Adding Star Wars Flavor to Iron Gods


Iron Gods

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I posted this previously in another part of the boards, but thought it might fit better over here. Iron Gods is the first campaign I've GMed in Golarion, and I am really starting to dig the setting. However, I don't really like what the Androffan tech and robots look like, and have been describing things in Star Wars terms. I have even toyed around with the idea of changing the backstory for the Androffans. As I am a huge Star Wars fan, and will probably not get to run a Star Wars campaign anytime soon, I thought about changing Androffa to a planet in the Star Wars universe. Divinity then would have been an expedition that occurred a few thousand years before Outbound Flight (google it if you haven't heard of it), and was the inspiration for that failed project. I love the thought of my players' characters encountering droids instead of robots. They could find lightsabers and holocrons and learn that the Androffans had access to a mysterious mystical energy known only as the Force, but no connection to magic. This way I can scratch my Star Wars itch and still run this amazing campaign. Is anyone else out there adding more Star Wars flavor to their Iron Gods campaign?

Shadow Lodge

Not in my Iron Gods campaign, but my PFS Telekineticist is a Jedi healer, complete with "lasersword" (telekinetic blade using a bladeless hilt as the object in hand). With TK haul I could easily lift an x-wing. I'm only 4th level so have a long way to go yet. :) Trying to decide if I should add a couple of levels of mesmerist to him for the mind powers.


I wouldn't want to do this with my campaign but as a one off, I'd probably enjoy it as a Star Wars fanboy. That said, if you're doing it right, you need to incorporate psionic options from Dreamscarred Press. The abilities in Ultimate Psionics should be an option for potential jedi players.

The Treasury of the Machine from Legendary Games has the stats for a "beamsabre" doing 4d6 damage which would serve as a suitable lightsabre analog.


Brother Fen wrote:

I wouldn't want to do this with my campaign but as a one off, I'd probably enjoy it as a Star Wars fanboy. That said, if you're doing it right, you need to incorporate psionic options from Dreamscarred Press. The abilities in Ultimate Psionics should be an option for potential jedi players.

The Treasury of the Machine from Legendary Games has the stats for a "beamsabre" doing 4d6 damage which would serve as a suitable lightsabre analog.

My intention is to just change the backstory of the Androffans to be from the SW galaxy. I also want to change the look of the tech and the robots to be pretty recognizable as being from Star Wars. I thought it might be even be fun for them to encounter an NPC who found a Jedi or Sith holocron amidst ship wreckage that awakened their Force sensitivity and allowed them to self-train as a Jedi, Sith, or Force Adept. However, I doubt if any of my players would want their characters to multi-class into a "Force-using" class. I have been mulling over which NPC to change to a Force-user, and whether I want to use the Occult Adventures classes, the 3.5 psionics (as I don't own the Dreamscarred Press books), or just pull the Force Feats and skills from the d20 Star Wars books. Are there any NPCs you think would work with a Force overhaul?


I'm playing Iron Gods and we're about to finish book two, so my knowledge of the NPCs is limited in that respect. You could start with the first NPC that they quest after - Khonnir Blaine. He could have discovered and studied a holocron for years. When the PCs rescue him, he can introduce them to those concepts and of course, lightsabres.

If you do expand to allow jedi PCs, Dreamscarred is the way to go. You can get the new Psionics Unleashed-Revised pdf much cheaper. The rules are on the PFSRD as well. It's been playtested to death and is nicely balanced. I wouldn't muddy PF with anything from 3.5 as it all has the potential to completely unbalance and break your game beyond your control.


I punched out a sample Sith using the Psychic Warrior class. I had to mod the weapon to get a lightsabre like effect. Treasury of the Machine and the beamsabre aren't available on Hero Lab yet.

Spoiler:
Lord Vayndaal the Black CR 12
XP 19,200
Male forgeborn psychic warrior 13 ( Ultimate Psionics 53)
LE Medium humanoid (half-construct)
Init +11; Senses Perception +23
—————
Defense
—————
AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 117 (13d8+13)
Fort +8, Ref +7, Will +7; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause
either exhaustion or fatigue., +2 vs. fear, +3 resistance bonus vs. airborne toxins and diseases
DR 2/—
—————
Offense
—————
Speed 20 ft.
Melee +2 defending dueling dueling flaming mighty cleaving shock rapier +14/+9 (1d6+5/15-20 fire plus
1d6 fire plus 1d6 electricity) or
unarmed strike +12/+7 (1d3+3 nonlethal)
Special Attacks martial power
Psychic Warrior Powers Known (power points 73, ML 13th; concentration +14)
5th—adapt body
4th—immovability (DC 17)
3rd—dimension slide, dispatch, mental barrier, physical acceleration, ubiquitous vision
2nd—deflect, defy gravity, distracting strike , sidestep, thought shield
1st—burst (path), empty mind (path) , inertial armor, metaphysical weapon (path)
—————
Statistics
—————
Str 16, Dex 16, Con 10, Int 14, Wis 16, Cha 6
Base Atk +9; CMB +12 (+16 dirty trick, +18 disarm, +16 reposition, +16 trip); CMD 25 (29 vs. dirty trick,
31 vs. disarm, 29 vs. reposition, 29 vs. trip)
Feats Blind-fight, Cleave, Combat Reflexes, Great Cleave, Improved Critical (rapier), Improved Initiative,
Lunge, Power Attack, Psionic Talent, Speed Of Thought, Surprise Follow-through
ARG , Technologist, Up
The Walls
Traits - custom trait -
Skills Acrobatics +21 (+17 to jump), Autohypnosis +19, Bluff -2 (+0 to Feint), Knowledge (psionics) +18,
Perception +23, Spellcraft +18, Stealth +14
Languages Common, Forgeborn, Osiriani, Ancient, Thassilonian
SQ half-construct, maneuver (interceptor path), maneuver (weaponmaster's path), natural armor, path
power, path skill, trance (interceptor path), trance (weaponmaster's path), twisting paths, warrior's path,
warrior's path (interceptor's path, weaponmaster path)
Combat Gear arc grenade, arc grenade, arc grenade; Other Gear smart armor, +2 defending dueling
dueling flaming mighty cleaving shock rapier , numerian silverdisk (5), bandolier
UE , belt pouch, filter mask,
timeworn jetpack


Brother Fen wrote:

I punched out a sample Sith using the Psychic Warrior class. I had to mod the weapon to get a lightsabre like effect. Treasury of the Machine and the beamsabre aren't available on Hero Lab yet.

** spoiler omitted **...

Impressive! Most impressive...


I thought that maybe I could switch the ghost in the 3rd book to a dark Force spirit. Since he was part of the League, it would make sense that he could have discovered a holocron in some ruins and awakened his Force potential. I will review the Force spirit creature in the d20 Dark Side Sourcebook to see if that's a good fit.


So the Dark Side spirit is NOT a good fit after all. I will have to do some tweaking to the ghost's class levels, but it shouldn't be too difficult to switch out some wizard levels for some Force Adept levels and leave the ghost template as is.


I have included some small nods to Star Wars in Fires of Creation. In the kitchen area, they found a packet of powdered blue milk and a "nerf steak" goo tube. The stasis pod in the sick bay I described as looking like a bacta tank. The medical drones look like lab droids and the gearsman resembles a super battle droid. The last significant change is that the Androffan alphabet now looks like the Star Wars Aurebesh alphabet. I will post more changes and inclusions as they come up.


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Since my players were in Kaer Maga, we had our homage in the local tavern. They received a message to meet at Mo's Icy Cantina on the water's edge. the cantina was owned by a retired ulfen barbarian named Mauldrin the Icebiter nicknamed "Mo" for short.

Upon arriving, they found a tavern filled with a variety of outlandish creatures from orcs trading with moon beast slavers to necromancers bartering over walking skeletons. Animal companions were treated with greetings of "their kind's not welcome here." The ranger was bullied by an orc who grunted in orcish that he didn't like him.

They parleyed with their adversary and were then ambushed by members of the Technic League that had been tracking the party's android cohort. The adventurers got to duel with a squadron of Karamoss Machine Soliders and a black blade arcanist dual wielding his black blade and a laser pistol. They were followed by Vayndaal the Black a psychic warrior wielding a beamsabre with deadly accuracy.

So they had encounters with aliens, listened to music and had lightsabre duels to top it off. All in all, Mo's Icy Cantina made for a fun session.


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The Plasma Blade item will probably help. Pathfinder AP # 100, a Song of Silver adds it in. Kind of out of the way for what should have been in the tech guide all along, but it's here now.


@Lanitril
How this Plasma Blade works? O_o'


Lanitril wrote:
The Plasma Blade item will probably help. Pathfinder AP # 100, a Song of Silver adds it in. Kind of out of the way for what should have been in the tech guide all along, but it's here now.

What do you mean by "adds it in?" Within the Hell's Rebels adventure path story, or the previous AP updates?


It adds a new NPC to every Adventure Path campaign beforehand, and he has one, so it stats it out.

It's not particularly strong damage wise, 1d10, but it hits touch AC, and half of the damage is fire, half electricity. Also, if you attack an object, it ignores the first 20 hardness, and isn't halved. Does half against incorporeals without being magical.

It doesn't particularly look like a lightsaber in the picture, but I figure Paizo wanted to avoid being sued as much as possible.


An Iron Gods NPC by the name of C. could be a Force ghost who needs to ascend/move on somehow.


Pathfinder Rulebook Subscriber
Bellona wrote:
An Iron Gods NPC by the name of C. could be a Force ghost who needs to ascend/move on somehow.

Nah, she should totally be C3PO, so you can carry bits of her around on your back in a Wookie backpack.

Lords of Rust could easily be given a Mos Eiseley feel. It's pretty much Mad Max as written, but tweaking it to give it a "hive of scum and villainy" should be relatively easy.

And have Silver Mount be a Super Star Destroyer. It's already the right shape...

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
shadram wrote:
Bellona wrote:
An Iron Gods NPC by the name of C. could be a Force ghost who needs to ascend/move on somehow.

Nah, she should totally be C3PO, so you can carry bits of her around on your back in a Wookie backpack.

Lords of Rust could easily be given a Mos Eiseley feel. It's pretty much Mad Max as written, but tweaking it to give it a "hive of scum and villainy" should be relatively easy.

And have Silver Mount be a Super Star Destroyer. It's already the right shape...

Technic league mooks could be wearing white armor, and those kytons in the basement clad in red robes.


The beamsabre from Call to Arms: Fantastic Technology does 4d6 plasma damage 19-20/X3. It also ignores 20 points of hardness.


Eric Clingenpeel wrote:
Not in my Iron Gods campaign, but my PFS Telekineticist is a Jedi healer, complete with "lasersword" (telekinetic blade using a bladeless hilt as the object in hand). With TK haul I could easily lift an x-wing. I'm only 4th level so have a long way to go yet. :) Trying to decide if I should add a couple of levels of mesmerist to him for the mind powers.

Would you care to post your character here?


If I were to port over the Force skills from d20 Star Wars, I would have to figure out a point system to power them. As SW uses Vitality to power them, and is roughly the equivalent of hit points, I would rule that a Force user has half their total hp in Force Power at any given time. This Force Power recharges at the rate of the character's Force user level per hour. The Heal Self or Heal Another skills would be used to recover hp, and also Force Power. For example, if a Force user healed 8 hp, they would also recover 4 Force Power. I still have a while before this becomes an issue, but I figure its better to establish the basic rules ahead of time.


In songs of silver, the Iron Gods NPC wields a Plasma Blade.


captain yesterday wrote:
In songs of silver, the Iron Gods NPC wields a Plasma Blade.

Another poster mentioned that earlier. I don't plan on buying that adventure, and have pretty much decided to use the lightsaber stats from the Star Wars Revised Core Rulebook if I include the weapon in the campaign. Thanks for the heads-up though!


There's also the laser torch in the Technology Guide. It works just like you'd expect a light saber to work. Just refluff it to look differently.


Tesoe wrote:
There's also the laser torch in the Technology Guide. It works just like you'd expect a light saber to work. Just refluff it to look differently.

I saw that too, but I don't know if it would function the same way a lightsaber would in a fight.


RedRobe wrote:
Tesoe wrote:
There's also the laser torch in the Technology Guide. It works just like you'd expect a light saber to work. Just refluff it to look differently.
I saw that too, but I don't know if it would function the same way a lightsaber would in a fight.

1d10 fire damage touch attack that ignores 20 hardness and isn't halved against objects. Sounds right to me. It's a laser, so you it passes through transparent objects and doesn't add strength to damage, but if you're already rewriting it to be a sword you could just change that as well.


My group has just made it to the excavator in Lords of Rust. I still haven't found a large sized mini for Hellion's chassis as described in the module, so I think I will change it to look like a Dark Trooper and adjust the stats accordingly. I also haven't decided on which NPC to rewrite as a Force-user, so I may just add an encounter with one of my own design.

RPG Superstar 2009 Top 32

RedRobe wrote:
My group has just made it to the excavator in Lords of Rust. I still haven't found a large sized mini for Hellion's chassis as described in the module, so I think I will change it to look like a Dark Trooper and adjust the stats accordingly. I also haven't decided on which NPC to rewrite as a Force-user, so I may just add an encounter with one of my own design.

Will Furkas Xoud be a Dark Force ghost?


Lord Fyre wrote:
RedRobe wrote:
My group has just made it to the excavator in Lords of Rust. I still haven't found a large sized mini for Hellion's chassis as described in the module, so I think I will change it to look like a Dark Trooper and adjust the stats accordingly. I also haven't decided on which NPC to rewrite as a Force-user, so I may just add an encounter with one of my own design.
Will Furkas Xoud be a Dark Force ghost?

As written in the d20 Dark Side Sourcebook, Dark Side spirits can't interact physically with the living, and can only use a few Force powers. I considered it previously, but decided against it due to the template rules. However I may revisit the idea because of the info in the web site you linked to. Thanks!


shadram wrote:
And have Silver Mount be a Super Star Destroyer. It's already the right shape...

After having seen the crashed Star Destroyer in The Force Awakens, I think I may do just that!


My friend will be running a new campaign soon, and has agreed to let me play a Jedi Guardian using the d20 Star Wars Revised Core Rules. We have reduced the lightsaber's damage to 1d8, and it will be able to ignore the first 10 points of object hardness. We figured being able to hit touch AC was a little bit much. Force points replace Vitality to power Force skills, and will function as I posted further up thread. Any Force skills that affect other Force skills will also affect spells, and vice-versa. Jedi will be a type of psychic monk, while Force Adepts will be considered psychic spell-casters with the Force becoming a type of psychic magic. By playing a Jedi in his campaign (a Pathfinderized version of the 2e Night Below adventure) I will be able to see if it can fit as a playable class in my Iron Gods campaign.


I recently acquired a copy of the Star Wars Saga Edition core book. I have decided to use the Force Sensitivity feat along with the Use the Force skill for Force powers. This will allow me to just tack on Force powers to Furkas Xoud instead of rewriting him with Force user levels. I really want to step up the Star Wars references as well. I may have a TL task force try to acquire a self taught Jedi's lightsaber, and the PCs will happen upon the battle on the way to the Choking Tower instead of the hill giants.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
RedRobe wrote:
My friend will be running a new campaign soon, and has agreed to let me play a Jedi Guardian using the d20 Star Wars Revised Core Rules. We have reduced the lightsaber's damage to 1d8, and it will be able to ignore the first 10 points of object hardness. We figured being able to hit touch AC was a little bit much. Force points replace Vitality to power Force skills, and will function as I posted further up thread. Any Force skills that affect other Force skills will also affect spells, and vice-versa. Jedi will be a type of psychic monk, while Force Adepts will be considered psychic spell-casters with the Force becoming a type of psychic magic. By playing a Jedi in his campaign (a Pathfinderized version of the 2e Night Below adventure) I will be able to see if it can fit as a playable class in my Iron Gods campaign.

there's a lightsabre in #100


Yakman wrote:
there's a lightsabre in #100

Thanks for the heads-up. A couple other posters have mentioned this as well. I am going to use the lightsaber as written in Saga Edition, provided the PCs find it.


So I just played my Saga Edition Jedi in my friend's Night Below campaign for the first time since switching from Star Wars RCR. I didn't do much aside from hit baddies with my energy blade and Force Disarm a mini boss cleric from his unholy symbol to prevent casting. I still want to create a self-taught Jedi for my Iron Gods crew to encounter along with a Technic League task force. Since my experience with the Saga rules is limited, what PF class would be fun to multi-class with a level of Jedi that is appropriately Iron Gods themed?


Maybe an Unchained Monk? Or a Ranger?

If the self-taught Jedi/Force-User is focused on the Living Force, maybe a Druid of the Green Faith?

Or a Bard (if more like a Consular) or Swashbuckler (if more like a Guardian). Paladin or ex-Paladin might also do for Guardian.


Bellona wrote:

Maybe an Unchained Monk? Or a Ranger?

If the self-taught Jedi/Force-User is focused on the Living Force, maybe a Druid of the Green Faith?

Or a Bard (if more like a Consular) or Swashbuckler (if more like a Guardian). Paladin or ex-Paladin might also do for Guardian.

I had considered a magus so he could use the lightsaber with spell strike. However a robot-hunting two-handed weapon combat style ranger might be cool, too. I like the idea of a monk as well, but I would want to allow him to use flurry of blows with the lightsaber.


I ended up just using my 3rd level Jedi "psychic monk" character from my friend's Night Below campaign without any additional levels. The PCs stopped the Technic League task force (Mrs. Garrett and the girls from The Facts of Life) from nabbing him for his lightsaber. He then offered to open his Jedi holocron to help unlock Force sensitivity in the players who wanted to find out if they had the potential. Only Peter "Astro Baron" Quill took him up on his offer. After a night of meditation, the Numerian scavenger rogue awoke with the Force Sensitivity feat and schematics to build a lightsaber should he be inclined to take levels in J'dai.


RedRobe wrote:
The PCs stopped the Technic League task force (Mrs. Garrett and the girls from The Facts of Life) from nabbing him for his lightsaber.

In case you were wondering, the Facts of Life crew were: Mistress Garrett - Wizard/Technomancer; J'oh - dwarven Barbarian sunderer; Natalia - Ulfen human Alchemist whose extracts and mutagens were soda and pastries (she was the cook/baker of the group on the show); Blaire - elven Enchanter Wizard; and 2-T - Garundi cyborg fighter with cybernetic chomping jaw (braces) and cybernetic legs (roller skates). Only a couple players picked up on the show reference at first. I confess, I was a sitcom junkie as a kid. :)


Would someone be willing to post the stats for the plasma blade (combat and crafting) from Adventure Path #100? I would like to compare it to the lightsabers in the Star Wars RPG RCR and Saga Edition. Thanks in advance!

Scarab Sages

Archives of Nethys has it.


Instead of Divinity being a predecessor to Outbound Flight as mentioned in my first post, it is now the alternate reality version of the actual ship(s) from the mission. In my timeline, the mission was "successful" and left the Star Wars galaxy. Instead of the Yuuzhan Vong, Divinity encountered the Dominion of the Black.


Imbicatus wrote:
Archives of Nethys has it.

Awesome! Thanks!


There's a melee weapon in Lords of Rust that makes a halfway decent lightsaber as well. I fully intend to have my magus spellstrike with it at some point.


RealAlchemy wrote:
There's a melee weapon in Lords of Rust that makes a halfway decent lightsaber as well. I fully intend to have my magus spellstrike with it at some point.

A previous poster mentioned the laser torch before. It's not quite what I'm looking for, though.


So, which version of the not-lightsabre did you end up using?


Bellona wrote:
So, which version of the not-lightsabre did you end up using?

I am leaning toward a blend of the Saga Edition lightsaber and the Pathfinder plasma blade.

- The lightsaber is slashing and "energy damage," which Pathfinder doesn't have, so it will be slashing electricity/fire like the plasma blade.

-The plasma blade is an artifact (correct?) so it doesn't have a craft DC listed. I will allow a non-Jedi to use a craft (mechanical) check to build a lightsaber using the appropriate schematics, but a Jedi can make one with a Use the Force check as listed in the Saga core book.

- A lightsaber can bypass hardness as the plasma blade since in Star Wars it bypasses all DR.

- A Jedi's Force-imbued lightsaber can hit incorporeal creatures, but a regularly-crafted one cannot. It can be enchanted like a masterwork weapon, however.

The thing I am having trouble with now is setting a price for purchase or construction since the plasma blade's 12,000 gp seems a bit high. In Saga a lightsaber costs 3,000 credits. Any ideas?


I don't have any ideas right now about the price (I'm afb at the moment), unfortunately.

But you might consider including a small side-quest to get the focusing crystal(s) for the lightsabre, just like the Jedi Order sent their initiates to Illum to "find the right crystal". If you have access to Saga Edition's Jedi Academy Training Manual sourcebook, it lists a number of different crystals and how they affect the final product. I'm sure that other versions of the Star Wars RPG will have similar information (at least, the Legends canon ones should).

Alternatively, the party might find a cache of crystals locked up safely in one of the ship modules.


Another bit of Star Wars flavor I have added has to deal with androids. My version of Androffans had perfected human replica droids (HRDs), which I call anthro-droids or just androids for short. The PCs have discovered that the civilization who created robots most often called them droids, and that Cassandalee was one of these anthro-droids. My inspiration for using HRDs comes from the character Guri who appeared in the Shadows of the Empire novel.

Shadow Lodge

How do you plan to square the Force with Golarion magic?
- The Force pervades the universe, but all the mythological influence in Golarion's solar system sort of turbocharges it into magic, letting it do the wacky stuff the Force, by itself, cannot?

- The Force is how it works in the Star Wars setting, which is a different galaxy, but in this setting, it's based on how you approach it?

- Something else entirely?

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