Starfinder [Arcanum of the Stars] "Dragonstarfinder"

Buddha the DM

Explorer
I'm glad that you found some inspiration among my races. The Dohiryuu are now in their third or fourth setting with Starfinder. They were created to be the servants of dragons as their foot troops out in the world. I like cats too that is why I made my own in the Faelyn. I didn't even think about that for the Sombra as I just wanted a race that operated from the shadows. The rest are ideas that struck me from time to time.
 

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Knightfall

World of Kulan DM
Test conversion

Original here: http://paizo.com/pathfinderRPG/prd/npcCodex/core/fighter.html

TRAITOROUS BRIGAND [CR 2]
XP 600
Half-orc legacy fighter 3
NE Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception -1


DEFENSE
EAC 17; KAC 19
hp 27; sp 27; rp 4
Fort +5, Ref +2, Will +2; +1 vs. fear
Defensive Abilities bravery +1, orc ferocity


OFFENSE
Speed 30 ft.
Melee tactical dueling sword +6 (1d6+6, slashing) or tactical dueling sword +2/+2 (1d6+6, slashing)
Ranged pulsecaster pistol +4 (1d4, nonlethal energy, 30 ft.)


TACTICS
During Combat The fighter opens with an Intimidate check to demoralize the nearest enemy, then wades in with his sword using Cleave when possible.


STATISTICS
Str 17, Dex 12, Con 14, Int 10, Wis 8, Cha 13
Base Atk +3
Feats Cleave, Improved Initiative, Iron Will, Small Arms Proficiency (B), Weapon Specialization (basic melee)
Skills Athletics +9, Intimidate +9, Survival +5
Languages Common, Orc
SQ armor training 1, intimidating, self-sufficient
Combat Gear serum of healing MK 2, spell amp of invisibility, spell amp of remove condition; Other Gear freebooter armor II, pulsecaster pistol (2 batteries), tactical dueling sword, credstick (224 in value, encrypted).

Brigands are hard as nails and always look out for themselves first.
 
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Knightfall

World of Kulan DM
Dragonstar Reloaded already has done a lot of work converting over most of the important Feats to Pathfinder. However, some are listed as Campaign Traits, which Starfinder doesn't have.

As well, some of those feats will be replaced by what is in the Starfinder Core Rulebook.

Armor Proficiency (Powered) [General] > Powered Armor Proficiency [Combat]
Autofire [Combat] > likely will have to be overhauled or dropped
Combat Ace [Combat] > replaced by 'Ace Pilot' theme
Crack Shot [Combat] > no change [?]
Hacker [General] > Applies to 'Computers' skill
Implant Spellware [Item Creation] > hmm... :hmm:
Etiquette [General] > no change
Evasive Piloting [General] > increases DC of opponents Gunnery check by 4 (or 5?) when they target your ship, but you must be the current pilot
Gearhead [General] > applies to 'Engineering' skill
Gunner [Combat] > applies to range penalty while attempting a Gunnery check [?]
Gunner's Eye [Combat] > applies to 'Piloting' skill
Improved Far Shot [Combat] > will have to be reworked to fit with SF's Far Shot
Improved Shot on the Run [Combat] > will have to be reworked to fit with SF's Shot on the Run
Lead Foot [General] > applies to 'Piloting' skill while using the 'Race' full action
Pressing Attack [Combat] > Step Up [Combat]
Ram [General] > applies to 'Piloting' skill while using the 'Ram' full action
Raptor's Instinct [General] > applies to Gunnery check
Remote Operation [General] > replaced by Mechanic's class feature
Space Jockey [General] > Sky Jockey [General]
Starship Piloting [General] > n/a
Temperature Tolerance [General] > see p. 400 for Cold Dangers and pp. 402-403 for Heat Dangers in SF core rulebook
Two-Gun Shooting [General] > n/a or complete rework
Vehicle Dodge [General] > applies to your ships target Armor Class [AC] or Target Lock [TL] (vs. tracking weapon)

Listed as Campaign Traits
Born Spacer > applies to 'Acrobatics' skill while in zero gravity (Freefall skill replaced by Zero Gravity rules)
High-G Tolerance > see p. 402 in SF core rulebook
Low-G Tolerance > see p. 402 in SF core rulebook
Technical Proficiency > Technologist feat from Pathfinder Technology Guide
Zero-G Tolerance > see p. 402 in SF core rulebook
 
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Knightfall

World of Kulan DM
v.3.0/3.5 Skills to Starfinder Skills
Alchemy > Mysticism
Animal Empathy > n/a; class feature for Druid and Ranger
Appraise > assume success in all skill checks
Balance > Acrobatics
Bluff > Bluff
Climb > Athletics
Concentration > n/a; part of spellcasting classes
Craft > Engineering, Mysticism, or Profession of appropriate type
Decipher Script > Culture
Diplomacy > Diplomacy
Disable Device > Engineering
Disguise > Disguise
Escape Artist > Acrobatics
Forgery > Culture
Gather Information > Diplomacy
Handle Animal > Survival
Heal > Medicine
Hide > Stealth
Innuendo > Bluff
Intimidate > Intimidate
Intuit Direction > Survival
Jump > Acrobatics
Knowledge > see next post
Listen > Perception
Move Silently > Stealth
Open Lock > Engineering
Perform > Profession of appropriate type
Pick Pocket/Sleight of Hand > Sleight of Hand
Profession > Profession
Read Lips > Perception
Ride > Survival
Scry > Mysticism
Search > Perception
Sense Motive > Sense Motive
Speak Language > Culture
Spellcraft > Mysticism
Spot > Perception
Swim > Athletics
Tumble > Acrobatics
Use Magic Device > assume success in all skill checks
Use Rope > Athletics and/or grapple rules
Wilderness Lore/Survival > Survival

Dragonstar to Starfinder Skills
Cryptography > Computers
Demolitions > Engineering
Freefall > Acrobatics (plus Zero Gravity rules)
Pilot > Piloting
Navigate > Piloting
Repair > Engineering
Research > see under Recall Knowledge on pp. 133-134 of the SF core rulebook
Urban Lore > Culture
Use Device > Engineering
 
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Knightfall

World of Kulan DM
Knowledge Revised

v.3.5/Pathfinder to Starfinder
Knowledge (arcana) > Mysticism
Knowledge (dungeoneering) > Physical Science
Knowledge (engineering) > Engineering
Knowledge (geography) > Physical Science
Knowledge (history) > Culture
Knowledge (local) > Culture
Knowledge (nature) > Life Science
Knowledge (nobility) > Culture
Knowledge (planes) > Mysticism
Knowledge (religion) > Mysticsim

Dragonstar to Starfinder
Knowledge (astronomy) > Physical Science
Knowledge (biology) > Life Science
Knowledge (chemistry) > Physical Science
Knowledge (mathematics) > Physical Science
Knowledge (physics) > Physical Science
 

Knightfall

World of Kulan DM
Regarding feats, a member of the DSD20 Yahoo! group told me to check out the Technologist feat in the PF Technology Guide. I found the feat on the PFRD, here. That looks like a great stand in for the DS Technical Proficiency feat.
 

Knightfall

World of Kulan DM
Outlands Fighter
Alignment: Any.
Hit Points: 7
Stamina Points: 7+ Con Modifier
Key Ability Score: Strength or Dexterity (choose one)

Class Skills
The Outlands fighter's class skills are Athletics (Str), Engineering (Int), Intimidate (Cha), Physical Science (Int), Profession (Cha, Int, or Wis), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the Outlands fighter.
Weapon and Armor Proficiency: An Outlands fighter is proficient with all basic and advanced melee weapons, as well as the bow, and with all heavy and light armor without upgrade slots, as well as archaic shields.

Backwater Origin: The Outlands fighter comes from a world where technology is nonexistent or out-of-date with the core worlds of the Dragon Empire. While his homeworld might have had access to technology in the distant past, it is more likely that advanced technology never developed on his world or was supplanted by magic. As a result, he cannot use technological items without first spending time learning about advanced technology and how it works. The easiest way to do this is to take the Technologist feat from the Pathfinder Technology Guide. However, he cannot take this feat until he has gain one level of experience after being exposed to advanced technology for the first time.

Bonus Feats: At 1st level, and at every even level thereafter, an Outlands fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from the following list of combat feats from Chapter 6 of the Starfinder Core Rulebook, if he doesn't have the Technologist feat. (If he does have the Technologist feat, he may choose any combat feat from Chapter 6):

Adaptive Fighting, Barricade, Blind-Fight, Bodyguard, Cleave, Deflect Projectiles, Dive for Cover, Drag Down, Far Shot, Fleet, Great Cleave, Greater Feint, Improved Combat Maneuver, Improved Critical, Improved Feint, Improved Initiative, Improved Sidestep, Improved Stand Still, Improved Unarmed Strike, In Harm's Way, Kip Up, Lunge, Mobility, Multi-Weapon Fighting, Nimble Moves, Penetrating Attack, Quick Draw, Sidestep, Spring Attack, Stand Still, Step Up and Strike, Strike Back, Versatile Focus, and Weapon Focus.​

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), an Outlands fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, an Outlands fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, an Outlands fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Specialization (Ex): At 3rd level, an Outlands fighter gains the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants him proficiency.

Weapon Training (Ex): Starting at 5th level, an Outlands fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 insight bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when an Outlands fighter reaches 9th level, he receives a +1 insight bonus on attack and damage rolls with one weapon group and a +2 insight bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

This bonus also applies when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Archaic: Battleaxe, club, crossbow, dagger, gauntlet, handaxe, longbow, longsword, net, quarterstaff, rapier, scimitar, shortbow, spear, throwing axe, unarmed strike, warhammer, whip
Axes: Battleaxe (archaic), doshko (advanced, molecular rift, tactical, ultrathin, zero-edge), handaxe (archaic), throwing axe (archaic)
Batons: Advanced baton, incapacitator, tactical baton, peacemaker
Bows: Bow (standard), crossbow (archaic), longbow (archaic), shortbow (archaic)
Curve blades: Buzzblade curve blade, carbon steel curve blade, dimensional slice curve blade, ultrathin curve blade, scimitar (archaic)
Devastation blades: Apocalypse, ruin, wrack.
Dueling swords: Buzzblade dueling sword, rapier (archaic), ripper dueling sword, tactical dueling sword, ultrathin dueling sword, molecular rift dueling sword
Hammers: Assault hammer, comet hammer, gravity well hammer, meteoric hammer, swoop hammer (advanced), swoop hammer (tactical), swoop hammers (mach I, II, and III), warhammer (archaic)
Hand-to-Hand: Cestus battleglove, gauntlet (archaic), gravity battleglove, power battleglove, nova battleglove, unarmed strike
Longswords: Dimensional slice, longsword (archaic), longsword (standard), microserrated, molecular rift, sintered, ultraserrated, ultrathin, zero-edge
Polearms: Advanced pike, elite pike, swoop hammer (advanced), swoop hammer (tactical), swoop hammers (mach I, II, and III), tactical pike
Shortblades: Dagger (archaic), molecular rift dagger, survival knife, tactical knife, ultrathin dagger, zero-edge dagger
Staffs: Battle staff, carbon staff, hardlight staff, quarterstaff (archaic), repeller staff, sentinel staff
Thrown: Accelerated starknife, buzzblade spear, carbonedge shuriken, dimensional slice starknife, gravity spear, lightspeed starknife, sentinel spear, sintered starknife, spear (archaic), tactical spear, tactical starknife, zero-edge spear
Other Weapons: Fangblade, grindblade, injection glove, monowhip, net (archaic), nyfiber net, numbing taclash, standard taclash, whip (archaic)​

An Outlands fighter cannot use ANY of the powered weapons listed in Chapter 7 of the Starfinder Core rulebook without first taking the Technologist feat. (Only uncategorized melee powered weapons are listed above, in italics text.) Once he does so, he gains access to additional weapon groups such as Cryo, Flame, Laser, Plasma, Projectile, Shock, and Sonic. (GMs may choose to subdivide these groups by Small Arms, Longarms, Heavy Weapons, and Grenades as well, or group firearms into more diverse groups.)

Fighter's Instinct (Ex): At 11th level, when an Outlands fighter makes a full attack, he can make up to three attacks instead of two attacks. He takes a –6 penalty to these attacks instead of a –4 penalty. When the fighter reaches 20th level, the number of attacks he can make as a full attack increase from three to four. He takes a –8 penalty to these attacks instead of a –6 penalty.

Armor Mastery (Ex): At 19th level, an Outlands fighter gains DR 5/— whenever he is wearing armor with which he is proficient.

Weapon Mastery (Ex): At 20th level, an Outlands fighter chooses one weapon, such as the longsword, assault hammer, or flame rifle. When a critical hit is made with that weapon, the damage is rolled three times instead of twice. In addition, he cannot be disarmed while wielding a weapon of this type.

Outlander's Knack (Ex): At 20th level, an Outlands fighter may either choose 4 additional skills to become trained skills or choose 2 additional feats that aren't combat feats.
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Thoughts? What would you add/change?
 

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Knightfall

World of Kulan DM
Player's Companion: Psionic Classes/PrCs

Ascetic of the Noetic Order > New Theme/Other Ideas?
---
Bio-Psion > Mystic class (Xenodruid connection) w/Phrenic Adept archetype/Themeless (or, maybe, Xenoseeker)
---
Cyberkineticist PrC > Mechanic class w/Phrenic Adept archetype/Themeless[?]
Psion (Imperial) > Mystic class (Akashic connection) w/Phrenic Adept archetype/Scholar theme
Psion (Outlands) > Psychic (PF Legacy)
Psychic Warrior (Imperial) > Soldier class (1st FS - Armor Storm; 2nd FS - any) w/Phrenic Adept archetype/Mercenary theme (or themeless?)
Psychic Warrior (Outlands) > Psychic Warrior from Psionics Unleashed Revised (as a PF Legacy class)
Netwalker PrC > Mechanic w/exocortex/Operative (Hacker specialization) w/Phrenic Adept archetype [multiclass]
 

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