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d20 Spotlight Tokens

d20 Spotlight Tokens are an optional rule for most d20-rule based (or “T20”) games. The tokens are designed to give players a concrete way to grab some spotlight time (real-world time where they are getting the most done, being the most impressive, and having the most attention paid to them). These are absolutely a power-up in terms of what a group of PCs can handle, and that’s both intentional and, in my opinion, a good thing. It’s not an increase in what characters can do all the time, but it is a way for a player to decide to have remarkable success when the going gets tough… or when the player just wants that to be the way the story goes.

These are a mechanical solution to spotlight time. A player can’t help but be the focus of attention when one is spent, even if they are shy or not big talkers.

Once you have played with d20 Spotlight Tokens for a few game sessions, it should be obvious how to adjust for them as a GM. It may be the players simply choose to take on more encounters in a row, taking overnight rests or breaks to recharge abilities less often, in which case no adjustment may be needed. Or it may be appropriate to treat the characters as being one or two levels higher, so they face more dangerous opponents that require them to expend some tokens to succeed.

(Art by Grandfailure)

Spotlight Token Rules

You get one token per session, plus one per 5 full character levels. If no other player takes the same spotlight token as you, you gain 1 extra token per session.

Select one of the following tokens. This should be done, together, as a group. If two players choose the same token, they can decide if they want to overlap, or one or both of them change their choice. Once this choice is settled, it cannot be changed until you gain a level or another player selects the same Spotlight Token you already have (in which case, again, you discuss it and one, both, or neither of you can change your choice).

You can spend a Spotlight Token immediately any time the relevant game event occurs, even if the action has already been resolved. For example, if you select the Attack Token, you can spend it after an attack misses, or after it hits but does less damage than you want. When you spend a spotlight token, you also get one additional full round of actions you get to take immediately. This additional round of actions does not benefit from the powers of the Spotlight Token–for example if using the Assault token attacks you make as part of your bonus round of action do not also automatically hit.

Currently, here are the token choices. They are designed to lean into common character focuses, and to have more than one options for each broad focus.

ARMOR – You take no damage until the end of your next turn.

ATTACK – Your attack (anything requiring an attack roll) hits and does 150% its max damage.

ASSAULT — Your attack (anything requiring an attack roll), and all attacks you make before the beginning of your next round, hit.

CRITICAL — Your attack, effect, or spell (anything requiring an attack roll) is a critical hit, if it has rules for being so (for example of a spell does not require an attack roll and has no rules for being a critical hit, it does not benefit from this token).

DEFENSE – An attack misses you, as do all other attacks from the same source until the beginning of your next turn.

EFFECT – One foe fails a saving throw against a spell or effect of yours. If there are degrees of failing a saving throw (such as an additional penalty if the save is failed by 5 or more), it takes the worst effect.

MANA — You activate one spell or ability you can use at least once per day without it counting against your normal uses per day.

OVERCOME — You get to take a single action that can be performed in one round or less, that you would be able to take if your character was not suffering any damage, penalties or effects, and without applying any penalties for current damage, penalties, or effects. Yes, even if you are dead.

RESIST — You succeed at a saving throw, and at all other saving throws from the exact same effect (such as all saves against a poison, or against one ongoing spell).

SKILL — You may choose for one skill check (regardless of how much time it represents), or all skill checks you make in a single round, to be treated as if you had rolled a 20 and the d20 roll.

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Role Relics, Pt. 2

Role relics are magic items designed to encourage specific roles or playstyles (perhaps given to children who enter a fantasy world on a roller coaster and each are given a single relic to help them out). I did two already in Part One.

Since these are designed to be character-defining relics that stand outside normal rules, I’ve written only sketches of how they work, so they are compatible with most d20-evolved RPGs. A GM who wants to fill out details like item level and school of magic are free to do so, but the core idea here is to offer legendary items that make it easier for a character to fulfill one classic heroic role.

Cloak of Stealth
Once activated (which can be done as part of any other action taken on the wearer’s turn), as long as the character wearing the cloak takes no actions other than movement, they can make a Stealth check against all senses and detection abilities of any creature. For these Stealth checks, the wearer rolls twice and takes the best result. Each activation lasts no more than one minute, and the cloak then cannot be used again for ten minutes.

(Art by Grandfailure)

Energy Bow
The energy bow automatically creates magic arrows when used for attacks, and does not require any ammunition. These arrows are Force effects, and do untyped pure magic damage. They ignore false images of a target, and any magic or technological effect that creates a flat chance of missing even if a an attack roll is successful.

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 5, Pt. 2)

Here’s part Two of the Session Five notes for my Really Wild West: Doomstone campaign, adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”).

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.
Session Four here.
Session Five here: Part One.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

(Art by Jacob Blackmon)

Session Five (Part Two)

Still Day 13

The characters see that the heaviest traffic out of the Big Cavern is through the left-hand tunnel, which was clearly made by the Embanking Machine. This also shows signs of the svirfneblin-drawn sled they saw bring green ore out of the mine when observing the camp outside. This is the route the take.

  • There is a breach in the tunnel that clips some underground complex that was already there. (The players later learn this is the Svirfneblin Vault)
  • The end of that tunnel opens up beyond the breach
  • The centaur paladin, in the lead (with her darkvision) is attacked by monsters disguised as rocks at the entrance. They’re grick!

FIGHT!!!

  • The grick don’t seem to take electrical damage, fire damage either
  • The human soldier criminal grabs the Warhammer the Chimera Kid was using and uses that on the grick – bounces off. The magic fusion that was on the warhammer has already been moved to the mechanic robotisit’s drone’s bite attack (her drone looks like a mechanical dog).
  • The grick don’t do a lot of damage, but anyone near them has to make a Reflex save or take some damage from their flailing tentacles, on top of their bites or acid spit. And the grick are reducing every attack that hits them by 10 points of damage, so seem nearly invulnerable.
  • There are two Sverfneblin here. They speak some kind of old German. It takes Culture checks for people who know German to understand them.
  • The centaur paladin and fenrin operative work to asks the Svirfneblin to call off the beasts – the svirfneblin explain they do not control the gricks
  • The human soldier criminal called out the name Drungeldan Smyreonot – the name of one of the ‘neblins we talked to after death
  • Bullets don’t work against the gricks either
  • The half-orc technomancer cartographer makes a Mysticism check, and says it takes magic damage to hurt the grick. He then casts overcharge weapon on the paladin centaur’s lance.
  • The lance kills one. The human soldier has an automatic pistol with a magic rune on it, and he easily kills the other one.

AFTERMATH:

  • The centaur paladin casts a spell that allows her to speak to the Svirfneblin
  • They need to get to their Headman
    • He is being held hostage in the back
    • We will have to bypass the serpentfolk and some pact guardians
    • The Pact Guardians are varied – some mechanical, some monsters. They protect the svirfneblin, but also obey the pact, and thus don’t currently attack the serpent people who took over the pact by stealing blood of pact scion – Dwargus. Thus as long as Dwargus does not elave the area, the serpent people can come and go in the Svirfneblin Vault. (PCs realize this is why the manticore kept killing off Dwargus’s cattle–so he couln’t retire and leave).
    • Only the authority of the pact scion can get us to bypass the pact guardians
    • The PCs try the writ given to them by Dwargus allowing them to investigate the area on the door in this room, which is a Pact Guardian itself.
    • It works!
    • There are serpentfolk on the other side of the door!!

FIGHT!

  • There is a gorgeous small green snake, a serpentfolk with a gun and serrated jawbone of an ass sword, and a human carpetbagger with a staff and wearing a beautiful green operacloak
  • The two ‘neblin cast spells to aid the PCs
  • When the pretty cobra dies, it turns into a pool and evaporates
  • The soulstaff dissolves

LOOT: Sharpened jawbone of an ass that is bane vs humanoids (5,000- 10,000-year-old artifact); Who’s Who in Montana 1890; guardian greatcloak (Goes to the technomancer cartographer, and changes from venomous green to midnight blue with silver nautical symbols, route lines, and compass roses when he puts it on).)

Guardian Greatcloak (magic item, level 5): If you take an action that provokes an attack of opportunity, you may expend a Resolve Point without taking an action and not provoke the attack of opportunity

LOOT: One shotgun

PCs move through the rest of the Vault to get to the headman, using the Writ from Dwargus to bypass traps and guardians of the Pact. Final room. Locked and trapped door. The mechanic roboticist bypasses it, and recognizes the handiwork/design skills of Professor Barkane Adrameliche, whose handiwork was also found in the Martian Embanking machine.

  • The Svirfneblin Headman is inside
  • He asks if he can close the vault, using their authority with the Writ from Dwargus – PCs all say yes
  • The Headman explains Professor Barkane Adrameliche IS the Venom King (“Toxin Krieger”to the Sverneblin)
    • The Professor found the idea of a “Venom King” while studying Martian Black Gas, and began to hear whispers. As he experimented with and perfected ways to use the Black gas, the whispers grew louder and louder, and eventually the Professor became the Venom King as much as he is Barkane Adrameliche.
  • The Professor/Venom King is a Darkling — a human who has embraced the darkness so totally he is a native outsider, and on his way to becoming a demigod. He is one of six “Dread Fates,” six unspeakable ways to die.
  • The Professor had six Lts.
    • Dathaca (who was the Chimera Kid)
    • Gaotma – (the only one with a Doomstone)
    • Athath-ka
    • Venomancer (the spellcasters the PCs *just* killed)
    • Female serpentfolk in the other tunnel. Called “Her” in fearful tones by other serpent people.
    • One Unknown
  • The Professor and his six lts are the only ones who will ascend, becoming demigods
  • None of the other six Dread Fates currently has a physical body. The Professor is trying to bring about one of them, his closest ally, the Dread Fate of Torture (who has a drop of blood as his icon, like the blood cultists encountered earlier on Neblin Ridge).
  • The Professor is currently in Montana.
  • Sverfhaim is a Hollow World– a place that is as much a concept and planar pocket as it is a material place. So is the Serpent People home. Also, the serpentfolk seek another “Hollow World
  • Headman offers PC hospitality for the night
    • Sends his folk to watch the upper caverns
  • PCs need to get into the serpentfolk city, set up a mystical “door” (a device the Neblin headman can create), go through it, close the door
    • Then the serpent city will cease to have access to our world and we would be on Neblin Ridge

End of session. XPs: 2650

LEVEL UP to 6th!!

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 5, Pt. 1)

It looks like there is enough interest in session notes from my Really Wild West: Doomstone campaign for those to become a regular feature. So here’s a write-up adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report for Session Five!

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.
Session Four here.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

Session Five

Day 13

The fenrin operative bounty hunter takes the mask of inconsequence once used by the Chimera Kid. This magic item allows you to make Stealth checks, opposed by observer’s Perception or Sense Motive (whichever is greater) to appear to be no different form the majority of people around you. It only works when you are not in combat, and does not work against anyone directly interacting with you or who is in combat.

(Art by Jacob Blackmon)

So equipped, she heads into the mine to do Stealth recon. She overhears a conversation between two guards – they know there was a ight outside, and if anyone comes up they don’t recognize the guards will will shoot first, ask questions later. They are awaiting the return of “the Professor,” who the guards obviously fear. The Professor specifically warned them not to use the “embanking machine,” which is taken by the group to be a Martian embanking machine from the War of the Worlds.

The players decide to make a blitz attack, since these guards and part of an operation that has used slave svirfneblin labor, and mercilessly killed and hid the bodies of a dozen or more of those.

  • The centaur paladin charges in to begin the fracas, impaling an enemy operative (one of two) with a critical hit on a lance change before he has a chance to do anything. (“Yep, that’s a crit. What IS the crit effect on your lance?” “He dies?”)
  • There is a spell-casting serpentfolk in here. It casts a defensive spell, then alternates between supercharge weapon and firing snakes as arrows from a 3-limbed bow.
  • The surviving operative sniper trick attacks the centaur, and gets his own critical hit on her before she rides him down.
  • The human soldier criminal PC exhcages fire with numerous gunslingers, and two axe-lords (people with magic rune brands in their hands allowing them to make special throw-and-return and multiple-target ace attacks, an old Nordic tradition). He gets shot with a snake arrow, but doesn’t go down
  • One crook, “Mr. Green Jacket” gets away out the front of the mine and since he agreed to flee “into the desert” and not come back, and the PCs took a lot of damage, they opt not to chase him down.

AFTERMATH

  • There is a Martian Embanking Machine here, which has been used to dig dozens of tunnels. It looks like a 20-ft. wide mechanical centipede, and has been converted to be steered by human controls. The human mechanic roboticist disables it by taking out aprt of thsoe adapted controls and in doing so finds a gear with a patent he reognizes–it was created by the infamous Professor Barkane Adrameliche, a citizen of the Ottoman Empire who helped create the first automatons. It is suspected he might have known Gaotma, the Manticore.
  • This room also has a series of Martian atomic batteries, which have been salvaged from other Embanking machines. These are not as powerful as a Tripod Generator (like the one serpentfolk tried to steal in Session One), but these three have been hooked to a capacitor designed to concentrate their power, though it takes several days to power up to a generator’s power level.
  • The capacitor is hooked to an array that clearly once had a spherical device hooked up inside it. This is right next to an empty storage area which the fenrin can tell 9with Scent) used to have Martian Black gas cannisters. Also, the iron box with the Doomstone taken from the manticore gets hot near the area.
  • The PCs conclude the Venom King is using the Martian Batteries to infuse Green Iron (taken from this mine) with the toxic properties of the Black Gas, the most virulent poison now known on Earth. This creates the “Doomstones,” such as the one they recovered, but can only make one every week or two. If the Venom King had a Tripod Generator, he could make a Doomstone every few hours.

LOOT from thsi fight: High-quality handaxes x4; Allin needle guns x2 (one for Liam); Ajax revolvers (x5); three-limbed serpent person bow (no arrows), bag with 8 snake eggs; golden bullet (magical) – put it in any projectile weapon and it has a one-shot built-in supercharge weapon (given to the fenrin operative bounty hunter); gallon of butane

Cast grave words on the bodies the Serpentfolk just hisses words at the PCs. The All of the rest of them talk about weird smells and weird dreams

There are two paths deeper into the mine. The PCs go left.

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Role Relics, Pt. 1

I’ve just been thinking about what magic items designed to encourage specific roles or playstyles (perhaps given to children who enter a fantasy world on a roller coaster and each are given a single relic to help them out) might look like.

Two came to mind immediately. I’m vague on details like cost and such, because these are designed to be character-defining relics that stand outside normal rules. And these should work for most d20-evolved RPGs.

(Art by Андрей Трубицын)

Shield of Tanking

While you have this shield equipped, any foe that can see you and has line of effect to you, but has not attacked you in this combat or forced you to make a saving throw, takes a -2 penalty to attacks and against anyone else and the save DC of effects against others is reduced by 2. The first time a foe attacks you, if they do damage, you take half damage. If a foe’s first attack against you also attacks other targets or forces them to make saving throws, the foe does not take the shield of tanking’s penalties against those targets.

Staff of Acrobatics

Any round in which you make no attack rolls and do not force anyone to make a saving throw, you roll twice and take the better result on all Strength- and Dexterity-based skills based on movement or maneuvering (such as Acrobatics, Athletics, Balance, Climb, Escape Artist, Swim, and so on), and gain a +4 bonus to your AC and all saving throws. If you fail such a check, and it was to get you to some location you could have arrived at through flight, the check is treated as a success, but your turn ends.

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OGL Warlock for Starfinder Part 8: Archetypes and NPCs

Unlike a lot of other d20 games, the Starfinder Roleplaying game needs special rules to apply archetypes to PCs of any class, and to create NPCs for that class. So even if you have all the stand-alone class rules, you haven’t really “finished” a class until you have these.

So, here are the last rules you need to fully integrate warlocks into any Starfinder Roleplaying Game campaign you might have (such as the Really Wild West!).

(Really Wild West Lashunta Celestial Warlock by Jacob Blackmon)

Warlocks with Archetypes.

As with any Starfinder Roleplaying Game class, a warlock that takes an archetype has some of its class features altered or replaced, as noted below.

Altered or Replaced Warlock Class Features

For any level at which an archetype provides an alternate class feature, a warlock who takes the archetype alters or replaces the listed class features.

2nd, 9th: You do not gain an invocation.

4th: You do not gain your pact boon until 5th level. At 5th level you gain a pact boon rather than an invocation.

6th, 12th, 18th: You do not gain a patron gift.

No description available.
(Really Wild West Tiefling Fiendish Warlock by Jacob Blackmon)

Warlock Class Graft

If you wish to make a warlock NPC, you can use the following class graft along with the standard rules for doing so found in the Starfinder Alien Archive.

Special Rules – Patron: Select a patron and give the warlock the associated eldritch blast and eldritch power. The eldritch blast should do damage appropriate for the NPC’s CR.

Special Rules – Spells: All spells must be selected from the mystic or witchwarper spell list. If the warlock is CR 10 or higher, reduce the level of all its available spells in each encounter by one spell level.

Required Array: Spellcaster.

Adjustments: +2 to Reflex saving throws.

Skills: Master Bluff, Intimidate, and Culture or Perception.

Ability Score Modifiers: Highest bonus goes to Charisma, Intelligence, or Wisdom, then Dexterity and Constitution.

Gear: Light or heavy armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

ABILITIES BY CR

CR           Abilities

1              Patron and one special ability.
2              Patron, one invocation, and one special ability.
4              Patron, pact boon, one invocation, and one special ability.
9              Patron, pact boon, one invocation, one patron gift, and one special ability.
12           Patron, pact boon, two invocations, one patron gift, and one special ability.
15           Patron, pact boon, two invocations, two patron gift, and one special ability.
20           Patron, pact boon, eldritch mastery, two invocations, two patron gift, and one special ability.

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Really Wild West “Doomstone” Campaign — After-Action Report (Game Session 4)

Since people still seem to be enjoying after-action reports of my Really Wild West: Doomstone campaign, here’s a write-up adapted from notes taken by my wife Lj (who is playing the fenrin operative bounty hunter named “Sawyer”) as a quick report for Session Four!

You can find Session One here: Part OnePart Two.
Session Two here: Part OnePart Two.
Session Three here.

If you don’t recognize a reference, it may (or may not) be in a previous session, or at the updated campaign notes page.

Day 12

  • Heroes spy on the enemy encampments on Neblin’s Ridge. There is a camp at a mine entrance at the base of the mesa, and on top an outpost with a tower and a wind sock, and a couple of miles away a telegraph hut with a wire trailing off to the East. There are multiple species present among the gang running the camps, including seprent-folk.
  • Using ask the wind their name, PCs determine the following:
    • A Large serpentfolk (with a snake lower body) wearing onyx armor is Aakath-ka (naga form). He is a Monstrous humanoid, venomous, spell caster
    • The human who seems to be a foreman is – Boston Bob (bowler hat)
      • No special powers, has a price on his head ($200)
      • Busted during the war for smuggling refugees out of cities on military trains for money
  • The PCs form the following plan
    • The human mechanic makes a timed cutter box to go off an hour before dawn, to be placed on the telegraph wires
    • Human soldier watches the camp for the day
    • Fenrin operative flies around to check the telegraph (using DaVinci wings), plants the cutter, looks for a way up, and checks the outpost
    • Centaur paladin keeps our camp safe, secure, and secret
    • When the cutter goes off, we immediately attack the outpost up on the mesa
    • Then, we attack the camp at the mineshaft at the base of the mesa within the hour
  • Recon
    • The fenrin operative finds a switchback good when it’s dry – will take 3 hours to get from there to the outpost
    • Set the cutter on a particularly difficult place to repair on the wire
    • Spot 3-4 criminals in the outpost watching the Western skies (the direction of the Circle Axe) – packing pistols
    • There is a manticore nest next to the house and a platformed tower with a crane and a windsock. Think this may be Gaotma‘s base of operations, and his minions don’t know he’s dead yet–just late.
  • The human soldier spends a day observing and notes
    • Sverfeblin come out of the mine, escourted by some humans and a snakefolk, and pulling a sledge. One of the sverfneblin appears to be in charge of them – has questions for Boston Bob, isn;t happy with the answers
    • Some kind of strange questioning going on – sverfneblin taken to a blackout tend and peered at from outside (are the gang member checking the deep gnomes for some radiation glow?)
    • There is an underground storage, with a trap door in the camp, and boxes from the sled (which seem to be very heavy) are lowered into it.
    • The rowdies who came out of the mine undergo some kind of procedure in a tent that takes 30 minutes
      • They come out rubbing their faces and somewhat cleaner
      • Different rowdies escort the sverfneblin back into the mine.

Day 13

The attack on the Outpost on top of the mesa takes too long and is too noisy, because half the player’s skill and attack rolls were 1 or 2. Even so, manage to defeat all the rowdies, including one dressed in red who apparently could cast spells, but only when accessing his own blood.

LOOT: Sawed off shotgun; 3 bowie knives; cultist wavy dagger; emblem (of a twisted barbed wire, held by pliers, blood drops coming off the barbs, similar in style to the poison emblems fund earlier); $50; piece of paper from a writing desk

Soldier/mystic talks to the dead. One says: “Dark days are coming, mortals will not survive, ascension is the only option”

The letter was as folows:

Dathaca,

I understand your doubts and concerns, but I assure you this venture is worth the risk. Allow me to address your concerns individually.

The Daemon Darklings are mortals best route to gain the powers needed to protect ourselves against the outer powers. Of the Six Dread Fates that have proven able to empower a Darkling, Venom seems most within my reach now that I have accessed the alchemical process of the Aresian War Clouds. That will not be enough, of course. I’ll need a Genus Foci, a Concept of Thought, to draw the lingering spirit of the Comte de Adalgiso back to the Material Plane.

The cost of such an operation will not be insignificant. But with the promise of unlocking the ability of Ascension, and the Theosophic formula to prove it possible? I believe I will be able to procure the needed patrons.

What I lack is the martial backing to ensure our patrons remain our allies rather than our masters. With backers from the Material world, I could perhaps just hire the needed defenders. But against the Scale of Aakath, I have no doubt more… experienced warriors will be needed to protect our interests. My belief is that your contacts, especially Gaotema and his band, will allow us to deal on equal footing.

And yes, old friend, there will be money in it well before we make our fel godlings. I have already received interest from numerous individuals of means, and am sure

This letter was handed to players as a prop, crumpled and stained. Also a few letters had a tiny drop of gold ink in them. The players noticed, and wrote out the gold-flecked letters to discover the spelled )-B-E-Y. With this information, they release the letter had a secret magic message OBEY that compelled the addressee.

Then, the PCs attacked the camp in front of the mine shaft at the base of the mesa.

And discover the Chimera Kid is there, even though they never noticed him in their recon.

(The Chimera Kid, Art by Jacob Blackmon)
  • The human solider opens by tossing sticks of dynamite into the tent area, taking out number ruffians.
  • Akatha-ka casts spells
  • Another red-clad cultists that uses blood magic, but has a neat wire on his wrist he can pull to just shed 1 drop of blood for each spell.
  • The Chimera Kid engages the Centaur Paladin, with ram’s head hammer, poison pistol, and fire pistol. He severely damages her, and she him, but then he flies away to engage other targets with his own DaVinci wings, and he drops.
  • Akatha-ka targets the fenrin operative with a psychic thrust attack – hate
  • The operative fenrin focuses on Akatha-ka with her awareness – she is able to see through his blur
  • The human mechanic and her dron Pinion use two sticks of dynomite to take out ruffians in a rifle position, then hold a spot in the middle of the camp for the rest of the conflict. She is poisoned by the Chimera Kid’s pistol as he flies by, though the centaur paladin’s lay on hands later fixes that.
  • The centaur paladin turns out Akatha-ka with her smite… and he is of the dragon type. He has significant DR, but the smite ignores it, and the centaur paladin takes him out, then takes out Boston Bob.
  • The human solider, rifle in hand, manages to take out the flying Chimera Kid

Aftermath:

  • There is an irradiated mutant plant behind a bulwark
    • It was growing out of Sverfeblin skull
    • Dug it up from a grave
    • PCs wonder why did the gang kept it? But decide to destroy it and the skull) with fire.
    • The soldier/mystic uses Grave Words on many of the bodies. The Chimera Kid’s corpse says – “You can’t confuse other worlds with other planes or you’re gonna have a bad time”
  • Within the storage under the trap door are twelve ammo boxes – all hooked together like it’s gonna be lifted all at once
    • They are all locked – no keys on any of these bodies
    • The human mechanic picks one open
    • Inside are lumps of unrefined green iron ore – it glows. And gets on her skin through her gloves. She has to clean her hands thoroughly to stop having glowing specks.

LOOT: Six miner hats (butane lights on them)

The PCs choose to pause here, recuperate, then go into the mine itself.

XPs: 2400

Bringing the PCs to 14,400 (15,000 to 6th)

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OGL Warlock for Starfinder Part 8: Eldritch Mastery and Index

At long last, below is the 20th level class feature, Eldritch Mastery. With this article, we have a complete Starfinder Roleplaying Game version of the OGL warlock from 5e.

Here’s the index of where to find elements of the class:

Class table and proficiencies
Spell access and spell slots
The Fiendish patron
Fiendish patron gifts
Invocations
Pact Boons — Pact of Armor and Pact of the Vessel more pact boons here.
Pact of Alteration and Pact of Change
Rules for Archetypes and NPCs

(Art by Jesse-Lang Lee)

Eldritch Master
At 20th level, you gain the ability to cast spells as a mystic, technomancer, or witchwarper (your choice) of 13th level (gaining spells known and spells per day as a 13th level character of the selected class, with a caster level of 13 for these spells). Once this choice is made, it cannot be changed. You cannot cast any spell that requires you to have a class feature you lack.

Additionally, you can select any one patron gift from any patron that does not list a level requirement, or any patron gift from your own patron.

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OGL Warlock for Starfinder Part 7: More Pact Boons

We’re close to wrapping up one complete build for our OGL warlock for Starfinder. We’ve done the class table and proficienciesspell access and spell slotsthe Fiendish patron, its patron gifts, a set of invocations, and the first two pact boons. We offer up two more pact boons here.

(Art by Grandeduc)

Pact of Alteration (Su): Your physical self is mutated and augmented by bits of technology, magic, and even undead matter over time. Select one of more a biotech, cybernetic, magitech, or necrograft augmentations, which have a total item level no greater than your warlock level. You gain these augmentations, and they do not count against the total number of augmentations you have in any given system. The augmentations are obvious and have a dramatic appearance, similar to what happens to weapons when a weapon fusion is added. This appearance is determined by the player, but should tie into the theme of the warlock’s patron. Once set, this appearance does not change until you next gain a warlock level.

If any augmentation uses charges, rounds, shells, darts, or petrol, those are refilled each time you recuperate*. Any such ammo removed from an upgrade fade away and cannot be used for any other purpose.

You can chance your augmentations each time you gain a warlock level, each time picking augmentation of the listed types with a combined item level no greater than your warlock level.

(Art by chainat)

Pact of Change (Sp): You have gained the power to alter your form. You can cast polymorph on yourself as a spell-like ability. The polymorph spell has a spell-level equal to 1/3 your warlock level 9maximum 6th). When not in combat, the spell loses one minute of duration for every 10 minutes of time that elapses. Beginning at 5th level, you may have one form per warlock level, rather than the spell’s normal limit of 4 forms, but all must be designed between game sessions, and you must regain your daily abilities before you can gain a new form. Once you have used this ability, you cannot do so again until after you recuperate*.

*Recuperate is my proposed game term to represent when a character spends 1 Resolve Point to regain Stamina Points following a 10-minute rest.

Tomorrow we’ll define eldritch mastery, and then we’ll be done!

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OGL Warlock for Starfinder Part 6: Pact Boons

We’ve gotten through most of our OGL warlock for Starfinder, with the class table and proficienciesspell access and spell slotsthe Fiendish patron. its patron gifts, and a set of invocations.

Let’s move on to Pact Boons.

Pact Boon
You gain a pact boon at 4th level. Your pact boon is a special link between you and a creature or object that is granted to you by your patron. In most cases any patron can grant any pact boon–the nature of the pact boon says more about the warlock than the patron. Once you select a pact boon, this choice cannot be changed.

Pact boons are obviously the kind of thing we could expand endlessly, but let’s start with two very different kinds of pact boons, which build two very different kind of warlocks. Then we can do two more, tomorrow.

(Art by thanawong)

Pact of Armor (Su): Your patron empowers you to infuse some of its power into your armor. Select one suit of heavy or powered armor with an item level no greater than your warlock level. When wearing light armor, as a standard action you can cause it to gains all the game values of the selected heavy or powered armor. If the light armor’s bonus to EAC or KC is greater than the selected heavy or powered armor, you retain the light armor’s armor bonus. this effect ends when you stop wearing the armor, or you can end it as a move action.

The armor takes on a dramatic appearance, similar to what happens to weapons when a weapon fusion is added. This appearance is determined by the player, but should tie into the theme of the warlock’s patron. Once set, this appearance does not change until you next gain a warlock level.

When active, the pact of armor also adds one armor upgrade that does not count against the armor’s normal upgrade slots. This must have an item level at least 3 levels below your warlock level, and once decided you cannot change it until you gain a new warlock level.

If the heavy or powered armor, or the armor upgrade, uses charges or petrol, those charges or petrol are refilled each time you recuperate*. Charges or petrol removed from the armor or upgrade fade away and cannot be used for any other purpose.

Each time you gain a warlock level, you can change what heavy or powered armor this ability emulates.

(Art by Grandfaulure)

Pact of the Vessel (Sp): You can summon a vehicle formed from planar energy aligned with your patron. Select one vehicle with an item level no greater than one less than your warlock level. You can summon or dismiss this vehicle as a full action. It cannot be summoned in an area it cannot travel in, that does not have space for it, or that would damage a creature or object. Except as noted this acts as a summon creature spell with a spell level equal to 1/3 your warlock level.

The vehicle has a dramatic appearance, similar to what happens to weapons when a weapon fusion is added. This appearance is determined by the player, but should tie into the theme of the warlock’s patron. Once set, this appearance does not change until you next gain a warlock level.

The vehicle can drive itself as you direct without any effort on your part, and is considered to have a Pilot check equal to your warlock level + your key ability modifier. If the vehicle uses charges or petrol, those charges or petrol are refilled each time you recuperate*. Charges or petrol removed from the vehicle fade away and cannot be used for any other purpose.

Any damage or changes made to the vehicle last until you next regain your daily abilities and then, even if it was totally destroyed, it is restored to its normal state. Each time you gain a warlock level, you can change what vehicle you can summon with this pact.

*Recuperate is my proposed game term to represent when a character spends 1 Resolve Point to regain Stamina Points following a 10-minute rest.

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