else. Generally, each level within a class that has biotic or tech powers grants additional pool points. You expend these points to perform that action. Additionally, these classes may have the opportunity to gain biotic add-ons or tech add-ons, which function similarly to metamagic feats, typically increasing the casting time or point cost for certain benefits.

1 point in each pool is regenerated every 30 seconds (or every 5 rounds of combat).

Considering that all biotic classes share the same biotic pool, it is the combined levels of these classes that determines caster level for biotic abilities. The same applies for tech.

Now, with rulings in how tech and biotic powers differ from normal casting, I have already devised some tech powers. The issue is I am starting to run out of ideas for the tech pool. So far this is what I have.

Tech Powers

Spoiler:
Tech Power List
Surge Detection
Prerequisites: None
Subtype - Detection
Casting time: Standard, Cost 1 tech point
Save: None; Duration: 1 round per caster level
Area: Cone; Range: 30 ft
Description: The tech user is able to detect any currently operational technology more adeptly for a short duration. When determining if a technological object is currently on or not, add +10 to your knowledge (Arcana).

Tech Armor
Prerequisites: 1st level Sentinel
Subtype - Armor
Casting time: Standard, Cost: 2 tech points
Save: Will negates (Harmless); Duration: 1 round per caster level plus 1 round
Range: Personal
Description: This power generates an energy armor suit that boosts the user’s shields, adding +3 AC as long as the character‘s shields are up or up to the maximum duration. When the users shields are downed while Tech Armor is active, it sends out a pulse of energy, dealing 1d6 gravity damage, and knocking back all targets within 5 feet of the user back 5 feet if able, unless they roll a Reflex save. A successful Reflex save does not negate the damage, just the knock back effect. Having this effect trigger cancels the effects of Tech Armor.

Tactical Cloak
Prerequisites: 2nd level Infiltrator
Subtype - Illusion
Casting time: Standard, Cost: 2 tech points
Save: Will negates (Harmless); Duration: 1 round per caster level
Range: Personal
Description: When activated, it instantly renders the Infiltrator invisible to all enemies. However it also halts shield regeneration for the duration of the cloak. For all intents and purposes, acts similarly to the Pathfinder spell Invisibility.

Cryo Blast
Prerequisites: 2nd level Engineer or 3rd level Sentinel
Subtype - Ice
Casting time: Full-round, Cost: 3 tech points
Save: Fortitude (half); Duration: Instantaneous
Area: Ranged Touch; Range: Short (30 ft +5 per two caster level)
Description: Firing off a mass of super-cooled subatomic particles, Cryo Blast deals 1d6 per two caster levels (Max 10d6). Additionally, if the foe fails their fortitude save, the target is also staggered for 1 round. The caster may choose to spend an additional 3 tech points to cause the target to be Stunned for 1 round instead.

Incinerate
Prerequisites: 2nd level Engineer or 2nd level Infiltrator
Subtype - Fire
Casting time: Full-round, Cost: 3 tech points
Save: Reflex (half); Duration: Instantaneous
Area: Ranged Touch; Range: Short (30 ft +5 per two caster level)
Description: A high-explosive plasma round fired from the user, it inflicts 1d6 damage per caster level (Max 10d6). Those who fail their Reflex save cannot heal from regeneration abilities for 1 minute. The caster may choose to spend an additional 3 tech points to cause the spells duration to become 2 rounds, causing damage on the following round as well.
Neural Shock
Prerequisites: 1st level Sentinel
Subtype - Electric
Casting Time: Standard, Cost 2 tech points
Save: Fortitude negates; Duration 2 rounds
Area: Melee Touch
Description: Sending electrical signals directly into the body, the target must perform a fortitude save or else the target is rendered paralyzed. By spending two additional tech points, the target range is increased to Ranged Touch; Distance: Short (30 ft +5 per two caster level).

Geth Shield Boost
Prerequisites: Geth
Subtype - Armor
Casting Time: Full-round, Cost 1 tech point
Save: Will negates (harmless); Duration 3 rounds
Area: Personal
Description: Providing a strong layer of defense to ones defenses, the user of this tech gains +4 AC for its duration.

Disruptor Ammo
Prerequisites: 6th level Infiltrator
Subtype - Electric
Casting Time: Swift, Cost 1 tech point
Save: Reflex (half, special, read below); Duration 1 round
Area: Melee touch
Description: You may imbue a gun that you are wielding with Disruptor Ammo for 1 round. Shots from that gun deal an additional 1d6 points of electrical damage per three caster levels. Robotic targets may not make a Saving throw against this damage.

Cryo Ammo
Prerequisites: 6th level Infiltrator
Subtype - Ice
Casting Time: Swift, Cost 1 tech point
Save: Fortitude (half); Duration 1 round
Area: Melee touch
Description: You may imbue a gun you are wielding with Cryo Ammo for 1 round. Shots from that gun deal an additional 1d4 points of ice damage per three caster levels. Additionally, if all shots were at the same target and that target failed its saving throw, that target is staggered for 1 round.

Acidic Ammo
Prerequisites: 6th level Infiltrator
Subtype - Acid
Casting Time: Swift, Cost 1 tech point
Save: Fortitude (half); Duration 1 round
Area: Melee touch
Description: You may imbue a gun you are wielding with Acidic Ammo for 1 round. Shots from that gun deal an additional 1d4 points of acid damage per three caster levels. Additionally, if all shots were at the same target and that target failed its saving throw, that target’s AC is reduced by 3 for 1 round.

Overload
Prerequisites: 2nd level Engineer or 1st level Sentinel
Subtype - Electric
Casting Time: full-round, Cost 2 tech points
Save: Reflex negates; Duration instantaneous
Area: Ranged touch; Range: Short (30 ft +5 per two caster level)
Description: Used to render shields useless or to damage robotic targets, Overload deals 1d12 per caster level damage to shields. If a robotic targets shields are down or did not have shields, all excess damage is reduced by half rounded up and dealt to their life. Overload will not reduce the health of non-robotic targets, but can damage their shields normally.

Submission Net
Prerequisites: 5th level Sentinel or 5th level Engineer
Subtype - Electric
Casting Time: Standard, Cost 4 tech points
Save: Reflex negates; Duration 3 rounds
Area: 10 ft -radius spread; Range: Short (30 ft +5 per two caster level)
Description: Shooting out an electrified net created via hyper-electronic resonated molecules, anything caught within it is entangled for the duration and is dealt 1d4 points of electrical damage per two caster levels each round within the Submission net. If the target becomes unconscious as a result from this electrical damage, it will not continue to damage them unless they awaken once more.

Decoy
Prerequisites: None
Subtype - Illusion
Casting Time: Standard, Cost 1 tech point
Save: Will (Disbelief)
Area: Special; Range: Short (30 ft + 5 ft per two caster level)
Description: You may choose a target within range and create an illusionary copy of that person at another location within clear sight. This illusionary copy will attempt to copy all actions that the real target does. This copy, however, cannot replicate actual damage, nor can projectiles be shot out of a 5 foot radius from this decoy (such as illusionary gunfire). This illusionary copy does not count as a threat for the purposes of flanking.

Shadow Strike
Tactical Cloak, 4th level Infiltrator
Subtype - Illusion
Casting Time: Full-round, Cost 4 tech points
Save: None
Area: Personal; Duration: 2 rounds
Description: Combining the usefulness of Tactical Cloak, this tech user is able to enhance his movement while stealthed by +30 feet for the duration. Shadow Strike for all intents and purposes acts similarly to the invisibility spell from Pathfinder. Additionally, if the tech user performs a melee attack within the duration, that attack gains +2 attack per four caster levels and +1 damage per four caster levels.

I have enough tech powers for the infiltrator, and since the sentinel has both biotic and tech, is fine with the number of powers available. Where I am lacking, however, is powers available for the engineer or more generic powers that are available to all tech classes.

In case you are wondering, the prerequisites, while looking more like feats, kind of are. Upon reaching certain levels with biotic or tech characters, they gain a new biotic or tech power. It is at this point that they choose from the list, and if they meet the requirements, may choose said power.

Feel free to toss out ideas. The one thing though is that there CANNOT be a power that completely nullifies the usefulness of another in all ways. This is why there is the biotic and tech add-ons, to further enhance these biotics. A good example of this is Tech Armor and Geth Shield Boost. While Geth Shield boosts duration can be shorter, and has a longer casting time, its pool cost is lower, provides +1 more AC, and lasts even if the players shields are destroyed. (shields are like rechargeable health before health is actually damaged). Additionally, Tech Armor has the utility of potentially being used for damage and enemy displacement.

Currently, the Engineer has 6 options for powers (excluding Geth Shield Boost). I'm hoping to aim for at least 10 options. It should also be noted that the Engineer class has innate abilities that are similar to override and Combat Drone.


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Now, I myself haven't personally DM'd, although I am likely to very soon as well, I've been trying to come up with a collaboration of things to take into consideration.

Firstly, an engaging story. What you may consider engaging may not apply the same way to the rest of your players. In this sense, you may have to adjust some aspects or elements of what you may have come up with to something else. Example, you may be coming up with a horror filled campaign, but your adventurers may start goofing around with different scenarios such as playing "skull-puppets". Rather than always attempting to make it bleaker and get them immediately back on track, maybe add a little bit of humor and have one of the skulls still alive an animated, biting down on the "puppeteers" fingers, or talk for real, surprising all the other players. Generally, take into consideration your audience. This is true for speeches, movies, writing, it often works its way into roleplaying as well.

When to say no. Sometimes players, rather than going for flavor, will go for downright OP attempted things. Although this may be their definition of fun, if it ruins the fun for the other players, it should be attempted to be stopped, and early before it really takes effect. This mostly occurs when 3rd party material comes into play, or certain iterations upon the normal rules can be interpreted differently. Unless you have taken the time to read up on the clarifications and have a good understanding of what the player is attempting to do, say no until you have had that opportunity, and once clarified, dictate what you believe is right to keep the game enjoyable. When there is one player who disposes all things and issues in their path, leaving the rest of the players in the dust, this can lead to a situation where those other players begin losing interest, and becomes much less enjoyable.

Players that argue. There have been a multitude of threads on this, for a multitude of reasons. If it is personal issues among the players, talk about it outside of the game, and try and rectify the problem there. The largest issues among players are when they take out of game issues into game, and it ruins the mood among those players, even those not directly involved in the issue.

Having a Plan B, C, D, E... In a game such as pathfinder, you can often attempt to lead your adventurers down a certain path, but there are bound to be those situations where they will want to wander, and explorer, diverting from the original path or options available to them. This said, try and picture out how these scenarios may play out differently, and have those back up plans. If you are good at whipping up things on the spot, even better, as you can't picture EVERYTHING, but still better to be at least a little prepared.

Being the overseer, not the evil lord. Do not consider yourself the evil lord at the end of the dungeon. He is but a pawn in the world to do your whim, acting as a piece to lead your players to greater heights or challenges. You are a god, who is omniscient. As such, learn the general key things that your players are working on with their characters. Use these strengths to make an individual player who has been feeling left out feel stronger. Use these weaknesses as a plot enabler in which they need to think outside of the box and use aspects of the world you have constructed to solve the puzzle or problem at hand. Get an idea of what may be to easy for them and what may be too hard. While you definitely do not want to lean over their character sheets 24/7, become acquainted with them enough so you know that you know it, and they aren't cheating in any way.


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Ever had one of those moments where your party comes up with a plan, it seems like everything is going to work out, and it partially does... but with unexpected results that you never saw coming until it was right in your face and your party is going "AW FUUUUU8%(@$#&!"?

Had my own personal experience of that recently, and was wanting to hear others.

My personal story: Custom campaign, me and the rest of the party got teleported to a demonic realm run by a demon named Reagis, who then sent us to a prison that was on a VERY hot plane (think Chronicles of Riddick, shade is good, sunlight will scorch you to death). We manage to escape, found a magically powered boat that has a magical shield that prevents scorching damage. We ended up dropping down a lavafall that damaged the ship tremendously, however a nearby town was established apparently by other escapees, who constantly forge for elemental cores to power the energy shield protecting the town.

Now, this is when it gets interesting. To get the ship repaired, we had to bargain, as money means nothing in this plane. In return for ship repairs, we had to earn a ship back that the dock worker had lost somehow to a local pirate named Cid. Although we gambled with him, we could only convince him to lend the ship for a week, and the repairs on our ship would take longer than a week. Interestingly, the ship's magical AI would recognize a temporary captain as the new official captain if the permanent captain became deceased. This said, the night after we docked, we were attacked by Drow, who had apparently made some sort of bargain with the drow. As a result, we planned to frame the drow to go against captain Cid. We first had our rogue drink a potion of invisibility, go into the basement where the brewery was, and use drow poison that we got off the corpses of the drow we had killed.

A sound plan, but as the rogue was about to leave, he decided to go upstairs and see if there was any loot in Cid's room. He opens the door, and a little girl was in there. She starts calling out for daddy, thinking that he may have opened the door, and wanders down the steps. The rogue grabs some jewelry, and leaves. The potion wears off roughly 6 seconds after he closes the door, and the rest of us were in the building with Cid, oblivious to our plan and not seeing us as enemies since we had gambled and drank with him prior to the entire staging. The little girl asks for something to drink, to which Cid replies "now now, you know you can't have too much to drink... but I guess its been awhile. You can have a sip!" The girl dies from the drow poison, while the dosage would normally knock out a larger man such as Cid. Infuriated, and realizing full well that it was drow poison, charges with the rest of his pirates towards the side of the town run by the drow.

As a result, our rogue has earned the nickname Child Murderer among our characters.


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Ok, so I've been working on this wacky idea, a full conversion of the Mass Effect universe using the pathfinder system. I've gotten a good number of races worked out thus far, and have some layout plans for how the 'spellcasting' is going to work in this conversion.

First off, as some of the racial features refer to the 'spellcasting' system I'm using, it is similar to the magus's pool or ki pool to use various abilities, although these two pools are the biotic and tech pools for their corresponding 'spells'.

Leaving the background info of the races out of the post, but for the most part, its copy and paste from the Mass Effect Wiki. Now, onto the races. (Note, this is a lengthy post. Feel free to comment on just individual aspects and not the whole, although as much feedback as possible would be greatly helpful.)

Quote:

Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Spacer - Your childhood was spent on ships and stations, never staying at any one location for more than a few years. As a result, you’ve learned much about various features of spacecrafts, such as making repairs and various tools often used in them. Taking this racial trait allows you to add 1 additional skill point beyond the normal based on your level in Disable Device, Knowledge (Engineering), Ride, and Use Magic Device. This racial trait replaces skilled.

Earthborn - You were raised on the streets of the great megatropolises covering Earth. You escaped it by some method to live a greater purpose however. Using what you learned back then, you’ve become skilled in many kinds of skills. Taking this racial trait allows you to gain a skill focus bonus feat for Bluff, Climb, Disguise, Escape Artist, Intimidate, Knowledge (Local), Sleight of Hand, Stealth, or Survival at level 1, and an additional skill focus bonus feat at level 6 and 12. This racial trait replaces skilled.

Colonist - You were born and raised on a border colony. With the knowledge of adventuring to a distant world, you have a great understanding of how the outer rim worlds are, and how best to act in such circumstances. Taking this racial trait grants the character a +1 bonus in three of these options: Knowledge (Geography), Knowledge (Nature), Knowledge (Planes), Perception, Ride, and Survival. In addition, if the character has already been to the current planet that he or she is on, the chosen bonuses are +3 instead. This racial trait replaces skilled.

The typical human format from pathfinder, although the alternate racial traits are different.

Quote:

Turian Racial Traits

+1 Strength, +1 Constitution, +2 Dexterity, -2 Charisma
Medium: Turians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Turians have a base speed of 30 feet.
Honorable Alignment: Turians must be one step from Lawful Neutral. Due to how they are raised from childhood, Turians have a strict sense of honor and dignity in their duties. In addition, they gain +2 intimidation against those who are not lawful.
Low-Light Vision: Turians can see twice as far as humans in conditions of dim light.
Military Tactics: Turians gain a natural +1 AC against ranged attacks. Having a better understanding of how most combat works, they are able to anticipate various attack patterns.
Academic Training: Turians, regardless of class, are proficient in Perception and Survival.
Languages: Turians begin play speaking Common and Turian. Turians with high Intelligence scores can choose Quarian, Salarian, Batarian, Asari, and Drell.

Alternate Racial Traits
Drop Out Turian - For possibly a number of reasons, the Turian was able to forego his standard military status, although possibly still having some military expertise. Having such an opportunity, he has had the ability to taste many other perspectives and ideals than the usual turian. This character is able to choose any alignment, and people who attempt to do a sense motive check on this character gets a -3 on their check. This trait replaces Honorable Alignment.

Questionable Ferocity - While most turians tend to lean towards a more calm and cultivated method of attacking their foes, this character has tossed aside any such tactics, seeing them more of a way to drag the fight on longer rather than ending it swiftly. This character gets -1 Dexterity, +1 Strength, and gains +2 intimidation. This trait replaces Military Tactics.

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Quarian Racial Traits

+3 Intelligence, +2 Dexterity, -2 Constitution
Medium: Quarians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Quarians have a base speed of 30 feet.
Weak Immune Systems: Quarians must make an additional saving throw against poisons, diseases, and the like.
Immune System Precautions: When attempting to initially resist an affliction of some sort, the Quarian may, as an immediate action, seal off a part of their suit, stopping the effects of it. While their suit is sealed, however, they take a -2 to dexterity. When unsealed, the effects of the affliction continues. This only prevents one affliction, and the quarian can only seal up to three parts of their suit at any given time.
Pilgrimage Search: Add +4 to Perception and Appraise checks on technological items. In addition, if able to properly identify the value of the item, gains a +6 on Use Device with it if applicable.
Darkvision: Quarians are able to see in the dark up to 60 feet. This is due to their visor’s innate enhancements.
Languages: Quarians begin play speaking Common and quarian. Quarians with high Intelligence scores can choose Turian, Salarian, Batarian, Asari, and Drell.

Alternate Racial Traits
Automation Researcher - Carrying on the weight of their lost home world, this quarian has become profound in knowing how to defeat automated enemies swiftly. As a standard action, when flanking an automated enemy or catching an automated enemy flat-footed, the quarian may attempt a Disable Device on it. If the roll surpasses the enemies CMD, the automated foe is disabled and turned off. The player may also attempt to gather data or cause a self destruct mechanism to occur a few seconds after, but doing so increases the requirements of bypassing the CMD by +5. This trait replaces Pilgrimage Search.

Combat Scanner Integration - Integrated into your visor instead of the normal capabilities of seeing further out into darkness, you instead have a sensor able to detect nearby foes, even if you cannot see them. You are able to detect all life forms within 30 feet (6 squares) even if they are through obstructions such as walls. This, however, is unable to detect cold life forms, automated beings that aren‘t producing higher amounts of heat, and can also have problems functioning in hazardous weather. This trait replaces Darkvision.

Anti-biotic Injectors - To adapt to various environments can be hazardous to quarians, and potentially life threatening due to their weak immune systems. To counter act such an infection, many quarians will use anti-biotic injectors. Once per day, the quarian may craft an anti-biotic injector, maximum of three injectors at any given time. Crafting one takes one hour, and does not require a skill check. These injectors cannot be traded, but can be used on others. Using an injector will cure any two of the following: Bleed, Nauseated, Paralyzed, Petrified, Sickened, and many kinds of poisons and diseases. This trait replaces Immune System Precautions.

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Krogan Racial Traits

+3 Strength, +2 Constitution, -2 Charisma, -2 Intelligence
Medium: Krogan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Krogan have a base speed of 30 feet.
Krogan Hide: Due to their strong hide, they gain +1 to their natural armor.
Wide-Set Eyes: With an eye set that have a 240-degree sight range, krogan are always proficient in Perception, regardless of class.
Brutal Demeanor: Krogan are known for their raw power when it comes to “negotiations”. Krogan may use their Strength modifier rather than their charisma for intimidation bonuses.
Low-light vision: Krogan can see twice as far as humans in conditions of dim light.
Languages: Krogan begin play speaking Common and krogan. Krogan with high Intelligence scores can choose Turian, Batarian, and Asari.

Alternate Racial Traits
Tank Bred - Tank Bred krogan’s often have more manipulation done to them to produce a certain feature compared to the normal krogan. While often looked down upon by other krogan, the tank bred often have a specific duty that they feel they must attend to. This is not always the case, however. Tank Bred krogan get -1 to strength and -2 to constitution, but may add +1 to dexterity, +1 to Wisdom, +2 to Charisma, or +2 to Intelligence. Once chosen, the decision cannot be reversed. In addition, when creating a tank bred krogan you may choose a favored enemy. The krogan gains a +2 bonus on bluff, knowledge, perception, sense motive, and survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A krogan may make knowledge skill checks untrained when attempting to identify these creatures. This trait replaces Brutal Demeanor.

Big Game Hunter - Prepared to prove his worth, this krogan often sets out to fight against foes stronger than himself from the average beings standpoint. To him, however, there is no greater honor than fighting strong foes, and slaying them or being slain by it. Whenever the krogan kills a non-humanoid enemy that has more than +2 CR than himself, he gains a survival point. He may spend these survival points to add +2 to any saving roll after the dice has already been rolled, or +1 to his AC, but before the attack or effect has been noted as being successful or not. This bonus can stack up to five times, lasts until the end of the round, and may be done as a free action. This trait replaces Krogan Hide.

Adjusted Dark-sight - Being adept to dark locations, the Krogan has adapted to seeing in the dark as though the krogan had Darkvision. However, being in darkness for so long has affected his innate senses to light, being dazzled in areas of bright sunlight. (Similar to Light Sensitivity). This racial trait replaces low-light vision.

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Asari Racial Traits

-2 Constitution, +2 Charisma, +1 Intelligence
Medium: Asari are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Asari have a base speed of 30 feet.
Mind Meld: As a full round action, the Asari may make an attempt to retrieve various pieces of knowledge from a target. If the target is willing, it requires a DC10. If the target is unwilling, it requires a DC20 plus whatever the targets will is instead. Add your will score to your roll to determine if you are successful. If unsuccessful, the Asari takes 1d4 points of damage to their intelligence for 1 hour per point of damage. Recover one point of intelligence for each hour that passes. You may only use this ability once per day.
Maiden: Young and adventurous, the Asari has a tendency for the new, and that which is interesting. Add +2 to perception and +1 in each skill the asari is proficient in that requires charisma.
Element Zero Exposure: Nearly all Asari are capable Biotic users. This is due to the abundant quantities of element zero located on Thessia. All Asari innately have 2 points in a biotic pool, and may innately know any one biotic ability that requires 1 point to cast. Caster level for this spell is equal to your primary class.
Languages: Asari begin play speaking Common and Asari. Asari with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Matron - Matrons have a strong tendency to settle into an individual place or planet. As a result, they gain +2 in knowledge (local) and +2 knowledge (plane) of that particular chosen planet. In addition, the asari has become experienced in Mind Melding, and adds +3 to any Mind Meld checks. This racial trait replaces Maiden.

Matriarch - Matriarch’s are wise, seeing most of what the galaxy has to offer. These Asari are highly respected among most races that know of their culture, and even without knowing command a strong presence. For such asari, add +2 to their Diplomacy, Intimidate, and Bluff skills. In addition, matriarch’s gain +2 on all saving throws against biotic powers. This racial trait replaces Maiden.

Nonexposed - Under normal circumstances the genes of an asari are passed from one to another, granting advancement and improvement in their evolution and knowledge. Somehow, this was not the case for this asari. Perhaps the line had become thinned from being so far from any strong traces of element zero, or perhaps a genetic experiment or genetic abnormality. Despite the case, this asari has had to live without the use of innate biotics from birth, and has learned to live life through a more rugged and unique experience compared to most. A nonexposed asari cannot take any class that normally uses a biotic pool. However, the Asari may add +1 to any two different abilities (dexterity, strength, ect.) This racial trait replaces Element Zero Exposure.

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Salarian Racial Traits

-2 Constitution, +2 Dexterity, +2 Intelligence
Medium: Salarians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Salarians have a base speed of 30 feet.
Fast Comprehension: Salarians are able to quickly think of solutions to things that they are knowledgeable in. Any knowledge checks may be done as a swift action instead of a standard action.
Crafty Crafter: When attempting to craft a weapon or armor that you are proficient in crafting, if your craft check is rolled +5 more than the required amount to craft the item, a bonus effect occurs. If it was a weapon or armor, it is considered masterwork. Additionally, when trying to craft a masterwork weapon from raw materials, add +5 to the DC.
Languages: Salarians begin play speaking Common and Salarian. Salarians with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Linguistic Genius - Any time the Salarian encounters a language that it is not familiar with, it may attempt to quickly decipher some of the aspects of the language through the movements, speech patterns, and the like from the thing that it is encountering. To decipher it, the Salarian must do a linguistics skill check. If a 20 or greater is rolled, you understand many aspects of the language, and are able to communicate sufficiently back. If the thing you are communicating with is capable of showing emotional reactions, lower the required DC check by 5. Additionally, if the thing you are communicating with shows movement through its actions while attempting to communicate, lower the required DC check by 5. This racial trait replaces Crafty Crafter.

Scientific Model - Specializing in the various sciences, you choose one of these sciences to specialize in: Biology, Nanotechnology, or Astrotechnology. If Biology is taken, if the Salarian has a Biotics Pool, add 2 points to its maximum. In addition, any occurring situations that require knowledge in the biological aspects gain +2 on their check. If Nanotechnology is taken, if the Salarian has a Tech Pool, add 2 points to its maximum. In addition, any occurring situations that require knowledge about smaller types of technology gain +2 on their check. If Astrotechnology is taken, Add +2 to the Salarian’s Ride skill and the Salarian‘s Knowledge Engineering. In addition, any occurring situations that require knowledge in regards to space ships that are not covered by knowledge engineering get a +2 on their check. This racial trait replaces Crafty Crafter.

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Volus Racial Traits

-2 Strength, +2 Wisdom, +2 Intelligence
Medium: Volus are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Volus have a base speed of 20 feet.
Logical Reasoning: While they may not have the savvy of other races, their logic behind their words usually is remarkable. Volus may use their Wisdom modifier rather than their Charisma for Diplomacy and Bluff.
Economical Tactician: When crafting or purchasing weapons, the Volus may craft or buy a fragile variant of the weapon. The fragile variant costs 1/3rd of the normal price of the normal variant rounded up, however has the fragile quality (if you roll a natural 1, the weapon becomes broken until repaired. If a natural 1 is rolled when it is already broken, the item is destroyed).
Languages: Volus begin play speaking Common and Volus. Volus with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni).

Alternate Racial Traits
Data Manipulator - A master of manipulating how information is distributed, once per day, the Volus may perform a disable device followed by a use magical device check from a personal data pad if he has one with a +10 on each roll. If successful, the Volus has performed a number of actions to change up much of the information that others nearby gain from various technological instruments to make anything the Volus says more creditable with various degrees of how much information. This racial trait replaces Economical Tactician.

Clanship - Among the volus, this one has a remarkable position within its tribe. As a result, it has had to learn some of the finer qualities to discuss matters with others. This volus has -1 intelligence, but +2 charisma. This racial feat replaces Logical Reasoning.

Technological Savior - Whenever a piece of armor, a weapon, or the ship you are in is about to be destroyed, either due to damage, an ability, or from the broken condition, you may do a knowledge engineering check. If you score higher or equal to 20, you prevent the object from being destroyed, being left at 1 hp. This character may use this ability once per day, plus an additional time for every five levels the volus is. (example, at level 5 you’ll be able to use it twice a day, at level 10 three times.) This racial feat replaces Logical Reasoning.

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Hanar Racial Traits

+2 Wisdom, -2 to One Ability Score, +1 to One ability Score.
Small: Hanar are small creatures, although with their tentacles fully extended, can actually be taller than most humans. They gain +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on stealth checks.
Slow Speed: Hanar have a base speed of 20 feet.
Swift Swim: Although slow on land, in aquatic environments hanar are extremely agile, and have a movement of 60 in water. In addition, hanar are able to ignore any required swim checks unless the liquid is thicker than the normal water, such as types of gel.
Relentless Grapple: Hanar gain a +4 on all grapple checks. In addition, each consecutive turn that the grappled target remains grappled by the hanar, it may deal 1 damage to constitution, intelligence, or accuracy due to the excreted poisons from the hanar’s tentacles. The person inflicted with this damage recovers one point of damage for each hour that passes. This damage cannot effect cybernetic enemies.
Enkindler Knowledge: Most hanar have studied the ‘enkindlers’, and thus have a +8 knowledge religion and +8 knowledge history when it comes to the enkindlers. In addition, this hanar must be lawful.
Languages: Hanar begin play speaking Common and hanar. Hanar with high Intelligence scores can choose any languages they want (except secret languages, such as Rachni), although their wording in various languages other than hanar may surprise those who have not met hanar before.

Alternate Racial Traits
Enkindle This - Although most of the hanar have studied rigorously about the enkindlers, some have simply taken that knowledge as a guideline, rather than to heart. As a result, the hanar has put its studies elsewhere, and gains a skill focus bonus feat of their choice. This hanar gains an additional skill focus bonus feat at level 8. This racial trait replaces Enkindler Knowledge.

Peaceful Negotiator - A common trait among the hanar, this one has decided to make it a priority to attempt for nonviolence in any given situation if able. Whenever a battle would start from an intimidation, bluff, or diplomacy check, the hanar must immediately roll their own intimidation, bluff, or diplomacy check to attempt to counteract the current situation. If unsuccessful, the hanar becomes displeased, and is sad for the state of affairs, getting -1 on any attack rolls for the remainder of the battle. This racial trait replaces Relentless Grapple.

At a later date, I am planning on including Drell, Elcor, Batarian, Vorcha, and Geth.


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I understand that Ki Throw does not trigger attacks of opportunity from displacing the targets current location. However, I am curious as to the implication of Vicious Stomp triggering. Would it trigger as a result of the opponent becoming prone from the trip, as a result of being tossed into a prone position, both, or does the Ki Throw essentially become a replacement effect of initially going prone, and then being displaced, and as a result of wording, does NOT trigger any attacks of opportunity, even from Vicious Stomp?