So, what are you brewing for Starfinder?


Homebrew

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My Technomorph (cybernetic shapeshifter) class is nearing completion, pending only playtesting and tidying.

I'm also working on MECHFINDER, which I may call something else because it's about giant robot battles and to be honest, they are not very hard to find.

Mechs can be used in personal combat, mech to mech combat or starship combat (although their movement options are very limited there without added flight capabilities).

At the moment, encountering a mech while on foot has a CR equal to the mech's tier +5. A powerful party can take them down! A mech is a truly frightening opponent, with numerous combat options in a single turn.

It's not just about shooting, either. You can man advanced tactical consoles, coordinating and inspiring strike forces. Or install a cyberwarfare suite in your mech and hack your enemies into ejecting all their ammunition! Magical characters can channel their spells through techno-magical spell capacitors to power up arcane devices installed on their mechs, and solarions can employ the unique Solar Conduit to meld their energies with the mech's own weapons or defenses.


Mainly changes in fluff and background. The Devourer will take a much more important role, Golarion is not missing, but destroyed (and Diaspora asteroid field took it's place), Absalom Station is conscious and «alive», but a mistery )like Nass Effect Citadel and Destiny's The Traveller rolled in one). I'm going to remove the standard golarian gods and introduce some religions/philosophies around light vs darkness, and change the background of some races (probably will make Versk natives from Triaxus and dragonkin relatives,for example)


So far I'm just to the place where I'm figuring out what I want to house-rule (trying to keep it to a minimum).

If you'd be willing to share your mech rules when you're ready, I've already got players asking about them, and I'm not even running yet! The only other basis I have for them is D20 Future, which was decidedly unpopular.


I'm not sure that I'll be able to get accurate numbers on the mechs just yet, as I'd like to make them balanced against enormous creatures in the yet-unreleased Alien Archive.


Right now all I'm trying to figure out is a removal of racial stat adjustments in favor of just being able to assign a bonus where you like. Which takes away from humans a bit, so I wanted to figure out some cool racial features for them to make them less...bland.


I'm trying to figure out how I want psionics and Spheres of Power in the game. The powers are less of a problem than the classes but the sheer number of powers to dig through is tedious.


I actually just finished making an armor upgrade system for Starfinder, mainly for Power Armor users to not be completely crippled by their equipment levels until more options are released by Paizo. It's pretty simple. For each level you upgrade, increase both ACs by +1, and for the cost of upgrading, follow this table: https://docs.google.com/spreadsheets/d/1dNQwqc9FdAOnw3sy5IpFzU6ag8k8fPNUCLo TWfGqq5w/edit?usp=sharing

Otherwise, it follows normal crafting rules.

EDIT: Actually, upon further thought, since this ignores the 10% resale cost for old gear, one should probably just use the listed estimated total price for the cost so as to not break WBL unless you're already ignoring the 10% resale cost.

Grand Lodge

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Dragonstar conversion. Although at the moment I have to go through all of the races that are commonly found there and a few that I worked up (Draka - half dragon race that has breed among themselves for generations, Rakasta - Catfolk with different bloodlines/breeds, Scro - militaristic orcs that are more intelligent, Eleti - magically living skeletons that can survive in the vacuum of space without aid); the legacy classes of PF; Robots (advance form of golems that wizards like to make); and G-tech (cybernetics).


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Some translations of Pathfinder to Starfinder stuff race-wise as I found the 'Genius' versions of them rather unimpressive as they were mostly just 1:1 copies where they could be (For example, tieflings keeping the fire/cold/electricity resistance 5 they had in pathfinder makes them functionally immune to most ranged weapons for several levels.)

Personal opinion:
Stay away from that book with a 10ft pole. Who thought that Starfinder needed 9th level casters again?
Or Clerics getting a hefty discount on every single item they buy and full BAB?

I'm also working on a system to actually allow your spaceship to provide some support for you on the ground rather than the two being completely disconnected.


A vampire archetype, because I found it interesting to toy with archetypes and vampires are one of my most favorite things ever.


Might try and work on a Gunblade weapon category. Would probably just be a combination of a dueling sword and projectile pistols.


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Grave Knight wrote:
Might try and work on a Gunblade weapon category. Would probably just be a combination of a dueling sword and projectile pistols.

If you hit the trigger on your play station controller at the right time it makes it an auto crit.


The first thing I'll be working on is a Dragon Disciple archetype. I want to try to get sorcerers back into the game. Initially I was thinking of having them be a Mystic. However with the healing class feature (that can't be swapped out for anything else) I'm instead thinking an archetype for the Draconic bloodline at least would be better.


Ikiry0 wrote:

Some translations of Pathfinder to Starfinder stuff race-wise as I found the 'Genius' versions of them rather unimpressive as they were mostly just 1:1 copies where they could be (For example, tieflings keeping the fire/cold/electricity resistance 5 they had in pathfinder makes them functionally immune to most ranged weapons for several levels.) ** spoiler omitted **

I'm also working on a system to actually allow your spaceship to provide some support for you on the ground rather than the two being completely disconnected.

I also agree with your sentiment regarding the Rogue Genius Games supplement. It disregards too much of the rich flavor of Starfinder with it's conversions of older classes and is horribly unbalanced. Furthermore, some of the mechanics listed in the book just don't work (for instance, an ability made to work with sniper rifles doesn't work because it explicitly doesn't work with unwieldy weapons, of which all sniper rifles are).

I think I'm only going to use it for the shields and spells when converting PF monsters.


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Golurkcanfly wrote:

I also agree with your sentiment regarding the Rogue Genius Games supplement. It disregards too much of the rich flavor of Starfinder with it's conversions of older classes and is horribly unbalanced. Furthermore, some of the mechanics listed in the book just don't work (for instance, an ability made to work with sniper rifles doesn't work because it explicitly doesn't work with unwieldy weapons, of which all sniper rifles are).

I think I'm only going to use it for the shields and spells when converting PF monsters.

Yeah. I'm taking a while with my homebrewing as I'm trying to find a logical place for various races rather than 'X BUT IN SPACE'.

That and to not do what they did with the tiefling, which is really the most shameless bit of copy paste (Hello resist 5 against the majority of guns at level 1. Resist 10 if it's plasma as that's half fire, half electricity.)

For example I'm pushing the Kitsune a bit more in a spy/psi-ops direction rather than 'They come from the far east' (As that doesn't exist any more). Not all Kitsune are spies but spy agencies and criminal groups do often favour them, as a race with natural abilities in shapechanging, illusion and enchantment. So one of the alt racial traits is related to that for example. It wouldn't fit in the fantasy theme of pathfinder but spy fiction is a lot more a Starfinder thing.


Ikiry0 wrote:
Golurkcanfly wrote:

I also agree with your sentiment regarding the Rogue Genius Games supplement. It disregards too much of the rich flavor of Starfinder with it's conversions of older classes and is horribly unbalanced. Furthermore, some of the mechanics listed in the book just don't work (for instance, an ability made to work with sniper rifles doesn't work because it explicitly doesn't work with unwieldy weapons, of which all sniper rifles are).

I think I'm only going to use it for the shields and spells when converting PF monsters.

Yeah. I'm taking a while with my homebrewing as I'm trying to find a logical place for various races rather than 'X BUT IN SPACE'.

That and to not do what they did with the tiefling, which is really the most shameless bit of copy paste (Hello resist 5 against the majority of guns at level 1. Resist 10 if it's plasma as that's half fire, half electricity.)

For example I'm pushing the Kitsune a bit more in a spy/psi-ops direction rather than 'They come from the far east' (As that doesn't exist any more). Not all Kitsune are spies but spy agencies and criminal groups do often favour them, as a race with natural abilities in shapechanging, illusion and enchantment. So one of the alt racial traits is related to that for example. It wouldn't fit in the fantasy theme of pathfinder but spy fiction is a lot more a Starfinder thing.

The updating of races and stuff and reflavoring them is really tough because of the Pact Worlds setting. There are already so many races from Golarion and not that many races from the rest of the Pact Worlds (Aballon machines, Triaxians, Eoxians, etc. are all missing from the CRB).

Though, it does give me good ground to brew up a setting to spread things out a bit to fit the new flavor better so that there aren't a bajillion different races (since ability score adjustments are no longer an excuse with the quick arrays).


Golurkcanfly wrote:
...mainly for Power Armor users to not be completely crippled by their equipment levels until more options are released by Paizo. It's pretty simple. For each level you upgrade, increase both ACs by +1, and for the cost of upgrading, follow this table

I did the same thing, but from a different angle. Since there are a lot of heavy armor suits, I set up a system of calculations where each heavy armor could be upgraded to Power Armor by applying modifiers based on level, size, slots, etc... Got a bit mathy calculating the Charges per Hour power usage:

Power Consumption = (Level - 0.3) ^3 /103 = Charges per hour (x2 if large, x3 if huge)

The Battle Harness and Jarlslayer (the only two dedicated combat armors) are only two points of data, so the best I could do was draw a line on a chart, but at least I have a chart :-p


Vidmaster7 wrote:
Grave Knight wrote:
Might try and work on a Gunblade weapon category. Would probably just be a combination of a dueling sword and projectile pistols.
If you hit the trigger on your play station controller at the right time it makes it an auto crit.

Er, no, not the FF8 Gunblade (that would just be a gunpowered powered vibrosword). Think more the hi tech version of the Elgin Cutlass Pistol that uses meta materials so it can both sword and gun without sacrificing the qualities of either.

Probably just end up being a combination of the Dueling Swords and Semi-Auto pistols. Though I'd probably have it use longarm rounds, deal a 1d8, with a limited capacity (5, 6, and 8 rounds) due to it having a revolver cylinder (mostly cause revolvers are cool).


I'm working on a war setting for a few players of mine. Tentatively, a major dwarven military organization [still fleshing out titles], are locked in extended combat, ground and interstellar, with a confederation of Green Skins (Goblins, Hobgoblins, and Orcs, maybe a few other minority races).

My first sort of introductory sessions will actually be the players are in a basic training on "Battlestation Janderhoff".

Where the players will establish/flesh out their roles like Squad Leader, Heavy Weapons, Sniper, etc. And will go over drills, and reactions etc.

Learn how to call for artillery fire, evac, air support.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

Still digesting the core rules here, but pondering a Pugilist archetype that focuses on making unarmed strikes a competitive weapon choice and lets you somehow apply fusions to them.

The Exchange

More themes. we have a great general themes that kinda cover a ton of ideas but they are not exciting.

Dark Archive

Pathfinder Adventure Path, Rulebook Subscriber

I'm considering converting the Jade Regent AP to Starfinder. My players are pretty eager for both and I'm trying to decide how hard it will be to convert an entire path over. Think I'm going to have to hold out for the Alien Archive to save myself some work.

Scarab Sages

Stuff I'm working on:
Some more operative weapon variations
More Cybernetics
Magitech implants and grafts (ala the dragon breath glands)
Plant/biotech gear and mechs
Symbionts and parasites

Grand Lodge

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Pathfinder Adventure Path Subscriber

Upping the scale of many important things. Absalom Station is many dozens of kilometers wide and has hundreds of millions of inhabitants - and layers upon layers of space station, built in places around Things Man Was Not Meant To Know.

Also, Weyden is Cayden Cailean after he went through the universe's biggest twelve-step program.


Currently? Brainstorming The Red Star IN SPAAAAAACE http://theredstar.com/

Also: Fear God and Dreadnought


New planets, mostly. Mixing the spacey parts of my old Pathfinder setting with Starfinder.

RPG Superstar Season 9 Top 16

One of my players want to play a runari

Another player wants to play an android that looks like and was created by runari.

So now I must convert runari over to Starfinder and invent a variant android.


I'll be just adding tonnes and tonnes of races at first.

Liberty's Edge

At the moment I'm actually trying to take the Mechanic class and revamp it's AI feature to make an actual PA version. It's a lot of thinking and rework, but a friend of mine loves to play Power Armour characters, and wanted something different to the Exosuits that are in the book already, looking more for something like the Lancer from EDF. So far it's basically been a struggle on how to make it a decent class feature yet either not break upon flicking it or else make it kill everything by walking into the room...yaaaay for balancing =3=

Liberty's Edge

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I'm working on fleshing out some background stuff that could come in to play at some point.

A Eoxian gameshow called "The Running of the Ghouls". Contestants will run a course while a pack of ghouls chases them. Viewers will pay credits and vote on "hazards" to put in the contestants way.

The Absalom Station Fresh Water Festival. A once a year celebration of fresh water being pumped into the station, while the old recycled water gets vented into space.

A space goblin battleship under the command of the "Dread Admiral" Rackrack. Every time the battleship performs any action it has a chance to fail and a system shut down until the goblin crew can repair it.


Im heavily considering using the shadowrun setting (from the game shadowrun) using starfinder for the rules. Much of it works as is (minus races) but need a good orc and troll race (the pathfinder orcs might work fine but the trolls will not, they'd be more akin to ogres statistically). So that's something. Need to look over the hacking rules for that as well as some of the magic stuff to see if there's anything I feel needs imported or tacked on. Most likely I won't though. Might need some new themes or some new flavoring of classes but otherwise I think it'll be an interesting thing to try.

Scarab Sages

Stewart Perkins wrote:
Im heavily considering using the shadowrun setting (from the game shadowrun) using starfinder for the rules. Much of it works as is (minus races) but need a good orc and troll race (the pathfinder orcs might work fine but the trolls will not, they'd be more akin to ogres statistically). So that's something. Need to look over the hacking rules for that as well as some of the magic stuff to see if there's anything I feel needs imported or tacked on. Most likely I won't though. Might need some new themes or some new flavoring of classes but otherwise I think it'll be an interesting thing to try.

Sub the Vesk stats in for your Trolls. Give your Half-Orcs full Ferocity and +2 Str and -2 Int for the stat adjust, so they are Orcs.


Tinkering with a solar system that serves as a setting and adds some playable aliens that are more, well, alien than what we've seen so far. Also working on a Junker theme, with vague ideas for a few others.

Grand Lodge

Pathfinder Adventure Path Subscriber

I've rough-drafted a set of gravity boot/skates. One thing I'm trying to decide is whether the skates will also have wheels on them (my initial idea was that they would have a plate underneath them with free-rolling wheels attached) or whether they'll be more apparently like hard boots.


currently making an operative archetype that has some access to technomancer magic hacks, mostly for the purpose of seeking shot and phase shot but i like some other ones like quick scan.
eventually want to make a sniper theme


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I'm about halfway done with a Geneticist class. It's kinda a mix between pathfinder's summoner and alchemist. At first level you can choose to have a mutant creature or you can transform yourself into the monster. It's gonna get a couple medic like abilities and it has a way to emulate spell effects with sweet magical science.


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Dropping the half-elf and half-orc. I'd rather see a system for merging any two races (within reason) rather than just a human elf and a human orc (I didn't like it in PF and I like it even less in a space setting).

Not a big fan of The Gap. It's too much like the death of Aroden - something that should be important but never detailed enough for players to care about it.

I'm going to wait to introduce new races until I see the Alien Archive.

Not a fan of Androids either. Kinda sorta a construct and kinda sorta not.


Spitballing an operative specialization that keys off medicine, because the idea of someone knowing EXACTLY where to hit someone else entertains me.

Thinking: *Medicine and sleight of hand as specialization skills (since operatives don't get life science), with trick shot working with medicine.
*Stunning shot as the 5th level exploit (tempted to go bleeding, but everyone else gets a lvl 11)
*capstone is ability to use medpack and medicine skill to take someone already unconscious or helpless and knock them out for 24 hours, Full round action for each check, but failing doesn't wake up the subject so you can take 20 anytime they're already unconscious (they'd still get their normal saves to end whatever effect, just that failing THIS check doesn't give them a new save).
Obviously not a combat maneuver, but could help with keeping spellcasters captured. And with the cheap Ioun stones that obliviates the need for food and water, you'd be able to keep them in a prison cell.

I'll clean it up and post it properly later.


Streamlined, faster, more cinematic space combat for when all of the PCs are in one ship. Simplifying stats and rolls for NPC ships to speed up tactical combat with lots of ships.

Environmental hazards and modifiers for tactical starship combat. Debris fields, gravity wells, ship momentum, unrealistic Trek-style "nebula" anomalies. Coming up with ways to build zero-combat starship-scale encounters.

More magic in starships. Magic propulsion, magic expansion bays, magic weapons, magic items. It weirds me out how much of the fantasy element of Starfinder evaporates when tactical starship combat starts.

Deeper computer/hacking rules and systems. I might have the only table on earth that wants computers to be handled more like Shadowrun, not less.

Porting ranatagi from Pathfinder and making ranatagi-using ysoki way more prominent in my setting.

Seeing if and how kingdom-building and mass combat rules work here.

Porting over some transhuman bits from Eclipse Phase, probably as a data-soul player race or reformed intellect devouerer race.


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Mecha combat that works with starship combat. I'm imagining a system where every mecha has a "class" that fills a role (think stuff like melee striker, tank, magic debuffer) and the higher your level the more abilities you unlock for your class of mecha, similar to how you gain more abilities in starship roles at higher levels.


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Garrett Guillotte wrote:
Deeper computer/hacking rules and systems. I might have the only table on earth that wants computers to be handled more like Shadowrun, not less.

I also would like this. And a viable archetype(s) to make other classes much more competitive at hacking against mechanics.

Garrett Guillotte wrote:
Porting ranatagi from Pathfinder and making ranatagi-using ysoki way more prominent in my setting.

I started modifying the ranatagi into a somewhat similar archetype for a different race in Pathfinder. I don't feel confident enough with Starfinder yet to tackle adapting to it.

Oooo, wait, are you making guild navigator ysoki? That'd be damn creepy cool.

Garrett Guillotte wrote:
Porting over some transhuman bits from Eclipse Phase, probably as a data-soul player race or reformed intellect devouerer race.

I was wondering how to do a "race" of uplifted animals, who see themselves (uplifts) as a singular race composed of different clans/guilds of species clades/suborders.

I could definitely see intellect devourers attempting to develop and farm uplifts ("Mmmm, that new batch of Sepiida are a little spicy.")


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Ambrosia Slaad wrote:
Oooo, wait, are you making guild navigator ysoki? That'd be damn creepy cool.

I'm still working out the mechanical details, but yeah, that's a heavy inspiration for the direction I want them to go in. So is Farscape's Pilot.

Basically, I want a ship whose pilot is its Drift engine, and to have a class option that's paired with a technological companion but in a more mystic sense than a mechanic/drone/exocortex. Ranatagi fit the bill; hell, "rift reach" is one letter off from the sorts of shenanigans I want them to get up to.

I haven't figured the system out well enough yet to determine if I want them to be more like technomancers or mystics, and I want to avoid the cavalier problem of them losing too mucuh utility when detached from their ship. But having that is a pretty high priority for my home game plans, as is having at least a ysoki-originated mystic connection that's unique to them and not Grandmother Rat.


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Ysoki stuff:
Your Drift/jump engine ysoki would be a good character foundation for a competing ratfolk deity (demipower?), that post-apotheosis, is seeking to guide ysoki culture and development away from Grandmother's evil bent.

Garrett Guillotte wrote:
Ambrosia Slaad wrote:
Oooo, wait, are you making guild navigator ysoki? That'd be damn creepy cool.
I'm still working out the mechanical details, but yeah, that's a heavy inspiration for the direction I want them to go in. So is Farscape's Pilot.

A single ysoki might be too difficult. What about a quasi-hive mind (limited range) of ysoki that calculate, activate the jump, and steer the ship through the Drift? When not Drift-ing, they can do DRD stuff too. (Wasn't there a hivemind rat in one of the 3.x D&D Monster Manuals?) Maybe mixing in a bit of Secrets of NIMH creepiness into the Farscape and Dune influences?


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Rat king might be the hivemind rat type.

Personally as an exercise to help wrap my melon around starship creation rules I'm building a ship that's somewhere between Amazon warehouse, generation ship, space station, and freighter called the Vast Warren, a 'home' of sorts for a branch of Ysoki spacefarers.


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Ratatouille:
Ambrosia Slaad wrote:
A single ysoki might be too difficult. What about a quasi-hive mind (limited range) of ysoki that calculate, activate the jump, and steer the ship through the Drift? When not Drift-ing, they can do DRD stuff too.

It's a cool concept that I'll probably steal for NPCs, but since I want this to be a playable concept (and don't want to lock the party into an all-rat adventure), I'm trying to keep it simple enough to be an archetype, theme, or mystic connection. For instance, if it's an archetype, I could swap the mystic spell cache or technomancer exocortex/drone feature for some kind of portable psi-amp that powers their spells and rips ship-sized Drift rifts.

If someone wants to go full hive-mind, I'd probably rather them stick with shirren or barathu characters.


Descrud wrote:
Mecha combat that works with starship combat. I'm imagining a system where every mecha has a "class" that fills a role (think stuff like melee striker, tank, magic debuffer) and the higher your level the more abilities you unlock for your class of mecha, similar to how you gain more abilities in starship roles at higher levels.

This is almost precisely how Mechfinder works.


Good. That'll save me the work of making it myself haha.


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Collapsar Dungeon! Gravity on a white dwarf, neutron star, or black hole is so high that even if you use magic to keep your organs in, tripping will mean serious fall damage.

Your ship would be crushed unless the internal gravity somehow protects it.

The heat of a white dwarf is what makes them glow white and is solar temp. the radiation from a blackhole could be deadly. neutron stars would kill all unprotected shortrange coms.

Then there's time, Time is slower on a supermassive body. Spend a day there and you could loose a week outside. The deeper you go the more time slows; at the center point for an event horison there is no time at all. Also maybe a portal to the negative energy plane in the same way that some stars have a portal to the positive.

The creatures that could live in such harsh places are fun to think about. Starmatter Phoenixes, Age eating Cronovores, Ghost ships that crashed long ago. The gods that once ruled that solar system before the sun burned out or exploded or got so big that it fell in on itself.

RPG Superstar Season 9 Top 16

Added a conversion for my runari race and added an android variant.

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