I've been working on a personal update/variation to the Jedi class, including adding a handful of different Jedi paths, or careers as they are called in the original document. I've come up with a total of 10 , including 3 Sith-themed paths. I may try to come up with another Dark-Side/Fallen Jedi focused one, depending on my workload. I've been of-and-on busy with a major move and work, so as soon as I can get back into it I will and post it. Another one of the personal changes I did was give each Path a Focus, which is: Quote: One of three areas that emphasize the training you received and the aspect of The Force that you favor with your chosen path. These three are Force Focus, Balanced Focus, and Martial Focus.Force Focus paths (such as the Consular): Quote: Gain an extra Force power per day for each level as well as learn one additional Force power at each level you would normally learn a new power.Martial Focus paths (such as the Guardian) are as such: Quote: Whenever you are actively wielding your lightsaber, you treat your base attack bonus as if it was equal to your level (as a Soldier). This applies only with attacks made with your lightsaber. Due to your focus on martial training, you learn one less Force power whenever you would normally learn a new Force power, and you can use one less Force power per day for each level.Finally, there is the Balanced Focus (such as Sentinel), which is as follows: Quote:
Also, each Path starts with it's own lightsaber form. Oh, and some of the abilities I've used for these other Paths I've borrowed from other classes that fit thematically/mechanically, but since its mostly for personal homebrew use I don't mind for my games. ;-P
I'm fairly pleased with all of the Paths (and have completed that section). Right now I'm working on adding leveled bonuses to the different lightsaber forms so that they scale up a bit (think padawan, knight, master levels) and the feats section. After that will be any new Force Powers I convert, and lastly would be other Force-using traditions (such as the Iron Knights and Order of Shasa). I'm tossing between making them a different set of Paths, or just racial (mostly) archetypes for Jedi, or just anyone who has Force Sensitivity (be it the Jedi class, the Feat, or the Themes).
Hey, some of that looks familiar. ;-) brkndevil wrote:
Hold an object, like a grenade or something similar, in your hand and concentrate. Then all of a sudden the grenade (who would want to do this with anything other than a grenade... seriously...) is 60 feet away in the midst of the group of bad guys you were about to get all personal with. That is Fold Space.
Use a base 10 system? That's preposterous. We should use a.. *counts fingers*... wait.. *counts toes instead*... Hrm.. well, we could.. Nevermind. Jokes aside, I wouldn't have minded the metric system for SF either. However, since I already have so many D20 SW products, converting it for a homebrew is far from difficult. As for the shorter AP against the mighty Azlanti Star Empire, I see this as an introductory AP to them against a very small number of Empire forces. It's like Star Wars Rebels - The Adventure Path... Little group going against a fraction of the big bad, but still enough to make a difference. Eventually I'm sure we'll go up against the BBEE (Big Bad Evil Empire).
Give me a few days (or week) to clean up the file and I can send it. I haven't converted it to your alignment system though. Personally I'm not a fan of it... I just like the whole Light Side/Dark Side score stuff more. It also makes it a bit easier to mesh into game mechanics without over-complicating it.
Wei Ji the Learner wrote:
Oh how I miss that game and my stockpile of Planet Busters. I was in a stalemate war with one faction, and the rest of the factions were friendly but not helping. I lost my patience with the constant taking/losing/taking of the enemy's capitol, so I nuked it. EVERYONE turned on me... so I planet busted every other faction. I had stockpiled enough planet busters to take out practically every city that wasn't mine. Yea, I was the supervillain. Glorious finish to that game..
doc chaos wrote: Have you thought about using equipment from SW d20? Looking at the balance issues it shouldn't be a big deal. The only issue with integrating the SW d20 weapons and equipment (as well as d20 Future), is that they don't scale up like Starfinder's weapons and armor (which I am not a big fan off imho). You could of course ignore all the scaling gear and use what is in SW d20, SWSE, or d20 Future. In fact, the SW d20 classes already use a Hit Point/Stamina Point mechanic so the equipment could feasibly already be balanced. Come to think of it, if I run a Starfinder Star Wars, I may just use my SW d20 books for equipment and weapons (i have pretty much all of them).
I haven't worked on any new Force powers, feats, or items lately, but I am actively working on a full Jedi class. To me the archetypes fit the idea of someone finding out later on about their abilities and seeking out training to compliment their current skills. The class will be more along the lines of someone who went to a temple/praxeum/academy at a young age and devoted their life to the Jedi ways. I'm using a combination of the material from Saga Edition, SWd20, and the Pathfinder Jedi material created by someone on the Pathfinder Homebrew *(I can't remember for the life of me at the moment). I was also expanding on the Lightsaber forms a bit, combining the forms you created as well as the ones in the Pathfinder Jedi class and giving them 3 tiers (padawan, knight, master). Rather than a number of spells per day per level, the class uses the Force pool and Force Rating from your stuff (should integrate well enough). The Jedi gains force ratings per their level, and only gains the added powers per day or powers known benefits from the Feats. Of course, they gain no benefit from the archetype. EDIT: One thing I'm doing for the class are Force Paths, which are in the same style of Mystic Connections or a Soldier's fighting style. These paths give you various benefits such as a bonus skill and changes to the number of powers known/powers per day, etc. So far there are 3 paths: Guardian, Sentinel, Consular. I may add more, like Shadow, Marauder, Sage, etc... but I haven't figured out what to do with them yet. Once I finish the class with the 3 paths, maybe we can all brainstorm to add more.
Prince of Knives wrote:
Cool, can't wait to see it. Quote:
Even so, I've always liked the psychic warrior. Yea it's not as great as some others, but I still liked it. I've been trying to work on my own conversion of it, as the Warrior Path's fit well with the Mystic Connections, Operative Specializations, and Soldier Fighting Styles.
I personally have always liked Babylon 5's way of doing Hyperspace. My homebrew will combine the Drift mechanics with Babylon and X3: Reunion's system, where only ships of a certain size or larger will have jump point generators, while all other ships must rely on large jump gates. Ships can loiter around the beacons used for jump gates, or at various coordinates in hyperspace, if they choose. Makes for an effective statement when a fleet of ships emerges from hyperspace at your signal.
Hey all, I'm creating a character for a game I'm attempting to run because, lo and behold, none of the group is really skilled in repairing, computers, piloting, or offensive spells. I was tossing the idea back and forth between a mechanic or technomancer, but then thought about multiclassing them both. Is this viable? The idea is an ace pilot android mechanic with an exocortex and either alternating between the 2 classes or only dipping a few levels into technomancer to be more of a 15/5 build. The party build-up is as follows: [list]
Any thoughts? If I didn't dip into Technomancer, the character would still take the Technomantic Dabbler feat at 1st level (mend, transfer charge, and most likely supercharge weapon for spells).
I would say they have a stronger capacity/battery. It fits the theme better, but maybe ONLY the one they construct themselves. As for the damage, I personally am not a big fan of Starfinder's weapon damage progression or armors EAC/KAC progression. To me it feels like a lot of games these days that jump out of the gate with the whole "MASSIVE NUMBERS = GOOD" mentality. I'll stick with my own damage/eac/kac values and get rid of the multiple tier stuff for my games. Sorry, went off-tangent there for a moment. I'm going to be running a Starfinder game shortly with some interested players, and at least 2 of them are VERY intrigued by the theme and archetypes. Once I tidy up my creations, I'll send them to you to perhaps add to your document.
I really enjoy these. I also like option 2 for Force powers. Taking what you started, I've modified a few more powers from the Saga books (I have all of them). So far I've converted Valor and Inspire into one, Force Light, Fold Space, Battle Strike, and Slow. The only question I have at the moment with it though is the plasma sword (ligtsaber). Is it equivalent to the tactical plasma sword (which is the same damage as the lightsaber in Saga Edition), or is it basically each level of plasma sword in game with a different name. Next on my list is to convert the rest of the lightsaber crystals and then the armor to Starfinder values.
I personally have always liked the Psychic Warrior. The current version already feels 'Starfinderish' with it's selection of paths, which each SF core class seems to have variations unique to that class. I'll be converting some of the Psionics Unleashed classes, especially psychic warrior, to SF rules anyhow, just in case they're not updated/included in the new product.
Male Unique Kenku Warrior 1/Expert 10/Slacker 3
*sigh* I've thought long and hard about this, and I absolutely hate to do it, but I'm going to have to drop out. I simply don't have enough time to dedicate to PbP games anymore. This game has potential, and I love the idea of it. Liliya was a blast to create and brainstorm. Character concepts are one of my favorite things to do. I hope that you guys continue on, perhaps recruiting replacements or combine the two groups in some way. I apologize for this, especially so early in the game. Good luck in all your future ventures.
Male Unique Kenku Warrior 1/Expert 10/Slacker 3
I was just thinking... Since the characters have only a general passing knowledge of other members, perhaps we can come up with 3-5 rumors for our characters based on their backstories. I think 1-3 rumors WITH factual basis behind them, and 1-2 "out-there" rumors. Adds a little bit of flavor to the RP, especially if the others believe the "out-there" false rumors. It would be even better (and entertaining) if our characters were well aware of all these rumors and did nothing to discredit the false rumors. I'll go first:
Updated Liliya's profile with her background and minor clerical errors. Here's a preview of the background. Spoiler: Black Chamber Operative, Codename: Vědma Name: Liliya Vasikova Other Known Name(s): Malen'kaya Ved'ma, Little Witch, Kleine Hexe Age: Estimated 26 Sex: Female Height: 5'6" Weight: 120lbs Hair: Dark Brown with white streak Eyes: Mixmatched (blue and green) Birthplace: Unknown, Russia Operative Recruitment Date: August 9, 1929 Specialties: Enhanced Marksmanship Preferred Weapon: Mosin-Nagant M1891 “Anatoly”
@GM Sappy: Would you be willing to swap the musket from Musket Master Gunslinger to a rifle instead? Mosin-Nagant would fit in perfectly. I envision the character as somewhat of an occultist sniper whose father died in the Great War and elder brother died during the Russian Civil War fighting for the White Army against the Bolsheviks, which happens to be a word she likes to use as a catch-all curse word.
This has me intrigued... I'd like to try out one of the occult classes, but cant make up my mind of which one. Occultist always piqued my interest, but kineticist also has me intrigued. I originally thought about a Reliquarian Occultist from either a major religion or a cult assigned to one of the organizations from their HQ, but you said no to divine magic. But, since you did allow inquisitor with changes, the Relic Hunter inquisitor might be a good alternative. Another idea was a battle host occultist/musket master gunslinger (rifle replacement of course). Possibly Russian with a Mosin-Nagant from some soldier during WWI.
Hrm
Boy did I enjoy this game... My favorite moment was as follows: I was the Spartan faction and was technically "at peace" with all other factions except for one, who was my direct neighbor. I had surpassed everyone technologically and was very isolationist. My borders were VERY defended, and as the world kept asking me for handouts, I was secretly building numerous Planet Busters. So this war against the neighboring faction was long and tedious. I played an annoying back and forth as I would take their capitol and they would retake it, neither one of us holding onto it for more than a few turns. Eventually I grew tired of this tactic and pulled all of my forces back to my territory. So, as they start to spread and retake the territory that I had abandoned, I launched a Planet Buster at their capitol. Obliterated it, of course. Now, since this was technically an "atrocity," the rest of the world immediately declared war on me. So, as they all tried to invade my territory (they couldn't), I send Planet Busters to each of their cities. Yes, I had actually constructed enough of them to take care of every single city in the world. Thus ended the game as I pretty much turned it into Fallout: Alpha Centauri.
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