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Post by Jongluer on Aug 3, 2007 14:46:09 GMT -5
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Post by Jongluer on Aug 3, 2007 14:49:30 GMT -5
In addition to Humans which follow traditional d20 stats
Klingon -Stats: +2 Str, +2 Con, -2 Dex, -2 Cha Klingons physiology is very different from humans. They possess multiple redundancy in their organs, and their increased musculature and denser bone structure makes them tougher physical combatants. However they are a lumbering folk, who lack social graces common in the rest of the galaxy. -Klingon base speed is 30 feet. -Weapon Familiarity: A Klingon gains proficiency with a Bat'Leth or similar Archaic Klingon weapon of their choice. -A Klingon gains Endurance as a bonus feat at first level.
Vulcan -Stats: +1 Str, +1 Wis, -2 Cha A Vulcan is on average stronger than the humans as well as much more perceptive. Yet they lack the social graces of other races, and rarely are capable of understanding other cultures. -Vulcan base speed is 30 feet -+2 Bonus to Listen checks, Vulcans have extremely sensitive and acute hearing. -+2 Bonus to Will saves versus emotion-based effects such as fear effects. -Vulcan Mind Meld: A Vulcan is able to create a telepathic bond with another being. They must make physical contact with the subject, and both characters must succeed on a will save (DC 10+the other character's level). Once melded they can share memories, images, and thoughts. The meld ends when either party breaks.
Andorians -Stats: +2 Dex, -2 Str Andorians are lithe and thin beings, their antennae allow them better balance and perception, however they're thin and weak in comparison to most other species. -Andorian base speed is 30 feet -+2 Bonus to Balance, Listen, and Spot checks. The Andorian antennae afford them increased perception of their surroundings as well as increased balance. -Vulnerability to Heat: When in hot environments, Andorians receive -4 to their constitution checks, and heat-based damage deals 1.5x the normal amount of damage. -Resistance to Cold: When in cold environments, Andorians receives a +4 to their constitution checks, and cold-based damage deals .5x the normal amount of damage.
Trill -Stats: None. Trill physically are very similar to humans. -Trill base-speed is 30 feet. -Trill are treated as trained in all skills due to their previous experiences with other hosts. -Trill gain a +1 bonus to all saves due to their overall enhanced physiology and experiences throughout their many hosts.
Betazoids -Stats: +2 Wis, +2 Cha Betazoids are extremely perceptive, and have a calming affect on many creatures around them. They are personable and amicable. -Betazoid base speed is 30feet -Telepathic: Betazoids are capable of telepathic communication with others of their species, also they are capable of reading the minds and emotions of those within 60ft. Unwilling subjects are granted a Will Save (DC 10+Betazoid ECL). -Uncanny Dodge: As long as a Betazoid is capable of sensing those around them telepathically they cannot be surprised. -+2 to Sense Motive checks due to Betazoids empathic and telepathic nature. Level Adjustment: +1
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Post by Jongluer on Aug 3, 2007 15:13:41 GMT -5
Star Fleet Officer A Star Fleet Officer is someone who underwent and completed training at the Star Fleet academy on Earth. Prerequisite: Age 18 Skills: Choose two of the following skills as bonus class skills. If they are already class skills you gain a +1 competence bonus with them. Computer Use, Concentration, Knowledge (Civics, History, Tactics, Earth&Life Sciences, Physical Sciences, Technology), Navigate, Pilot, Repair Feats: A Star Fleet officer may choose one of the following feats. Personal Firearms Proficiency or Light Armor Proficiency
Counselor A person who has undergone special training to deal with the many psychological problems that can occur in society, and particularly starships. Prerequisite: Age 24 Skills: Choose three of the following skills as bonus class skills. If they are already class skills you gain a +1 competence bonus with them. Diplomacy, Gather Information, Knowledge (Behavioral Sciences, Theology and Philosophy, History), Sense Motive
Scientist A scientist is a member of a research team usually associated with Starfleet or similar organization. Prerequisite: Age 24 Skills: Choose three of the following skills as bonus class skills. If they are already class skills you gain a +1 competence bonus with them. Computer Use, Craft (Chemical, Electronic, Mechanical, Pharmaceutical), Investigate, Knowledge (Behavioral Sciences, Civics, Earth&Life Sciences, History, Physical Sciences, Technology), Repair
Klingon Warrior A Klingon Warrior is a master of weaponry and armor in addition to Klingon styles of battle. Prerequisite: Age 14, Klingon Skills: Choose two of the following skills as bonus class skills. If they are already class skills you gain a +1 competence bonus with them. Climb, Intimidate, Jump, Knowledge (History, Tactics), Listen, Spot Feats: Choose one of the following feats. Personal Firearms Proficiency, Archaic Weapons Proficiency, or Light Armor Proficiency
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Post by Jongluer on Aug 3, 2007 16:24:15 GMT -5
Personal Firearms Proficiency
Type-1 Phaser: An extremely small hand held device used mainly during stealth or diplomatic missions, while weaker and possessing a shorter range they're easily concealed. 2d6 Damage or Fort DC 15 (Stunned 1d6 minutes), 10ft Range Increment, 20/x2, 60 shot Power Cell, Energy Damage A character gains +4 to Sleight of Hand checks to conceal a Type-1 Phaser.
Type-2 Phaser: The most common hand held weapon of the Federation, these are commonly held by guards or as sidearms for most personnel. 3d6 Damage or Fort DC 18 (Stunned 2d6 minutes), 40ft Range Increment, 20/x2, 40 shot Power Cell, Energy Damage
Type-3 Phaser: The commonly called “phaser rifle”, a larger version of the Phaser that doesn't possess a stun setting. They're usually used on tactical missions when more firepower is needed. 3d8 Damage, 60ft Range Increment, 30 shot Power Cell, Energy Damage
Disruptor Pistol: A hand held weapon commonly used by non-Federation races, notably Klingons and Romulans. They possess no stun setting and are terribly brutal. 2d8 Damage, 40ft Range Increment, 20/x2, 50 Shot Power Cell, Energy Damage
Disruptor Rifle: A more powerful version of the Disruptor pistol, commonly carried by the shock troops of non-Federation races. They have a stun setting, and are even more powerful than Type-3 Phasers. 3d10 Damage, DC 15 Fort (Stunned 1d6 minutes), 50ft range increment, 40 Shot power cell, Energy Damage
Archaic Weapon Proficiency The Archaic Weapon Proficiency only applies to your race's archaic weapons. An alien archaic weapon is covered under the Exotic Melee Proficiency feat. Trills and Betazoids who take Archaic Weapon Proficiency are treated as proficient with Human Archaic weapons.
Klingon- Bat'Leth: The Bat'Leth is the most commonly used melee weapon of the Klingon Empire. The Sword of Honor (the meaning of the word), is a multi-pronged blade that is used in traditional Klingon combat, as well as occasionally in any form of cramped environment (such as starships). 2d8 damage, 20/x2, Piercing Damage, Large Size
D'k tahg: A D'k tahg is the traditional Klingon Warrior's knife. It consists of a single straight blade with two secondary curved blades. They are highly valued in Klingon culture and like Bat'Leths are passed down through families, and often have the wielder's house symbol on the hilt. 1d6 damage, 20/x2, Piercing/Slashing Damage, Tiny Size
Mek'Leth: The Mek'Leth is a smaller form of the Bat'Leth, a little under half its length, it is easy to conceal and often used when a Klingon doesn't need the sheer power of the Bat'Leth. 1d8 damage, 20/x2, Slashing Damage, Small Size +2 to Sleight of Hand checks to conceal a Mek'Leth
Andorian- Ushaan-tor: A ceremonial weapon of Andorians, originally designed as an ice cutting tool it became the weapon of dueling on the planet as the society created more proper tools for ice cutting. 1d8 damage, 19-20/x2, Slashing Damage, Small Size
Vulcan- Ahn-woon-The Ahn-woon is a traditional Vulcan weapon now mainly used in the mating challenge. It is a strip of leather used either as a noose or whip. 1d6 nonlethal damage, 10ft reach, 20/x2, Bludgeoning damage, Large size +4 to Trip Attempts, the wielder can drop the weapon as opposed to being tripped if he fails his attempt. If an opponent is grappled by the wielder of an Ahn-woon they may choke their opponent initiating a Fortitude Save DC 10+Damage+Str Modifier
Lirpa-The traditional double-ended weapon of the Vulcans, on one side is a fan blade while on the opposite side is a club. A wielder with two weapon fighting acts as if he is wielding a light weapon in his off hand with a Lirpa. 1d8(blade)/1d6(club), 10ft reach with one edge or melee, 19-20/x2 fan blade, 20/x2 club, Slashing/Bludgeoning damage, Large size
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Post by Jongluer on Aug 3, 2007 16:46:24 GMT -5
Tricorder: The traditional scanning device of Starfleet, a Tricorder can be programmed to access data banks in addition to their usual scanning function. +2 bonus to Search and Investigate checks, and +2 to two chosen Knowledge skills.
Sensor-Suite Tricorder: An advanced Tricorder used mainly by exploration teams and tactical away teams. +2 Bonus to Search, Spot, Listen, and Investigate checks.
Medical Tricorder: A tricorder with a very specific use, it is used in the application of medical knowledge in the field, often part of either a standard medical kit or having basic medical tools with them. +4 Bonus to Knowledge (Earth&Life Sciences), and Treat Injury.
Tool Kit: Allows a character to perform a Craft check without penalty. Often used in conjunction with Tricorders programmed for engineering work.
Combadge: The Combadge is a small communicator with a range of 500km. It can be used for private communication or tied into a ship's communication system for public announcements.
Emergency Medical Hologram: This is an addition to all Federation ships designed for in the case of an emergency in which either the medical team is short handed or incapacitated. A "hard" hologram capable of treating patients and retrieving/issuing medical equipment. However they are extremely lacking in bedside manner.
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Post by TheBigCheese on Aug 4, 2007 3:01:20 GMT -5
Looks cool, I wouldn't mind being a Vulcan or Betazoid Counselor. Is this going to be an adaption of d20 modern rules or Star Wars rules?
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Post by Jongluer on Aug 4, 2007 10:56:03 GMT -5
d20 Modern.
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Post by Beeb on Aug 4, 2007 12:55:03 GMT -5
Klingon warrior with a Bat'Leth, please.
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