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Topic: Star Control d20 RPG? (Read 17133 times)
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Cap'n Hoofenmouf
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Does anyone on these forums play d20 roleplaying games? It's such a darling setting. I was playing around with the idea of racial classes like in the Wizards of The Coast Savage Species book. Like so:
Shofixti Racial Class
Lvl HD Att Fort Ref Will Skill Points etc 1 1d8 +1 +2 +0 +0 (2 + Int mod) x 4 Feat, Smite 1/day, Courage, Kyaiee! 2 2d8 +2 +2 +0 +0 2 + Int Mod +2 Dex, Aura of Courage, Glorious Strike 3 3d8 +3 +3 +1 +1 2 + Int Mod Feat, +2 Str, Rage 1/day 4 3d8 +3 +3 +1 +1 +2 Cha, For Daikon
Racial Traits Starting Ability Score Adjustments: +2 Con, -2 Int. Shofixti are tenacious, but lack a strong sense of self-preservation. Size: As a small creature, shofixti gain a +1 size bonus to AC, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but use smaller weapons than humans, and their lifting and carrying capabilities are 3/4ths those of a medium character. Speed: Shofixti land speed is 20 feet. Darkvision: Shofixti can see in the dark up to 60 feet. Automatic Languages: Shofixti. Favored Class: Shofixti. The best multiclassing choice for a shofixti is fighter (or samurai).
Class Skills The Shofixti's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Iaijitsu Focus (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), and Profession (Wis).
Class Features: All of the following are class features of the shofixti racial class.
Feats: A shofixti receives one feat at 1st level, and another at 3rd level. After 4th level, it gains feats normally according to its effective character level (the total of its Hit Dice, level adjustment, and class levels) as shown on Table 2-5: Experience and Level-Dependent Benefits, in the PHB.
Smite (Ex): One per day, a shofixti can make a melee attack with a +4 attack bonus and a damage bonus equal to his hit die (if he hits). The shofixti must declare the smite before making the attack.
Courage (Ex): Shofixti are raised from birth that they will be glorified in the afterlife if they die in combat. Consequently, there is a complete lack of fear of death in the entire shofixti culture. Shofixti are immune to fear (psionic or otherwise).
Kyaiee! (Ex): Shofixti are known for their general exuberance and battle-eagerness. All shofixti benefit from a +2 racial bonus to initiative.
Aura of Courage (Ex): At 2nd level, the shofixti's courage has become so powerful it is inspiring to his comrades. Allies within 10 feet gain a +4 bonus on saving throws against fear effects. Glorious Strike (Ps): At 2nd level, a shofixti may put a little of himself into his attacks. Any time he successfully strikes in melee, the shofixti may choose to suffer up to three points of damage. Each damage suffered in this manner adds +2 to the damage dealt by the attack. This is considered to be a psionic ability.
Rage (Ex): At 3rd level, a shofixti can fly into a rage a certain number of times per day. In a rage, a shofixti temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the shofixti’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a shofixti cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A shofixti may prematurely end his rage. At the end of the rage, the shofixti loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. A shofixti can fly into a rage only once per encounter. At 3rd level he can use his rage ability once per day. Entering a rage takes no time itself, but a shofixti can do it only during his action, not in response to someone else’s action.
For Daikon (Ex): At 4th level, Shofixti add their Charisma modifiers, if positive, to their attack and damage rolls.
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Death 999
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Your racial ability score adjustments don't make much sense. We haven't seen signs of strong constitution or particularly weak intelligence. Sure, they did not invent space travel on their own, but they might have eventually if the Yehat had not given it to them.
I'd say give them the same physical stat adjustments as gnomes or halflings, or something like that.
Also, Do we get levels in being Human? No. So why do shofixti get levels in being shofixti? Are you doing this as monster levels for tough monsters (as a balance in character generation, like if you take a werewolf or naga character)? Shofixti aren't that tough, certainly not 4 levels worth.
Or is there a particular style of warrior that so far only shofixti have ever been? Then it should be split up into a character class and a race, with the character class restricted in that non-Shofixti will have to have a really good RP reason for being able to take levels in it.
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Michael Martin
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Does d20 have an equivalent of the old Oriental Adventures expansion? Make Shofixti unrestricted in Samurai and related classes and that should work fine, right?
(Important note: Posting in massive ignorance here. I played Paranoia and GURPS, and left AD&D after Spelljammer...)
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Cap'n von Hoofenmouf
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Not to quibble, but I would say that we've seen a few signs of weak intelligence from the few shoftixti we've met in the game, and they are virile. So to speak. Samurai would work swell for them. I imagine them as much more fierce than halflings and gnomes. Death 999, the racial class is used for monsters that are more powerful than a first level character, yeah. Races like mind flayers and trolls. Essentially, I just thought it would be more fun if each species of alien had its own racial class. They can take other classes after the first level, so there's no reason a shofixti couldn't take one level of this racial class then unlimited in samurai, fighter, etc..
Yet another example:
Supox Racial Class
Lvl HD Att Fort Ref Will Skill Points etc 1 1d8 +0 +0 +0 +2 (2 + Int mod) x 4 Feat, +2 natural armor, Photosynthetic Healing 2 2d8 +1 +0 +0 +3 2 + Int Mod +2 Dex, +2 Int, Synergetic Fighting 3 3d8 +1 +0 +0 +3 2 + Int Mod Feat, +2 Wis, +3 natural armor, Copycat
Racial Traits Starting Ability Score Adjustments: +2 Wis, -2 Str. Supox are cooperative, but their plant metabolism is ill-suited to applying force. Plant: Supox are immune to conventional mind-affecting effects, non-weedkiller poison, sleep, paralysis, stunning, and polymorphing. Speed: Supox land speed is 20 feet. Low-light vision: Supox can see in the dark up to 60 feet. Skills: +8 racial bonus on Hide checks made in forested areas. Automatic Languages: Supox. Favored Class: Supox. The best multiclassing choice for a supox is ranger.
Class Skills The supox's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledges (all)(Int), Listen (Wis), Profession (Wis), Sense Motive (Dex), Spot (Wis), and Survival (Wis).
Class Features: All of the following are class features of the supox racial class.
Feats: A supox receives one feat at 1st level, and another at 4th level. After 5th level, it gains feats normally according to its effective character level (the total of its Hit Dice, level adjustment, and class levels) as shown on Table 2-5: Experience and Level-Dependent Benefits, in the PHB.
Photosynthetic Healing (Ex): When able to take root and bask in the light of the sun, supox are able to speed their natural healing processes. They heal twice as fast as they normally would when fully resting. Note that a supox must get a good six hours of sunlight in order to use this ability, and water wouldn't hurt either.
Synergetic Fighting (Ex): When a supox flanks an opponent, he and his ally enjoy a +4 attack bonus instead of +2.
Copycat (Ex): If a Supox spends a round studying a character in combat, he may make a Sense Motive check (against their Bluff) to "get the hang of" their style of fighting. Henceforth, the supox enjoys a +2 insight bonus to his AC and attacks against that particular opponent.
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FalconMWC
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And you can not even assume that all shofixti are brave! For instance, what are the Spathi known for? NOT having courage - And what is the Black Spathi squadron made of? Brave (OK - Maybe not all) Spathi that have dealt with or not have fear. Now take the Shofixti, Now I am sure that most of them are brave, but I am sure a few outcasts are not so brave. See, even the most common trait in a specie is usually over come by the "unorthadox" few. So to really get a grasp of all the species you have to study them very carefully and as Lukipela said "not just take a famous or special few".
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Cap'n von Hoofenmouf
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The mechanic I chose for this is racial classes. That means they get hit points as they go up a level. Though not necessarily every level, as you could no doubt notice, if you know d20 stats.
As for stereotyping races, it is perfectly permissible for a Shofixti or supox to take only the first level of the racial class, then take levels in whatever else he/it pleased. Hence, only the first level of a racial class is true for every member of the species.
Now in the case of the shofixti, you must keep in mind not only that although you only meet one or two of them during the game and all further shofixti are descended from them, but also that the entire species chose to perish exhibiting the qualities we so know them for.
If you're sad about their intelligence penalty, you must be reminded that although not necessarily dumb they are certainly the least sophisticated starfaring race you encounter. They were only uplifted a few generations ago, anyway. And certain traits can reasonably be expected to be the rule rather than the exception.
As with the Black Spathi Squadron, there are almost certainly exceptions to the general rule. But suggesting that I somehow make a detailed study of the species is just silly.
Anyway, here's the Umgah for you to pick apart and be unhappy with:
Umgah Racial Class
Lvl HD Att Fort Ref Will Skill Points etc 1 1d8 +0 +2 +0 +0 (2 + Int mod) x 4 Feat, All-Round Vision, Blindsight 10', Sensitive Hearing 2 2d8 +1 +3 +0 +0 2 + Int Mod +2 Int, +2 Wis, Lore 3 3d8 +2 +3 +1 +1 2 + Int Mod Feat, +2 Con, Regeneration 1 4 4d8 +3 +4 +1 +1 2 + Int Mod Large size, reach 10', +2 Str, Modification (+1)
Racial Traits Starting Ability Score Adjustments: +2 Int, -4 Cha. Umgah are clever, but their sense of humor is universally despised. Speed: Umgah land speed is 20 feet. At 5th level, when the Umgah becomes large, this speed increases to 30 feet. Darkvision: Umgah can see in the dark up to 60 feet. Automatic Languages: Umgah. Favored Class: Umgah. The best multiclassing choice for an umgah is tough hero.
Class Skills The umgah's class skills (and the key ability for each skill) are Craft (Int), Gather Information (Cha), Handle Animals (Wis), Heal (Wis), Knowledges (all)(Int), Listen (Wis), Profession (Wis), and Spot (Wis).
Class Features: All of the following are class features of the umgah racial class.
Feats: An umgah receives one feat at 1st level, and another at 3rd level. After 4th level, it gains feats normally according to its effective character level (the total of its Hit Dice, level adjustment, and class levels) as shown on Table 2-5: Experience and Level-Dependent Benefits, in the PHB.
All-Round Vision (Ex): Umgah are exceptionally alert and circumspect. Their many eyes and other sensory organs give them a +4 bonus to Spot and Search checks, and they can't be flanked.
Blindsight (Ex): Umgah have sufficient non-visual sensory input to perceive their surroundings, even in pitch blackness, up to a range of ten feet.
Sensitive Hearing (Ex): Umgah have a lot of ears going on. They receive a +4 racial bonus to listen checks.
Lore (Ex): At 2nd level, umgah gain the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The umgah adds their level and their Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Regeneration (Ex): Umgah take normal damage from fire and cold. If an umgah loses a tentacle or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member by holding it to the stump.
Modification (Ex): At 4th level, the Umgah has gained sufficient mastery of its own biology that it may perform a single modification to itself. It may increase any ability score of its choice by 1, permanently. This may only be done once.
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Lukipela
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The Ancient One
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Now in the case of the shofixti, you must keep in mind not only that although you only meet one or two of them during the game and all further shofixti are descended from them, but also that the entire species chose to perish exhibiting the qualities we so know them for.
Exhibiting a understanding of honour, showing a knowledge of duty and paying the ultimate penalty for freedom are stupid qualities?
If you're sad about their intelligence penalty, you must be reminded that although not necessarily dumb they are certainly the least sophisticated starfaring race you encounter. They were only uplifted a few generations ago, anyway. And certain traits can reasonably be expected to be the rule rather than the exception.
Less sophisticated than say, a race that has blasted itself back to the stone age a couple of times? Or less sophisticated than a race that attained spaceflight, but not hyperspace travel before the Chenjesu arrived?
On a side note, I'm not actually complaining, or arguing in any serious way, I'm just enjoy a bit of nitpicking. Feel free to ignore me if you like.
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What's up doc?
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Death 999
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Tech level is not necessarily a function of intelligence. Compare the tools that Forrest Gump used with those used by Socrates.
On the other hand I would suggest that killing yourself and all of your species for your 'freedom' is wholly fruitless. Perhaps Wisdom score should be at -3?
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FalconMWC
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Yes - but you have to admit that a shofixti is looking forward to death as some of their plans appear. (Of course that is what the Spathi think of us but.... ) I would give the shofixti a penalty of 1 or 0.
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Captain_Falkenhayn
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Most races are receiving Int bonuses thus far, as I go through them. That at least one species must have an Int penalty is my conceit, true, but it is not an unreasonable one. Shofixti did not develop their own space-faring technology, so I would put them significantly behind humans technologically. I don't know why we're even still talking about this.
This is my take on the druuge. Maybe if I'm lucky it will somehow be more controversial than the Shofixti.
Druuge Racial Class
Lvl HD Att Fort Ref Will Skill Points etc 1 1d8 +0 +0 +0 +2 (2 + Int mod) x 4 Feat, exceptional bargain, grasping 2 2d8 +1 +0 +0 +3 2 + Int Mod +1d6 sneak attack, know thy enemy 3 2d8 +1 +0 +0 +3 +2 Int, +2 Cha, enhance value 4 3d8 +2 +1 +1 +3 2 + Int Mod Feat, +2 Dex, divert attack (3/day) 5 3d8 +2 +1 +1 +3 2 + Int Mod +2 Cha, +1d6 sneak attack, deceitful
Racial Traits Starting Ability Score Adjustments: +2 Int, +2 Cha, -2 Con. Druuge are sly and coercive, but sickly. Speed: Druuge land speed is 30 feet. Skills: Druuge learn from the Crimson Corporation at young age that bargaining is what gets you ahead. Druuge enjoy a +4 racial bonus to Appraise checks. Automatic Languages: Druuge. Favored Class: Druuge. The best multiclass choice for a druuge is rogue.
Class Skills The druuge's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Search (Wis), Sense Motive (Wis), Sleight of Hand (Dex), and Use Rope (Dex).
Class Features: All of the following are class features of the druuge racial class. Feats: A druuge receives one feat at 1st level, and another at 4th level. After 5th level, it gains feats normally according to its effective character level (the total of its Hit Dice, level adjustment, and class levels) as shown on Table 2-5: Experience and Level-Dependent Benefits.
Exceptional Bargain (Ex): Druuge haggle the price of mundane items and goods exceptionally well. The druuge may make a Bluff check when buying an item versus the seller's Sense Motive check. If successful, the druuge may buy the item at a 10% discount. This ability may be used concerning mundane items only. A druuge may repeat this process to get as much as a 30% discount on the item, However each bluff check beyond the first suffers a cumulative -4 circumstance penalty on each roll.
Grasping (Ex): Druuge know their way around scavenging missions well enough to manipulate objects with effortless speed and care. Druuge receive the Quickdraw feat as a bonus. Furthermore, they may pick up items off the ground as a free action, and never suffer an attack of opportunity when doing so.
Know Thy Enemy (Ex): By 2nd-level, the druuge has learned how to exploit its enemies moral weaknesses. Such a druuge may add its Intelligence modifier (if positive) to Bluff, Diplomacy, Intimidate, and Sense Motive checks. This is in addition to the normal modifier.
Enhance Value (Ex): By careful, slight modifications, a 3rd-level druuge can increase the value of a non-psionic item of value, such as a gem, an art object, or a piece of equipment. The druuge spends 1 hour performing these modifications and then makes an Appraise check, increasing the value of the object by 1% per point of the check result. A druuge cannot enhance something with a readily obvious value, such as a coin, and it cannot enhance the same object twice.
Divert Attack (Ex): Three times per day, a 4th-level druuge can maneuver events so that an opponent's melee attack meant for it is actually directed at another character within the attacker's reach. The new target must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.
Deceitful (Ex): At 5th-level, the druuge becomes particularly unreadable in combat. He enjoys a +3 racial bonus on all Bluff and Sense Motive checks when part of or against combat maneuvers (this includes the supox's copycat ability).
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