Cindersnake

evilrobotgames's page

Goblin Squad Member. Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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Hey, maybe my group will want me to run this one after we finish Runelords. It doesn't have to be Space Pirates, it just has to off the space fantasy adventure game beaten path. That it comes out after the Starship Ops Manual I have high hopes for it.


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We've added Deckplans, clean art pages and pawn images to all of the Katar Warships (Light and Heavy Cruisers and Fast Attack) as well as the Light Freighter. Hoping the Tier 1 Light Freighter is versatile enough for some folks party bus.

Going to start pushing the new files and descriptions to the listings at Paizo as well.


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The Eldred Intermediate Cruiser is here, she's a Tier 4 ship with a crew of 6, just the right size for a group of adventurers. As a thank you to all our loyal customers the ship; stat block, crew skills, scan results, deckplans, clean art page, and 2D pawns is available Pay What You Want. As always, quick preview and full size previews are available.

Eldred Intermediate Cruiser at DTRPG


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Hello all,

We've been writing and publishing our Starfinder materials for six months now and its hard to believe we never posted anything about it here.

We have 9 different Monsters and NPCs for your game, 24 different starships, some with as many as 6 variants stat blocks, 4 different warships with deckplans, a short hazards guide and and an equipment guide.

http://paizo.com/companies/evilRobotGames

http://www.drivethrurpg.com/browse/pub/11790/Evil-Robot-Games


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Is anyone else coming up with errors trying to rebuild the Example ships?
Kevolari Venture is 57 points (2 over) for a Tier 1.
Idaran Vanserai is 124 (9 over) for a Tier 4.
Thaumtech Omenbringer 468 (18 over) for Tier 14.


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We have a couple of replies already, I pieced together some more notes about our visual equipment theme.

Visual Gear

Also introduced the notion that all gear in the setting will have a Chemical, Mechanical or Electrical power source which might come up if there is a power surge or lightning strike and make resource management a little more interesting. An Electromagnetic Pulse could be the Mage's Disjunction of the setting with the caveat that with Disjunction you can't just replace some fuses with a repair check and maybe get all your magical gear back.

Paul


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Evil Robot Games is looking for Freelance writers and game designers to invent new gear and reinvent existing D20 Modern and Future equipment for our Galaxy Pirates campaign setting. The idea behind this project is not to copy and paste old gear from sources over a decade old, but to create new items to fill the same in-game needs. This is an Open Call, if you've never written professionally before, now is the time to start.
Project Length: 1,000 to 2,000 words for multiple pieces of gear, several slots available. Smaller Projects (100-300 words) could be allowed to accommodate new writers with an intriguing single item pitch.
Pay Rate: 2¢ per word.
Additional details: Galaxy Pirates is a Science Fiction campaign setting for the Pathfinder RPG. Equipment will balance and cost as Wondrous Magic Items. Initial project items are focusing on equipment used to help you see (contacts, glasses, goggles, eyes, rifle scopes and sights, throwable cameras) and Light Sources (matches, lighters, glow sticks, flares, candles or LED equivalents, flashlights, lanterns, Laser Sights/Designators, Dazzling and Blinding Grenades). This tightens the design space that I need to evaluate. Allowable sources include D20 Modern(Future) SRD, any material that is open content per the Pathfinder Resource Document.
Contact evilrobotgames@gmail.com with the Subject title: Galaxy Pirates Equipment writer. Please include a writing sample of 500 to 1,000 words, samples should ideally include flavor text and game mechanics, though not necessarily both in the same sample if you don't have it. Also please provide pitches for any items you'd like to submit.
Respond by: August 7, 2016

Future open calls would open up other equipment areas, followed by Feats, Weapons, Armors, Monsters, Classes, Villains, Maps, Encounters and maybe Adventures. Each time I'll try to provide information about the design area of interest and help you to be successful.

Some helpful information on Equipment Design
Equipment Guides

A little gallery with about 20% of the project's art for folks to get a feel for the setting.
Galaxy Pirates Gallery

Paul

Goblin Squad Member

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I've been playing the TT game for years now, have shelves of the books, played a bunch of the adventure paths and I'm not certain where even a tiny grain of PVP inspiration comes from.

I kill a random townie, the guards and the watch arrest me. Some random player kills me, the guards and the watch should grab him.

Seems like we ought to be off killing Goblins and Demons and taking their loot.


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Quote:
I'm confused. I thought the class levels equivalent of your mythic level equaled half the value of your mythic values added to your total mythic level value? So a Mythic Leveled 6 person was actually level 9?

So what was said, is that encounters would/should be balanced as if characters had Mythic levels equal to half of their class levels. There are 10 Mythic levels that parallel the class levels.

It was also mentioned that if your GM holds back on the Mythic levels a little it 1 or 2 should not be game breaking, the fights would just be harder. GM is likewise free to give them faster +1 or +2, but as you'll see below that might not be all that useful.

Character/class of level 6 still hits as hard as a level 6, the AC is still that of level 6.

A specific example that came up was that if the GM gave a Champion enough Mythic levels to get the Precision ability which reduces the penalty on Interative Attacks by 5, it would not do the player any good before level 6 where they get their first Interative attack.

It was also said that a creature CR 5 with 10 Mythic levels would not be as effective as a CR 15 because it would still have a CR 5 AC, BAB and Damage.


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So I tried to read the whole thread before commenting.

I have 2.5 pages of notes from the panel, and at least 2 attendees had recorders on the table in front of Jason, I think a guy in the front row had a third.

At 2nd Mythic level the characters get an ability that grants them +20 on initiative and as others have mentioned could allow them to go twice.

I wondered how this would work with Rogue Talents that let you go first. Clearly as others have mentioned putting absolutes in a rule/game mechanic paints you in a corner. I second the +20/40 bonus instead of "always" notion.

Jason mentioned a Mythic Dire Tiger running all over the battlefield using this. Also mentioned was a Mythic Hydra doing the same with all 7 heads going twice. The monster version of the power was called Agile Stalker?

Jason mentioned a Mythic Fire Giant surrounded by a cloud of choking ash and all its weapons were made of lava.

Mythic characters auto stabilize and don't die until negative 2x CON, Sean said he had a Barbarian that didn't die until 3x CON, and had an ability that allowed him to fight effectively past 0 HP.

Immediately I wondered how long the Cleric would take to get the Barbarin back to 0, much less full HP. Somebody else asked the question.

Mythic Characters get extra HP, Cleric gets more healing, and the PCs can take an hour long break to regain a good amount of HP but must burn some of their Mythic Power to do so.

Mythic Cure Light Wounds heals 3d6, and 1 Point of ability damage?

At 9th level Mythic characters become Immortal, if killed they come back in 24 hours, but don't have their memorized spells, etc.

There is Mythic Damage which is hard to heal and stays with you.

There Mythic rules make use of Epic DR, it is called Epic because it already exists in the rules, the Warden still coming together has some abilities affecting this.

The Heirophant collects followers/worshippers and at high levels begins to grant them spells.

All Mythic characters must have a weakness, one of the playtesters (Eric?) had weakness to Material Wood. Crits from Weapons primarily made of wood Auto-Confirmed Crits, and even if you have DR, your weakness material ignores it. Character faced a Treant and said "I'm guessing that's primarily made of wood"

Trickster Path includes an ability to reroll weapon damage.

Oddly enough I went to the seminar hoping to ask rules design questions, but this was good too.

Paul