
The Kobold Klan |
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Greetings folks, before we start I'd like to preface by saying that although this is my first post with this profile, I am actually quite familiar with the website.
This was an idea me and a few friends of mine wanted to do, But I'm unable to do it with them for reasons I'm not at liberty to say. Essentially we wanted to do a Starfinder- game where your characters lead an expedition to colonize a foreign planet. the idea being your characters are in a distant system that has been approved for terraformation and colonization.
Your party has been sent to scout the newly terraformed planet to determine a good landing site for the colony ship due a few weeks after your arrival.
Unfortunately: the method used for terraforming is highly experimental, and often results in hostile and dangerous wildlife. Your job is to catalogue the wildlife and determine if the planet is ready or still requires terraforming.
Character Creation
Starfinder system-
Races: Any- I will allow anything. I'll even allow you to put forward custom races or ask for me to make a race for you (One of my friends wanted to play an uplifted racoon for obvious reasons)
Classes:well there isn't anything but core: so just core I guess ;P
Ability score: 10 points like usual
Everything else: as your standard game- so long as your familiar with the rules
Please let me know if you want anything awnsered, or a race made :P

The Kobold Klan |

Sounds cool! I'd definitely like to know more details, but I'm rather gravitated towards an uplifted bear. One question though, will you allow the playtest classes?
I'm unfamiliar with what you mean, If you can provide a link to somewhere I can see them, I'll review them and see,
As for "Your standard rules"- Using the starfinder character creation- Starfinder is pretty simple when it comes to making characters. There's not much a DM needs to dictate.
I'll allow anything on the Archives of Nethis
As for the world: I'm at a debate: Since the Campaign is based in a distant system it could be either in the Starfinder world or a simular Sci-Fi world.
Just to make it simple: it is indeed part of the Starfinder world.
However you'll be being recruited by a Homebrew faction and can be any alighnment

The Kobold Klan |

Well since they are still in testing: for the sake of balance I'm gonna give it a no.
Otherwise, I don't mind if you put forward a custom Alien or something like that, because frankly: Races are easy.
Of course I will smack down anything relatively close to game breaking.
However one of the best parts about Starfinder: Pretty much any race can do any job.

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Just to make it simple: it is indeed part of the Starfinder world.
However you'll be being recruited by a Homebrew faction and can be any alighnment
That's all I needed to know, specifically for the purpose of background writing.

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I have a few different character ideas, so I easily come up with something else. But this is my first pick:
Whether those designers were actually scrupulous enough to reject it as a prototype for a product, it never knew. It liked to think they did--they were, after a fashion, its parents after all.
Regardless, they couldn't exactly sell a line of sentient robots in the Pact Worlds. Morality aside, that was quite illegal and they'd never get away with it.
Worker-11 was thus freed. It made its way to Aballon, where it still resides.
After some decades in the mostly-robot society, W-11 (having shortened its name soon after arriving on the planet) decided that it would like to copy the creative act of its "parents." Of course, this time the intent was actually to create a thinking being, to become a "parent" itself. This took a few tries (including one that was essentially exactly what its creators had been trying to make in the first place; it sold them the design), but ultimately W-11 succeeded.
W-12, as W-ll named its progeny, was designed to be free. And that was a trait that... showed. They were always interested in exploring. First W-12 wanted to see all that their home planet had to offer, but W-11 knew their wanderlust would eventually take them out into the universe.
However, that wasn't entirely accurate. Eventually W-12 realized that what really fascinated them was life. Having "grown up," as living people would call it, almost exclusively among anacites and other robots, W-12 was fascinated by the flesh-and-blood people they met. The first place that really fascinated the small robot on Aballon was Frozen Nelumbo, where they seemed to have found what they were looking for. The plant-life, particularly the Khizars, were interesting.
The Xenowardens were more so, and they (well, some of them) were equally interested in this small robot who was fascinated by their knowledge and goals. They nicknamed them "Wiz" for how quickly they grasped the basics of life magic.
W-12 isn't a member of the Xenowardens, exactly, but they are an adventurer who's learned a bit about life-force and magic. And they absolutely jumped at the chance to explore an uncharted wilderness and to see in person how terraforming was done.
W-12 aka "Wiz"
NG SRO Mystic (Xenodruid) (or maybe Healing)

The Kobold Klan |

Ah, Nice to see much interest, and also happy that no one is deciding on Envoy: The worst class ever ;P
But anyways, I see some good ideas here, And that idea for W-12 is definitely interesting! Definitely someone mysterious Shady Faction obsessed in colonizing planets in other systems would be interested in.

The Kobold Klan |

Oh! And For those of you concerned: I will NOT be doing a fully fledged Kingdom management simulator. I will run the Colony in the background- You'll mostly be in charge of Running Diplomacy and have mild influence. They colony will basically elect one of you as president- you can make executive decisions but ultimately don't influence the development of the Colony.
Of course it will be more like a Counsel instead of a Dictatorship, but y'all can ultimately decide that yourselves. Most of the colonists are gonna be neutral humanoids. Folks who want to start a new life because the views they have may be questionable and want to go somewhere they won't be judged harshly for them.
Ultimately- Your colonists will all be rough and gruff with mixed backgrounds- and most can pick up a Rifle and shoot any threats :P

The Kobold Klan |

Envoys are basically bards without magic- and because they don't have magic they are pretty limited in their buff options.
Overall they make great Captians in ship battles, And can make any social problem cake- But in combat they lack the skill of a more agressive class, And are restrictee on their buffs due to the short range: Most buffs have a range of 60ft- In a game where a majority of your enemies will be ranged. This typically means the Envoy has to get close to an enemy to apply a debuff. Often times this will result in the Envoy having to go out into the open, or within the range of a nasty monster who thinks you look delicious and far easier to kill than the Vesk in power armor. They also don't have proficiency in long rifles or Advanced melee weapons- Making them have to get closer anyways. You essentially have to expect to be attacked. After all: Common Gurella tactics say Kill the leader and the rest will scatter.
I'm not saying that they are uselss- It's just hard to play them. You get targeted as the leader (High Charasma has it's downfalls), you don't have good weapon skills, And overall are pretty meh in combat.
Some would argue the Solarian suck, But it's all opinions in the end: I like the Jedi wannabees.
Other than the rant: A-13 there looks fine: You got everything you need ;P I don't see anything missing, although I haven't actually combed through it, mostly just checked background and made sure everything was up to par

Jereru |

I see, haven't thought about it that way. Actually, I'd love to play a Solarian but indeed I think they suck hard - at least at the beginning. And since most games I've found here start at 1st level... I wonder if it would work if I start as another class and then multiclass into Solarian. I accept any suggestions you might have! Meanwhile, I'll try to build some good story.

Mythicman19 |

Initial character idea figured i'd run it by you first for a greenlight before I go full bore on the crunch and profile.
In this day and age many new things need test subjects and a variety of these new drugs, enhancements, and biotech end up being nothing more than harebrained ideas that kill the participants, until now.
Meet Startoad one of the smartest goblins in Absolom station, unlike other space goblins he wasn't as aggressive or as stupid, and he tried to learn more about the world around him. This did create an unintended problem though when one day he was taken as a test subject and woke up in a testing chamber. The project was looking to test chips that allowed the user to manipulate small amounts of energy to give soldiers another tool in combat. Their first test subject was little old Startoad. When he woke up he already had the chip in him and it was having some adverse affects. He had the absolute worst headache in history and couldn't understand why, and he kept hearing this voice that he didn't know where it was coming that he thought sounded like one of the old shopkeepers that he used to talk to. It told him he wasn't supposed to be here and that he was in danger. Then another voice from a speaker told him to focus really hard and think of a light or else.
So he tried to concentrate thinking of the little lights he sees in the sky and all of a sudden a little blue light popped up next to him, he had no clue how that happened but he was definitely surprised. Over the next couple weeks he kept hearing these voices and the man over the speaker told him that he was making the light and that they wanted him to reach up and grab it. After awhile he was finally able to grab the little light but it burned. But they told him to hold on and make a weapon he turned it into a little spear, but the energy was so much it burned his hand extremely bad, and he passed out. He later woke up on streets with his little light, and a prosthetic hand.
With his prosthetic hand he can actually hold his light with no problems. The voice he still hears, who he now calls Blue, still talks to him about how he needs to help people and goblins. That he needs to tell them about what good they can do if they just try and help each other, and that one day all of the lights will go out in the sky.
With this information he has traveled trying to help space goblins enlighten themselves, and to help people to trust goblins more. When he heard the chance to help set up a colony he hopes that maybe he can secure a place for goblins in this colony and a home for all space goblins.

BloodPaw |

So I'm curious. Any input welcome for this idea
Skittermander Space Pirate.
Ziggy
Male skittermander space pirate operative 1
CG Small humanoid (skittermander)
Init +4; Senses low-light vision; Perception +7
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Defense SP 7 HP 8 RP 4
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EAC 14; KAC 16
Fort +1; Ref +5; Will +2
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Offense
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Speed 30 ft.
Melee survival knife +3 (1d4 S+1d4; analog, operative)
Ranged azimuth laser pistol +3 (1d4 F+1d4; critical burn 1d4)
Offensive Abilities grappler, hyper, trick attack +1d4
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Statistics
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Str 11 (+0); Dex 16 (+3); Con 12 (+1); Int 10 (+0); Wis 10 (+0); Cha 14 (+2)
Skills Acrobatics +7, Athletics +4, Bluff +8, Computers +5 (1 ranks), Culture +5, Diplomacy +3, Disguise +7, Intimidate +3, Perception +7, Piloting +4 (0 ranks), Sense Motive +5, Sleight Of Hand +9, Stealth +7, Survival +1; (reduce the DC of Culture checks by 5 when recalling information about black market locations, known smugglers, and notorious space pirates)
Feats Multi-weapon Fighting, Skill Focus (Perception), Skill Focus (Sleight of Hand)
Languages Common, Vesk
Other Abilities six-armed, thief specialization
Other Gear kasatha microcord I, azimuth laser pistol with 1 battery (20 charges), survival knife, industrial backpack, personal comm unit, toolkit (hacking), credstick (43 credits)
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Special Abilities
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Hyper (Ex) Once per day, a skittermander can take an extra move action.

The Kobold Klan |

Haha! Go ahead make an Envoy, Try to talk your way out of getting your guts strewn across the void of space.
In all honesty: They are a well balanced class- But they suck in combat... At least low level.
Other than that: Startoad is a good concept and I greenlight it for full approval- After all: As I said this is a Shady organization who hired you... I'll give you a short synopsis before we start- but for now let's just say they aren't strictly good.

Mythicman19 |

Haha! Go ahead make an Envoy, Try to talk your way out of getting your guts strewn across the void of space.
In all honesty: They are a well balanced class- But they suck in combat... At least low level.Other than that: Startoad is a good concept and I greenlight it for full approval- After all: As I said this is a Shady organization who hired you... I'll give you a short synopsis before we start- but for now let's just say they aren't strictly good.
Ok sounds good, I see him as a very naive little guy. I’ll work up the profile later tonight.

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Small Humanoid (Screedreep)
Space Pirate Envoy 1
SP/HP: 6/10
Fort +0, Ref +3, Will +3
Str 8
Dex 12
Con 10
Int 14
Wis 12
Cha 16
Feats
Divine Blessing (Hylax)
Skils
Bluff +10 = 1 + 3 + 3 + 3 **+1d6**
Computers +6 = 1 + 3 + 2
Culture +8 = 1 + 3 + 2 + 2
Diplomacy +9 = 1 + 3 + 3 + 2
Engineering +6 = 1 + 3 + 2
Perception +5 = 1 + 3 + 1
Piloting +5 = 1 + 3 + 1
Sense Motive +7 = 1 + 3 + 1 + 2 **+1d6**
Languages
Common, Azlanti, ? , ? , ?
SQ
Clever Feint [Ex] (Improv), Limited Telepathy

The Kobold Klan |

For now I don't have a date set for when I'll close recruitment.
I'm not gonna set a date yet as most folks are like you and don't know how much time they have- so setting it for a week or so limits them instead: If you want to apply I have to see a full sheet, and Ill pick as I go. This recruitment will basically stay until I've got a good group ready- Or it starts to drag on too long.

Mira Yon |

Ah, Nice to see much interest, and also happy that no one is deciding on Envoy: The worst class ever ;P
LOL, an envoy for your consideration then. If Mira is chosen I would probably tweak her a little bit. TBH I tend to agree with you on what they can do, though I don't mind playing an under-powered class in combat especially since their strengths do lie outside of combat. And frankly the challenge shouldn't only be in combat.
Otherwise I could roll up a mindbreaker mystic probably with some criminal ties.

The Kobold Klan |

Just a note: There will not be space combat, A majority of the combat will be ground based, Or Ground Vehicle based.
Additionally because 3/4 enemies you face will be momsterous mindless beasts, Diplomacy isn't usually an option. The game will favor stealth or brute power over wit and charm. In the end- there is very little actual need for an Envoy. No peace treaties or such..... Well who knows, the game is gonna be mostly freeform. If it goes long enough I may have some opposing factions come along... Late game space battles...

W-12 |

aka Wiz
Size/Type: Small Construct (Technological)
Class/Level: Mystic 1
Race: SRO
Theme: Xenoseeker
Speed: 30 ft
Gender: N/A
Home World: Aballon
Alignment: NG Deity: Weydan
Languages: Common
Ability Scores:
Str 10
Dex 12
Con 12
Int 10
Wis 18
Cha 11
Skills: (6 ranks/level)
Acrobatics +1 Dex = +1
Athletics +0 Str = +0
Bluff +0 Cha = +0
Computers
Culture
Diplomacy +1 rank +3 trained +0 Cha = +4
Disguise +0 Cha = +0
Engineering
Intimidate +0 Cha = +0
Life Science +1 rank +3 trained +1 Xenoseeker +0 Int = +5
Medicine +1 rank +3 trained +0 Int = +4
Mysticism +1 rank +3 trained +4 Wis = +8
Perception +1 rank +3 trained +4 Wis = +8
Physical Science
Piloting +1 Dex = +1
Sense Motive +4 Wis = +4
Sleight of Hand
Stealth +1 Dex = +1
Survival +1 rank +3 trained +4 Wis = +8
Reduce the DC to rare creatures using Life Sciences by 5.
Initiative: +1
Stamina Points: 7/7 Hit Points: 8/8 Resolve Points: 5/5
KAC: 11 EAC: 11 Combat Maneuver AC: 19
Saving Throws:
Fortitude +0 base +1 Con = +1
Reflex +0 base +1 Dex = +1
Will +2 base +4 Wis = +6
Attacks:
Unarmed +0, 1d4 Archaic
Race Abilities: SRO
Darkvision
SROs can see up to 60 feet in the dark.
Healing Circuit
In addition to being constructs and thus able to benefit from spells like make whole, SROs count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill to perform the tasks of the Medicine skill on SROs. SROs also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).
Integrated Equipment
An SRO has an internal, integrated standard datajack and comm unit. If an SRO is helpless, these can be removed or destroyed without damaging the SRO. They can be replaced or upgraded for the normal price of this equipment. An SRO has an additional built-in cybernetic component with an item level no greater than half the SRO’s character level (minimum item level 1). Each time the SRO gains a level, they can swap out this piece of equipment at no additional cost to represent internal reconfigurations. These pieces of equipment don’t count against the systems in which an SRO can install cybernetics.
Robotic
SROs are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. SROs can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. SROs can eat and drink, though they don’t need to, and they must recharge their internal batteries by entering an off-line mode that is similar to sleep for 8 hours every day. SROs do not breathe or suffer the normal environmental effects of being in a vacuum.
Theme Abilities: Xenoseeker
Theme Knowledge
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Class Abiliies: Mystic
Proficiencies:
Light armor, basic melee weapons, and small arms.
Connection: Xenodruid
Connection Power: Speak with Animals (Su)[/i[
You can communicate with any creature of the animal type, though this doesn’t make it friendly. If an animal is friendly toward you, it may do you favors. This ability allows you to use Intimidate to bully animals, and you can use any other language-dependent effect against animals.
[i]Healing Touch (Su)
Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Feats:
Spells:
Level 0:
Detect Affliction
Fatigue
Stabilize
Token Spell
Level 1: 3/3 Slots
Baleful Polymorph
Life Bubble
Mystic Cure
Mostly complete character sheet. Missing equipment, and I haven't picked a Feat.

The Kobold Klan |

You can build a race with these things in mind: I ultimately will decide if your balanced and good for play. Since Starfinder doesn't have an official Race builder yet I'm inclined to say that it would be easiest to build using the Pathfinder system and coverting into Starfinder.
Obviously some abilities wouldn't apply and such- And things like natural weapons will be on a case by case basis.
For now I suggest using current races/aliens as a basis. I won't limit your RP- As things like Size and abilities have been reduced dramatically in power for Starfinder. If you want abilities that have no current equivalent or are utterly unique, Just ask and I'll give my opinion.
Other than that I will state this: if your making an alien species just for the sake of optimization- I won't go out of my way to let you shine. Ultimately this game is about fun, And if one character outshines the rest- Then only one character is having fun.
Of course this doesn't mean I'll go easy on you for fun... *Plots maniacally*

Jereru |

Nah, I was thinking about a race designed, bluff-wise, to be a Solarian. You know, like having atonement with the universe, being Force-sensitive, or the like. I was planning on giving them two spell-likes, one relating to Light and one to Darkness, or something like that, to mimic Photon Mode and Graviton Mode.
But I might as well play a Human or Lashunta, it doesn't really matter.

Jereru |

I wrote something, not much but well...
Christon showed a deep love for the star since he was a small kid. He would spend hours each night trying to get a glimpse of any celestial body the sky would allow him, putting the telescope his father had bought him to good use. When he was old enough, his family made an effort and sent him to the Academy.
Christon realized that he was quite inferior to other students, lacking the intellectual capabilities of most aspirants. Life in his home town was tough, and one needed to learn how to take care of himself, but he never had put his brains to work really hard. The other students, on the other hand, mostly came from accommodate families and had spent their childhood studying, not needing to care for anything else. He, regardless, loved what he was studying, he felt it inside, so he decided to hire a tutor to help him improve his marks. When his marks didn’t improve, he paid to attend special classes at a private academy, as a backup. Then he quit the small job he used to pay for his basic needs. Soon he found himself totally ruined. He didn’t know what to do and, in desperation, went to the nearest cantina and got drunk in an attempt to forget his misfortune for one night only.
He doesn’t remember what happened that night, but the following day he discovered he had signed as an “agent” for a shady company with business all around the Pact Worlds and far beyond. He was to be sent on exploration tasks, and many other things that would keep him away from his studies. He was bound to be away from the Academy in order to pay for the Academy... and all his debts.
Well, he at least will solve one of his problems. He will care about the other one when time’s due.
I'll come with some crunch during the weekend.
One question: We are not supposed to buy Lvl 2 Equipment, right? Not having to buy a weapon (as a Solarian) leaves me with a lot of credits I don't know what to spend on. Any ideas? I'm fairly new to this game.