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its live and already close to being funded.

This is the best i could find Commission Minotaur Gunner

Here is the info for the Tactical shield, basic if you want to look at it.

This wont help with your build work but Chris Van Deelen on has done a few huge write-ups for stuff like Necromorphs, Xenomorphs, and Arachnids in the starfinder rules that could really help you with the gear part if your DM is ok with homebrew.

Here is a link to his main list of work but what you want is the Dead Space Weapons and Armor section.

I don't know if he is done with the write-up yet because his last update to it was on march 31st so more stuff might show up.

Well as cool as it would be to cover the battle map in a laser light show every round it would be real hard to not kill your party with this canon but it's cool to know that it would probably work.

But a Hydra cannon, asp-series would be much safer with its Shape ability.

So i just wanted to check if i was reading this right because it seems really strong.

Here is a link to the full style if you want to look at it Gloom Gunner

The thing i'm looking at is the 13th level ability Shadow Secrets.

Shadow Secrets
Weapons are considered to have the ghost killer fusion (Core Rulebook 194) while you wield them (this is in addition to the ominous fusion granted by your shadow fusion ability). In addition, you can use your connection to the Shadow Plane to add one of the following benefits to a weapon you wield. These benefits cause bizarre visual distortions when you use them because they’re made possible by your manipulation of the spatial incongruities between the Shadow Plane and the Material Plane. A chosen benefit lasts until the end of your turn.

As part of the action you use to attack, increase your reach with the weapon by 5 feet.
As part of the action you use to attack, double the weapon’s range increment.
When you hit a creature, you can use a swift action to perform a dirty trick combat maneuver against it.
As part of the action you use to attack, damage from the weapon you are using ignores hardness equal to your soldier level.

So if you look at the part i put in bold on the ability would that mean i could double the range of a guns blast cone?

If it dose work would that mean if you used something like a Divergent laser, multiwave that already has a blast cone of 80 ft it would then double to a blast cone of 160 ft?

Well the first thing that comes to mind for the more martial PC's is to have a under ground fight ring run by the guards who pit the prisoners against each other. The PC's could show off their fighting skills to the different groups and earn a prize or something.

The science types could craft drugs and work with the face of the group to sell them for supplies to craft gear such as prison shanks, junk swords or crude tasers.

here is a link to a list of just a few things prisoners have mad in real life.

Diaspora is made up of over an million asteroids that are a mile or bigger so any of them could hide a kobold lair with hundreds of them living just under the surface.

So even if you could find one lair how many more asteroids are out there filled with kobolds just waiting to steal stuff from traders and miners.

I could just see kobold pirates strapping a ship engine onto smaller asteroid. Then using it as boarding craft with dozens of them hanging off the sides ready to jump on to ships as they ram it in to unsuspecting victims.

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Space Kobold:

Racial Traits

Ability Adjustments: (+4 Dex, -2 Str)

Hit Points: 2

Size and Type: Space kobolds are Small humanoids with the kobold subtype

Darkvision: Space kobolds have darkvision with a range of 60 feet.

Saboteurs: Space kobolds receive a +2 racial bonus to Engineering, Stealth, and Profession (Miner) skill checks.

Fast: Space kobolds are fast for their size and have a base speed of 35 feet.

Cosmic Wind Resistance: Space kobolds are immune to low radiation. They also gain a +2 racial bonus to Fortitude saving throws against radiation.

Trap Minded: Space kobolds gain a +2 to perception to see traps and to skill checks to disarm traps.

Light Blindness: Kobolds are adapted to dark tunnels, and as such a Space Kobold exposed to bright light is blinded for 1 round and dazzled as long as she remains in areas of bright light, unless wearing eye protection.

This is my homebrew for Kobolds i did buff their power a bit because they were only a 5 RP race in pathfinder so i wanted them to be a bit closer to what i felt was a 8 - 10 point race

I have them base in the asteroid belt of Diaspora so they live in lightly shielded asteroids so they have developed low radiation resistance.

Kobold Time Delay Grenade Trap:

CR: 5+

XP: 1600

Trap Type: technological

Perception DC: 25

Creature Type:-

Disable: Engineering DC 22 (disable Trigger plate) or DC22 (jam release mechanism)

Trigger: floor plates

Init: 14

Duration: immediate

Onset Delay: 2-3 rounds after the trap is set off it releases another grenade then 1-2 rounds later it releases the last grenade

Reset: manual

Bypass: none

Effect: Initial: the trap fire and primed grenade then follows up with two more grenades set on a time delay that can be changed but most leave it as it’s set up. The trigger can also be set to close an automatic door if needed.

Description: This trap consists of several 5-foot-square trigger plates that then wirelessly activates the trap box to release and primes three grenades and drops or throws them in to the targeted area of the triggered plate. The box can be filled with any type and level of grenade and it will use them in ordered of how they were loaded. Kobolds like to use stickybomb grenade to trap someone then it is followed by an Incendiary grenade to make everyone rush to save them then a frag grenade as everyone is hopefully clustered together.

I let my inner kobold out and came up with this awful trap that they would totally make and use on people in small tight tunnels.

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Here are some of the uplifted races I already made.
I reskinned other races ability’s like the Halfings sneaky power, the Gripplis tongue feat from pathfinder and the Bolidas defensive ball.

Also from what i can tell for race hp the rule is small = 2 hp,
medium = 4 hp, large = 6 hp and you add 2 hp if the race has plus to Con

Uplifted Chameleon
Ability Adjustments: (+2 Dex +2 Cha –2 Str)

Hit Points 2

Size and Type: Uplifted chameleons are Small magical beasts with the chameleon subtype.

Slow: Uplifted chameleons have a land speed of 20 feet.

Climber: Uplifted chameleons have a climb speed of 30 feet.

Social Chameleon: Uplifted chameleons are socially adaptable and gain a +2 racial bonus to Culture and Diplomacy checks.

Sneaky: Uplifted chameleons receive a +2 racial bonus to Stealth checks. In addition, Uplifted chameleons reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.

Agile Tongue: Uplifted chameleons have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the disarm combat maneuvers, or make melee touch attacks with your tongue.

360 Vision: Uplifted chameleons have a unique eye structure that allows them to look in different directions at the same time. As a swift action they can choses to watch behind them self-becoming unflankable but take a –2 to hit on all attacks they make and –2 vs gaze attack saves until they switch their vision back for as a swift action.

Complex Augmentation: Because of the complex nature of the uplifted chameleon’s eyes it is very costly to install eye augmentation in their race so the cost to install them are three times (3X) as expansive.

Uplifted chameleon’s average height is 3ft-4ft and weight is 35-60

Age/Maximum Age
Uplifted chameleons age of maturity is 16 years/ maximum age 120 +3d20 years

Uplifted Turtle
Racial Traits
Ability Adjustments: (See Subspecies Below)

Hit Points 6

Size and Type: Uplifted turtles are Medium magical beasts with the Turtle subtype.

Slow: Uplifted Turtles have a land speed of 20 feet.

Natural Weapons: Uplifted turtles are always considered armed. They can deal 1d3 lethal slashing damage with a Bite and the attack doesn’t count as archaic. Uplifted Turtles gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Limited Augmentation: Because the uplifted turtle’s spine is fused with their shell they are unable to have spine augmentations installed.

Shelled: Uplifted Turtles gain a +1 racial bonus to KAC because of their tough shell.

Subspecies: Uplifted turtles belong to one of two subspecies: terrapin or tortoise.
All uplifted turtles start with +2 Con at Character Creation and gain extra racial traits and ability adjustments based on Subspecies selected.

Terrapins are very social (+2 Charisma) but are weaker than their cousins (-2
Strength). They gain the racial traits Swimming, Sprint and Blindsense (water) 40ft.

Swimming: Uplifted Turtles gain a swim speed of 40ft and can hold their breath for five time (5X) as many rounds as normal.

Sprint: You may move two time your normal movement speed as a move action this ability is limited to one uses per encounter.

Blindsense (water) 30ft: Uplifted turtles can sense what is around it while in water.

Tortoises are wise (+2 Wisdom) but are more (-2 Charisma).
They gain the racial traits Steady and Defensive Shell.

Steady: Uplifted Turtles speed is never modified when they are encumbered or wearing heavy armor.

Defensive Shell: As a move action, an uplifted turtles can retreat into their shell. While in their shell, an uplifted Turtles can only uncurl itself as a move action or take the total defense action. If they take the total defense action, its bonus to KAC is increased to +5.

Terrapins average height is 5ft-5.5ft and weight is 160-200
Tortoises average height is 6ft-7ft and weight is 240-280

Age/Maximum Age
Terrapin’s age of maturity is 30 years/ maximum age 200 +3d20 years
Tortoise’s age of maturity is 40 years/ maximum age 250 +6d20 years

Jason Bulmahn wrote:

Quick poll of folks reading this thread...

Which would you prefer...

1. A rage that lasted the whole fight but was not as powerful.
2. A rage that lasted a variable or shorter amount of time but was more powerful.
3. A rage that lasted as long as you wanted it, but was mostly all about dealing more damage and a bigger cost to accuracy or defense

Not scientific... just kinda curious of the pulse of the folks reading this...

I like 3 the best and you could have it give negative to AC every round as you gain a buff so it's a risk vs reward thing.

Milo v3 wrote:

Pet Carrier is an armour upgrade that can hold up to two diminutive creatures inside of it. Androids can have an armour upgrade installed into themselves. Stelliferas are a dimunitive playable race.

You can now have a party of psychic cuttlefish in mecha.

Well it's time to go make shredder from teenage mutant ninja turtles!

I really wanted to do a Iroran cleric with a shield but Deadly Simplicity only makes your fist 1d6 but not lethal so you can only do nonlethal damage.

They really need to work on the unarmed rules and class feats that deal with them.

Thanks for the answer and this is a amazing conversion your doing.

Are you just adding the new parts at the end of the document?

Would it be safe to print this off as is and just print the new parts as you add them?

Dracomicron wrote:

Archaic is not affected by magical status, to my knowledge.

A +5 Holy Avenger from Old Golarion still does -5 damage (net +0) to enemies with modern armor.

well that sucks thanks for the info.

If you made a archaic weapon do magic damage with the mystic strike feat or the soldier arcane assailant fighting style would that weapon lose the -5 to damage and do full damage or would it still do 5 less?