UPDATE: PDF now attached to this post.
[h=3]Contents[/h]
This thread assumes you are already familiar with the setting. You should also grab the free SANTIAGO Player's Guide, which contains sci-fi rules for Pathfinder (ignore the default setting stuff). The following should be viewed as additional to that information. One major feature of ST in Pathfinder is that Hero Points are replaced by an expendable resource called "Technobabbles", which take the narrative place that magic holds in a fantasy game.
[h=3]Races/Species[/h]
Just playing around with some ideas. This is rough musings and notes only. If you're using Tapatalk on your phone or tablet, I used coloured tables in this thread, so Tapatalk won't display them correctly. Switch to the web view instead.
Andorians
Andorians are a blue-skinned, warlike race from an icy planet.
Bajoran
Bajorans are a stubborn, humanoid race recently occupied by the Cardassians.
Betazoids
Betazoids are empathic humanoids from Betazed. They often serve as counsellors and advisors, and are known for their telepathic prowess.
Caitians
Caitians are dextrous feline aliens.
Cardassians
Cardassians are cruel and sly, but can be very charismatic when needed.
Ferengi
Ferengi are short, mercenary humanoids who excel at trade.
Gorn
Gorn are large bipedal lizards.
Klingons
Klingons are hardy warriors with a strong code of honor and an obsession with combat.
Orions
Orions are green-skinned humanoids, often found as traders or privateers.
Romulans
Romulans are cunning strategists related to the Vulcans.
Tellarites
Pig faced humanoids, belligerant and ready to argue.
Vulcans
Vulcans are stoic, logical, and intellectual aliens who view emotion as a weakness. Governed by logic, Vulcans also exhibit more psionic potential than many species. Vulcans have a yellow/green complexion, pointed ears, and arched eyebrows. They are typiclly immaculately groomed.
[h=3]Psionics[/h]
Magic doesn't exist; but psionics certainly do. Some races exhibit more psionic ability than others. Psionics are – primarily – of a telepathic or empathic nature, although more powerful abilities including telekineis have been recorded. These rules only address the former. Psionics are associated with psionic energy, which can bet detected by tricorders.
Psionics (Wis): Psionics is a new skill. It is NOT a class skill for any race unless their racial entry specifically notes it, in which case it counts as a class skill no matter what class the character is.
The DC of a psionics skill check is typically 10 + the target's WILL save plus or minus a modifier depending on the attempted ability.
The difficulty is also affected by range and similarity of species.
*Requires Touch AC attack unless the target is willing.
**The GM will apply this penalty if appropriate. It does not stack with the -2 for different species.
Example: Mr. Spock has a psionics skill of 12. Locked in a cell, he is trying to instill the suggestion that the cell door is unlocked in th two human guards outside. The guards' WILL save is +4, so the target DC is 14 +2 (instill suggestion) +2 (5' distance) +2 (different species) +2 (one additional target) = 22. He need to roll 10 on 1d20 to instill the suggestion in their minds.
[h=3]Contents[/h]
This thread assumes you are already familiar with the setting. You should also grab the free SANTIAGO Player's Guide, which contains sci-fi rules for Pathfinder (ignore the default setting stuff). The following should be viewed as additional to that information. One major feature of ST in Pathfinder is that Hero Points are replaced by an expendable resource called "Technobabbles", which take the narrative place that magic holds in a fantasy game.
- Races/Species; Psionics; Mind Meld (this post)
- Weapons
- Tricorders, Transporters, Replicators
- Vulcan Nerve Pinch
- Technobabble
- Sickbay
- Resources & Generators
- Warp Speeds & Travel
- Bestiary:
- Character Classes & Archetypes
There's no section on skills and feats here (although a couple of new feats are introduced, as is one new skill) because you should use the skills and feats directly from the free SANTIAGO Player's Guide, which also includes new classes and archetypes, along with some changes to ranged combat rules for use in a sci-fi environment. |
Just playing around with some ideas. This is rough musings and notes only. If you're using Tapatalk on your phone or tablet, I used coloured tables in this thread, so Tapatalk won't display them correctly. Switch to the web view instead.
Species | STR | DEX | CON | INT | WIS | CHA | SIZE/SP | PSIONIC | Special |
Andorian | +2 | -2 | M/30' | No | Antennae, Cold Planet | ||||
Bajoran | +2 | M/30' | No | Rebels | |||||
Betazoid | +2 | +2 | M/30' | Yes | Empathic | ||||
Caitan | +2 | -2 | M/35' | No | Night Vision, Acrobatic, Fast | ||||
Cardassian | +2 | M/30' | No | Interrogators | |||||
Ferengi | -2 | +2 | S/30' | No | Glib, Small, Over-sized Ears | ||||
Gorn | +4 | -2 | +2 | L/25' | No | Large, Slow, Natural Armor, Natural Weapons | |||
Klingon | +2 | +2 | -2 | -2 | M/30' | No | Intimidating, Weapon Training, Ferocity | ||
Orion | +2 | -2 | +2 | M/30' | No | Traders | |||
Romulan | +2 | +2 | -2 | M/30' | Anti | Cunning, Intuitive, Spycraft | |||
Tellarite | +2 | -2 | M/30' | No | Belligerent, Fortitude | ||||
Vulcan | +2 | +2 | -2 | M/30' | Yes | Superior Senses, Logical |
Andorians are a blue-skinned, warlike race from an icy planet.
- +2 Dexterity, -2 Charisma. Andorians are martially skilled and dextrous, but abrasive.
- Antennae: Andorians gain a +4 species bonus on Perception skill checks due to their sensitive antennae.
- Medium: Andorians are Medium creatures and have no bonuses or penalties due to their size.
- Cold Planet: Andorians come from an icy planet, and get a +2 Fort save bonus against cold-related effects.
Bajoran
Bajorans are a stubborn, humanoid race recently occupied by the Cardassians.
- +2 Wisdom: Bajorrans are cunning and deeply spiritual, but otherwise very similar to humans.
- Medium: Bajorans are Medium creatures and have no bonuses or penalties due to their size.
- Rebels: Years of fighting the occupation by the Cardassians has given Bajorans a +2 racial bonus to Stealth checks.
Betazoids
Betazoids are empathic humanoids from Betazed. They often serve as counsellors and advisors, and are known for their telepathic prowess.
- +2 Wisdom, +2 Charisma: Betazoids are empathic and charismatic.
- Medium: Betazoids are Medium creatures and have no bonuses or penalties due to their size.
- Psionic: Betazoids always treat Psionics as a class skill.
- Empathic: Betazoids gain a +2 racial bonus to Sense Motive checks.
Caitians
Caitians are dextrous feline aliens.
- +2 Dexterity, -2 Constitution
- Medium: Caitians are Medium creatures and have no bonuses or penalties due to their size.
- Night Vision: Caitians can see in the dark up to 60 ft.
- Acrobatic: Caitians gain a +2 racial bonus to Acrobatics checks.
- Fast: Caitians have a base speed of 35'.
Cardassians
Cardassians are cruel and sly, but can be very charismatic when needed.
- +2 Charisma: Cardassians are slyly charming.
- Medium: Cardassians are Medium creatures and have no bonuses or penalties due to their size.
- Interrogators: Cardassians grow up alert to Bajoran subterfuge. They gain a +2 racial bonus to Sense Motive checks.
Ferengi
Ferengi are short, mercenary humanoids who excel at trade.
- -2 Strength, +2 Charisma: Ferengi are physically weak, but are glib and persuasive.
- Small: Ferengi are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
- Glib: Ferengi always consider Appraise, Bluff, Diplomacy, and Sense Motive as class skills. In addition, they receive a +2 racial bonus to any use of these skills.
- Over-Sized Ears: Ferengi have freakishly large ears capable of picking up even the smallest sounds. Ferengi gain a +4 bonus on Perception checks.
Gorn
Gorn are large bipedal lizards.
- +4 Strength, +2 Constitution, -2 Dexterity: Gorn are large and powerful, but slow and clumsy.
- Large: Gorn are Large creatures.
- Slow: Gorn move at 25' per round.
- Natural Armor: Gorn have tough scaly skin, granting them a +2 natural armor bonus.
- Natural Weapons: Gorn possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the Gorn wields a manufactured weapon.
Klingons
Klingons are hardy warriors with a strong code of honor and an obsession with combat.
- +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma: Klingons and strong and tough, but lack common sense or social skills.
- Medium: Klingons are Medium creatures and have no bonuses or penalties due to their size.
- Intimidating: Klingons receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
- Weapon Training: Their combat-oriented upbringing ensures that Klingons are automatically proficient in all martial weapons, as well as the bat'leth.
- Ferocity: Once per day, when a Klingon is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Orions
Orions are green-skinned humanoids, often found as traders or privateers.
- Dexterity +2, Charisma +2, Wisdom -2. Orions are quick and charming, but impulsive.
- Medium: Orions are Medium creatures and have no bonuses or penalties due to their size.
- Traders: Orions always consider Appraise to be a class skill. Furthermore, they gain a +2 racial bonus to all Appraise checks.
Romulans
Romulans are cunning strategists related to the Vulcans.
- +2 Dexterity, +2 Intelligence, -2 Charisma: Romulans are skilled warriors and cunning tacticians.
- Medium: Romulans are Medium creatures and have no bonuses or penalties due to their size.
- Cunning: Romulans are superb tacticians and gain +2 to their initiative rolls.
- Intuitive: Romulans gain a +2 racial bonus to Sense Motive checks.
- Spycraft: Romulans gain a +2 racial bonus to Diplomacy checks used to gather information.
- Anti-psionic: Somehow the psionic potential of their close Vulcan cousins is not present in Romulans. In fact, the opposite is true; they are extremely unsuited to psionics. They gain a +2 bonus to saving throw vs. psionics, but can never have a Psionics skill score of more than 0.
Tellarites
Pig faced humanoids, belligerant and ready to argue.
- +2 Constitution, -2 Charisma. Tellarites are tough and unpleasant.
- Medium: Tellarites are Medium creatures and have no bonuses or penalties due to their size.
- Belligerent: Tellarites gain a +2 racial bonus to Intimidate checks.
- Fortitude: Tellarites gain a +4 racial bonus to Fort saves vs. poison.
Vulcans
Vulcans are stoic, logical, and intellectual aliens who view emotion as a weakness. Governed by logic, Vulcans also exhibit more psionic potential than many species. Vulcans have a yellow/green complexion, pointed ears, and arched eyebrows. They are typiclly immaculately groomed.
- +2 Strength, +2 Intelligence, -2 Charisma: Vulcans are strong and intelligent, but very aloof.
- Medium: Vulcans are Medium creatures and have no bonuses or penalties due to their size.
- Psionic: Vulcans always treat Psionics as a class skill.
- Superior Senses: Vulcans gain a +2 racial bonus to Perception checks to hear sounds.
- Logical: The keen Vulcan logic gives them a +2 racial bonus to knowledge checks. However, this same truant means they find it hard to lie, and so they suffer a -2 racial penalty to Bluff checks.
Android Androids are extremely rare (even unique) and are presented separately to the rest of the alien species list.
|
Magic doesn't exist; but psionics certainly do. Some races exhibit more psionic ability than others. Psionics are – primarily – of a telepathic or empathic nature, although more powerful abilities including telekineis have been recorded. These rules only address the former. Psionics are associated with psionic energy, which can bet detected by tricorders.
Psionics (Wis): Psionics is a new skill. It is NOT a class skill for any race unless their racial entry specifically notes it, in which case it counts as a class skill no matter what class the character is.
The DC of a psionics skill check is typically 10 + the target's WILL save plus or minus a modifier depending on the attempted ability.
Ability | Modifier |
Sense emotion (empathy) | +0 |
Read surface thoughts | -2 |
Read inner thoughts/secrets | -5 |
Instil suggestion | -2 |
Situation | Modifier |
Touch* | +2 |
Per 5 ft. distance | -2 |
Different species | -2 |
Greatly different species** | -5 |
Per additional target | -2 |
**The GM will apply this penalty if appropriate. It does not stack with the -2 for different species.
Example: Mr. Spock has a psionics skill of 12. Locked in a cell, he is trying to instill the suggestion that the cell door is unlocked in th two human guards outside. The guards' WILL save is +4, so the target DC is 14 +2 (instill suggestion) +2 (5' distance) +2 (different species) +2 (one additional target) = 22. He need to roll 10 on 1d20 to instill the suggestion in their minds.
New Feat: Mind Meld [Racial; Vulcan] Prequisites: Vulcan race, Psionics skill ranks 4 Benefit: When in physical contact with your target, you gain a +4 bonus to psionics checks. Special: You may only use this feat with a single target. |
New Feat: Empathy [Racial; Betazoid] Prequisites: Betazoid race, Psionics skill ranks 4 Benefit: You do not suffer range penalties when using the Sense Emotion aspect of the Psionics skill. Special: You must still have line of sight, although this may be via a viewscreen. |
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