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imp_fireball
2009-02-10, 04:20 AM
This is the thread where I kick off 3.5 edition. My own version of StarCraft!

Viewers can post suggestions and opinions in this thread.

Setting


If set within the StarCraft universe, the campaign is likely to have the following features:

- Magic is barred as is Knowledge: forbidden lore

-Knowledge: Science and Technology (http://www.giantitp.com/forums/showthread.php?p=5892152#post5892152) and Techcraft are skills that are added as class skills to all classes that have craft as a class skill

- Use: Technological Device is used in regards to high-tech items that require some expertise and would replace skills like pilot and computer use

- Craft: Alchemy is replaced by Craft: Concoction which applies as a class skill to every class that would have Craft: Alchemy or Techcraft

- In regards to the synergy bonuses associated with Techcraft and K: S&T, Craft: Trap Making is replaced with Craft: Concoction

- Drive is replaced by Balance and applies to all objects that can be 'driven'. At GM discretion, ride might apply instead (ie. a jet that needs to hold up to a specific speed in comparison to a car).

- Weapon and armor sections are modified to accommodate the setting (this page will list weapons, armor and items that can be added to the setting but is not complete!)

ECL Houserule

- Wealth is now determined by ‘Current Character Level’
- ECL still reflects HD and feats granted by such HD, however it no longer reflects wealth
- CCL (Current Character Level) is not intended for balance reasons, but reflects the level the GM wants to begin a campaign at (LA thus increases a character’s CCL but not necessarily ECL)


Terran

Templates and Associated Information

PGIG2-5

All creatures of the Psionically Gifted Psionic Index Grade 2-5 have the following:

Human Blood; treat as human/humanoid at all times (all benefits and penalties)

May only be human

+8 bonus to spot, listen and search versus creatures that are both human and psychic, or of at least one subtype that is human and another that is psychic (ie. half-human psion). +4 bonus to spot, listen and search versus other psychic creatures.

+8/+4 bonus to track psychic humans/other psychic creatures, and take penalties accordingly when facing tracks that are muddled by multiple psychic targets (the same as if tracking one non-psychic target muddled up by the tracks of multiple non-psychic targets).

Afflicted by severe headaches whenever faced with the presence of psionic emanations (whether from another sentient/item/etc.). For each level of ECL (CR if npc) that the psychic presence is higher than the character, the character is (from left to right) dazed - nauseated - confused - unconscious.

Bonus PP/day equal to their WIS modifier, or their prime attribute if they are of a psychic class (ie, twice INT modifier if they are psion)

Receive all skills appropriate to that of psychic creatures (ie. use psionic device, autohypnosis, etc.) which add to regular class skills that can be used

LA +1

'Wrangler level'. These mildly psychic individuals are often reduced to less fantastic jobs, such as wrangler, within a terran government, however the pay is still enough to consider anyone very lucky to have this genetic superiority.


PGIG5-8

All creatures of the Psionically Gifted Psionic Index Grade 5-8 subtype have the following:


Human Blood; treat as human/humanoid at all times (all benefits and penalties)

May only be human

+8 bonus to spot, listen and search versus creatures that are human, or of at least one subtype that is human (ie. half-human). +4 bonus to spot, listen and search versus other creatures.

+8/+4 bonuses to track humans/other creatures

Bonus PP/day equal to twice their WIS modifier, or twice their prime attribute if they are of a psychic class (ie, twice INT modifier if they are psion)

Telepathy(ex)

Receive all skills appropriate to that of psychic creatures (ie. use psionic device, autohypnosis, etc.) which add to regular class skills that can be used

May cast spells without the need of their vocal components

Treat as manifester level +1 for anything related to psychic abilities. May only manifest powers of classes the character has chosen and cannot manifest unless a listed spell progression is given.

+2 CHA

LA +2

http://images3.wikia.nocookie.net/starcraft/images/1/1b/Ghost_SC1_Art2.jpg
Traditionally, 'ghost level'. The 'teeps' are in a high enough quantity to sufficiently supplement nearly 100% of the terran ghost armies.


PGIG9-10

All creatures of the Psionically Gifted Psionic Index Grade 9-10 subtype have the following:

Human Blood; treat as human/humanoid at all times (all benefits and penalties)

May only be human

+10 bonus to spot, listen and search versus creatures that are human, or of at least one subtype that is human (ie. half-human). +6 bonus to spot, listen and search versus other creatures.

+10/+6 bonus to track humans/other creatures, however they take a -2 penalty/twelve other sentient creatures in their midst whenever performing this action.

Bonus PP/day equal to five times their WIS modifier +5, or five times their prime attribute if they are of a psychic class (five times INT modifier if they are psion, ie.).

Telepathy(Ex)

Bonus AC equal to WIS (or prime psychic class attribute) modifier, that applies as a telekinetic deflection bonus

Receive all skills appropriate to that of psychic creatures (ie. use psionic device, autohypnosis, etc.) which add to regular class skills that can be used

May cast spells without the need of their vocal or somatic components

Telekinesis(Ex)

Treat as manifester level +2 for anything related to psychic abilities. May only manifest powers of classes the character has chosen and cannot manifest unless a listed spell progression is given.

+2 CHA

LA +3

The 'teeks'. Very rare as such, these psychics are noted for their ability to manipulate objects with their minds. Few terran government ghosts have this ability and such talent is cherished.


PGIG10+

All creatures of the Psionically Gifted Psionic Index Grade 10+ subtype have the following:

Human Blood; treat as human/humanoid at all times (all benefits and penalties)

May only be human

+12 bonus to spot, listen and search versus creatures that are human, or of at least one subtype that is human (ie. half-human). +8 bonus to spot, listen and search versus other creatures. Take a -2 penalty/twelve other sentient creatures in their midst whenever performing such actions.

+12/+8 bonus to track humans/other creatures, however they take a -2 penalty/twelve other sentient creatures in their midst whenever performing this action.

Bonus PP/day equal to eight times their WIS modifier, or twice their prime attribute if they are of a psychic class (eight times INT modifier if they are psion, ie.)

Telepathy(Ex)

Receive all skills appropriate to that of psychic creatures (ie. use psionic device, autohypnosis, etc.) which add to regular class skills that can be used

May cast spells without the need of their vocal or somatic components

Bonus AC equal to twice WIS (or prime psychic class attribute) modifier; applies as a telekinetic deflection bonus to AC

Improved Telekinesis(Ex)

May fly into a psychic rage for a number of rounds equal to their WIS (or psychic class prime attribute) a number of times/day equal to their HD/5. All affects associated with psychic abilities triple and all special non-manifesting abilities granted by the feat can be used any number of times in a round without any negative affects. Telepathy Afterwords, the character is treated as if confused for an hour and must require a full days rest before being anything less than nauseated.

May force a will save on a target equal to their DC10 + ECL + WIS modifier (or psychic class prime attribute), to cause 1d4 int damage as well as damage equal to 12*however much int the target lost. This is a full round action. It can affect as many targets/round = the character's total PP/5. A target who is killed in such a way will appear to have suffered extreme cerebral hemorhaging.

+2 CHA

LA +4

A phenom is a true rarity. A demigod among men.


Higher LA PGCs

Suggestions, for if you want to make your Psionically Gifted character even more powerful than that of a LA+4 template:
- Even better PP bonuses
- Pyrokinesis
- Psychic immunities
- Auto-Flying, etc.
- Even better psionic rage
- Bonus HD and/or AC


Psionic Index

The Psionic Index is a method of classifying the psychic ability of those who are psychic. Determining a character's PI level need only be done at first level, however and it does not apply at later levels.

When creating a character of whom is susceptible to the PI, roll 1d20:
- 1-8 means your character scores between a 2 - 5
- 9-19 means your character scores between 5 - 8
- 20 means your character scores between a 9-10

The grades are as follows:
- 1-2 = No psychic powers. Non-psychic characters all fall into this category. Being 'susceptible to the PI' means that your character is guaranteed to score a 2 or above.
- 2-5 = Psychic powers are possessed, albeit very limited. LA +1
- 5-8 = Highly latent psychic ability. LA +2
- 9-10 = Psychokinetic. LA +3
- 10+ = Psionic Phenom. LA +4 or higher (dependent on scaling)

Alternatively, a player can simply select one of the four templates without rolling a d20. For grades higher than that of the psionic phenom, add +1 LA and scale appropriately.



The Layers of Thought


Any creature or entity that a telepath crosses can choose to resist or allow the telepath to sense and read it.

The layers of thought for most sentient creatures (particularly humans) are as follows (top to bottom):

- Instantaneous Thoughts

Thoughts that are often associative with action. Automatically sensed for all PG telepaths when in range except under special circumstances (blank mind, ie.).


- Surface Thoughts

Automatically sensed for all PG telepaths when in range, although discovering other things such as the subconscious of one's mind requires only time. Battling someone with a slippery mind feat, or one who is insane requires concentration checks vs. a will save of which you receive a +1 misc. modifier/LA. LA+2 and +3 can create a 'psychic universe' in a target's mind, of which they can 'return to' later; capable of communicating to the mind's subconscious without regard for the distance required for such a communication. LA+4 and above, along with all the abilities of +2 and +3, can instill instantaneous emotions within a target once familiar with the mind, however the target can choose whether or not to resist (higher LA = higher will saves).

- Hard drive (memories)

Time is needed to discover memories. Again, a concentration check associative to conditional modifiers must be made. LA+2 and +3 PGs simply know memories of target after successful concentration check. LA+4 and higher can inject memories with an amount of creativity of their choice.

Memories can almost never be automatically sensed unless a PG telepath has specifically trained themselves to 'browse' people's minds (a class to come) or under other various exceptions.

- Base functions

Instincts, self preservation, bodily functions needed to survive, etc.). Must be made against a will save of which has a +10 modifier. LA+2 and +3 can discover if they are human. LA+4 can use psychic suggestion (not as a spell) to manipulate and control the vital functions.

Never automatic, unless specially trained to do so (a prestige class to come).


Telepathy(Ex)
May telepathically read the minds of sentient creatures, up to 100' if LA +2, 1 mile if +3, and 10 miles if +4 (functions as read thoughts); this applies to surface thoughts and multiplies by a factor of ten for psychic creatures. May read the instantaneous thoughts and discern the emotions of other creatures as well, but not necessarily understand the language if the creature is too foreign. May not send messages in this fashion however. Receives all the advantages of reading another mind which can be done at all times and without the need of even willing it to occur. May also delve deeper than a mind's surface thoughts however this takes a concentration check at GM discretion (bonuses and/or penalties for reading a mind are at GM discretion as well). Can discern instantaneous thoughts at a distance = to a hundred times the number they can discern surface thoughts at.

If a PG telepath can read a specific layer of thoughts, then they are assumed to be able to discern all thoughts above that layer as well unless specified otherwise (and with appropriate checks; ie. A telepath can automatically discern memories, thus they are assumed to be able to discern surface thoughts as well however if the creature has a feat or feature that makes it more difficult for telepaths, then another check must be made to discern surface thoughts).

For more information on layers of thought and the abilities of the different PGs in association to layers of thought, please view the layers of thought spoiler.

This ability applies at all times and cannot be turned off, however enough minds can often create a 'blanket affect' so that only as many as the PG can comprehend interlude her own mind at any one time. Those nearest to the PG are the 'loudest' and often feel as if they are purposely directed at her.

Even if a PG telepath cannot discern thoughts and/or emotions in a creature or group of creatures, they are still free to judge motivations and such. The PG still senses the creature(s), although she will not be able to interpret it/them.

If a PG's template lists Telepathy(Ex), then it is considered a PG telepath.


All PG telepaths have blind sense.

A PG telepath can sense:
- Any sentient creature
- Any living non-sentient creature
- Any living matter
- Any creature

They cannot:
- Sense non-living, non-sentient creatures
- Use their telepathic abilities across different planes of existence, unless by way of dimensional affects such as a 'wormhole' (assuming the distance on the 'other side' of such a thing falls within their parameters), dimensional gate, or planar shifting.

Even the negatives can be avoided under special circumstances, such as higher LA or special class levels, etc.

A PG telepath can feel the presence of minds, although many are more dull than others (some so dull that the PG telepath adapts to never remembering, or even being unable to sense them at all amid all the 'higher frequencies', such as plant life).


Telekinesis(Ex)
May create violent thrusts or mentally conjure the affect of a telekinetic hand/grasping hand. Hand is an affect applied to objects and can be 'cast' a number of times/round (rotation of turns) equal to WIS modifier (or prime psychic class attribute) + ML. If the maximum number per round exceeds by one, the character becomes nauseous on the next round, confused for 1d4 rounds if exceeded by two or more, and unconscious until revived if exceeded by three. Conjuring a 'hand' is an immediate action but is treated as if manifesting a power (for purposes of AoO) and has a maximum range of WIS modifier (or prime psychic class attribute)*50’. Casting forces only standard actions during a user’s round if the user used telekinesis before or during the round (before their initiative if during the round).

If a creature is targeted, than the affect becomes a grasping hand making a grapple check with a STR bonus equal to the hand’s STR, or a portion of the maximum that the character has chosen within their mind. The character is not aware of the full power of their telekinesis until they have discovered it for themselves. This applies to items that move as well (thrown items, machines designed to perform automatic actions that involve moving, or the moving of a machine's parts if the 'hand' is grasping such parts, etc.).

A casting of the telekinetic hand can be dispersed or accumulated, so that its maximum weight affects multiple objects and/or creatures as well, or perhaps to help lift one creature/object; Ie. the maximum STR of one hand is 10 while the speed is 50’ with perfect flight and ethereal spacing meaning that it can be dispersed to lift up to a drag load with encumberance or separate its maximum load upon several weights (but treat as if dragging each of them with a base speed of 50’). It can also float perfectly, is undetectable as a manifested power (unless detect psionics is used), and can pass through physical terrain/cover/walls/creatures perfectly (however the user must be completely aware of what she cannot see). Objects may be thrown a distance according to however much they encumber the hand(s).

May also cast an affect as legerdemain as an immediate action, however it counts as a 'hand' in that round. The same hand can also qualify as an ordinary hand (still has the strength of an ordinary hand). DEX for the hand is equal to half the user’s WIS mod (or prime psychic class attribute) and may stack with other hands.

The PG Telekinetic can justify the amount of weight she chooses to lift with hand(s) (if she chooses to lift up to a heavy load in one round, then that counts as one hand, unless she specifically makes the action to (ie.) cast three hands to lift up to a single hand’s heavy load of goods (where three hands could lift a combined maximum of 3*drag load for a single hand)). A hand that remains for two rounds counts as two castings of hand (ie. A PG Telekinetic might choose to keep an object afloat for more than one round, in which case she is still ‘spending’ a hand to lift however much weight is in the object). If multiple hands are assigned to a single object, then the sum of their STR is used.

Finally, a PG Telekinetic can throw single objects while lifting multiple objects with STR equal to the weight allocated to the object (calculated by the DM; ie. If a PG Telekinetic assigns 1/10th of a hand (which might feel like some kind of aspect of her focusing) to lift an object that is roughly 3lbs., and then chooses to throw the object, then the STR would be equal to the amount of STR needed to carry 5lbs as a medium load. However, she can also throw nine other weights simultaneously, all using the one hand.). Accuracy with thrown items using hands uses a PG Telekinetic’s WIS modifier (or prime att for psychic class), rather than her DEX score (if she were holding the object in her physical hand rather than her psychic one).

A violent thrust can be an alternative to a hand. It has twice the STR of the hand as well as all the features of the hand except the following: it can only be directed and thus cannot grapple with targets. Additionally, it cannot be altered and is a swift action.

It can be shaped to the character's choosing (cone, line, thick line, perimeter, etc.), however it's range is limited by WIS (or prime psychic class att) *100' (at least 100'). Its speed is at least 100’ or half the range. A cone subtracts from length to achieve width (ie. 10' width = 90' maximum length assuming maximum range is 100'), and so forth (10' wide line can extend out to 50'; surrounding area 5' out from character might be 40' if the character is size medium or smaller). A violent thrust is a bullrush that does not allow for an attack of opportunity and does not move with the victim (unless its range exceeds that of the victim's location). Creatures pushed backwards must also make a FORT save or be treated as if blown away. Objects affected by violent thrust are moved according to the STR needed to at least drag an object. Secured objects provoke a STR check. Objects that do not move are damaged as if by a slam attack equal to the size of the violent thrust + STR modifier to damage.

Finally, the user of this ability can shorten the range of the violent thrust to increase the STR by ½ per ½ range (Ie. 30 STR if shortened to 50’ line). A psion can also spontaneously add their own telekinetic abilities to a violent thrust.


Improved Telekinesis(Ex)
In addition to the non-PP consuming abilities granted by telekinesis, you are able to conjure windstorms as a swift action, however the winds need one round to pick up to full speed after they have been ‘cast’; an anti-concentration condition is required to cancel the effect before it occurs.

The standard area is 100’/5HD in all directions surrounding you and counts as both wind of the highest speed category and wind wall. You can strengthen the wind in proportion to how much you lessen the area (ie. Lessening the area to 50’ in all directions doubles the non-lethal damage, and lessening it to 10’ improves it by a factor of 5). The non-lethal damage itself only takes affect when creatures are blown and only damages when it hits the creature rather than for every 10’ the creature moves with the wind (creature is considered floating backwards as if being grasped by enclosed hands rather than rolling). The same applies to flying creatures. The speed of the wind is an order of magnitude equal to what is required to be ‘high velocity windstorm’ (51-74mphor 468’) according to the SRD and is multiplied in accordance with the damage (if the damage is doubled, ie., then the speed is doubled). Roll 1d6 – 1 = 51mph, 2= 56mph, 3 = 61mph, 4 = 66mph, 5 = 71mph and 6 = 74mph multiplied by however much the damage was multiplied.

The windstorm can also affect non-living constructs and objects, in which case all within the target area suffer lethal damage at 1d6 for every damage increment that creatures suffer (if high winds deal non-lethal damage to blown away ground creatures at 1d4 and flying creatures are buffeted for 2d6 damage; than a grounded object/construct suffers 1d6 damage and a flying object/construct suffers 2d8 damage). Objects need not be blown away to suffer damage. Their FORT save to resist being blown away is equivalent to their weight as if it were being dragged; STR applying instead of CON, since un-living constructs and items have no CON score. A construct that moves autonomously (such as a golem made of magic or similar robotic drone built from technology) can add their STR score to the FORT save needed to resist being blown away, in which case their weight does not apply.

A reflex save can be allowed to avoid a wind wall when it does manifest (DC5 + ML), in which case victims can jump out of the way up to 10’/30’ move speed from where they stand, however if they are still within its affects they may not roll again unless a condition allows them to make two reflex saves (ie. Fail one/Use one would technically mean succeed on two, use the two to succeed over all but fail one, and you only succeed half as much). Partial cover can cut the damage from a wind wall in half (unless the cover is destroyed, in which case damage that destroyed the cover will affect you as well depending on how much damage is ‘left over’ after reducing the object of cover to 0hp), while full cover can prevent damage completely (same case for protection limits as partial cover).

Finally, a character may hover with the same STR equal to what they can lift with a hand(s) according to their weight. There speed is equal to the speed of one hand lifting an object and moving it as fast as possible. The hovering is as levitate when moving up or down, and is ‘clumsy’ when moving forward/backward. Because using telekinesis is a swift action, a character may slow fall or suspend them selves in mid air as well, however in order to concentrate on themselves, they must use at least one telekinetic hand (cannot disperse weight from other hands onto themselves). For every +1 LA above +4, the flight improves by one step from ‘clumsy’.

Creatures

Materials/Technology

Battlefield Tools

Command

Special Features

Zerg

Templates and Associated Information


All creatures of the Zerg subtype have the following (unless specified otherwise in the creature template):

- Fast healing equivalent to their CON modifier (always at least 1 no matter the penalties), unless stated otherwise

- Burrow 5*(STR modifier) ft.

- Impossible Endurance

- Adaptation

- Cold, electric, sonic and acid resistance of at least 10 and fire resistance 1, unless specified otherwise

- In order to subdue a zerg, one must inflict non-lethal damage equal to twice their current hp; zerg heal non-lethal equal to 1 + fast healing/round

- Zerg cannot be affected by disease except magically and may consume anything without affect to their body's rapid metabolism (even the deadliest of poisons unless specified otherwise by GM houserule)

- Zerg do not need to sleep or breathe. They feed themselves with creep, which only their rapid metabolism is capable of processing. Creep, softening when a zerg telepathically communicates its desire to feed to an overlord, keeps a zerg fed for up to two weeks/meal.

- May recieve genetic add-ons

- May select from a list of sub-evolutions (zerg bonus feats) instead of regular feats, when selecting feats. Lists can be customized at GM discretion, and the sub-evolutions are essentially anything applied to the specific zerg creature that makes it more grotesque, scary, bashy, etc.

- Chitin (slightly different for some zerg creature templates as opposed to others; also at GM discretion)

- Hivemind of the Swarm; except under special circumstances at GM discretion, all creatures of the zerg template have hivemind

- Zerg do not have oppose-able thumbs or fingers (unless otherwise mentioned in the creature description); as such they cannot equip manufactured weapons or use items in the same sense as creatures with oppose-able thumbs (such as humans).

- Zerg recieve all the basic benefits ordinarily acquired from their new ECL upon acquiring the Zerg template; ie. If a goblin is assimilated into the swarm, then it becomes ECL 5. It recieves an additional 4d8 hit die (assuming it was a warrior at its pre-zerg state) and an additional +4 BAB as well as two new feats and saving throws as if it were a warrior of 5th level however it does not receive any other benefits suited to the warrior if the warrior had acquired any other abilities. A cerebrate may apply flaws to the zerg goblin in order to grant it additional abilities, however these must be sub-evolutions.

- LA +4

- CR +3


Creatures
- Zergling

Materials/Technology

Creep - Hardness 200, Regeneration 50

Creep fuels the zerg and marks itself wherever zerg settlements lie. When the zerg do not wish to make their presence known, the creep is tucked away in the bowels of their territory. Creep softens whenever a zerg mentally communicates its desire to be fed. A zerg can usually survive for two weeks for each meal of creep.


Battlefield Tools

Zerg have little in the way of battlefield tools, aside from their special features and creatures under their command.

Command

Special Features

Protoss

Templates and Associated Information

Creatures

Materials/Technology

Battlefield Tools

Command

Special Features

EDIT: I really wish you could title spoilers. >_>