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Fantasy Pollaxe for Pathfinder Roleplaying Game

Once again, I was watching the show Forged in Fire, and found myself moved to write Pathfinder Roleplaying Game stats for the features weapon. In this case it was a pollaxe, which is similar in some regards to the halberd and lucerne hammer, but distinct enough (and was common enough) I think it deserves its own write-up.

Martial Two-Handed Weapon

Name    Cost       Dmg (S) Dmg (M)    Crit    Weight   Type      Special
Pollaxe  30gp      1d8           1d10           x2       7 lbs.        B/S/P     Brace, Trip

A pollaxe is a common weapon among knights and those who must face heavily armored foes on foot. It has a wooden haft between fix and six-and-a-half feet long, with languets running along the top third or half. A metal head is mounted to the top, which features an axe blade, hammerhead, and spike. It is often confused with the halberd (which has a larger axe blade and normally no hammer), and the lucerne hammer (which has a clawhead rather than an axe blade).

A proficient character can use a pollaxe one-handed. Whenever a pole-axe is used one-handed, it is a one-handed weapon, and it’s damage die is reduced by one step (to d8, for S/M weapons).

A proficient character using a pollaxe two-handed, and who has the Lunge feat, can use Lunge with the pollaxe while taking only a -1 penalty to AC (rather than the normal -2).

A proficient character using a pollaxe two-handed, and who has the Combat Patrol feat, can use Combat Patrol as a standard action (rather than the full round action).

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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.

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RACIAL 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 + 2d29 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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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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The Aberrant Empire

Aberrations are usually presented as lone monstrosities to be slain for their loot, or fallen kingdoms of single aberration species well past their glory days.
But if dwarves and elves and humans can have multi-species nations, why can’t there be a vast, thriving, dangerous Aberrant Empire, where all things alien and unwholesome serve a single Aberrex ruler.

Aatheriexa taskmasters cruelly drive monstrous humanoid laborers and magical beasts of burden to build twisted basalt monoliths, work fields that grow fleshy fungus, and forge weapons designed to tip tentacles and adorn eyestalks using greenish metal poisonous to non-aberrant races.

Akaname commandos sabotage the wells, waterways, and sewers of major cities or strongholds too near the Empire’s borders, ensuring disease and infestation keep potential enemies weak.

Blightspawn priests rule over congregations of non-aberrant “hostkin,” who literally give their bodies for the worship of twisted gods and the incubation of elite Imperial species.

Brume inquisitors ensure the loyalty of all with the Empire and draw knowledge out of the memories of its captured enemies, while cerebral stalkers turn what’s left of any subject into a useful servant of the Aberrex.

Choker assassins end the lives of those who threaten the Empire in silent attacks, or slaughter those foe’s loved ones and allies if unable to crush the enemy’s windpipe directly.

Destrachan heralds sound the calls to mobilize Aberrant armies, and learn the sounds of insanity from their Aberrant nobles to let loose mind-shattering calls that blast psyche as well as flesh.

Ailing aberrations that have served the empire well join in final, dread rituals to combine into egregores, or yah-thelgaad, ensuring their experience and fell knowledge can continue to fulfill imperial needs for centuries more.

Ethereal filchers both guard the border planes around the Empire, and act as intelligence agents, stealing opposing forces plans from their very pockets.

Froghemoth juggernauts, directed by armored ghorazagh commissars, anchor mighty armies and naval forces, acting as living siege engines, and often ridden by khardajeen artillery.

Incutilis and their lords man flotillas and watery caravans, ensuring that the appetites of the Empire are met, and that those who oppose them are subdued and forced to serve the Empire’s needs.

Hyakume magecrats rule Imperial territories, each defined by a strange border that respects no boundary non-aberrant eyes can perceive.

At the center of the Empire, sits 13 tychilarius, jointly the Aberrex, an aberrant amalgam of all the Empire’s best, most loathsome agents and lords. Do they serve a greater master? If so, can mortal minds even comprehend it?

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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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The Awooginator, for Starfinder

An awooginator is an unusual weapon, popular with pacifists, some law-enforcement groups, anarchists, and some tactical combat teams. It does nothing but create a technologically-generated psychic wave that causes all creatures in the area to hear a loud claxonlike noise, which is most often written as “awoooGA” by those who try to express the sound to people who have never been on the wrong end of an awooginator. Because the waves of psychic energy are carried along an electromagnetic field to affect the nervous systems of creatures, things like armor and cover can protect a target from the awooginator’s effects. To be affected, a target must be in the weapon’s blast, and it must successfully hit the target’s EAC.

The psychically-generated sound is spectacularly sudden, loud, and distracting. Targets are thrown off-target for a number of rounds equal to 1/5th the awooginator’s item level (minimum 1 round), and can be deafened by it (even though the sound is psychic, rather than real), as the target is overcome by the sheer neurological memory of the phantom sound. All awooginator models are of light bulk, and have a capacity of 20 and a usage of 4.

Uncategorized

Small Arms

         
Name Level Cost Range Crit Special
Awooginator, bellow 1 400 30 ft. deafen blast
Awooginator, horn 6 5,000 40 ft. deafen blast
Awwoginator, siren 11 22k 50 ft. deafen blast
Awooginator, claxon 16 146k 60 ft. deafen blast

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Awesome 80s: The Kontos (Legendary Bladed Thrown Weapons, 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 the Kontos, a legendary line of throwing weapons that remain relevant even with the prevalence of far-future technology.

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The Kontos

The origins of the Kontos can be traced back to a small world of humanlike beings who possessed a feudal society with primarily analog technology. They had some rudimentary control of magic, but primarily used it for healing and magical metallurgy, with anyone attempting more advanced magic (such as shapeshifting) generally being at best half-trained and often seen as lacking the power to do harm. However, several lines of these people had innate psychic powers. Those lines often rose to positions of nobility and royalty. Inbreeding then caused their powers to weaken, requiring them to be channeled through devices such as the original Kontos, a bladed throwing weapon though could be controlled telekinetically by even the most latent of psychics. This weapon evolved from spears and lances and is still called by the same name, despite clearly not being a polearm.

This minor world likely would have gone almost entirely unnoticed if an invading aberration had not landed a teleporting magitech starship on the surface and, treating it as a nigh-impregnable keep, moved to conquer the world. This caused once-opposing factions to join, combining two royal lines in such a way that they could both maximize the effectiveness of the Kontos, and granting them (and their offspring) powerful pyrokinetic powers. This alliance defeated the alien invades, backwards-engineered its teleporting hybrid starship’s magitech, and within a generation became a powerful starfaring power, bringing duplicates and variants of the original Kontos with them to the stars.

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Rapid Returning Fusion

At its base, the Kontos is a typical thrown weapon with a special weapon fusion. This functions as the returning fusion, but the weapon returns immediately after each attack, allowing it to be used to make multiple attacks in the same turn. It also gains the penetrating special weapon quality. However, a character must meet the prerequisites for the Psychic Power feat to gain these additional benefits—for anyone else it functions purely as a returning thrown weapon.

The rapid returning fusion costs 125% of a normal fusion, and all Kontos have it added automatically (it is included in their base price). As a result, all Kontos are magic items.

The blades on a Kontos retract automatically when they approach their thrower, making it safe to catch and throw again quickly. All Kontos have light bulk.

 

Advanced Melee Weapons, 1-hand
WEAPON LVL Price Damage Crit Special
Kontos, guisarme 1 490 1d4 S Knockdown Thrown (20 ft.)
Kontos, fauchard 4 3,180 2d4 S Knockdown Thrown (30 ft.)
Kontos, volge 8 12,710 4d4 S Staggered Thrown (50 ft.)
Kontos, corseque 10 21,300 3d8 S Staggered Thrown (60 ft.)
Kontos, ranseur 12 49,000 4d8 S Staggered Thrown (70 ft)
Kontos, sovnya 14 95,100 6d8 S Staggered Thrown (80 ft)
Kontos, caber 16 215,000 8d8 S Staggered Thrown (90 ft)
Kontos, glaive 18 445,000 11d8 S Staggered Thrown (100 ft)

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Gate Gun, for Starfinder

A gate gun creates a gate through hyperspace. The first time a gate gun is fired, it creates an “A” gate, which doesn’t do anything on its own. The second time it is fired, it creates a “B” gate. Each gate takes up one 5-foot square. Anything that enters an A gate is immediately teleported to the B gate, while maintain the same orientation and momentum. This includes light, so the gates can be used to establish line of sight and line of effect for Perception checks, spells, ranged attacks, and so on.

An A gate lasts 1 round per level of the gate gun, or until an associated B gate collapses. A B gate lasts 1 round per level of the gate gun. Thus if you have a 5th level gate gun, when you establish an A gate it lasts 5 rounds on its own. If during this time you create a B gate, the A-B gate pair them lasts 5 rounds from that moment. Then both collapse. If you trigger a gate gun when there are no gates associated with it, or when there is a full A-B gate pair, you create an A gate, and any old gates collapse. If you fire a gate gun when it just has an A gate open, you automatically create a B gate paired to it.

A gate gun has a maximum range of 10 feet per level, both for how far away it can create a gate, and how far apart those gates can be. If you attempt to create a gate too far from the gate gun or too far from its paired gate, all gates collapse. If travel between pair gates draws a line through a force effect or at least 1 inch of star metal, the travel fails (though the gates remain active, and they can’t be used to establish line of effect or line of sight).

Gate guns aren’t illegal in most jurisdictions, but carrying one is often seen as evidence you are a thief, spy, or voyeur.

Small Arms          
WEAPON LVL Cost Range Capacity/
Usage
BULK
Gate gun, Brandenburg 4 3,200 40 ft. 80/20 L
Gate gun, Meridian 7 8,500 70 ft. 80/20 L
Gate gun, Ishtar 11 34,000 110 ft. 100/25 L
Gate gun, Buland Darwaza 15 125,000 150 ft. 100/20 L
Gate gun, Triomphe 19 725,000 190 ft. 100/10 L

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LawStar Justicar (for Starfinder)

We’ve explained ThemeTypes—a kind of character option that uses both your theme and an archetype to make a bigger change to your character that either could by itself—and presented a number of specific ThemeTypes designed to be alternate multiclass rules for adding some envoy, mechanic (drone), mechanic (exocortex), mystic, operative, and technomancer class abilities to a character.

But ThemeTypes can do much more than replace multiclass rules. That can open up whole new realms of character concepts, allowing for roles and ideas that are more than just a background or a subset of any one character class, but don’t rise to the level of needing their own character class. These are things like champions of interstellar police forces, space-faring knights-errant, and entities who have had their whole bodies replaced with transforming cyborg frames. Within each of these concepts, a character could still be an envoy, soldier, mystic, and so on. Indeed, entire campaigns can be built around such role-based ThemeTypes, emulating popular comics and cartoon series that focus on one specific group of starfaring heroes, while still exploring the individuality of each character.

As an example of this kind of sweeping, character-defining ThemeType, we present the LawStar Justicar.

LawStar

The LawStar is an organization that promotes order, justice, and safety throughout the known galaxy. A central LawStar Executive exists that works to build systems and train agents to end war and crime, support peace and prosperity, and oppose evil and suffering in all forms. Seven LawWorlds form the core of this organization, each ruled by a branch of the Executive and operating under the LawStar Code, which promotes fairness, freedom, and equal treatment. It is believed that the LawStar Executives themselves answer to a High Executive, a being of pure beneficent order, which may be an angel, demigod, or ancient alien species that have long since become creatures of pure energy.

Typical LawStar agents and even LawStar fleets and ground forces operate mostly in lawless zones, applying the most widely-recognized, democratically selected laws against slavery, piracy, tyranny, and oppression. Any world can request LawStar enforce such laws on that world with a general referendum of the population, with a 2/3 majority being seen as the will of the people, regardless of the will of the government.

But even beyond the agents, judges, and executives, the most elite members of the LawStars are the Justicars.

The Code of the LawStar
It is the right of all Sapients,
To Live free of slavery, tyranny, torture, or oppression.
To Choose their own life path, to Gather and to Freely Express Themselves,
To be treated with Dignity, Fairness, and Compassion,
And to be able to seek Redress for wrongs against them.
This is the Code of the LawStar.
We Live by the Code, We Die by the Code.

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LawStar Justicars

Those individuals who show an extraordinary aptitude for investigation, law enforcement, compassion, and drive, are sometimes selected to become LawStar Justicars. While such candidates are often taken from the ranks of LawStar agents and officers, it is not unknown for a Justicar position to be offered to a sapient creature with no connection to, or even knowledge of, the LawStars.

Justicars are considered the LawStar elite, but they are also outside of the lawStar’s normal chain of command. Each LawStar Justicar is an authority onto itself, and neither takes orders from, nor has any power to give orders to, any other LawStar. If a LawStar Justicar turns from the Code of the LawStar, it is the duty of any Justicar who learns of this breach to make amends for their kin’s wrongdoing, and to insure that such wrongdoing stops. Of course the fact that the LawStar sigil cannot be made to function for those with evil intent generally makes this easier, but there are cases of LawStars who truly wish to do good to be so damaged or mistaken in their beleifs that they must be stopped by other Justicars.

The sign, and power source, of the Justicars are their LawStar Sigils, powerful hybrid items that defy all efforts to determine their origin, function, or power source. Each Justicar is offered a sigil when offered the role of starfarer agents of justice, and once accepted it becomes part of their spiritual essence. It appears as a ring, broach, piercing, or similar item appropriate for the Justicar’s species, but is in fact inherent to each Justicar—it cannot be removed, damaged, or destroyed, it fades when a Justicar dies, and it returns if they are raised from the dead.

Justicars often work with similarly gifted individuals who are outside the LawStar organization to seek out injustice and tyranny and oppose it, though small bands of Justicars also sometimes form to tackle more significant issues.

LawStar Justicar ThemeType

LawStar Knowledge (Ex, Theme, 1st Level): At first level, you gain Culture as a class skills. If you already have Culture as a class skill, you instead gain a +1 bonus to all Culture checks. Additionally, you gain limited telepathy. If you already have (or later gain) limited telepathy, you instead gain a number of bonus languages equal to your character level, which only count as languages for purposes of determining what creatures you can use your limited telepathy with.

LawStar Sigil (Su, Archetype, 2nd Level): You can absorb nonliving equipment into your LawStar Sigil. This takes ten minutes per item, and requires the equipment be unattended. If the equipment has proficiency requirements, passwords, activation phrases, security measures, or prerequisites for use, you must have full access to all of the item’s abilities before it can be absorbed. You can absorb items with an item level no greater than your character level +2, and can have a maximum number of items absorbed equal to your maximum number of Resolve Points. While absorbed in your ring the equipment is nonfunctional and safe form outside influences, though time passes for it normally. Items in your LawStar Sigil do not count towards your maximum bulk. You can have no more bulk worth of items absorbed into your LawStar Sigil that your two highest ability scores.

Your LawStar Sigil gives you the benefit of any one suit of armor (and its upgrades, as well as its drawbacks such as slower speed or Max Dex Bonus to AC) absorbed into it at a time, and you can swap what suit of armor that is as swift or move action. If you have a suit of powered armor in your LawStar Sigil, you can manifest it using the rules below separately from gaining the benefits of a suit of absorbed light armor. You can change what upgrades are in what absorbed armors during a ten-minute rest without a check of any kind, though upgrades must be placed in armors able to accommodate them.

You can manifest any other items absorbed into your LawStar Sigil as hardlight constructs from your sigil, and use them normally. If you use a consumable item, it is no longer absorbed into your LawStar Sigil, and equipment needs batteries, ammunition, fuel, and similar charges normally, and can be reloaded normally. Any item destroyed or disarmed or stolen from you is removed from the items absorbed in your LawStar Sigil.

You can’t use the appendage your LawStar Sigil is on for any other function while you have equipment manifested. However, your LawStar Sigil can support two hands/limbs worth of items without using any other hands from you. If you need to use more equipment than that, you can handle your manifested equipment normally. You cannot manifest more items than you can wield at once.

You can drop a manifested item, causing it to fully form (no longer as a hardlight construct) an no longer count towards items absorbed in your LawStar Sigil.

LawStar Sigil Flight (Su, Archetype, 4th Level): Your LawStar Sigil grants you 30 feet of flight when in a vacuum or zero-G environment.

Improved LawStar Sigil Absorption (Theme, 6th Level): Your LawStar Sigil causes all absorbed items to count as having an item level at least equal to your character level for purposes of determining hardness, Hit Points, and save DCs. This is true even while such items are manifested, but not if they are dropped. Additionally, all damaged equipment absorbed in your LawStar Sigil regains a number of Hit Points equal to your character level whenever you take an 8-hour rest and regain your daily abilities.

Greater LawStar Sigil Flight (Su, Archetype, 4th Level): Your LawStar Sigil grants you 30 feet of flight.

Improved LawStar Sigil Absorption (Su, Archetype, 9th Level): Your LawStar Sigil can now manifest (a LawStar Sigil nd allow you to wield) two additional arms worth of hardlight equipment.

Improved LawStar Sigil Environmental Protection (Su, Theme, 12th Level): Your LawStar Sigil can now grant you environmental protection for a number of weeks equal to your character level. You must forgo any environmental protection from your LawStar Sigil (including from any armor absorbed into it) for 24 hours to recharge this ability.

LawStar Sigil Space Travel (Su, Archetype, 12th Level): Your LawStar Sigil flight speed increases to 60 feet. Additionally, you can fly through space to travel from point-to-point on a planet, go into orbit or land, reach satellite, or travel in-system using the starship Standard Navigation and Astrogation rules. You cannot enter hyperspace using your LawStar Sigil, nor leave hyperspace if already there, though you can fly around within hyperspace normally.

LawStar Telekinesis (Sp, Theme, 18th Level): You can use the sustained force function of the telekinesis spell at will, and use the combat maneuver function 5 times per day. Additionally, you can carry willing, unconscious, or helpless creatures weighing no more than 2,000 lbs and extend your LawStar Sigil’s environmental protections to them, though each creature you carry reduces the number of limbs worth of equipment you can manifest as hardlight by one.

LawStar Starship Construct (Su, Archetype 18th): Your LawStar Sigil can now absorb one starship, with the same restrictions on access and passwords as absorbing equipment. You can access this starship as a hardlight construct, as long as you are in the same system, or gain its abilities when engaging in starship combat. The LawStar Sigil will fill any role you do not, and has a flat bonus equal to your character level for any checks in makes.

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