Build me some alternate themes


Homebrew

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Hi, so I'd like to see some balanced homebrew options for themes that currently aren't there. We can take themeless, but what's the fun in that. I particularly want a hacker theme. (Wanna build one for me?) What themes have you guys created for yourselves?


This should be moved to the homebrew category. Flagged to be put there.


I mean themes at their most basic are pretty simple.

Give an ability score increase (1 point)
Give a bonus of some sort related to a thematic skill.

For a hacker theme it seems obvious that it should add a bonus to int and have something to do with the Computer skill.

I don't have my book with me to think up what kind of bonuses to give to computer use though.


I agree, but I'm not sure about what do do for the flavor bonuses.

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Obviously this is intended for use in a Dragonstar Reloaded campaign, but it would have a place for any Starfinder campaign playing up the fantasy elements. For example, it would allow a Mystic or Technomancer to claim a genetic source for their powers

Draconic Bloodline: +1 Str
At some point, a true dragon interbred with your ancestors, and now its ancient power flows through your veins. You likely have some minor physical feature that betrays your heritage, and you will gain more such traits as you become even more powerful. While you share a small measure of draconic power, you may have gained some if your ancestor's arrogance as well or perhaps you, more humbly, seek to prove that you are defined by more than your blood.

Theme Knowledge (1st)
You enjoy an intuitive connection to the magical world, focused specifically on dragons and other magical creatures, and you can draw upon this mysterious fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Mysticism checks to recall knowledge about dragons and magical beasts by 5. You also have some measure of dragon’s fearsome mien, Intimidate is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Intimidate checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

Eye of the Dragon (6th)
Dragons have keen senses, and so do you. You gain a +2 bonus to all Perception checks.

Draconic Resistance (12th)
You manifest some of your draconic ancestor’s elemental connection. You gain 15 points of energy resistance of the appropriate type (see Starfinder Core page 264). See the chart below.

  • Acid - Black, Copper, or Green
  • Cold - Silver or White
  • Fire - Brass, Gold, or Red
  • Electricity - Blue or Bronze
(Other dragon types can be added as appropriate.)

Dragon Breath (18th)
You gain a breath weapon of the same elemental type as your draconic parent. You can expel your breath weapon in a 15-foot cone as an extraordinary ability. This breath deals 18d6 damage of the type you selected resistance at 12th level; targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. This functions similarly to a Dragon Gland (Starfinder Core p. 211), except that it does not need implanted or purchased.


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Lord Fyre,

I like the flavor, but it seems a bit overpowered for the level 12 and 18 abilities.

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baggageboy wrote:

Lord Fyre,

I like the flavor, but it seems a bit overpowered for the level 12 and 18 abilities.

You might be right. What might you suggest?

The Level 6 ability is stronger then normal, just not seriously so.

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Retrying, in light of baggageboy’s legitimate concerns

Draconic Bloodline Theme: +1 Str

Theme Knowledge (1st)
You enjoy an intuitive connection to dragons, you also gain Draconic as a bonus language.and you can draw upon this mysterious fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Mysticism checks to recall knowledge about creatures of the dragon type by 5. Dragons have keen senses and so do you; Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.

Frightful Presence (6th)
You have some measure of dragon’s fearsome mien, this causes some creatures to be reluctant to cross you. Once per day, you can reroll an Intimidate check. You must take the second result, even if it is worse.

Draconic Resistance (12th)
You manifest some of your draconic ancestor’s elemental connection. You gain energy resistance equal to your base attack bonus of an appropriate type to your dragon bloodline (Enhanced Resistance Starfinder Core page 157). See the chart below.

  • Acid - Black, Copper, or Green
  • Cold - Lunar, Silver, Void, or White
  • Fire - Brass, Gold, Red, Solar, or Vortex
  • Electricity - Blue, Bronze, or Time
(Other dragon types can be added as appropriate.) Note that this can cause the character’s skin to take on a slight cast of the appropriate color.

Dragon Scales (18th)
Your draconic arrogance and self-confidence, even if you are outwardly more humble, will not let you accept defeat. Up to twice per day, when you take damage to your Hit Points (not your Stamina), you regain one Resolve point. You still gain this Resolve point even if damage taken reduces your hit points to zero or lower.


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Lord Fyre, think all of the abilities are flavorful and most are in line power wise. My only concern is the enhanced resistance. Most of the abilities that the other themes give are not as powerful as most feats. The ability you're proposing is exactly as powerful as one of the more powerful feats. An idea I had was maybe you get resistance equal to 1/3 your level, but allow it to stack with the feat.

Idk if that sounds good to you, and this is really in the realm of theory craft for me, but now you have my 2 cents, for whatever it's worth lol

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baggageboy wrote:

Lord Fyre, think all of the abilities are flavorful and most are in line power wise. My only concern is the enhanced resistance. Most of the abilities that the other themes give are not as powerful as most feats. The ability you're proposing is exactly as powerful as one of the more powerful feats. An idea I had was maybe you get resistance equal to 1/3 your level, but allow it to stack with the feat.

Idk if that sounds good to you, and this is really in the realm of theory craft for me, but now you have my 2 cents, for whatever it's worth lol

I understand, but I would like some more opinions before I make another revision.

As for the power of the level 12 ability, I was looking at the Priest Theme (Starfinder Core p. 34). It gives a bonus 1st level spell, which is similar to the Psychic Power feat (Starfinder Core p. 160.

B.T.W., designing a theme is harder then it looks. :(


Fair enough, and you're right it totally is harder than it would seem at first.


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Lawman Theme: +1 Wis

Theme Knowledge (1st)
You can make Culture checks untrained regarding laws and bureaucracy, and reduce the DCS by 5 if you are. Culture is a class skill for you, if it already is, gain +1 to Culture.

Got a Badge (6th)
As long as you maintain your status as an lawman with your organization (in a manner dependant on the organization) law enforcement personnel, bureaucrats, and legal professionals have their attitudes toward you improved by one step. If you fall out of favor, gain a +2 on Intimidate against such people until you regain favor.

Protect and Serve (12th)
You can combine Harrying and Covering fire in the same action.

Paperwork Never Dies (18th)
Up to twice per day you can spend 10 minutes filling out bureaucratic forms pertaining to the day's activities to restore a resolve point...somehow.


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Upper Class: +1 Cha

You were raised in an upper class family. Wealthy corporate bigwigs, powerful politicians, maybe royalty on some planets.

Theme Knowledge[1st]

You have an air of superiority about you and can use this to intimidate others into doing things for you. At character creation you receive 2000 credits instead of 1000. Reduce the DC of non-combat Intimidate checks by 5. Intimidate becomes a class skill, etc, etc.

Daddy Please?[6th]

At 6th level and every two levels after that, you can make a Bluff check vs DC 15 to receive 5,000 credits, an additional 1000 credits for each point you succeed by.

Abadar Black[12th]

You have an unlimited credstick that can be used to pay for any services, including lodging, professional services, recharging stations, transportation, and other at GMs discretion.

Nepotism[18th]

You gain a influential role in your families endeavors. Whenever you make a Profession check to earn wages you gain credits equal to ten times your skill check result instead of two.

Once per day, whenever you successfully Intimidate an NPC, out of combat, you regain a Resolve point.

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Pax Rafkin wrote:
Upper Class: +1 Cha

"Stellar Noble" would be a better name for this.

While very thematic, I am not sure that the amount of credits this character can access won't cause a game balance issue.


The credit gain is ridiculous at first, but eventually just becomes a pittance. WBL progression is steeper in Starfinder.

A character built for it (a Spy Operative or an Envoy) can get +16 to their Bluff. That means on a 1 at 6th level they get 7000. They'll average about 16000. WBL for 6th level is 15000. At 8th level they'll average 18000 (The Spy Operative can always take 10 to get this), which compares to 8th level WBL at 33000. At 10th the gain is 19k average vs WBL of 66000. At journey's end the gain is 35k. 20th WBL is 3.75 MILLION


Lord Fyre wrote:
Pax Rafkin wrote:
Upper Class: +1 Cha

"Stellar Noble" would be a better name for this.

While very thematic, I am not sure that the amount of credits this character can access won't cause a game balance issue.

Stellar Noble, yes, much better. Thank you.

I'm not sure credits matter much at all. You're still limited by Level +1 in most situations. I can see how this would be bad for random groups though. Always going to get one munchkin.

Scarab Sages

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I wanted to make a character that was a repentent outlaw, and nothing seemed to work. So a theme about that (smashing a few of the abilities together) might be called for.

Repentant, +1 Wis

Theme Knowledge
You used to be a thug, outlaw, or other type of Naer-do-well, but are striving to leave that life behind. Still, your old life has left you with certain life lessons that you cannot forget, no matter how hard you try. Reduce the DC of Culture checks to recall knowledge about criminal organizations, operations, or activities by 5. Culture is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks.

Level 6
Hiding from your past You have gotten good at hiding from your former life and accomplices, who no doubt want to hunt you down. You gain a +2 bonus to disguise checks, The DC for others to gather information about you is increased by 5. In addition, the chance for Augry or divination to successfully return information involving you is reduced to 50%.

Level 12
Moral Fortitude. You have left your past life behind, though it was not easy. It has taken a great reserve of willpower and mortal fortitude, and now you can tap into this hidden inner reserve of strength. You gain a +2 to all saves vs. enchantment spells or spell-like abilities. In addition, if a spell would ever cause you to harm an ally, (Such as with confusion, or dominate person) you may make a second will save as a free action. If you succeed on this will save, the effect causing you to harm your friend immediately ends. You may only get one extra will save per effect that is compelling you.

Level 18
Paragon of Redemption You draw strength and resolve from your victories in the path you've chosen. Up to twice a day, regain a resolve point if you succeed on a saving throw against an enchantment spell or effect.

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Pax Rafkin wrote:
Lord Fyre wrote:
Pax Rafkin wrote:
Upper Class: +1 Cha

"Stellar Noble" would be a better name for this.

While very thematic, I am not sure that the amount of credits this character can access won't cause a game balance issue.

Stellar Noble, yes, much better. Thank you.

I'm not sure credits matter much at all. You're still limited by Level +1 in most situations. I can see how this would be bad for random groups though. Always going to get one munchkin.

May I suggest some changes that would strengthen this theme?

In the mean time, check out (and critique) the Draconic Bloodline above. :)


Lord Fyre wrote:
Pax Rafkin wrote:
Lord Fyre wrote:
Pax Rafkin wrote:
Upper Class: +1 Cha

"Stellar Noble" would be a better name for this.

While very thematic, I am not sure that the amount of credits this character can access won't cause a game balance issue.

Stellar Noble, yes, much better. Thank you.

I'm not sure credits matter much at all. You're still limited by Level +1 in most situations. I can see how this would be bad for random groups though. Always going to get one munchkin.

May I suggest some changes that would strengthen this theme?

In the mean time, check out (and critique) the Draconic Bloodline above. :)

Please do.

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Pax Rafkin wrote:
Lord Fyre wrote:
Pax Rafkin wrote:
Lord Fyre wrote:
Pax Rafkin wrote:
Upper Class: +1 Cha

"Stellar Noble" would be a better name for this.

While very thematic, I am not sure that the amount of credits this character can access won't cause a game balance issue.

Stellar Noble, yes, much better. Thank you.

I'm not sure credits matter much at all. You're still limited by Level +1 in most situations. I can see how this would be bad for random groups though. Always going to get one munchkin.

May I suggest some changes that would strengthen this theme?

In the mean time, check out (and critique) the Draconic Bloodline above. :)

Please do.

Should be in your Private Messages on this site.


VampByDay,
I like the idea and would like to know how it plays in your game.
I might have the 6th level ability of Augry and Divination occultation apply to only your past life. But that would make it less useful over all but still fits with the theme.
In general I am always a bit hesitant to allow divination blocking unless I allow it for easy access to everyone. But you game and house rules may differ.
MDC


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Lord Fyre's rework of my Upper Class theme is better written and avoids the original balance issues. Here it is:

Stellar Noble:+1 Cha
While not all worlds will have anything resembling a titled aristocracy, but most have a “nobility” consisting of families commanding unusual wealth, prestige, or political power. You were raised in one of these powerful families, learning from a very young age the importance of etiquette and appearances. As an adventurer, you are able to leverage your family’s reputation to advance yourself and your causes.

Theme Knowledge (1st)
"It's Not What You Know. It's Who You Know" is a maxim you have taken to heart. Reduce the DC of Culture checks and Diplomacy checks to recall knowledge about the political, economic, or titled aristocracy of any world by 5. You receive double the normal starting credits at character creation, and your family connections always allow you to buy items at level +2 (or level +3 in a major settlement). Due to your social rank, you gain an ability adjustment of +1 to Charisma at character creation.

Only The Best! (6th)
A noble must maintain suitable appearances (and one who behaves or dresses shabbily may be cut off by the family). You no longer need to track payment for many services, including clothing, lodging, and such (at GMs discretion of course). No you may not casually share these items and services with other characters not possessing this theme, without risking your family’s ire.

Social Standing (12th)
At this point, your wealth and status no longer depends on your family reputation, your own accomplishments (or scandals) make you a force to be reckoned with (A DC 10 culture check will recognize your name). When interacting with another “noble” (be they an aristocrat, merchant prince, or similar high official) you may role Diplomacy twice and take the better result.

Power is Wealth, Weath is Power (18th)
At this point you have likely gained whatever inheritance you are entitled to, and adding this to your personal wealth and prestige, you are now a person of consequence that no one in the galaxy can ignore. Up to twice per day, when you are acting in a position of leadership or authority, you recover 1 RP. On this normally takes at least 10 minutes of work (and obviously doesn’t count as rest to regain SP).

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Pax Rafkin wrote:
Lord Fyre's rework of my Upper Class theme is better written and avoids the original balance issues.

... We hope. ;)


I'm definitely going to 'borrow' some of these for Dragonstarfinder.

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Mindwalker +1 Wisdom
Mindwalkers are powerful psionic users who have been trained to harness and exploit the powers of their minds, particularly involving telepathy or clairvoyance. From an early age you have demonstrated extraordinary mental powers, so you didn’t choose the path of a Mindwaker so much as it chose you. Special: While any character can take this theme, it synergizes well with the Mystic Class (Starfinder Core Rulebook, pages 82-91) or the Phrenic Adept archetype (Starfinder Core, pp. 126-128).

Theme Knowledge (1st)
Reduce the DC of Culture checks and Mysticism checks to recall knowledge about psychics and psychic phenomena (this includes spectral beings) by 5. Even at this rank, you have gained an uncanny awareness of the thoughts and feelings of others; Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.

Willpower (6th)
The best way to think of willpower is not as some shapeless behavioral trait but as a sort of psychic muscle, one that can atrophy or grow stronger depending on how it's used. At this point, you gain the “Minor Psychic Power” feat (Starfinder Core, p 160) without needing to meet the Charisma requirement. If you already have this feat, you get the benefit of taking it a second time.

Discipline (12th)
Discipline strengthens the mind so that it becomes impervious to the corroding influence of fear. At this point, you gain the “Psychic Power” feat (Also on Starfinder Core, p 160) without needing to meet the Charisma requirement. If you already have this feat, you get the benefit of taking it a second time.

Meditation (18th)
Meditation can help us embrace our worries, our fear, our anger; and that is very healing. Up to twice per day, when in a quiet place, you can spend 10 minutes in deep meditation to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.


Nice.


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Pathfinder Starfinder Roleplaying Game Subscriber

Okay, I'll drop this here, feel free to tear it apart...

Gearhead +1 Int
Gearheads are folks who like to tinker with mechanical or electronic devices, but aren't a full-blown mechanic. As a result, they tend to explore other careers and fields of study to augment their rudimentary repair and maintenance skills.

Theme Knowlege (1st)
Reduce the DC of Computers and Engineering checks to repair subsystems or make alterations to them by 5. You gain Computers or Engineering as a Class skill. If you already have Computers or Engineering as a Class skill, gain a +1 bonus to skill rolls with the selected skill. In addition, you get a +1 ability bonus to Intelligence at character creation.

There I Fixed It!(6th)
You can reduce the DC for Hold It Together rolls in the Engineering role aboard a starship or during vehicle combat by 5. If you make the roll by less than 5, the difference is how long the 'fix' holds, barring additional combat damage.

Duct Tape, Baling Wire, and Gum(12th)
You may use Computers or Engineering skills without having a proper kit and take no penalty. In addition, you are always considered to have 100 UPB worth of random pieces available to make quick fixes.

Zen and the Art of Maintenance
You can fully repair a device correctly by spending 3 Resolve points and taking ten minutes quiet time to make the repair happen. Your maximum number of repairs per day is limited by the number of times they can be paid for fully with Resolve.


Wei Ji the Learner wrote:

Duct Tape, Baling Wire, and Gum(12th)

You may use Computers or Engineering ski...

Duct tape AND gum? Why not just carry around an RV with all your gear in it. Replace ONE of those with an orange and we're cooking with gas. Or citrus, as the case may be. ;)


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Wei Ji the Learner wrote:
Okay, I'll drop this here, feel free to tear it apart...

Since you asked...

I totally love this idea. It's a great concept and one that really should have been obvious to the Developers and included in the CRB.

Critiques you can choose to ignore follow...

Quote:
but aren't a full-blown mechanic.

I'd remove this bit. It implies that you couldn't (or wouldn't want to) take this as a member of the Mechanic class.

Quote:
Reduce the DC of Computers and Engineering checks to repair subsystems or make alterations to them by 5.

Holy Shirtbells. That's pretty dang powerful. Way way better than anything any of the other Themes get. I'd change that to a recall knowledge, related to technology or something, same as everyone else gets.

Quote:
If you make the roll by less than 5, the difference is how long the 'fix' holds, barring additional combat damage.

I'm not sure what you mean by this bit. If that's something obvious from the Hold it Together action that I just missed, ignore me, but I'd need more info or a rules reference to know what you're talking about here.

Quote:
Duct Tape, Baling Wire, and Gum(12th)

I prefer Duct Tape, WD-40, and a Chainsaw, but I'm just being silly and American.

Quote:

Zen and the Art of Maintenance

You can fully repair a device correctly by spending 3 Resolve points and taking ten minutes quiet time to make the repair happen. Your maximum number of repairs per day is limited by the number of times they can be paid for fully with Resolve.

As far as I know, everyone else gets a resolve recovery mechanic with this level ability. I'd personally recommend changing this to a resolve recovery mechanic. Just to stay on par with everyone else.

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pithica42 wrote:
Nice.

I'm surprised you didn't comment on my theft of the name. ;)


I was going to bed. :)

I did steal and make some changes to the ones you worked on earlier in the thread. If you want me to post my critiques on those I can. I just didn't see them until long after the thread appeared dead so I figured you had moved on.

My only honest critique for mindwalker (if you want it) was that I probably wouldn't give a feat/feat equivalent for both 6 and 12. I know some of the others give a feat/feat equivalent for one of those, but I don't think any give one for both. I'd probably switch out the 6th level ability for some kind of skill use bonus/reduced DC and leave the 12th alone.

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pithica42 wrote:

I was going to bed. :)

I did steal and make some changes to the ones you worked on earlier in the thread. If you want me to post my critiques on those I can. I just didn't see them until long after the thread appeared dead so I figured you had moved on.

By all means!

pithica42 wrote:
My only honest critique for mindwalker (if you want it) was that I probably wouldn't give a feat/feat equivalent for both 6 and 12. I know some of the others give a feat/feat equivalent for one of those, but I don't think any give one for both. I'd probably switch out the 6th level ability for some kind of skill use bonus/reduced DC and leave the 12th alone.

I know it is a little strong, but I thought in necessary for the theme to work. It is hard to claim to be psychic without psychic powers (especially if a non-mystic or non-phrenic adept).

In any event, I was looking for something that would allow a player to have a non-religious reason for the Mystic. (Or, as some feel, gimping one's character with the Phrenic Adept. :( )


For what it's worth, the SF3PP wiki has a few Themes.


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Lord Fyre wrote:

I know it is a little strong, but I thought in necessary for the theme to work. It is hard to claim to be psychic without psychic powers (especially if a non-mystic or non-phrenic adept).

In any event, I was looking for something that would allow a player to have a non-religious reason for the Mystic. (Or, as some feel, gimping one's character with the Phrenic Adept. :( )

You could replace the 6th level ability with Limited Telepathy, or, if the character already has limited telepathy, grant them a bonus language that only works with limited telepathy.

This is a minor concern for me, though, and is really meta anyway. The minor Psychic Power feat is a pretty weak feat, comparatively. So I don't think you're 'breaking' anything, either way. I just worry that if you have a theme that grants effectively 2 extra feats, when none of the others (that I know of) do, there are a lot of people that would argue that's too powerful on its face or that it's more appropriate as an archetype.


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I made a couple changes to Draconic Bloodline when I stole it...

Lord Fyre wrote:
Draconic Bloodline Theme: +1 Str

I added a description text like the others have:

me wrote:
Some people are born with a long ago connection to the dragons of old. It may be an ancestor who was an actual dragon, one tainted with dragon magic, or one of the legendary pre-Gap Sorcerers. This connection has influenced your physiology and personality in a number of ways. Ability Bonus +1 Str.

That probably could use some work, it was just something quick so it matched the format of the others.

I also made the following change:

me wrote:

Draconic Resistance (12th)

You manifest some of your draconic ancestor’s elemental connection. You gain energy resistance 5 to the energy determined by your draconic bloodline below. This resistance stacks with one other energy resistance of the same energy type.

I figured this wasn't any more powerful than being a Ryphorian, so it wasn't out of line. Most of the abilities that themes give are flat, too, so giving them one that scaled (with level) seemed a bit much. I also didn't want to get into how or if giving them Enhanced Energy Resistance would affect taking the feat. I don't think you can normally take it twice, but I may be wrong on that. This is more just preference on my part though. If you do keep it as the feat, I'd add language to make sure you know what happens if they take the actual feat. If taking it twice is legal, what happens if they take it with the same energy they got from the theme? I can guess what my answer would be, but I prefer explicit rules.

I left everything else the same.

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pithica42 wrote:
Lord Fyre wrote:

I know it is a little strong, but I thought in necessary for the theme to work. It is hard to claim to be psychic without psychic powers (especially if a non-mystic or non-phrenic adept).

In any event, I was looking for something that would allow a player to have a non-religious reason for the Mystic. (Or, as some feel, gimping one's character with the Phrenic Adept. :( )

You could replace the 6th level ability with Limited Telepathy, or, if the character already has limited telepathy, grant them a bonus language that only works with limited telepathy.

This is a minor concern for me, though, and is really meta anyway. The minor Psychic Power feat is a pretty weak feat, comparatively. So I don't think you're 'breaking' anything, either way. I just worry that if you have a theme that grants effectively 2 extra feats, when none of the others (that I know of) do, there are a lot of people that would argue that's too powerful on its face or that it's more appropriate as an archetype.

I here what you are saying. Fortunately, your comment about me "not breaking anything" is reassuring since I doubt that anyone beyond my gaming group will ever use this Theme.


Pathfinder Starfinder Roleplaying Game Subscriber

Okay, second go at it, and in keeping with rules of site, if someone in the SFDT sees this, please use this thing!

Gearhead +1 Int
Gearheads are folks who like to tinker with mechanical or electronic devices. As a result, they tend to explore careers and fields of study to augment their rudimentary repair and maintenance skills.

Theme Knowlege (1st)
You gain Computers or Engineering as a Class skill. If you already have Computers or Engineering as a Class skill, gain a +1 bonus to skill rolls with the selected skill. Reduce the DC of checks to repair damaged systems using the selected skill by 5. In addition, gain +1 to Intelligence at character creation.

There, I Fixed It!(6th)
You can reduce the DC for Hold It Together rolls in the Engineering role aboard a starship or during vehicle combat by 5. If you make the roll by less than 5, the difference is how long the 'fix' holds, barring additional combat damage.

Hold it Together:

Hold It Together (Engineering Phase)
You can hold one system together by constantly patching and modifying it. If you succeed at an Engineering check (DC = 15 + 2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core

The wording about making a difference less than 5 was an effort to balance the ability, to indicate that the repair wasn't *quite* as solid as one might hope?

Duct Tape, Baling Wire, and Gum(12th)
You may use Computers or Engineering skills without having a proper kit and take no penalty. In addition, you are always considered to have 100 UPB worth of random pieces available to make quick fixes.

Zen and the Art of Maintenance
You can recover one Stamina point by taking ten minutes quiet time to make a repair on a damaged item. This may be done for a number of times per day equal to half your Intelligence modifier (rounded down).

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pithica42 wrote:

I made a couple changes to Draconic Bloodline when I stole it...

Lord Fyre wrote:
Draconic Bloodline Theme: +1 Str

I added a description text like the others have:

me wrote:
Some people are born with a long ago connection to the dragons of old. It may be an ancestor who was an actual dragon, one tainted with dragon magic, or one of the legendary pre-Gap Sorcerers. This connection has influenced your physiology and personality in a number of ways. Ability Bonus +1 Str.
That probably could use some work, it was just something quick so it matched the format of the others.

I probably should "fuse" this with what I have written.

One issue I have with my own theme is that while it is consistent with the Draconic Bloodline from Pathfinder is that it is almost worthless for spell casters.

pithica42 wrote:

I also made the following change:

me wrote:

Draconic Resistance (12th)

You manifest some of your draconic ancestor’s elemental connection. You gain energy resistance 5 to the energy determined by your draconic bloodline below. This resistance stacks with one other energy resistance of the same energy type.

I figured this wasn't any more powerful than being a Ryphorian, so it wasn't out of line. Most of the abilities that themes give are flat, too, so giving them one that scaled (with level) seemed a bit much. I also didn't want to get into how or if giving them Enhanced Energy Resistance would affect taking the feat. I don't think you can normally take it twice, but I may be wrong on that. This is more just preference on my part though. If you do keep it as the feat, I'd add language to make sure you know what happens if they take the actual feat. If taking it twice is legal, what happens if they take it with the same energy they got from the theme? I can guess what my answer would be, but I prefer explicit rules.

I left everything else the same.

That's an extremely important point that I missed. You can take Enhanced Energy Resistance more then once, but not more then once for the same energy type.


Lord Fyre wrote:
I here what you are saying. Fortunately, your comment about me "not breaking anything" is reassuring since I doubt that anyone beyond my gaming group will ever use this Theme.

For reference, I have every intent on stealing this for my own games. My group will probably want way more options for themes than those in the CRB and I think this is a very flavorful and fits.

Sovereign Court

NAVAL OFFICER (+1 Cha)
You are a professional military officer, either on active duty or recently retired. You were employed by the space fleet of a planetary government, interstellar noble house, or the like... Perhaps some group of planets that have united as a federation?

Theme Knowledge (1st)
You are knowledgeable about the military, from studying enemy tactics, memorizing military procedures, to learning the best ways to combat mercenary scum, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (military) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Intimidate is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Intimidate checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

“Make It So.” (6th Level)
When using the Orders Captain Action during Starship Combat, you receive a +2 insight bonus to your Computers, Engineering, or Piloting check. You can use this bonus once per day for each Skill.

“Open a Channel...” (12th)
Your reputation grows to the point that your name is ubiquitous. The DC of Culture checks to recognize you is reduced to 10 (or 5 for military officers from your own organization and any major rival powers). When dealing with your own organization, you may have an easier time procuring equipment, finding specialists, or other fleet resources. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one serving somewhere in the organization and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, your organization might give you services (although not goods) for a discount or even for free.

“Never Give Up! Never Surrender!” (18th)
Up to twice a day, during the first round of Starship Combat when you are the Captain, you recover 1 Resolve Point.


I love the theme aspect of Starfinder.

Hacker
Theme Knowledge[1st]
All DCs to use the computer skill are -5 as long as they are hacking in some way. Computers, Engineering, and Stealth are class skills. Intelligence is +1.

I will add more when I have the time.

Sovereign Court

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I'm not sure that Hacker needs to be a theme. It's already a character role that is handled by the Mechanic Class (esp. if specific Mechanic Tricks class features are selected), the Operative Class (esp. if the Hacker Specialization is selected), the Envoy Class (esp. if certain Expertise Talents are selected), and to a slightly lesser degree by the Technomancer Class or the Mystic Class. If you are really focused on hacking, then taking some of these tricks from two or three classes via multiclassing can really make you an incredible Hacker.

(My SFS hero is a Operative 2/Mechanic 1 whom I just intended to be a really good engineer... I wound up with a somewhat silly +12 Computers Skill check bonus accidentally.)

Your Mileage May Vary, but I feel that Character Themes should be used to reflect background, upbringing, or training outside of what you get from your Class(es). They should also be a way to "bridge" two characters of different Classes but a shared background:

A Soldier who operates in the wilds of alien planets is a Spacefarer Soldier, but a Soldier who breaks legs for a smuggling syndicate is an Outlaw. These two don't have much in common, apart from being trained to use lots of weapons really well.

An Operative who is an expert in expert in scouting out hostile new worlds is a Spacefarer and the Operative who is an expert jewel-thief is a Criminal. These two don't have much in common, apart from sharing stealth skills and tactics.

The Spacefarer!Soldier and Spacefarer!Operative have a lot in common as do the Criminal!Soldier and Criminal!Operative.


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WIP, suggestions welcome.

Trader: +1 Int or Cha
You are a wheeler and dealer, whether on a tramp trader or on the securities desk of a major banking corporation. Buying and selling is what you are.

Theme knowledge (1st)
The DC of checks to determine prices or values is decreased by 5, whether in book terms or in a particular situation. Not sure which skill appraise migrated to. Maybe culture? At 1st level you can choose to add +1 to either Int or Cha; this choice cannot be changed later.

Just the thing (6th)
Once per day you can pull an item worth up to 50 credits per level out of any storage that would hold it, using the appropriate action to remove an item from that storage. You do not need to have purchased the item earlier but you do need to reduce your credits or UPBs by the cost - this represents your earlier trading.

A friend in every port (12th)
Gathering information using the diplomacy skill takes only 1d4 x 10 minutes. Also, every settlement of at least a thousand people contains someone you know of who will talk to you without reporting you to others.

Name? (18th)
Regain 1RP by spending an hour buymg and selling, or making preparations to do so. This can include a 10 minute rest.


Goth Guru, that 1st level power is way out of line with the other themes.


avr I've been working on a 'space merchant' theme that's very similar to that trader theme.

What I did was have the theme knowledge be a reduction in DC of Culture and Profession-Merchant checks to recall knowledge about the goods and services bought and sold in an area, their prices, and where to find them. Basically it just lets you find a store or know a price without having to make gather information checks. (My DMs pull that kind of crap all the time in DnD).

For 6 I let them sell goods at 15% in ports where they've sold goods more than twice.

For 12 I let them use diplomacy to haggle, earning a 1% reduction in price for a DC=15+1.5*item level check with an additional 1% for every 5 they exceed the DC by (max 5%).

For 18 I let them recover RP up to twice a day whenever they succeed on one of those haggle checks.

I haven't posted it, because part of me thinks it's way too powerful to use, it'd totally screw up WBL, but if any of that helps, feel free to steal what you want.

RPG Superstar 2009 Top 32

pithica42 wrote:
For 18 I let them recover RP up to twice a day whenever they succeed on one of those haggle checks.

Actually, since she is also looking or a skill to go with this, what of you uses for Haggling. (I usually use Bluff and Sense Motive)


I use Diplomacy or Profession-Merchant (at least, that's what I did in DnD and was planning on using in SF).

Since it's a negotiation that's Diplomacy, and since it's part of a Merchants profession that's Profession-Merchant.

Since there aren't any Synergy Bonuses any more, though, I could see a valid argument for Bluff/Sense Motive.


In PF I use appraise as it seems a skill that needed some love, or bluff, with appraise being better for someone you wanted a long-term business relationship with. Profession would also work within its area but I've yet to have a player take me up on it.

I'm trying not to include direct haggling to modify prices as the SF wealth-by-level system seems more easily broken than PF's. I might steal Pithica's level 1 ability. Still not sure about the 18th, though that's in there more for completeness sake than anything else.


Yeah, I'm pretty sure it's at least a little broken as written, but I haven't had a chance to sit down and do the math yet. I was just a bit miffed about the whole 'all sales are 10% and that's FINAL' thing, which I think is nonsense (even if I understand why they did it). I've also had several players take the Mercantile Background feat from Forgotten Realms in my games, though, and the ability to adjust buy and sell prices was always popular.


avr wrote:
Goth Guru, that 1st level power is way out of line with the other themes.

Not in power. Look at The Outlaw. There is a +1 stat at creation.

The skill bonus is conditional. I could be more specific. Hacking is the manipulation of hardware or programming in violation of publicly known laws or design specs. Stealing a password by picking pockets is not hacking. Trying to guess a password using stolen personal information and holo snapshots of their face is hacking.

Since more skills are necessary, I gimped them by making them class skills without the automatic +1 skill points. Some Starmasters might insist you have to invest a point to use the skill as a class skill, and that's fine. Other GMs might give you a point for every class skill, and that is also fine.

I'm going to give you some time to quibble before/if I post the next part.

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