Two PrC's for Dragonstar dwarves. Please help

Storyteller01

First Post
I created these PrC's hoping to capitalize on the Dwarves 'Sense Gravity' ability. Tell me wahat you think>>> :)

Dwarven Navigator

Alignment: Any
Hit Die: d6
Skill Points: 4 + (Int Modifier) per level

Class Skills:
Bluff (Cha), Craft (Int), Freefall (Dex), Navigation (Int), Pilot (Dex), Profession (Wis),
Repair Device (Int), Spot (Wis), Use Device (Int)

Requirements:
Feats:
Born Spacer, Skill Focus (Navigation)
Skills:
Navigation: 8 ranks
Pilot: 6 ranks
Spot: 6 ranks
Special:
Gravity Sense Ability


Level Attack Fort Ref Will Special
1 +0 +0 +2 +2 Navigation Mastery
2 +1 +0 +3 +3 "…like the back of my hand!!" +2
3 +1 +1 +3 +3 Flying Blind (Short Range)
4 +2 +1 +4 +4 "…like the back of my hand!!" +4
5 +2 +1 +4 +4 CYA
6 +3 +2 +5 +5 "…like the back of my hand!!" +6
7 +3 +2 +5 +5 Skill Focus (Gravity Sense)
8 +4 +2 +6 +6 "…like the back of my hand!!" +8
9 +4 +3 +6 +6 Flying Blind (Medium Range)
10 +5 +3 +7 +7 "…like the back of my hand!!" +10 Master Traveler



Weapon and Armor Proficiencies: The Dwarven Navigator gains no weapons or armor proficiencies.

Navigation Mastery (Ex): At first level, a Dwarven Navigator improves his Gravity Sense to such a degree that, given time, he can plot a flight path with far greater accuracy. With this ability a Dwarven Navigator can ‘Take 20’ on Navigation checks, provided that time allows (ie: x20 to the time of the Nav check). This ability cannot be used during combat, as it takes an extreme amount of concentration.

“… like the back of my hand!!” (Ex): As in, “I know space like the back of my hand!!”. This ability gives the Dwarven Navigator a +2 competence bonus to Navigation checks at every even level , with a maximum bonus of +10 at 10th level.

Flying Blind (Ex): At 3rd level, a Dwarven Navigator may use her Gravity Sense ability to gain a quick “snapshot” of their surroundings. Using this ability requires a standard action. The information gathered depends on the result of a Sense Gravity (Spot) Check.

Result Chart:
Planet or larger mass:----------- 5
Colossal V to Colossal VI:----- 10
Colossal IV to Colossal III:---- 15
Colossal to Colossal II:--------- 20
Gargantuan:---------------------- 25
Huge:----------------------------- 30
Large:---------------------------- 35
Medium:------------------------- 40
Small:---------------------------- 45
Tiny:----------------------------- 50
Diminutive:--------------------- 55

A Dwarven Navigator knows the distance and direction of all objects the fall under the roll result (ie: Krell rolls a 27 on his Spot check the Sense Gravity. He know knows the distance and direction of all objects of Gargantuan or larger size within range).

At 3rd level, the range of this ability is 25,000 ft + 5,000 ft per 2 Dwarven Navigator levels. At 9th level this range increases to 100,000 ft + 10,000 ft per Dwarven Navigator level.

Note: This ability cannot be used when on the surface of, or within close orbit of, a planet or larger celestial body. Since this is a search using gravitational effects, standard stealth systems are useless against this ability

CYA (Ex): As in “Cover Your Arse”. At 5th level, a Dwarven Navigator is so attuned to the gravitational forces around them that they can sense a botched teleport a split second before it happens. This ability can help them divert or lessen a potential disaster. After a failed Starcaster check (ie: Use Device), but BEFORE the teleport resolves, have the Dwarven Navigator make a Gravity Sense (Spot) check (DC: 20 + 1 per 5 that the Use Device check failed). If this check is successful, roll a Navigation Check check. Treat this roll as a Use Device roll for a Starcaster. The result of this roll must be used, regardless of the result. A Dwarven Navigator cannot ‘Take 20’ on this roll.


Skill Focus (Gravity Sense) (Ex): The Dwarven Navigator gains a +3 bonus to Spot checks when making a Gravity Sense check. This ability stacks with other feat bonuses to the Spot skill.

Master Traveler (Sp): At 10th level a Dwarven Navigator achieves the rank of Master Traveler. To commemorate this moment (and impress upon the new Master Traveler the amount of responsibility he carries) the Dwarven Navigator is given a special orb, roughly 6 inches across, constructed of liquid Mithral. This device allows a Dwarven Navigator to transport a ship as if it had a Starcaster, using his own life force as energy.

To do this, a Dwarven Navigator must meditate on the location desired for one minute, using the orb to focus their perceptions on the ebb and flow of spacetime. After this minute, a Dwarven Navigator makes a Gravity Sense check (DC: equal to the DC for making a Use Device check on a Starcaster). A leader may have other Dwarven Navigator’s help him, using the Co-operation rules in the DM Guide. The ship is teleported to the desired location, should the roll prove successful. Treat the roll as a ‘Teleport Mishap’ if it fails (the CYA ability cannot be used in this circumstance).

Regardless of the result of the check, the leader of this ritual takes 2 negative levels per starcaster charge that would normally be used (ie: a Huge ship requires 1 starcaster charge to teleport. The Dwarven Navigator would take 2 negative levels). These negative levels cannot become permanent level loss, and heal at a rate of one negative level per day. These levels may be evenly distributed to the other members of the ritual, with the leader taking any excess levels. Should the situation dictate that the levels cannot be evenly distributed (ie: 4 negative levels being distributed to 10 members), the leader takes all negative levels.



AND>>>

Dwarven Starfighter

Alignment: Any
Hit Die: d8
Skill Points: 4 + (Int Modifier) per level

Class Skills:
Bluff (Cha), Craft (Int), Freefall (Dex), Navigation (Int), Pilot (Dex), Profession (Wis),
Repair Device (Int), Spot (Wis), Use Device (Int)

Requirements:
Feats:
Alertness, Born Spacer, Skill Focus (Spot)
Skills:
Pilot: 8 ranks
Spot: 8 ranks
Use Device: 6 ranks
Special:
Gravity Sense Ability


Level Attack Fort Ref Will Special
1 +1 +0 +2 +0 Improved Gravity Sense (Short Range)
2 +2 +0 +3 +0 Gravity Sense ‘Lock’ (+1)
3 +3 +1 +3 +1 Bonus Feat
4 +4 +1 +4 +1 Gravity Sense ‘Lock’ (+2) Evasive Roll
5 +5 +1 +4 +1 Improved Gravity Sense (Medium Range)
6 +6 +2 +5 +2 Gravity Sense ‘Lock’ (+3)Bonus Feat
7 +7 +2 +5 +2 Improved Gravity Sense (Free Action), Intuitive Defense (Dex bonus to AC)
8 +8 +2 +6 +2 Gravity Sense ‘Lock’ (+4)
9 +9 +3 +6 +3 Bonus Feat
10 +10 +3 +7 +3 Improved Gravity Sense (Long Range), Gravity Sense ‘Lock’ (+5)



Weapon and Armor Proficiencies: The Dwarven Starfighter gains proficiency in simple and martial weapons. The Dwarven Starfighter gain proficiency in light armor.

Improved Gravity Sense (Ex): At first level, a Dwarven Starfighter may use their Gravity Sense ability to gain a quick “snapshot” of their surroundings. Using this ability requires a standard action. The information gathered depends on the result of a Sense Gravity (Spot) Check.

Result Chart:
Planet or larger mass:--------- Automatic
Colossal V to Colossal VI:----- 5
Colossal IV to Colossal III:---- 10
Colossal to Colossal II:--------- 15
Gargantuan:---------------------- 20
Huge:----------------------------- 25
Large:---------------------------- 30
Medium:------------------------- 35
Small:---------------------------- 40
Tiny:----------------------------- 45
Diminutive:--------------------- 50

A Dwarven Starfighter knows the distance and direction of all objects the fall under the roll result (ie: Krell rolls a 27 on his Spot check the Sense Gravity. He knows the distance and direction of all objects of Huge or larger size within range).

At 1st level the range of this ability is 25,000 ft + 5,000 ft per 2 Dwarven Starfighter levels. At 5th level this range increases to 100,000 ft + 10,000 ft per Dwarven Starfighter level. At 10th level the range of this ability increases to 400,000 ft + 40,000 ft per Dwarven Starfighter level.

At 7th level, a Dwarven Starfighter may use this ability as a free action at the beginning of their turn.

Note: This ability cannot be used when on the surface, or within close orbit, of a planet or larger celestial body. Since this ability is a search for gravitational effects, standard stealth systems are useless.

Gravity Sense Lock (Ex): When using the Improved Gravity Sense Ability, a Dwarven Starfighter may ‘lock’ onto a specific gravitational signature. This may be done as a free action after the ‘Improved Gravity Sense’ roll is made. This lock is maintained so long as the object stays within the ‘Improved Gravity Sense’ range. While ‘locked on’, a Dwarven Starfighter gains a +1 sense bonus to attack and AC against that object. This bonus increases at even levels to a maximum of +5 at 10th level. These additional bonuses may be applied to one ‘locked’ object, or several (maximum 1 object per +1 bonus). The Dwarven Starfighter may choose to divide these bonuses in any way he wishes, so long as the total of the lock bonuses do not exceed what the Dwarven Starfighter has earned.

A Dwarven Starfighter can only lock onto objects that the Improved Gravity Sense roll could have detected (example: Krell [from the previous example] could lock onto a Gargantuan object, but not a Large object).

Bonus Feat: A Dwarven Starfighter may choose any bonus feat available to pilots.

Evasive Roll (Ex): At 4th level, a Dwarven Starfighter becomes so attuned to his environment and flow of the fight that he can anticipate a hit, minimizing its affects. Twice per day, when the Dwarven Starfighter’s vehicle is struck by an attack, the pilot can make a Ref save (DC20). If this save is successful the pilot banks, swerves, rolls, or otherwise maneuvers his vehicle to avoid the brunt of the attack. Divide any damage from the attack by 2 before subtracting a vehicles hardness or damage resistance. The uses per day for this ability stacks with the ‘Pilot Evasion’ ability of the Pilot class.

Intuitive Defense (Ex): A Dwarven Starfighter has honed their Gravity Sense and Piloting skills to such a degree that they have a near supernatural ability to sense an incoming attack. A Dwarven Starfighter may add their Dex bonus to the AC of any ship they pilot.
 
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Dwarven Prc's for Dragonstar

Storyteller01 said:
I created these PrC's hoping to capitalize on the Dwarves 'Sense Gravity' ability. Tell me wahat you think>>> :)

Dwarven Navigator

Alignment: Any
Hit Die: d6
Skill Points: 4 + (Int Modifier) per level

Class Skills:
Bluff (Cha), Craft (Int), Freefall (Dex), Navigation (Int), Pilot (Dex), Profession (Wis),
Repair Device (Int), Spot (Wis), Use Device (Int)

Requirements:
Feats:
Born Spacer, Skill Focus (Navigation)
Skills:
Navigation: 8 ranks
Pilot: 6 ranks
Spot: 6 ranks
Special:
Gravity Sense Ability


Level Attack Fort Ref Will Special
1 +0 +0 +2 +2 Navigation Mastery
2 +1 +0 +3 +3 "…like the back of my hand!!" +2
3 +1 +1 +3 +3 Flying Blind (Short Range)
4 +2 +1 +4 +4 "…like the back of my hand!!" +4
5 +2 +1 +4 +4 CYA
6 +3 +2 +5 +5 "…like the back of my hand!!" +6
7 +3 +2 +5 +5 Skill Focus (Gravity Sense)
8 +4 +2 +6 +6 "…like the back of my hand!!" +8
9 +4 +3 +6 +6 Flying Blind (Medium Range)
10 +5 +3 +7 +7 "…like the back of my hand!!" +10 Master Traveler



Weapon and Armor Proficiencies: The Dwarven Navigator gains no weapons or armor proficiencies.

Navigation Mastery (Ex): At first level, a Dwarven Navigator improves his Gravity Sense to such a degree that, given time, he can plot a flight path with far greater accuracy. With this ability a Dwarven Navigator can ‘Take 20’ on Navigation checks, provided that time allows (ie: x20 to the time of the Nav check). This ability cannot be used during combat, as it takes an extreme amount of concentration.

“… like the back of my hand!!” (Ex): As in, “I know space like the back of my hand!!”. This ability gives the Dwarven Navigator a +2 competence bonus to Navigation checks at every even level , with a maximum bonus of +10 at 10th level.

Flying Blind (Ex): At 3rd level, a Dwarven Navigator may use her Gravity Sense ability to gain a quick “snapshot” of their surroundings. Using this ability requires a standard action. The information gathered depends on the result of a Sense Gravity (Spot) Check.

Result Chart:
Planet or larger mass:----------- 5
Colossal V to Colossal VI:----- 10
Colossal IV to Colossal III:---- 15
Colossal to Colossal II:--------- 20
Gargantuan:---------------------- 25
Huge:----------------------------- 30
Large:---------------------------- 35
Medium:------------------------- 40
Small:---------------------------- 45
Tiny:----------------------------- 50
Diminutive:--------------------- 55

A Dwarven Navigator knows the distance and direction of all objects the fall under the roll result (ie: Krell rolls a 27 on his Spot check the Sense Gravity. He know knows the distance and direction of all objects of Gargantuan or larger size within range).

At 3rd level, the range of this ability is 25,000 ft + 5,000 ft per 2 Dwarven Navigator levels. At 9th level this range increases to 100,000 ft + 10,000 ft per Dwarven Navigator level.

Note: This ability cannot be used when on the surface of, or within close orbit of, a planet or larger celestial body. Since this is a search using gravitational effects, standard stealth systems are useless against this ability

CYA (Ex): As in “Cover Your Arse”. At 5th level, a Dwarven Navigator is so attuned to the gravitational forces around them that they can sense a botched teleport a split second before it happens. This ability can help them divert or lessen a potential disaster. After a failed Starcaster check (ie: Use Device), but BEFORE the teleport resolves, have the Dwarven Navigator make a Gravity Sense (Spot) check (DC: 20 + 1 per 5 that the Use Device check failed). If this check is successful, roll a Navigation Check check. Treat this roll as a Use Device roll for a Starcaster. The result of this roll must be used, regardless of the result. A Dwarven Navigator cannot ‘Take 20’ on this roll.


Skill Focus (Gravity Sense) (Ex): The Dwarven Navigator gains a +3 bonus to Spot checks when making a Gravity Sense check. This ability stacks with other feat bonuses to the Spot skill.

Master Traveler (Sp): At 10th level a Dwarven Navigator achieves the rank of Master Traveler. To commemorate this moment (and impress upon the new Master Traveler the amount of responsibility he carries) the Dwarven Navigator is given a special orb, roughly 6 inches across, constructed of liquid Mithral. This device allows a Dwarven Navigator to transport a ship as if it had a Starcaster, using his own life force as energy.

To do this, a Dwarven Navigator must meditate on the location desired for one minute, using the orb to focus their perceptions on the ebb and flow of spacetime. After this minute, a Dwarven Navigator makes a Gravity Sense check (DC: equal to the DC for making a Use Device check on a Starcaster). A leader may have other Dwarven Navigator’s help him, using the Co-operation rules in the DM Guide. The ship is teleported to the desired location, should the roll prove successful. Treat the roll as a ‘Teleport Mishap’ if it fails (the CYA ability cannot be used in this circumstance).

Regardless of the result of the check, the leader of this ritual takes 2 negative levels per starcaster charge that would normally be used (ie: a Huge ship requires 1 starcaster charge to teleport. The Dwarven Navigator would take 2 negative levels). These negative levels cannot become permanent level loss, and heal at a rate of one negative level per day. These levels may be evenly distributed to the other members of the ritual, with the leader taking any excess levels. Should the situation dictate that the levels cannot be evenly distributed (ie: 4 negative levels being distributed to 10 members), the leader takes all negative levels.



AND>>>

Dwarven Starfighter

Alignment: Any
Hit Die: d8
Skill Points: 4 + (Int Modifier) per level

Class Skills:
Bluff (Cha), Craft (Int), Freefall (Dex), Navigation (Int), Pilot (Dex), Profession (Wis),
Repair Device (Int), Spot (Wis), Use Device (Int)

Requirements:
Feats:
Alertness, Born Spacer, Skill Focus (Spot)
Skills:
Pilot: 8 ranks
Spot: 8 ranks
Use Device: 6 ranks
Special:
Gravity Sense Ability


Level Attack Fort Ref Will Special
1 +1 +0 +2 +0 Improved Gravity Sense (Short Range)
2 +2 +0 +3 +0 Gravity Sense ‘Lock’ (+1)
3 +3 +1 +3 +1 Bonus Feat
4 +4 +1 +4 +1 Gravity Sense ‘Lock’ (+2) Evasive Roll
5 +5 +1 +4 +1 Improved Gravity Sense (Medium Range)
6 +6 +2 +5 +2 Gravity Sense ‘Lock’ (+3)Bonus Feat
7 +7 +2 +5 +2 Improved Gravity Sense (Free Action), Intuitive Defense (Dex bonus to AC)
8 +8 +2 +6 +2 Gravity Sense ‘Lock’ (+4)
9 +9 +3 +6 +3 Bonus Feat
10 +10 +3 +7 +3 Improved Gravity Sense (Long Range), Gravity Sense ‘Lock’ (+5)



Weapon and Armor Proficiencies: The Dwarven Starfighter gains proficiency in simple and martial weapons. The Dwarven Starfighter gain proficiency in light armor.

Improved Gravity Sense (Ex): At first level, a Dwarven Starfighter may use their Gravity Sense ability to gain a quick “snapshot” of their surroundings. Using this ability requires a standard action. The information gathered depends on the result of a Sense Gravity (Spot) Check.

Result Chart:
Planet or larger mass:--------- Automatic
Colossal V to Colossal VI:----- 5
Colossal IV to Colossal III:---- 10
Colossal to Colossal II:--------- 15
Gargantuan:---------------------- 20
Huge:----------------------------- 25
Large:---------------------------- 30
Medium:------------------------- 35
Small:---------------------------- 40
Tiny:----------------------------- 45
Diminutive:--------------------- 50

A Dwarven Starfighter knows the distance and direction of all objects the fall under the roll result (ie: Krell rolls a 27 on his Spot check the Sense Gravity. He knows the distance and direction of all objects of Huge or larger size within range).

At 1st level the range of this ability is 25,000 ft + 5,000 ft per 2 Dwarven Starfighter levels. At 5th level this range increases to 100,000 ft + 10,000 ft per Dwarven Starfighter level. At 10th level the range of this ability increases to 400,000 ft + 40,000 ft per Dwarven Starfighter level.

At 7th level, a Dwarven Starfighter may use this ability as a free action at the beginning of their turn.

Note: This ability cannot be used when on the surface, or within close orbit, of a planet or larger celestial body. Since this ability is a search for gravitational effects, standard stealth systems are useless.

Gravity Sense Lock (Ex): When using the Improved Gravity Sense Ability, a Dwarven Starfighter may ‘lock’ onto a specific gravitational signature. This may be done as a free action after the ‘Improved Gravity Sense’ roll is made. This lock is maintained so long as the object stays within the ‘Improved Gravity Sense’ range. While ‘locked on’, a Dwarven Starfighter gains a +1 sense bonus to attack and AC against that object. This bonus increases at even levels to a maximum of +5 at 10th level. These additional bonuses may be applied to one ‘locked’ object, or several (maximum 1 object per +1 bonus). The Dwarven Starfighter may choose to divide these bonuses in any way he wishes, so long as the total of the lock bonuses do not exceed what the Dwarven Starfighter has earned.

A Dwarven Starfighter can only lock onto objects that the Improved Gravity Sense roll could have detected (example: Krell [from the previous example] could lock onto a Gargantuan object, but not a Large object).

Bonus Feat: A Dwarven Starfighter may choose any bonus feat available to pilots.

Evasive Roll (Ex): At 4th level, a Dwarven Starfighter becomes so attuned to his environment and flow of the fight that he can anticipate a hit, minimizing its affects. Twice per day, when the Dwarven Starfighter’s vehicle is struck by an attack, the pilot can make a Ref save (DC20). If this save is successful the pilot banks, swerves, rolls, or otherwise maneuvers his vehicle to avoid the brunt of the attack. Divide any damage from the attack by 2 before subtracting a vehicles hardness or damage resistance. The uses per day for this ability stacks with the ‘Pilot Evasion’ ability of the Pilot class.

Intuitive Defense (Ex): A Dwarven Starfighter has honed their Gravity Sense and Piloting skills to such a degree that they have a near supernatural ability to sense an incoming attack. A Dwarven Starfighter may add their Dex bonus to the AC of any ship they pilot.

Cool, some Prestige classes I'll add once I get back into creating the Dwarven Mafia for Dragonstar after playing around with other systems to feel how variant rules could be used for Dragonstar which I think is cool myself. You need to go to Neo's website through Fantasy Flight Games. Neo worked on several Prestige classes and rules especially computer and Starship building for Dragonstar about two years ago when Dragonstar had websites for the community. I think it's called Neo Innovations or something like that. Neo should be around to correct me if I'm wrong. DG
 

Not a full review, just my 2 cents comments:

Navigator:
1) Skill focus at 7th level is a lame special ability, just showing you didn't know what to add. Just suppress that, replace with Flying blind which is in turn replaced by Master Traveler.
2) I find this Sense Gravity thing really dubious. It should be reworked. For one thing "small objects in space" (i.e.: small asteroids, will have very few noticeable effects on starships due to their gravity. Then, using gravity wells of planets to accelerate one's course is only good for our own real life primitive vehicles who are not powerful enough to travel in straigth line fast enough. Frankly, i really don't see what's this may be good for. I suggest to create an entirely thing. Just read scientifical articles (on the web) about planets and else to find something.

Starfighter:
1) I still have problems with this Sense Gravity. Having that ability to know of asteroids around? So what? Futuristic computers and sensors are able to determine that perfectly well. No need for this ability. Again: gravity of nearby asteroids has no noticeable effect on a technology that permits to travel in space at near light speed, with extraordinary sensors and computers.
 

A few things:

1) In dragonstar (unless you permit other tech) nothing moves at lightspeed or faster without the aid of a starcaster (which in in effect a teleport).

2) Missles run the gammate of small to large, depending on the warhead

3) The Skill focus is filler. I don't like leaving PrC levels blank. People worked their tails off to get the PrC, they deserve something in return. The Master Traveller ability is given to the player at 10 level, and is not a natural ability. It's an ability only available t the leaders of the group (they are usually starcasting dwarven ships, which require 20 to 30 starcaster charges. This is 40 to 60 negative levels, a total that will kill a lot of people unless the leader is very skilled).

4) Sensors are fallible, subject to critical failure, easier to sabotage, and must overcome a targets stealth and electronic counter-measures.

5) The Starfighter's sense gravity ability (at ten level) exceeds sensor range, giving him a distinct awareness advantage.

6) Read 'The Forever War'. Nice book. The vehicles had to be shielded from even microscopic particles, due to the fact that they were traveling at half the speed of light. The enemy took advantage of this, creating small objects tha could place themselves at a point to where the shielding was weakest while avoiding detection from sensors. Breached the hull, killed quite a lot of people.

I think the book was fairly accurate, since the plot was an exploration of the effects of relativity on the life of one man.

7) Starcasting requires charges for a magic device. These charges are expensive, to the point that paying for a Dwarven navigator and his teaam would be cheaper (for a one time use, anyway)
 
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Dwarven Godfather said:
Cool, some Prestige classes I'll add once I get back into creating the Dwarven Mafia for Dragonstar after playing around with other systems to feel how variant rules could be used for Dragonstar which I think is cool myself. You need to go to Neo's website through Fantasy Flight Games. Neo worked on several Prestige classes and rules especially computer and Starship building for Dragonstar about two years ago when Dragonstar had websites for the community. I think it's called Neo Innovations or something like that. Neo should be around to correct me if I'm wrong. DG


FFG published some stats for the Derro race not to long ago. They have the same Gravity sense ability (good dwarven cops vs bad derro mafia?).
 

Good Dwarf Vs. Bad Derro

They concept that sparked this was that I rexurrected Lazarius to fight against Mezzenbone Openly and turned Lazarius into a Draco-Liche and created the Wraith Legion. Lazarius and a Duergar named Thorne Everforge which is a Duergar and the Dwarven Godfather which is where my name came from on one of the Dragonstar Website created a new Legion of Dragonians which was played around with from the other Dragons and created player character Dragonians that do not spill Acid when killed or anything like that.
The concept was that Mezzenbone had to have an adversary fighting him for the Magic items that he was seeking to kill all the other Dragon Lords which popped in Lazarius who everyone thinks is dead and could not be brought back to unlife as a tough adversary for Mezzenbone. I originally started on Faerun and have the campaign worlds placed on the star map that I copied from the "Guide to the Galaxy" which I do plan on including all the game worlds that I like within the star map. It was a cool idea, but I got side-tracked and do want to get back to this system someday since It is the only reason I got into D20 in the first place. I just need inspiration from other GMs and their games as well for new and cool ideas.
What I was also going to include in this campaign is a Space Station that has lost contact with the rest of the world and so the Player-characters have to investigate the Space-station and what they find is an Undead Dwarven Colony Inspiration was from "Hammer and Helm" and the Undead in that book. If these inspire you go ahead and use them they are cool ideas that I think is worth the investigation. DG
 

Definitely will use some of these ideas!

By the way, I found Neo's Ship construction rules. Very Nice stuff! Again, I'll be using the ideas in my campaign. Wonder if Neo can comeup with Gravity enhancing tech???

Currently, I'm an epic (not to be mistaken with epic levels...yet). The old gods gave way to the unification church, but they...made some bad choices that are coming back to haunt the universe. One of them was denying dragons heaven (or hell), which is why they are as covetous as they are... This life is all they have. So the characters gets embroiled in political maneuvers, treachery, and ancients enemies.

Now back to the topic... The dwarves in my campaign run the teleportation and transportation trades (thanks in part to a large cultural library on runic magic lore and their ability to sense gravity [which I hpe to extend to sensing spacetime]). They faced the same problems as the dragons; adapt to the universe or die. These two PrC's (I hope) help reflect this. I would love any imput on this as well as other PrC or base class ideas.
 
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Now back to the topic... The dwarves in my campaign run the teleportation and transportation trades (thanks in part to a large cultural library on runic magic lore and their ability to sense gravity [which I hpe to extend to sensing spacetime]). They faced the same problems as the dragons; adapt to the universe or die. These two PrC's (I hope) help reflect this. I would love any imput on this as well as other PrC or base class ideas.[/QUOTE]

Since it's been awhile since I looked at my Dragonstar books,I could not give you a break down on the prestige classes as I use them in a campaign. But once I could back into Dragonstar I could see how useful they will be in my campaign. They do look really good and I doubt you will get alot of feed-back on these from alot of people since they have put their books up. The one you should E-mail on this subject would be Neo, since he has put together alot of Prestige classes for Dragonstar mainly. I think he is starting a rewrite on most of the Prestige classes to fit into a D20 modern setting.
I know he is also converting the Starship construction rules to fit in any setting as I type this reply back to you. DG
 


Neo-Innovations

Storyteller01 said:
How can you contact him? The link connected with FFG doesn't have his
e-mail.

I knew I could find this info for you, he has his own website through Fantasy Flight Games though here it is://neo-innovation.com/. I would place it in your favorites since it looks like he is in the process if doing his own or getting the properties of a D20 sci-fi system. His Dragonstar files are huge from equipment to prestige classes which I have already downloaded. He also does alot if playtesting for publishers so you have to give him some time to get back to you. He would also give you a good feedback on things as well. When I came up with the Dwarven Mafia which is where I got my handle from was talking with him and we do talk from time to time.
The E-mail link is the letter that moves back and forth is his link for E-mail just click on that and you should go into writing your mail to him. DG
 

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