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).
If you found this entertaining, and you’d like to support the creation of more such content, check out my Patreon!
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.
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.
If you found this useful or entertaining, and you’d like to support the creation of more such content, check out my Patreon!
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.
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.
(Art by Jacob Blackmon. Available as stock art here!)
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.
If you found this useful or entertaining, and you’d like to support the creation of more such content, check out my Patreon!
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 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|
|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.
Like this? Want to see more? Check out my Patreon!
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.
|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|
If you are reading this, maybe you’d like to consider supporting more blog posts like this by pledging a small amount to my Patreon?
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.
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.
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|
|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)|
If you are reading this, maybe you’d like to consider supporting more blog posts like this (and then asking for more Awesome 80s!) by pledging a small amount to my Patreon?
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.
|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|
Enjoy this post? Why not support my Patreon, so I can write more?!
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.
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.
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.
Teamwork is a common element of adventure fiction, but it can be difficult for a game to grant bonuses to characters that are better at working together than their players are at making support-based tactical decisions. Previous d20 games have attempted to overcome this difficulty with Teamwork Feats but (with the exception of a few specific implementations as class features), those feats require everyone who is to benefit from them all take the feat, making them so uncommon and reviled I didn’t even want to mention them in this article’s title.
But it doesn’t have to be that way.
These proposed Starfinder Roleplaying Game Teamwork Feats assume only one character is going to take them, and that the character then coordinated tactics in advance with a set of team members. The team members can change as the party’s needs evolve, and in this way a character can become an expert tactician and coordinator, even if the character’s player isn’t particularly good at game tactics.
Team Members: Team members benefit from all your teamwork feats. You designate your team members among the people you can take to and discuss tactics with, in a process that takes 10 minutes. You can have a maximum number of team members equal to your maximum Resolve Points, or your Charisma modifier, whichever is higher. You increase this maximum by 1 for each envoy improvisation class feature you have. If you have telepathy or limited telepathy, you may have 1 additional team member. If you have the mindlink class feature, all creatures in a mindlink with you automatically count as team members.
Each time you get 8 hours of sleep, or take a 10-minute rest and spend Resolve to regain hit points, you can change your team members. If a team member is unable to communicate with your for 24 hours, they stop being a team member.
Starfinder Teamwork Feats
Benefit: Whenever two or more members of the team are adjacent to each other, foes gain no benefit from flanking them.
Benefit: Whenever a team member restores Stamina Points or Hit Points to another team member, the number of points restored is increased by half your character level (minimum +1).
Bounding Overwatch (Teamwork)
Benefit: Team members gain a +2 circumstance bonus to Perception checks, and to AC against attacks of opportunity, when within 15 feet of another team member.
Close Support (Teamwork)
Benefit: A team member can exclude any one other team member from any area attack or instantaneous area effect.
Coordinated Fire (Teamwork)
Benefit: Team members gain a +2 bonus to attack rolls made for cover fire or harrying fire, and the benefit of such actions increases by 1 with regard to other team members.
Duck and Cover (Teamwork)
Benefit: When a team member makes a Reflex save while within 15 feet of another team member, he gains a +2 bonus to his Reflex save. If an initiating team member makes a Reflex save and an adjacent team member fails a save against the same effect, the initiating team member may choose to fail their saving throw as a reaction, and cause the adjacent team member to succeed at their own save.
Elite Ship Crew (Teamwork)
Benefit: When a member of a team makes a skill check or attack roll in a starship combat role, they may use the total bonus -2 of any other team member’s attack roll or skill check rather than their own bonus. No team member may grant their bonus (-2) to more than one other team member each round.
Got Your Back (Teamwork)
Benefit: An initiating team member can take a standard action to grant an adjacent team member the ability to take 10 on a skill or ability check, even when circumstances would normally prevent it, until the beginning of the initiating team member’s next turn.
Load Out (Teamwork)
Benefit: A team member can carry any one other team member of the same size or less, with just a 5 foot reduction to the carrying team member’s speed, regardless of bulk. This takes 1 hand.
Set up (Teamwork)
Benefit: As a move action, an initiating team member can give other team members a +2 circumstance bonus to combat maneuver attack rolls against a target adjacent to the initiating team member until the beginning of the initiating team member’s next turn. Alternatively, as a standard action, the initiating team member can grant a +4 circumstance bonus.
If you are reading this, maybe you’d like to consider supporting more blog posts like this by pledging to my Patreon?
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 digital cyber disc.
A cyber disc is a round, glowing hardlight construct about the size and shape of a child’s thrown gliding toy. It functions as a computer of a tier equal to half it’s item level, and can have additional modules and upgrades added (at their normal cost) without increasing its size or bulk. Because it is a focused energy object, it can also be used to block incoming attacks, and to damage targets and objects by flinging it at them at range, or striking them in melee. It returns to the thrower immediately and unfailingly, allowing it to be used to make full attacks if desired, though it can also be used to make more powerful focused attacks (represented by its boost feature).
With a successful Computers check (DC 15 + new cyber disc item level) and 10 minutes of work, a cyber disc (and its computer functions) can be upgraded to a higher-level cyber disc. This counts as item creation (you must have ranks in Computers at least equal to the item level of the new cyber disc) and costs UPBs equal to the cost of the new disc, -205 of the cost of the old disc.
Shielding: In addition to having the block special weapon property, the cyber disc has the shielding special weapon property. This means if you take the fight defensively or total defense actions, you gain a +2 bonus to EAC/KAC.
|Untyped One-Handed Basic Melee Weapons|
|Cyber disc, basic||1 / 300||1d4 S||Stunned||20/1||L||Block, boost 1d4, operative, shielding, thrown (20 ft.)|
|Cyber disc, tactical||4 / 2,500||1d6 S||Stunned||20/1||L||Block, boost 1d6, operative, shielding, thrown (30 ft.)|
|Cyber disc, advanced||7 / 6,300||2d4 S||Stunned||40/1||L||Block, boost 1d6, operative, shielding, thrown (30 ft.)|
|Cyber disc, superior||11 / 27,500||2d6 S||Stunned||40/1||L||Block, boost 1d8, operative, shielding, thrown (40 ft.)|
|Cyber disc, elite||15 / 98,000||5d6 S||Stunned||40/1||L||Block, boost 2d6, operative, shielding, thrown (40 ft.)|
|Cyber disc, gladiatorial||19 / 625,000||7d6 S||Stunned||80/1||L||Block, boost 4d6, operative, shielding, thrown (50 ft.)|
If you are reading this, maybe you’d like to consider supporting more blog posts like this by pledging to my Patreon?
For less than the cost of a weekly cup of coffee… you know what, nevermind. You do you. 😀