Pathfinder Star Trek

Morrus

Well, that was fun
Staff member
Klingon Soldier CR 1/3
XP 135
Klingon warrior 1
LE Medium humanoid
Init +0; Perception +0

Defense

AC 13, touch 10, flat-footed 13 (+3 armor)
hp 6 (1d10+1)
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity

Offense

Speed 30 ft.
Melee bat'leth +5 (1d10/x2)
Ranged disruptor pistol +1 (1d8/x2)

Statistics

Str 17, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (bat'leth)
Skills Intimidate +4
Languages Standard, Klingon
SQ weapon familiarity

Ecology

Environment temperate hills, mountains, or underground
Organization solitary, gang (2–4), squad (11–20 plus 2 sergeants of 3rd level and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure NPC gear (klingon battle armor, bat'leth, disruptor pistol)


Klingon Captain CR 4
XP 1200
Klingon warrior 6
LE Medium humanoid
Init +0; Perception +5

Defense

AC 18, touch 10, flat-footed 18 (+8 armor)
hp 51 (6d10+12)
Fort +7, Ref +2, Will –3
Defensive Abilities ferocity

Offense

Speed 30 ft.
Melee +2 bat'leth +12/+7 (1d10+2/x2)
Ranged +2 disruptor pistol +8 (1d8/x2)

Statistics

Str 17, Dex 11, Con 14, Int 10, Wis 12, Cha 10
Base Atk +6/+1; CMB +9; CMD 19
Feats Power Attack +4/-2, Toughness +6, Weapon Focus (bat'leth)
Skills Acrobatics -6, Bluff +2, Climb -3, Diplomacy +1, Escape Artist -6, Fly -6, Intimidate +9, Perception +5, Ride -6, Sense Motive +4, Stealth -6, Survival +3, Swim -3
Languages Standard, Klingon
SQ weapon familiarity

Ecology

Environment temperate hills, mountains, or underground
Organization solitary, gang (2–4), squad (11–20 plus 2 sergeants of 3rd level and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure NPC gear (+2 klingon superior battle armor, +2 bat'leth, +2 disruptor pistol)
 
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Morrus

Well, that was fun
Staff member
Gorn Warrior CR 3
XP 800
CE Large humanoid (giant, reptilian)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +5

Defense

AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3

Offense

Speed 25 ft.
Melee Gorn greatclub +7 (2d8+7)
Ranged disruptor rifle +1 (1d10+5/19-20)
Space 10 ft.; Reach 10 ft.

Statistics

Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Gorn

Ecology

Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (Gorn armor, Gorn greatclub, disruptor rifle)
 

Morrus

Well, that was fun
Staff member
Ferengi Scavenger CR 1/3
XP 135
Ferengi warrior 1
N Small humanoid
Init +6; Senses darkvision 60 ft.;Perception +3

Defense

AC 15, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +2, Will –1

Offense

Speed 30 ft.
Melee energy whip +2 (1d6)
Ranged disruptor pistol +4 (1d8)

Statistics

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 15
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Bluff +12, Sense Motive +6, Appraise +6, Diplomacy +12
Languages Standard, Ferengi

Ecology

Environment temperate forest and plains (usually coastal regions)
Organization gang (4–9)
Treasure NPC gear (kevlar armor, energy whip, disruptor pistol, other treasure)
 

Morrus

Well, that was fun
Staff member
Borg Drone CR 1/2
XP 200
LE Medium humanoid
Init +0; Senses darkvision 60 ft.; Perception +0

Defense

AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
SD: Adaptive

Offense

Speed 30 ft.
Melee slam +4 (1d6+4)
Ranged disruptor rifle +1 (1d10/19-20)

Statistics

Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Special Qualities staggered

Ecology

Environment any
Organization any
Treasure none

Staggered (Ex): Borg have poor reflexes and can only perform a single move action or standard action each round. A Borg can move up to its speed and attack in the same round as a charge action.

Adaptive (Ex): Borg are able to adapt their shielding to new attacks, rendering them ineffective. Whenever they receive damage, roll 1d6. On a roll of 6, the Borg (collectively) will have now adapted to that attack and will no longer suffer damage from it. The attack is a specific type (e.g. Starfleet phasers, or Orion disruptors). This does not apply to normal physical damage of the piercing, slashing, and bludgeoning type. It is possible to reset this resistance to a specific attack by spending a Technobabble (in which case the attacker will "cycle the photon frequencies" or something similar).

[h=3]Creating a Borg[/h]
The Borg are known for their ability to assimilate other creatures. "Borg" is an acquired template that can be added to any corporeal creature, referred to hereafter as the base creature.

Challenge Rating: This depends on the creature's new total number of Hit Dice, as follows:

HD
CRXP
1/21/850
11/4100
21/2200
3–41400
5–62600
7–83800
9–1041,200
11–1251,600
13–1662,400
17–2073,200
21–2484,800
25–2896,400

Alignment
: Always lawful evil.

Type
: The creature's type remains the same. It uses all the base creature's statistics and special abilities except as noted here.

Armor Class: Natural armor is based on the Borg's size:

Borg Size
Natural Armor Bonus
Tiny or smaller+0
Small+1
Medium+2
Large+3
Huge+4
Gargantuan+7
Colossal+11

Hit Dice
: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s. Borg gain a number of additional HD as noted on the following table.

Borg Size
Bonus Hit Dice
Tiny or smaller
Small or Medium+1 HD
Large+2 HD
Huge+4 HD
Gargantuan+6 HD
Colossal+10 HD
Borg use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities: Borg lose their defensive abilities and gain all of the qualities and immunities granted by the Borg template . Borg gain the Adaptive special defense (see below).

Speed
: Winged Borg can still fly, but maneuverability drops to clumsy. Retain all other movement types.

Attacks
: A Borg retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage based on the Borg 's size, but as if it were one size category larger than its actual size.

Special Attacks: A Borg retains none of the base creature's special attacks.

Abilities: Str +2, Dex –2. A zombie has no Con or Int score, and its Wis and Cha become 10.

BAB: A Borg's base attack is equal to 3/4 its Hit Dice.

Skills: A Borg has no skill ranks.

Feats: A Borg loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.

Special Qualities: A Borg loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Borg gains the following special qualities:

Staggered (Ex): Borg have poor reflexes and can only perform a single move action or standard action each round. A Borg can move up to its speed and attack in the same round as a charge action.

Adaptive (Ex): Borg are able to adapt their shielding to new attacks, rendering them ineffective. Whenever they receive damage, roll 1d6. On a roll of 6, the Borg (collectively) will have now adapted to that attack and will no longer suffer damage from it. The attack is a specific type (e.g. Starfleet phasers, or Orion disruptors). This does not apply to normal physical damage of the piercing, slashing, and bludgeoning type. It is possible to reset this resistance to a specific attack by spending a Technobabble (in which case the attacker will "cycle the photon frequencies" or something similar).
 
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Morrus

Well, that was fun
Staff member
Romulan Operative CR 1/3
XP 135
Romulan warrior 1
LE Medium humanoid
Init +4; Perception +2

Defense

AC 14, touch 12, flat-footed 13 (+2 armor, +2 Dex)
hp 5 (1d10)
Fort +2, Ref +2, Will –1; +2 vs. psionics

Offense

Speed 30 ft.
Melee ceremonial blade +2 (1d6/18–20)
Ranged disruptor pistol +3 (1d8)
SQ Poison use

Statistics

Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Weapon Finesse
Skills Perception +2, Stealth +2; Sense Motive +4; Racial Modifiers +2 Sense Motive
Languages Standard, Romulan
SQ poison use

Ecology

Environment any
Organization pair, squad (3–4), patrol (5–8), or war party (10–40)
Treasure NPC Gear (light armor, ceremonial blade, disruptor pistol, poison [2 doses], 3d6 Cr, other treasure)

Poison Use (Ex) Romulans are skilled in the use of poison and never risk accidentally poisoning themselves. Romulans favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows them to capture enemies with great ease. Romulan Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.
 

HRSegovia

Explorer
Cheese`n'rice! Are you on workman's comp like me (or unemployment or disability)? This is a lot of work! Kudo's to you and your devotion!
 

Morrus

Well, that was fun
Staff member
The SANTIAGO Player's Guide provides a number of new classes and archetypes for sci-fi games. If you do not intend to play a Starfleet officer, those classes and archetypes adequately cover the soldiers, smugglers, mercenaries, traders and more of the galaxy. Feel free to use them exactly as shown.

[h=3]Starfleet Officers[/h]
Starfleet officers begin their careers in one of the following academic paths:

  1. Engineering (Engineer class with Warp Engineer archetype)
  2. Sciences (Engineer class with Scientist archetype)
  3. Medical (Medic Class)
  4. Security (Rogue with Investigator archetype or Fighter with Soldier archetype)
  5. Intelligence (Rogue with Investigator archetype or Ninja with Operative archetype)
Most of the above are found in the SANTIAGO Player's Guide. The two new Engineer archetypes (Warp Engineer and Scientist) can be found here. [NOTE - TO DO].

They usually progress to department heads, and then a few select officers may go on to command a starship or starbase.

Collaborative Commander
It is recommended that none of the PCs be the ship captain or outrank the other PCs. For this reason, the Collaborative Commander rule is used. The captain (or other ranking officer) is an NPC. The orders given by that NPC are precisely those decisions made by the PCs (unless you need a disobedience plot for narrative purposes). So when the PCs decide to beam down to a planet, the Collaborative Commander ordered them to. This way, the players are making all the decisions, but narratively they are following orders.

The players should be allowed to name and describe their Collaborative Commander.
[h=3]Scientist [Engineer Archetype][/h]
Scientists have a more theoretical background than Engineers, although experimental scientists still have a very hands-on approach. Most starships have a complement of scientists, including a Chief Science Officer.

Class Skills & Skill Ranks: as Engineer class.

Technobabble: From 2nd level, Scientists gain 2 Technobabbles per level instead of 1. This ability replaces the Craft Explosives ability (and its subsequent stages). At 5th level this increases to 3 per level, at 13th level it increases to 4 per level, and at 20th level the Scientist gains 5 Technobabbles.

Tricorder: Scientists can obtain a great deal of information from the smallest amount of evidence. Whether they are scanning DNA, mineral compositions, energy signatures, tachyon emissions, or anything else, these things reveal the secrets of the universe to the dedicated scientist. The scientist can spend a Technobabble to use his tricorder or shipboard sensors to use the following procedures, based on his scientist level. The Technobabble must be used to describe the activity. This replaces the Red Button abilities.

Scientist Level
Procedures Available
1-2Detect Poison, Guidance, Detect Life Forms (replaces Detect Evil/Good/Law/Chaos), Detect Secret Doors
3-4Status, See Invisibility
5-6Locate Object, Obscure Object, Clairaudience/Clairvoyance
7-8Divination, Arcane Eye, Detect Scrying, Locate Creature
9-10Commune, Scrying
11-12Find the Path, True Seeing
13-14Scrying (Greater)
15+Dimensional Lock (affects transporters), Discern Location, Moment of Prescience
 
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