Category Archives: Starfinder Development

Horrifically Overpowered Star-Feats

Very soon, RGG will be releasing Starfarer’s Codex: Horrifically Overpowered Feats.

And it’s my fault.

This is, obviously, a new entry in the Horrifically Overpowered line of game supplements, bringing the world of OP to Starfinder-compatible games. And while it WILL update many of the old Pf-edition OP feats, that’s not all the book has.

Oh heavens no.

It is SO much worse than that.

“How bad could it be?” you ask. Pretty bad. game-breakingly bad. You should never allow ANY of these into your campaign.

Seriously, let me show you.

Here’s just a few examples of Horrifically Overpowered Star Feats.

Ain’t Got Time To Bleed (Horrifically Overpowered)
You can rest when you’re dead.
Benefit: As a full action, you can use any option available to you that normally takes 10 minutes. You are subject to all the other restrictions of the action (it’s fast not free, get real).

Ancestral Plasma Canon
You have an item your family has carried into star battle with star demons for star centuries.
Benefit: Select one category of item that is not consumed when it is used, such as a small arm, heavy weapon, light armor, an armor upgrade, or a technological, hybrid, or magic item. Each time you gain a new character level, this item is upgraded to any item of the same category you wish with an item level no greater than your character level +2. If the item is lost or destroyed, it or a replacement returns to you no later than the next time you gain a character level.

Resolved (Horrifically Overpowered)
No one is more resolved than you are.
Benefit: The Resolve Point cost of any ability or option that requires Resolve Points is one lower than normal for you. If that makes the Resolve Point cost 0 or less (yeah, or less—if you are allowing THIS option, who KNOWS what you’ve allowed into your campaign?!) you can still only use the ability if you have at least 1 Resolve Point remaining in your Resolve Pool.

If you want to make me stop writing such ridiculous pandering products which appeal only to power gamers and bring shame on my reputation as a professional, feel free to join my Patreon, in the hopes the money will distract me and put an end to this terrible idea.
Or… I mean back me and tell me to write more. As long as you give me money, I don;t care what you ask me to do.

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Starfinder Archetype: Xorarcan Centurion

The proud warrior species of the Xorarcan, and rules for using them as a player character species, were introduced here. While all Xorarcans are resilient, and those raised in the native tradition of Xorarcan warriors are all feared in battle, the legend of the unstoppable Xorarcan champions largely comes from encounters with their elite centurions.

Xorarcan centurions train to harden body and mind, and hone themselves to battle-ready perfection. They are a tradition that evolved from the shock soldiers of he Overlords, who forced Xorarcans to sacrifice their lives fearlessly to gain even small advantages over the Overlord’s enemies. While those shock troops often died before becoming veterans, over generations of endless combat, and some horrific experimentation by the Overlords themselves, the surviving Xorarcans learned to survive even nearly-impossible battlefield conditions. With the Overlord’s empire collapsed, the Xorarcans take pride in reclaiming this brutal period in their history, and applying the lessons learned through endless war for cruel masters to achieve their own goals.

A Xorarcan centurion expects to be the point of the spear, the first into the breach and the last off the battlefield. They train not for a single method of combat, but to be prepared for any adversity, and to seek out foe’s weaknesses and maximize allies’ strengths.

Xorarcan Centurion (Archetype)

You have spent your life training to be the ultimate combatant. Much of that training is pure skill and martial technique, but some is also calling upon the changes wrought to your lineage by the Overlords when they used Xorarcans as shock troopers and cannon fodder. While your hate for the long-lost Overlords is as great as any native of Xorarca, you have reclaimed some of the horrors they inflicted upon your ancestors to better serve those you hold dear.

Only members of the Xorarcan species, or characters with the Xorarcan Warrior theme, can take the Xorarcan Centurion archetype.

XororcanFemale-color-01

Centurion Traits: At levels 2, 4, 6, 9, 12, and 18, a Xorarcan centurion may choose to take a centurion trait as an alternate class feature (using the normal rules for archetypes), or may instead gain the normal class feature for their class and level. Once this choice is made at each level, it cannot be changed. Each centurion trait may be selected only once unless it states otherwise.

Battle Meditation (Ex): You have learned the ancient Xorarcan techniques of mind over body, and can force your physical form to obey your will. At the beginning of your turn you have a 50% chance of ending any bleed effect you are suffering. Additionally, you can  imbibe one serum or medicinal (or poison, if you wish), and have the effects delayed as your metabolism holds off any changes wrought by the material. As a move action, you can have the serum, medicinal, or poison take its normal effect on you. Once you use this ability in this way, you cannot do so again for 24 hours.

Combat Training: You gain one bonus combat feat. You must meet its prerequisites normally. You may take this alternate class feature more than once. Each time, you must select a different bonus combat feat.

Crusader’s Blade (Su): Your ancestors were exposed to eldritch energies as part of the Overlord’s efforts to turn them into better shock troops. You have learned to access those energies to melee weapons you use. You may cause any melee weapon you attack with to have the block, bright, and penetrating special weapon properties.

Dimensional Blade (Ex): Your ancestors were exposed to strange dimensional energies as part of the Overlord’s efforts to turn them into better shock troops. You have learned to access those energies to empower attacks you make. Your melee attacks gain the force descriptor. The first ranged attack you make each round also gains the force descriptor. This does not change the AC your attack targets or its damage type (if any), but does generally allow you to affect incorporeal targets normally.

Flight Pack (Ex): You have recovered an ancient Xorarcan flight pack, and restored it to at least partial function. You can attach it to any suit of armor you wear with 10 minutes of work. This does not take an armor upgrade slot. If you do not have a flight speed, this acts as if you had a 1st level flight spell cast on you, and in zero G you are always considered to be adjacent to an object that allows you to push off it and gain a  +4 bonus to Acrobatics checks made in relation to the Moving in Zero G rules.

If you do have a fly speed, your flight pack also increases your maneuverability by one step. If you already have perfect maneuverability, instead you gain a +10 bonus to your fly speed.

Incorruptible (Ex): you have hardened yourself to resist and throw off all efforts to weaken or debase your body. When you make a successful saving throw against an affliction (curse, disease, or poison), you are cured of that affliction. Any damage already inflicted by the affliction must be restored or fade normally.

Ironclad (Ex): You have learned to leverage the joints, lockouts, and hard plates of armor to your benefit when lifting or carrying items. You treat your Strength at 4 higher for purposes of meeting armor proficiency feat prerequisites, and using heavy. When wearing light armor, your carrying capacity is calculated as if your Strength was 2 higher. When wearing heavy armor, your carrying capacity is calculated as if your Strength was 4 higher and you treat your Strength as being 4 higher when determining your effective Strength for wielding heavy weapons.

Martial Prowess (Ex): You have mastered several Xorarcan fighting techniques. Your melee attacks have the disarm and trip special weapon properties. They also have the staggered critical hit effect. If they already have a critical hit effect, when you score a critical hit you may choose between the attack’s normal critical effect, and staggered. If the attack normally has the staggered critical hit effect, you may choose to instead apply the stunned critical hit effect.

Spirit of Xorarca (Su): You can channel the spirit of the harsh world Xorarcans call home to imbue your attacks with lethal forms of energy. Once per day as part of making an attack, you can choose to add the corrosive, flaming, frost, shock, or thundering weapon fusion to one weapon you are attacking with. If you are of chaotic alignment, you may instead add the anarchic fusion. If you are of lawful alignment, you may instead add the axiomatic fusion. If you are good aligned you may instead add the holy fusion. If you are evil aligned, you may instead add the unholy fusion.

This fusion does not count against the weapon’s maximum number of fusions, and can be applied to a weapon of any item level (or your unarmed attacks). The fusion only functions with attacks you make. The fusion lasts until you next regain Stamina Points during a 10-minute rest, though you may suspend it for any attack you do not wish to use it.

If you have already used this ability for the day, you may spend a Resolve Point to use it again. A weapon cannot have more than one fusion from this ability active at a time—if you use it on a weapon that already has such a fusion, the older fusion from this ability ends.

You must have the crusader’s blade, dimensional blade, or martial prowess centurion trait in order to select this centurion trait.

Wallbreaker (Ex): You have trained yourself to overcome the limits of physical exhaustion and trauma, a limit known in Xorarcan philosophy as “the inner wall.” You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Additionally, as a move action you can recover a number of Stamina Points equal to your character level. Once you have used this ability in this way, you cannot do so again until you have recovered Stamina during a 10-minute rest.

Warrior Spirit (Ex): You can call upon the legendary Xorarcan determination to overcome great adversity. Once per day when you fail at an attack roll or saving throw, as a reaction you may immediately reroll the failed attack or save with a bonus equal to your character level.

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Insectoid Star Knight-color

New Rules Have A Time and Place

For games with lots of rules, it important to consider where those rules are listed in a book, and how they are presented, organized, indexed, cross-referenced. This can often lead to chicken-or-the-egg issues, such as when you want to explain how actions work so people know what you are talking about when you explain how many actions it takes to reload a weapon, but you want to present some examples of things like reloading weapons to give context before you explain how actions work.

The end result is often a compromise, especially in game with multiple people designing, developing, and editing them.

For expansions to a game, like big books of new options for RPGs, it’s important both to stick to the kind of schema you used in the core rulebook (because that’s what people who need expansions to those core rules have already learned is your organizational standard), and to make sure that if you add brand-new things, you do so in the right place, and at the right time.

For example, if skills are broken into a number of different tasks in the core rulebook, chances are each set of tasks is presented with the relevant skill. But if you are introducing new skill tasks (but not new skills) in an expansion book, there won’t be exactly the same kind of section defining skills. But most likely if “Skills” was a chapter before (or otherwise had its own header—see my Writing Basics on headers), you want to recreate that header, with a new introduction nothing these are just new tasks, rather than whole new skills.

While all that seems pretty intuitive, there’s a corollary that I see violated surprisingly often, especially from writers who mostly work in supplements rather than doing a lot of work in core rulebooks. That is: DON’T introduce new expansion rules anyplace OTHER than a logical niche where you’d expect to find all such rules.

Let’s give an example.

Let’s say you have an RPG with a skill called Riding, which covers everything regarding the care and use of mounts. It outlines how you train a mount, how you get a mount to perform better, control a mount in combat, and so on. All fairly reasonable, and intuitively if a player wants to know how to interact with a mount, this seems like a reasonable place to look. (A lot of that could also be in a Combat section, but let’s assume in this case the game organized around skills.)

However, there are no rules for hanging down to one side of your mount to use it as cover against ranged attacks.

Now, a year after the RPG comes out, you release an expansion book. In this book you have a new piece of equipment, the combat saddle. The combat saddle gives you a +4 bonus to skill checks to hang down on one side of your mount to gain cover against ranged attacks. And since there are no rules for that, it gives the rules.

And that’s a problem.

No one knows to look at equipment for new combat uses of the Riding skill. And unless the combat saddle entry is extremely clear, there are going to be people who feel you can ONLY attempt this maneuver with that saddle. (And they’ll have a point, since having a piece of equipment give you a new option you CANNOT attempt without that equipment is one of the cases where putting rules in equipment makes perfect sense).

Sometimes the issue is even worse, because the combat saddle may only give you the new rules in passing, so they don’t really seem like new rules. Like if it says “You gain a +4 bonus to a Difficulty Class 15 Ride check to use your mount as cover,” then it sure SOUNDS like that’s just a quick reference of rules that exist in a full form later… but they don’t.

And goodness knows there are lots of ways for this to happen. Sometimes game writers believe the ability to do something is obvious even though it’s never spelled out. Sometimes they misremember rules, especially if a rule was changed from a previous edition or cut in the development of a book. Sometimes the plan was to reference the new rule in 3 places but there wasn’t room in the book so it got cut back to just 1 reference… in a bad organizational spot.

There’s no one cause of this problem, and no one solution to avoid it. But it’s worth looking at, as a writer, designer, developer, and editor, to avoid adding rules in weird places.

Especially in expansions.

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Fictional Cosmology

This isn’t an effort to actually solve the question of consciousness, or quantum mechanics, or determinism.
It’s just a though experiment to see if I can make a fictional cosmology I like enough to use in games and stories.
So.
There exists a quantum-affecting energy pattern, the énorkos. Extremely complex neural systems are created by énorkos, which are linked to them. No other system can link to an énorkos. Essentially, complex neural system are discrete slices of the whole that is an énorkos.
An énorkos can perceive all quantum superpositions. However, any specific neural system linked to an énorkos can only perceive a limited set of quantum superpositions. This means that each neural system perceives what appears to be one “reality.” In fact all superpositions exist simultaneously, but each neural system perceives only one set of them encountered by the linked énorkos.
Whenever an énorkos encounters a new superposition, it subdivides into as many neural systems are necessary for one neural system to observe each possible set of quantum positions.
Thus, an énorkos is a quantum energy state that defines consciousness, with each neural system linked to it perceiving one possible combination of collapsed wave states. Conscious things appear to impact quantum superpositions because each consciousness sees only one collapse of a superposition. All superpositions occur simultaneously, but a “living creature” only sees on reality at a time.
Sufficiently advanced technology can create énorkos, or at least link artificial neural networks to existing énorkos. There is thus a concrete difference between a Siri-like computer program with so many billions of responses it can generate that it passes any turing Test, and a true “strong” AI which is linked to an énorkos.
Similarly, if a consciousness shifts to a different position relative to its énorkos is would need to move to an alternate reality, when in fact it is only perceiving the megareality of all superpositions differently.
Also, if you have a technology that can perfectly recreate a person, AND in doing so link their consciousness to the same énorkos as their original consciousness, that is the “same” person, while a duplicate that has no énorkos link, or links to a different énorkos is a “different” person, even if on a macro scale they behave in exactly the same way.

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Starfinder Species: Xorarcan

Xorarcan

The Xorarcan are legendary as a humanoid warrior-species with an ancient history, but the truth of their existence is far more complex.

They evolved on the dead world of Xorarca, a high-G planet which has little water, extreme temperature shifts, and numerous radioactive heavy metals. Strength and resilience were crucial survival traits for all live on Xorarca, but the one humanoid race that evolved there clawed its way to the top of the food chain by adding planning, tools, and a willingness to sacrifice for the good of a larger community. No Xorarcan wants to die, but even more no Xorarcan wants to die uselessly. The idea of seeking a death that serves a greater good isn’t just a cultural element of Xorarcan life, it’s a survival instinct that developed as the only way for the species as a whole to thrive.

Long before Xorarca technological levels reach the point of space travel, they were discovered by a more advanced society who saw their value only in terms of slave labor and shock troops. Different races have been suggested as this conqueror of Xorarca, though native histories refer to them only as the Overlords. For millennia, the Overlords raided Xorarca every generation, taking the strongest and most accomplished warriors and engineers, and leaving behind only enough population to ensure that, with effort and sacrifice, there would be more potential slaves in another generation.

Xorarcan history states that in time the Overlords empire collapsed, and their many enslave races were left adrift. Most fell into barbarism and developed into petty warlords fiefdoms, but the Xorarcan drive to live a life that meant something caused many of them to strive to build something more. Over centuries, ships of Xorarcan who had never set foot on their native soil returned home, in ships cobbled together from Overlord technology or earned from other races through mercenary service. All were welcomed back as lost kin, and accepted into the greater Xorarca community.

But Xorarca was still a harsh world, and it could not support such an enlarged population. It became clear that for the Xorarcans to survive, they must continue to travel among the stars. The species does not wish to a find a new homeworld, but it does want to protect the world and culture that birthed it. In each generation, more than 75% of the Xorarcans born on their homeworld find themselves driven to leave native soil, for the good of their brethren. To ensure no new empire of Overlords ever seeks to enslave them again, and to protect their homeworld, those Xorarcans who leave take on warrior roles and work to establish a presence throughout the galaxy as acknowledged masters of war and defense. While the species has its share of poets, engineers, philosophers, mages, priests, actors, and even criminals, those who leave their world see projecting strength as a species a crucial step to protecting their beloved homeworld.

Similarly, Xorarcans abroad seek to be known as honest and good to their word, to ensure that deals made by their homeworld are respected and valued. This is not to say all Xorarcans are good or kind—a Xorarcan criminal simply ensures that any threat made can and will be carried out, and Xorarcan cheats avoid making any statement regarding the falsehoods they depend on.

Xorarcans value community, and even a lone member of the species far from home looks to find allies they can trust and protect. Most Xorarcans are taught from birth that their first and greatest duty is to their homeworld and their species, but a Xorarcan may choose duty and loyalty to a community of choice over one of inheritance.

RGG-Acronaut-color-01

SPECIES TRAITS

Ability Scores. Xorarcans have a wide range of body types and mental traits, and despite a reputation for being strong and narrow-minded are actually among the most varied of species. A Xorarcan gains a +2 bonus to two ability scores of their choice, and take a -2 penalty to one ability score of their choice.

Size, Type,Vital Statistics: Xorarcans are Medium humanoids with the Xorarcan subtype. A typical Xorarcan stands 5’10” to 7 feet tall, and weighs 190-280 pounds. They reach the age a maturity at 15 years, and have a maximum age of 100 + 2d20 years.

Move: Xorarcans have a 30 foot land speed. If any effect reduces their speed by a set amount, that reduction is decreased by 5 feet.

Darkvision: Xorarcans have darkvision with a range of 60 feet.

Plain Speech. Xorarcans are renowned for being straightforward and good as their world, and find getting what they want through deception awkward and uncomfortable. They receive a -4 penalty to Bluff checks to lie (though not for any other task of the skill), and a +2 bonus to Diplomacy and Intimidate checks.

Independent: Xorarcans have evolved to be difficult to control, and even-tempered. They receive a +2 bonus to all saving throws against mind-affecting to emotion effects, and the DC to bully them with Intimidate is 5 higher than normal.

Harsh Homeworld: Xorarcans take no penalties in thin, normal, or thick atmospheres. They treat hot environments as 30 degrees cooler, and cold ones as 30 degrees warmer, for purposes of environmental hazards. They treat high gravity as standard gravity and extreme gravity as high gravity (even for purposes of determining bulk).

THEME: XORACAN WARRIOR

Many of the traits considered “inherent” to Xorarcans are actually cultural norms ingrained in all Xorarcans born and raised on their homeworld of Xorarca. While theoretically a non- Xorarcan could be raised in the same manner, such as a human adopted by Xorarcan parents or a shirren born to diplomats on Xorarca who have adopted its culture and have numerous native friends, normally only Xorarcans can take this theme.

Theme Knowledge. Xorarcans know the universe is a cold, harsh place and train their young to be prepared to use even protection available to them. You begin play proficient with heavy armor. If the class you take at 1st level is already proficient with heavy armor, you begin play proficient with powered armor. If the class you take at 1st level is already proficient with powered armor, you reduce the armor check penalty of any armor you wear by 1 (minimum 0). Additionally, you can alter any armor you wear to match the appearance of traditional Xorarcan war-gear with 1 day of work, giving you a +2 bonus to Intimidate checks to demoralize while wearing it.

Armored Juggernaut [6th]. At 6th level, you ignore the bulk of any armor you wear. Additionally, when wearing heavy armor or powered armor, your unarmed attacks deal damage equal to the solar weapon of a solarian of a level equal to your character level.

Rugged [12th]: At 12th level you can, once per day, when wearing armor, grant yourself a number of temporary Hit Points equal to your level. These fade after 10 minutes or when used.

Unstoppable [18th] At 18th level, your ability to overcome adversity is so great you gain determination when things turn against you. The first two times each day when facing a significant enemy you take a critical hit or fail a saving throw, you gain one Resolve Point.

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Ichthine–A Species for all -finder games!

As far as I can tell, the urge to do this species came straight from the art, by the amazing Jacob Blackmon. Certainly nothing else I can think of inspired this. The write up should work for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game.

ICHTHINE

The ichthine are an ancient, accomplished species who have had access to star travel for millions of years. Able to place themselves into a natural form of hibernation, their species travelled the stars in vast slower-than-light ships to explore and learn. However, lacking any way to communicate with each other or their homeworld, each ichthine ship became its own hub of knowledge and developed its own culture. Most eventually began to break down in systems lacking the technology to repair or replace their advanced systems, and the ichthine inhabitants within eventually choose a new world to colonize. Ichthine than thus be found on thousands of world, many of which have no native star-travel capacity, or have only developed such capacity in recent centuries. If the original ichthine homeworld is still populated, none of the current ichthine populations know where it is. It has even been suggested the ichthine originated in a different galaxy, though most scholars dismiss this as hyperbolic legend.

Ichthine culture has survived, however, in part because they have a remarkable racial memory that retains a great deal of core knowledge from generation to generation. Each ichthine is born knowing the Aquan language, already able to speak and understand basic phrases, with a general knowledge of the history of their line. Thus most ichthine populations are aware of their long history of star travel, even those living on worlds with no more than iron age levels of technology. While the ichthine diaspora happened so long ago that many isolated ichthine populations have evolved to look radically different than their distant cousins, most recognize their kinship to ichthine of all types, and can remember in general terms a time when they had a united appearance.

On many worlds ichthine are known as “grandparent fish,” and are considered skilled advisors and scholars, Icthine generally take a long view of things, from history to politics to religious tolerance. This partially comes from their long lifespans and partially from their racial memories, but also seems to be a natural tendency of the species. While young ichthine are significantly more excitable than their older relatives, even as “tads” ichthine generally contemplate major actions and their consequences before diving into them.

However, once an ichthine has decided a risk or consequence is worth the benefit that causes it, they are loathe to reconsider that opinion without significant new evidence. This sometimes leads to ichthine picking up damaging vices, or remaining friends with people who have changed from being short-sighted or brash to being genuinely destructive or evil. Ichthine also think strongly in terms of groups, and hate excluding anyone once they have been accepted into any social or cultural organization.

Grandparent Fish

(Art by Jacob Blackmon. Available as stock art here!)

Species Traits

Ichthine are Medium monstrous humanoids. Despite their fishlike appearance, they can easily manipulate items with their nimble fins as well as a human with two normal hands.

+2 Wis, +2 Cha, -2 Str. Ichthine are calm and caring, often contemplating how helping others may help them as well, but have frame ill-suited to the leverage needed for optimized application of strength.

Movement. Ichthine have a 20-foot move rate, and a 30-foot swim rate.

Deep Senses. Ichthine have low-light vision and darkvision. When in a liquid environment, they also have blindsight, 30 feet.

Amphibious. Ichthine can breath air and water with equal ease.

Depth acclimated. Icthine ignore penalties for high pressure, both in water and in normal atmosphere.

Hibernate (Ex). As a full action an ichthine can slow its metabolism to a crawl, radically reducing its need for air, water, and food. In this state it does not suffocate or starve, and is considered unconscious for most purposes. However, a hibernating ichthine can make Perception checks at -10 to notice changes to its environment while hibernating, and choose to end its hibernation as a full action. A DC 10 Medicine check is required to differentiate between a hibernating ichthine and a dead one. An icthine’s hibernation can last for tens of thousands of years with no harm.

Racial Memory (Ex). An ichthine can attempt a recall lore task with untrained skills, regardless of the check’s DC. An ichthine receives a +2 bonus to all recall lore checks. If the recall lore check is for questions relating to the ichthine’s own heritage, this bonus increases to +10.

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Webbing Wednesday! noose webs

It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!

This week, we look at: Noose Webs!

For Pathfinder!

Noose Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs is also subject to choking every round any effort is made to free it from the webbing (by damaging the webbing, making an Strength check, and so on). Make a grapple check using the CMB of the creature that created the web (even if it is not present) against the target’s CMD. If the check is successful, the target cannot speak or breath and is fatigued that round. If the check is successful for a second consecutive round, the target also begins to suffocate.

For Starfinder!

Noose Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs is also subject to choking every round any effort is made to free it fro the webbing (by damaging the webbing, making an Strength check, and so on). Make a grapple maneuver the melee attack bonus of the creature that created the web (even if it is not present) against the target’s KAC +8. If the check is successful, the target cannot speak or breath, takes bludgeoning damage equal to 1d4, +2 per CR of the creature creating the web, and is fatigued that round. If the check is successful for a second consecutive round, the target also begins to suffocate.

Armor’s environmental protections can prevent the inability to breath or speak (though not the bludgeoning damage) as long as they were active before the creature was affected by the web. Otherwise the webbing is wrapped around the target’s throat already, and activating the armor’s environmental protection has no effect.

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Webbing Wednesday! acid webs

It’s Webnesday! When we take a look at web-related monster abilities for some d20 games!

This week, we look at: Acid Webs!

For Pathfinder!

Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1 point for creatures of CR 1 or less, 1d3 for creatures of CR 2-3, 1d4 per 2 CR for creatures of CR 4 or higher. Additionally, this creature’s webs are immune to acid damage.

(Want to make things even worse? Add a swarm to the encounter!)

For Starfinder!

Acid Webs (Ex): Any creature taking penalties or suffering a condition from this creature’s webs also takes acid damage every round. The damage is 1d4, +1 point per CR of the creature. Additionally, this creature’s webs are immune to acid damage.

(Maybe add this ability to a Star-Drider!)

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Awesome 80s: Gazer Guns (for Starfinder)

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s gazer guns, optical weapons that use the optic nerves (or cameras) to access the nervous systems.command circuits of a target and shut them down.

This one is a bit more obscure so I’ll mention, there was this 1981 science fiction film written and directed by Michael Crichton called Looker

Gazer Guns

Gazer guns create bolts of intense optical patterns that, when perceived by optical nerves, travel directly to the brain and can short-circuit the nervous system (or control circuitry) of nearly any creature with sight. Gazer gun attacks are made against a target’s EAC.

The damage dice of a gazer gun don’t indicate points of damage, but instead the number of rounds an affected creature is dazzled. If a gazer gun affects a creature that is already dazzled, the creature is instead dazzled, flat-footed and off-target for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, and off-target, the target must make a Fortitude save (DC 10 +1/2 weapon item level +attacker’s Dex modifier, minus any penalties that apply to the attack roll) or be dazzled, flat-footed, off-target, and staggered for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, off-target, and staggered, the target must make a Fortitude save (same DC) or be dazzled, flat-footed, off-target, and dazed for the duration indicated by the damage dice.

A creature dazed by a gazer gun does not notice the passage of time while dazed, and is not aware of events that happen within the condition’s duration.

A gazer gun cannot make attacks against creatures that cannot see the attacker, including those that are blinded or sightless.

All gazer guns are of light bulk, and have a capacity of 20 and a usage of 1.

Untyped Small Arms
WEAPON LVL Price Damage Crit Range
Gazer, astarte 1 200 1d2 Staggered 20 ft.
Gazer, qetesh 4 2,500 1d3 Staggered 30 ft.
Gazer, hathor 8 10,000 1d4 Stunned 30 ft.
Gazer, turan 10 19,000 2d3 Stunned 40 ft.
Gazer, nanaya 12 44,000 2d4 Stunned 50 ft
Gazer, venus 14 90,000 2d5* Stunned 60 ft
Gazer, xochipili 16 200,000 2d6 Stunned 70 ft
Gazer, prende 18 400,000 2d7* Stunned 80 ft

*If you do not have access to d5s, this damage can be 1d4+1d6. If you do not have access to d7s, this damage can be 1d6+1d8.

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Cthoul (for Starfinder)

The Cthoul are horrific creatures that exist as much in higher dimensions of realist as they do the Material Plane. Though their forms can shift and morph depending on the circumstance, their true nature being too foreign to mortal comprehension to ever be entirely perceived or grasped, they are most often encountered as think humanoid creatures, with bulbous heads, long tentacles emerging from their lower face, and spindly, clawed fingers.

The Cthoul are not native to our reality, and much of their power comes from their power to draw rules of operation from their twisted, alternate dimensional extensions to wrap and pervert the natural environment. Their home dimension–a palce so wrong by any reasoned thought it is known only as the Inversity–is not well understood, though it is known it has easier access to the lands of Leng and the FiendWebs than normal space. It is believed to be a reality that was entirely formed from the unconscious dreams of the Great Old One, Cthulhu, and that the Cthouls appearance is a trifle of the cosmic demands that reality made on life which evolved from it’s befouled origins. The Cthoul themselves do not speak of this theory, and while they alternatingly venerate and enslave horrific elder beings, they have no special affinity for, or understanding of, Cthulhu.

Ancient, often mind-shattering histories of long-lost alien civilizations claim that once the Cthoul ruled a vast Empire that spanned all of known existence. But that ur-reality was split, with different gods and other cosmic powers scrambling to carve out alterverses over which they would hold sway, and the Cthoul were cut off from much of the mortal mortal existence. Now they can reach realms conceivable by humanoid minds only rarely, though their banishment was neither complete nor absolute. Their twisted star vessels of indescribable color seem able to invade our reality only when those who crave their secrets summon them, or the conjunctions of planar energies form weaknesses in the weft of spacetime they can violate.

Cthoul’s very presence places pressure on the sanity of those who perceive or approach them and they seem sustained (or at least entertained) by this effect, causing them to also be known as lucidivores or “mind eaters.” They are physcially extremely strong and resilient, though each Cthoul appears to be harms by some substance or energy, but there is no commonality to what that is. They also have powerful psionic powers, and know fell magics that can pervert, twist, corrupt, and blast everything from common matter to the very souls of those who oppose them.

Cthoul plans always follow some horrific, aberrant logic, and often involve steps that occur on alternate planes of reality, making their purpose or goal literally incomprehensible to mortal minds. That said, their schemes and efforts always seem bent on creating horror, fear, pain, and despair, and some appear to take particular pleasure in torture specific species, personality types, or even accursed individuals. to be the object of a Cthouls attention for years, or even generations, in particularly dreadful, for they cannot be bargained with or trusted, and their minds can conceive of ordeals no sane being would contemplate, much less inflict on living beings. And even if driven off, slain, or utterly destroyed in normal space, most of a Cthoul exists in reality beyond the reach of even the most powerful outsiders, and once their multidimensional selves heal, they can return to execute more foul events.

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