2017-08-27

Spaceships: Space PIRATES!

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Pirate Harrier
Tier 1/2
Tiny Interceptor
Speed 14; Maneuverability perfect (turn 0); Drift 1
AC 14; TL 12 (+1 pilot)
HP 30; DT —; CT 6
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (forward) linked light laser cannon (4d4)
Power Core micron ultra (80 PCU); Drift Engine basic signal; Systems basic computer, budget long-range sensors, mk 2 armor
Modifiers none; Complement 1
Crew
Pilot Computers +5 (1 rank), Engineering +5 (1 rank), gunnery +4, Intimidate +5  rank), Piloting +10 (1 rank)

A light interceptor whose primary role is threatening poorly armed merchant vessels into submission. Against better armed ships they usually attack in swarms to deplete their shields and make them vulnerable to EMP guns of heavier pirate units.


Pirate Gunship
Tier 2
Small Light Frighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12 (+2 pilot)
HP 40; DT —; CT 8
Shields light 60 (front 15, port 15, starboard 15, aft 15)
Attack (forward) light EMP cannon (special), light plasma cannon (2d12)
Attack (port) gyrolaser (1d8)
Attack (starboard) gyrolaser (1d8)
Power Core pulse black (120 PCU); Drift Engine basic signal; Systems basic computer, budget long-range sensors, mk 1 armor, mk 1 defense; Expansion Bays cargo hold (3)
Modifiers +1 Piloting; Complement 6
Crew
Captain Bluff +8 (2 ranks), Computers +8 (2 ranks), Intimidate +8 (2 ranks), gunnery +4, Piloting +8 (2 ranks)
Engineer Engineering +8 (2 ranks)
Pilot gunnery +5, Piloting +12 (2 ranks)
Gunners (3) gunnery +5

A heavier pirate vessel, with stronger punch, greater resilience, and ability to actually carry away the spoils of piracy. It tactics involves closing to its prey, punching through shields with its plasma cannon and disabling the systems with EMP cannon before demanding surrender of cargo and valuables.


Pirate Salvager
Tier 5
Medium Transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14 (+5 pilot)
HP 85; DT —; CT 17
Shields basic 40 (front 10, port 10, starboard 10, aft 10)
Attack (forward) gravity gun (6d6), light EMP cannon (special)
Attack (turret) flak thrower (3d4), flak thrower (3d4)
Power Core pulse black (120 PCU); Drift Engine basic signal; Systems advanced long-range sensors, basic computer, mk 4 armor, mk 4 defense; Expansion Bays cargo hold (4), salvage bay
Modifiers +4 Computers; Complement 6
Crew
Captain Bluff +13 (5 ranks), Computers +14 (5 ranks), Intimidate +13 (2 ranks), gunnery +7, Piloting +10 (5 ranks)
Engineer Computers +17 (5 ranks), Engineering +13 (5 ranks)
Pilot gunnery +8, Piloting +14 (5 ranks)
Gunners (3) gunnery +8

Pirate salvagers are the workhorse of looting operations. Their gravity guns carry big punch and are capable of stopping Medium or smaller vessels (DC 22 to break free), while their EMP cannons systematically disable the defenses. Once the prey is subdued, its cargo is apprehended, along with the worthwhile parts and hostages.

New Technology

Salvage bay is an expansion of a more traditional loading arrangement of a cargo bay. It includes multiple robotic arms or micro-tractor beams, combined with short-range cutting and welding beams. It is uses to salvage cargo and parts of ships whose damage was deemed beyond repair because of costs or time restraint, it can be also used for impromptu mining operations and field repairs. A salvage bay consumes 10 PCU when in use and costs 5 BPs to install.

2017-08-20

Spaceships: Kyo Sunchaser

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Sunchaser
Tier 10
Medium Frigate
Speed 12; Maneuverability good (turn 1); Drift 1
AC 17; TL 17
HP 80; DT —; CT 12
Shields 280 (forward 100, port 40, starboard 40, aft 100)
Attack (forward) light radiant lance (10d6), 2 light plasma torpedo launchers (3d8)
Attack (aft) light radiant lance (10d6), 2 light plasma torpedo launchers (3d8)
Attack (turret) laser net (2d6)
Power Core nova ultra (300 PCU); Drift Engine basic signal; Systems advanced long-range sensors, crew quarters (luxurious), mk 7 armor, mk 8 defenses, mk 2 tetranode computer (tier 5, artificial personality); Expansion Bays life boats, medical bay, recreational suite (HAC)
Modifiers +2 to any 4 checks per round, +4 Computers; Complement 6
Crew
Captain Computers +20 (10 ranks), Diplomacy +20 (10 ranks), gunnery +16, Medicine +20 (10 ranks), Piloting +16 (10 ranks), Sense Motive +20 (10 ranks)
Engineer Engineering +20 (10 ranks)
Gunners (3) gunnery +20 (10 ranks)
Pilot Piloting +20 (10 ranks)

When the Radiant Empire started to expanded beyond the dome of the skies, it has done that with grace and ease that is only expected of the glorious kyo people. Moving into the space and reaching to other planets changed the technology behind the Empire, but the proper forms, the roles, and the mercantile focus of the Empire persisted, though both etiquette and acceptable aesthetic grew even more baroque.

Kyo starchasers are the key vessels of the Interstellar Radiant Empire, bringing the order and the light of the Radiant Emperor through dark of the space. They primary role is guarding merchant vessels, often proactively by hunting pirates and space monsters.

Each starchaser is lead by a respectable captain, usually of the Gold caste, who also acts as the vessel's physician, counselor, and science officer. Engineers are usually of the Brown caste, gunners come from Night caste, though Brown and Silver are becoming more and more common as the need for skilled gunners grows. Pilots are always of the Silver caste, for now at least. Notably, the pilot is primarily responsible for actually managing the vessel in combat when it comes to tactics, with captain being responsible for encouraging the crew and taking strategic decisions.

Starchaser use doctrine expects taking advantage of its significant speed and range of its weapons to keep a distance from an enemy. It also puts a stress on minimizing risk to the vessel itself, because of its high cost, and the presence of valuable kyo crewmen onboard, unless life of kyo civilians is at stake.

New Technology

Radiant lances are kyo-designed variant of persistent particle guns, emitting a beam of particles that enhance the signature of the ship struck, reducing TL of a ship hit by 2 until the end of the following round. Light radiant lance is equivalent of persistent particle beam, with long range and 10d6 points of damage. As the kyo do not share technical details of this construction, it's very unlikely to appear on non-kyo vessels.

2017-08-13

Monster: Catnip

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Catnip

This green cat looks like if it was made of grass, leaves, moss, and vines.


CR 7; XP 3,200
N Small Plant
Init +7; Senses low-light vision, scent; Perception +20
Aura feline madness (30 ft.)

Defense
AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
hp 85 (10d8+40)
Fort +10, Ref +6, Will +6
Defensive Abilities cat trap; Immune plant traits; Resist acid 10, electricity 10

Offense
Speed 30 ft.
Melee bite +11 (1d4+3), 2 claws +11 (1d4+3), 
Ranged aromatic juice +11 touch (special)
Special Attacks pounce, 2 rakes +11 (1d4+3)

Statistics
Str 16, Dex 16, Con 16, Int 11, Wis 17, Cha 11
Base Atk +7; CMB +9; CMD 22
Feats Ability Focus (cat trap), Alertness, Combat Reflexes, Improved Initiative, Toughness
Skills Perception +20, Sense Motive +5, Stealth +20
Language olfactory telepathy 30 ft.

Ecology
Environment temperate forests and plains
Organization solitary, or solitary with retinue of 2–12 feline creatures of various sorts
Treasure incidental

Special Abilities


Aromatic Juice (Ex) A catnip can spit a dollop of its juices, hitting a single creature or object within 30 feet on a successful ranged touch attack. The juice is corrosive dealing 2d4 points of acid damage at the start of the catnip's round for three rounds. Additionally, its aroma is attracting and aggravating nearby felines and similar creatures. Any feline attacking creature or object that is marked with aromatic juice gains +2 morale bonus to attack and weapon damage rolls. This bonus also applies to any attacks made by the catnip itself, overriding it's normal immunity to morale effects. Any feline that is driven to attack a random creature by the catnip's aura of feline madness, will always attack creature marked by the catnip's aromatic juices if it is within its movement range (or pick one of those randomly if more than one marked creature is nearby).

Aura Of Feline Madness (Ex) A catnip constantly releases a cloud of aroma that acts as a potent drug on cats and other feline creatures. Any creature related to felines that enters the aura, or starts its turn within the aura does not hold its breath becomes confused for 1 round unless it succeeds a Will saving throw (DC 18), with "act normally" result being replaced with running around randomly (roll 1d8 to detremine direction of each move action), and "babble incoherently" resulting with the feline being fascinated by the catnip. The saving throw DC is Constitution-based. This is a mind-affecting poison effect. Moderate or stronger wind suppressed the aura within affected squares.

Cat Trap (Ex) When a feline-like creature bites or merely licks a catnip, it has to succeed a Will saving throw (DC 20) or it becomes charmed for 1d4 days as per charm monster. When a charmed feline creature witness another creature attacking the catnip, the feline flies into rage (as per spell) for 2d4 rounds while defending the catnip. The saving throw DC is Constitution-based. This is a mind-affecting poison effect.

Olfactory Telepathy (Ex) A catnip can communicate with creatures affected by its aura of feline madness or cat trap abilities, but the communication is limited to basic, non-abstract ideas.


Catnips are sapient plants capable of driving felines and feline-like creatures, including catfolk, various magical beasts, and even cat-like outsiders, crazy and protective of the catnip they were exposed to. Despite their considerable intelligence and cunning, catnips don't communicate with other creatures, except directing their thralls via hallucinogenic smells.

According to some legends the original catnips were created by gods as a weapon against rakshasa, or a tool of an evil god to sway cats protecting good people from his legions. Rakshasa scoff at the former, claiming they created catnips for their own pleasure, while catfolk repeat tales of catnips being at first a divine reward for their heroism in the war against evil, only later tainted by the dark forces.


Variations:
Catnip bush (CR 9) has advanced and giant templates, its aromatic juice inflicts 3d6 points of acid damage per round, and its aura, juice, and olfactory telepathy ranges extend to 60 feet, though it lacks pounce and rake special attacks.

2017-08-06

Monster: Revivifier

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Revivifier

This small, grey skinned figure of indeterminate gender has bald head with barely visible stump for a nose and black, beady eyes. Its narrow mouth lack lips and its teeth resemble tiny needles. The creature wields a staff of bone and wears a tattered robe.


CR 13; XP 25,600
NE Small Outsider (evil, extraplanar)
Init +8; Senses darkvision 60 ft., deathwatch; Perception +25
Aura desecrate (40 ft.)

Defense
AC 28, touch 18, flat-footed 16 (+4 armor, +4 deflection, +4 Dex, +1 dodge, +4 natural, +1 size)
hp 81 (18d10–20); life field (90 temporary hit points)
Fort +14, Ref +14, Will +15
Defensive Abilities life field, unholy grace; DR 10/good; Immune death, disease, energy drain, exhaustion, fatigue, fear, nauseated, poison, sickened; Resist acid 10, cold 10, electricity 10, fire 10; SR 24
Weakness empty shells

Offense
Speed 20 ft., fly 20 ft. (perfect)
Melee vampiric touch +23 touch (10d6+10)
Ranged vampiric touch +23 touch (10d6+10)
Special Attacks bone staff, channel negative energy 10d6+10 (6/day, DC 24), vampiric link
Spell-Like Abilities (CL 20th; concentration +21)
Constant—deathwatch, widened desecrate (centered on revivifier), mage armor
At Will—animate dead, call spirit (only to contact the soul trapped in a touched container, DC 18), command undead (DC 17), decompose corpse (DC 14), gentle reposegreater teleport (restricted to self, 50 lbs of equipment, and undead under its control), speak with dead (DC 16)
3/day—create undead, quickened command undead (DC 17)
1/day—contact other plane (Lower Planes only), create greater undead

Statistics
Str 8, Dex 18, Con 8, Int 17, Wis 11, Cha 13
Base Atk +18; CMB +16; CMD 34
Feats Ability Focus (command undead), Alertness, Dodge, Extra Channel, Improved Initiative, Quickened Spell-Like Ability (command undead), Skill Focus (Heal), Skill Focus (Knowledge [religion]), Weapon Finesse
Skills Fly +14, Diplomacy +22, Heal +22, Intimidate +22, Knowledge (arcana) +24, Knowledge (planes) +24, Knowledge (religion) +30, Perception +25, Sense Motive +25, Stealth +29
Language Abyssal, Celestial, Draconic, Infernal, Protean; telepathy 100 ft.
SQ change shape (undead anatomy I–IV), necromantic expertise

Ecology
Environment any
Organization solitary
Treasure standard

Special Abilities


Bone Staff (Su) A revivifier wields a staff of bone that is extension of its essence. If the staff is destroyed, it can reform it from bones of Small or larger humanoid creature in a hour long ritual. The bone staff increase damage and healing of the revivifier's channel negative energy and vampric touch abilities by 1 per die, and increases saving throw DC of necromantic spell-like abilities by 2 (already included in the statistics).

Channel Negative Energy (Su) A revivifier can channel negative energy like a 20th level 
cleric, except it affects whole area affected by the revivifier's desecrate aura instead of 30-ft. burst.

Empty Shells (Ex) A revivifier can only use its undead-creating abilities on corpses whose souls were taken via bargain, destroyed, stolen, or otherwise seriously damaged, or when the subject was killed by a death effect, or on bodies of creatures that explicitly agreed to be reanimated as undead by revivifier while still alive.

Enlivening Channel (Su) When a revivifier uses it channel energy ability to heal undead, or harm living beings, all the undead within range gain benefits of haste for 1 round.

Life Field (Su) A revivifier is protected by a force field composed of stolen life-force. A life field can hold up to 5 temporary hit points per revivifier's HD for indefinite period of time.

Necromantic Expertise (Ex) A revivifier can create beheaded and necrocraft while using its animate dead spell-like ability alone, without the need for other spells or components.

Unholy Grace (Su) A revivifier gains +4 resistance bonus to saving throws and +4 deflection bonus to AC, and it can be healed by negative energy effects as if it was undead, though it is also healed by positive energy like a regular living being. A revivifier is also immune to ability damage and ability drain special attacks of undead creatures.

Vampiric Link (Su) A revivifier can create a bond between itself an a living being within its line of sight as a swift action. When this ability is used and at the start of each revivifier's turns thereafter, the subject of the link loses 5 hit points and the revivifier gains 5 temporary hit points, up to the maximum capacity of its life field. This ability is suppressed but not ended when the target is out of the revivifier's line of sight or when the revivifier's life field is at maximum capacity. The vampiric link ends when the subject dies or the link is broken with break enchantment, dispel evil, remove curse or similar effect (DC 10 + the revivifier's HD). This is a curse and evil effect.

Vampiric Touch (Su) A revivifier can use vampiric touch as a supernatural ability. It can use it with a ranged touch attack against creatures within area of its desecrate aura.


Revivifiers are evil outsiders who found themselves a peculiar niche (or maybe were formed from the essence of the lower planes to fill it). As the souls are precious commodity among the fiends, the rampages and machinations of various evil fiends tends to leave a number of soulless bodies. This is where revivifiers step in, taking care of unattended corpses.

Revivifiers live as fiendish scavengers, animating bodies of the damned and using them for their own benefit, often leasing them in service to other fiends, or releasing them from their control and letting them roam the material world, haunting the mortals and undermining the confidence in gods and celestial forces. They occasionally act as mercenary necromancers, creating undead tailored to another fiend's or spellcaster's order. Many of revivifiers activly seek and destroy knowledge of necromancy, desiring to restrict ability of mortals to create undead beings, though a few do share snippets of necromantic lore here and there.

Interestingly, revivifiers are often seen as a sort of mercenaries by devils, demons, daemons, kytons, and sahkils, and as long as they do not interfere in fiendish operation, or currently employed by their enemies, allowed a limited right of passage, and often allowed to take care of mortal corpses without much fuss. They sometimes partner with night hags, who steal souls leaving empty corpses for revivifiers to animate.