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Welcome to Dragonstar, a boundless universe of magic and machine, science and sorcery. Intrepid adventurers explore the Outlands in starships powered by fusion fire and arcane rituals. Dwarven prospectors work veins of pure adamantine in remote asteroid belts, and elven loremasters conduct secret experiments in living space stations. Grizzled mercenaries augment their bodies with bioengineered spellware, and orc raiders armed with pulse lasers massacre innocents on isolated colony worlds. Dragonstar is a unique space-fantasy campaign setting for the d20 System from Fantasy Flight Games. The Starfarer's Handbook provides everything you need to run adventures and campaigns in this exotic setting. This book allows you to incorporate your own fantasy world into the Dragonstar universe or introduce high technology and space opera elements into your ongoing campaign. The Starfarer's Handbook includes new character classes, races, skills, feats, spells, high-tech equipment, firearms, robots, and vehicles. The book also presents new d20 System rules for firearms and vehicle combat.
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136 CHAPTER 9: VEHICLES . . . . . . . . . .17 CHAPTER 3: CLASSES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 Maurice Spann (order #94458) 6 . . . . . . . . . . . . . . . . . .124 CHAPTER 8: MAGIC . . . . . . . . .85 CHAPTER 6: EQUIPMENT . . . . . . . . . . . .70 CHAPTER 5: FEATS . . . . . . . . . . . . . . . . . . . . . . . . . .91 CHAPTER 7: COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 CHAPTER 4: SKILLS . . . . . . . . . .contents CHAPTER 1: WELCOME TO DRAGONSTAR . . . . . . . . . . . . . . . . . . . . .4 CHAPTER 2: RACES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Asamet. game rules. In fact. and trademark. The OGL allows us to use the d20 System core rules and to publish game products derived from and compatible with those rules. This book should be used as a companion to the core rules and not a standalone game. and Qesemet. including new character classes. The Open Game License The Dragonstar Starfarer's Handbook is published under the terms of the Open Game License and the d20 System Trademark License. The introduction to each chapter identifies the rules material that is designated as Open Game Content. Khelorn. and setting information is closed content and cannot be republished. the graphic design and trade dress of this book and all other products in the Dragonstar line. rules for firearms combat. story. all rules-related material is designated as Open Game Content. new equipment and spells. logo. The following are designated as Product Identity pursuant to section 1(e) of the Open Game License. as long as you follow the conditions of the Open Game License. It is designed as a supplement to the d20 System core rules. The Starfarer's Handbook provides all the rules you need to play in the Dragonstar universe. Not everything in this book is Open Game Content. but all background. This book builds and expands upon those rules. and much more. and the names Mezzenbone. however. and mechanics are Open Game Content. copied. statistics. Maurice Spann (order #94458) 6 . all graphics. or distributed without the consent of Fantasy Flight Games. the Starfarer's Handbook. and the more familiar and comfortable you are with them. illustrations. skills and feats. The Galaxy Guide presents a wealth of setting information and background material to help DM's bring the adventure of Dragonstar to life in the players' imaginations. included in full at the end of this book: the Dragonstar name. the more useful this book will be.Introduction Fantasy Flight Games is pleased to present Dragonstar. 3 3r 3 chapter one: welcome to dragonstar How To Use This Book The Starfarer's Handbook is a tool for both players and DMs. a unique space fantasy campaign setting for use with the d20 System. You can use this material in your own works. is the first of two volumes that together define the core rules and setting of Dragonstar. In general. You can copy the material to your website or even put it in a book that you publish and sell. This book. and diagrams in this book.
As the seat of the Taravan Empire. swearing fealty to my name and my cause: the liberation of my homeland from the evil that had consumed it. Since then. One by one. I wandered far and wide across my world. I didn't think it would have to wait long. I determined to make both my living and my name with the edge of my blade. and charged directly at the flying craft of scarlet steel. As we watched. eating foods with previously unimaginable tastes and smells. ensnaring both pegasus and rider like flies in some glittering. But when that first starship came hurtling down out of the midnight sky. For long minutes. In those days. I thought it was the end of the world. unnamable beasts—my friends and I defeated them all and many more threats besides. it was. but I was confident that someday the time would come. And in a way. and the beams of brilliant light the beast spat forth looked unlike anything I'd ever seen. Before long. like an arrow through a mallard's heart. but back in those days I hadn't even heard of terms like The contents of this chapter are designated as closed content. my friend Günter stopped dead in his tracks and. a beam reached out from the front of the ship. While I was gathering my friends about me in an attempt to find some safe way out of the carnage. But this dragon didn't unleash blasts of fire from its belly. steely. I fought for money. and I suppose that was true compared to most of my people. orcs. As a prince in exile.4 4l 4 Welcome to Dragonstar So there I was. My mind simply couldn't grasp—couldn't categorize— what I was seeing. I knew I wasn't ready then to confront the darkness that shrouded my ancestral lands. lances of light speared out from the starship overhead. The attack was as destructive as it was unprovoked. beating his wings like a hummingbird as he and his master were drawn inextricably into the ship's brightly lit maw. brave soldiers from my father's kingdom flocked to my side. of course. That great. I suppose that's true. recruit: John Caspian. In my heart." much less given the issue any thought. The survivors panicked. the beating wings of their glorious steeds underlit by the flares of the explosions in the city below. "demographics" or "population density. Only the Imperial Palace escaped the bombs unscathed. airy amber. I've seen places that make Verilus—the height of civilization on my homeworld— seem like the back-end of the galaxy. I rarely traveled more than a few hundred miles from my homeland. the largest city on the planet. Verilus was just big. tossing their riders to their deaths as they went. The greatest knight of the realm brought his fantastic steed Albion about. And to most people in the Empire. half of the city had been flattened and the rest was ablaze. Sailors from the Sea of Stars I remember exactly where I was when I first heard of the offworlders. But instead. as I was to later learn. only Sir Dench himself was left. In little time. Within minutes. Looking up. Time after time. I thought I was pretty cosmopolitan. I didn't think of my world as a world—I thought of it as the world. With all the destruction around us—the city filled with both flames and the screams of the doomed and the dying— Maurice Spann (order #94458) chapter one: welcome to dragonstar 6 . blood-hued beast came screaming down into the night above Verilus like some ancient dragon hell-bent on destroying the entire city. little better than a landless thief. learning what I could as I went. for honor— even for love. and I always thought of them as legends. That's funny: Throughout the early part of my life. gave the beast his heels. As our legend grew. learning new tongues. the pegasi tumbled from the hellish heavens. and meeting people and creatures both wonderful and strange. I simply stood and watched as explosions lit up the horizon. Evil men. The only things that came from beyond were outsiders. Even in my time as an adventurer and sellsword. The bombs and missiles it rained on the city were almost invisible until they immolated their targets below. Leaving the land of my birth. bards were composing songs of our amazing exploits. with a hoarse shout. pointed a stubby finger up into the sky. We could see Albion struggling valiantly. I wandered and explored. but most people were too busy running for their lives to care. working to someday exact my revenge on those who had betrayed my father and stolen my birthright. I vanquished those who dared to stand before me. prince to a deposed and murdered king. I thought for sure that he would be lanced out of the air. trampling each other into the dirt in a desperate effort to escape the assault from above. I was coming out of a tavern in Verilus. I saw Sir Dench—the captain of the Emperor's Guard—leading a full flight of his Sky Legion into the smoky night. I had no idea how wrong I was. To me. This probably would have seemed strange at the time. making friends and gathering my power for an eventual assault to retake my homeland. this wasn't much of a surprise.
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it seemed as if the gods had decided to take Sir Dench and his mighty steed to sit beside them in their mythic home. Looking back now, that seems so foolish, so parochial, but at the time it was the only way I could make sense of what I was seeing. I didn't have any other frame of reference. None of us did. We weren't stupid— just far more ignorant than we could have guessed. We were in for the education of a lifetime.
The Transfer of Power
I found out later why the invaders—who had all but destroyed Verilus—left the Imperial Palace unscathed. The creatures behind this terrifying show of force had done this kind of thing before. Ours was not the first population to be cowed in such a manner. The invaders had learned something in the course of their many battles. If you wanted a leader to surrender his nation to you, then you needed to leave the leader alive. There are a lot of caveats to that rule, of course. In our case, Emperor Kendrick wasn't willing to capitulate so easily to anyone, fantastic weapons or not. When he first met with the invaders, he told them exactly that. They shot him dead on the spot. While the emperor's body was still cooling, the leader
of the invaders—a cold-hearted creature by the name of Captain Malizrek—was already demanding to see the next person in the line of succession. This was, of course, Princess Kendra. Without so much as a "Congratulations, Empress," Malizrek pointed his weapon at young Kendra and demanded the immediate and unconditional surrender of her empire. The startled young woman, standing there with her father's still-warm corpse at her feet, did what she thought she must. She bent her knee to the grinning bastard and gave him the empire. Meanwhile, the rest of the people of Verilus—oblivious to the transfer of power that had just taken place— were busy digging themselves out from under the rubble, giving aid to the wounded and the dying, and struggling to put out the fires that raged through the streets. It wasn't until the next day that we learned what had happened. While some cursed Kendra's name as a coward for not standing up to the invaders, I only had to look around at the ruins of that once-proud city to realize that she'd done the only thing she could. Anyhow, I was too busy lighting candles to curse the darkness. There'd be plenty of time for that later. The next night and all throughout the rest of the week, we saw the first of the other ships—flying starcraft, many like the one that had destroyed Verilus the night
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before—flitting back and forth between our shattered city and parts unknown. There were apparently dozens of them. We had no idea what they were doing, but it chilled my soul to think that there were so many. If one had been able to conquer Verilus—the seat of the empire—so quickly, what kind of damage could a fleet of these ships do? A lot, as it turned out. Eventually, reports began to filter in from the outlying regions and beyond. It soon became clear that these visitors had attacked every major city on the continent. We discovered that the entire planet had quickly been ground under the collective booted heel of the invaders. As proud as our people had been, we had been able to offer little resistance against such weaponry as the invaders brought to bear.
Meet the New Boss
It was three days before I got my first glimpse of the invaders: great monstrous, manlike machines that strolled through the city like they owned it. Later, I'd learn that these so-called golems were in fact soldiers equipped with high-tech armor that put our finest suits of field plate to shame. It was a week before we first saw any of the invaders in person, if you can call it that. The invaders mounted a huge, black sheet—it was several stories high and dark as night—atop the front gates of the Imperial Palace and set up a stage below it, framed by two sets of large boxes, one to each side. Word went out that a speech was to be given by the invaders at noon on Tenday. Just about everyone who wasn't laid up in a bed somewhere gathered in the great square in front of the palace to listen and learn. People started showing up at daybreak, and by noon, a throng had filled the square. A hush fell across the crowd as now-Empress Kendra stepped on to the stage. Amazingly, her massive image towered above us on the screen behind her, standing several times her height. At the time, we all thought this was magic most powerful. That seems laughable now, but no one found it funny then. The empress stepped up to the edge of the stage and cleared her throat. Amplified by some unknown trickery, her simple cough was loud as a dragon's roar, yet packed with fear. The crowd pulled back, and for a moment it looked like the battered survivors of Verilus would flee, trampling over each other to leave the city behind. But a look at the empress's face, at the tears welling in her eyes, told us all one thing. While this magic might be unfamiliar to us, the humanity in the empress's eyes, the pain we could see there, was as real as anything we'd ever seen. That quelled our own fears and put an end to any thoughts of a stampede.
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"My people," the young empress began. I remember every one of her words as if it were carved into my brain. "I come to you with grave tidings. I'm afraid that the emperor—my father—is dead, and our empire is no more." The crowd gasped as one. Our worst fears had been realized—or so we thought. "I have been long in council with the visitors from the stars, for that is indeed what they are. They have brought with them death, it is true, but also hope. "While our empire is gone, we have become part of a new empire. One larger than we ever could have conceived. One that spans the heavens and beyond. "It is time for our people—in fact, for all the peoples of our world—to take our first wobbly steps from our cradle. To take our place among our fellows in the stars. To play our part on this grander stage." With that, her words cracking, Kendra stepped back and took a moment to wipe the tears that were streaming down her face. When she returned, her voice was stronger than it had been before. "This is no time to let fear overcome us. This is no time to listen to the demons of distrust. Instead, I ask that you join me in welcoming our new friends to our home, just as they have welcomed us into theirs." The crowd stood there in stunned silence as their former empress faded into the background. And then Malizrek took the stage. Children screamed. Women fainted. Men shook with horror. Already at that point in my life, I'd seen a lot of strange things. The dead erupting from their graves. Giant serpents from the deep. Mighty dragons destroying entire villages. And things so monstrous they almost defied description. But I wasn't prepared for this. Captain Malizrek was a tall, lithe humanoid with jetblack skin and short-cropped white hair that revealed his tapered ears. He stood there in his black uniform, the sunlight glittering on the silver buttons and insignia on his dress coat, a barely caged sneer on his lips. Looking up at his image towering over us, only one thought stuck in my head. Malizrek was a drow. "Alien" or not, I recognized his kind on the spot. I'd fought against the drow before, and I knew one thing for sure: If the drow were in charge of the galaxy, we were all in a lot of trouble. I was so naïve. Malizrek opened his speech with one phrase that has stuck with me to this day. The rest of what he said, I don't remember a bit. I was in still in shock, my mind swimming. But these words—spoken in the Common tongue, no less—will never leave me: "Welcome to the Dragon Empire."
History and Empire
That was five years ago. Since then, I've learned more about my world and the galaxy around it than I ever imagined there was to know. Let me share some of that with you. First, the drow aren't in charge at all. They're just the agents of the real powers in the galaxy: the dragons.
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Dragons Rising
Think about it. Dragons are among the most powerful creatures in the universe. They're strong, aggressive, smart, full of magic, and they live forever. And the older they get, the more powerful they become. It's almost inevitable that they'd be in control of things. On most worlds, dragons are pretty standoffish. They are extremely rare, encountering few of their own kind over the course of their long lives, and they don't care to meddle in the affairs of the other races. Most—in my experience—just want to gather as much wealth as they can and wallow in it like a pig in slop. The dragons' tendency toward isolation didn't survive the discovery of star travel. When they learned to travel between worlds, dragons found that they weren't so rare after all. They were still outnumbered by most of the other major races, but there were millions of dragons spread across thousands of worlds. As contact between these worlds developed, the dragons also learned that interaction and cooperation offered many benefits. At the very least, there was safety—security—in numbers. Before long, the dragons got political. There are few things that dragons enjoy more than a game, and politics are the greatest game of all. Of course, being dragons and full of avarice, they're usually not content to simply rule over the locals. Inevitably, the dragons found themselves a king and established a new realm. The dragons called the new realm Qesemet, which I'm told means "golden kingdom" in Draconic. Qesemet—ruled by the gold dragon Khelorn—extended its protection to all dragonkind in the known galaxy. It was the first true interstellar political organization. Of course, the chromatics weren't real eager to sign up for citizenship in a kingdom ruled by a gold. So, led by the blue wyrm Lazalius, the chromatics founded their own rival kingdom, called Asamet. I'm told that means "iron kingdom" in Draconic, and it was pretty much the mirror image of the benevolent realm of Qesemet. The dragons of Asamet seemed to personify all the worst aspects of the dragons' impulses. And even Qesemet, benevolent or not, was ultimately concerned with dragons first and everyone else second.
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The five chromatics—red. with the gold. I'll never learn how to use a magic wand—but I learned how to fire a laser rifle my first week in the Imperial Legions. and they all want to be in charge. dragons come in 10 different flavors. and magic breaks them. Without a soul. The real power of science is that it gives us the ability to create tools that anyone can learn to use. is free to ignore such restrictions. and white—are generally the most vile and evil worms you'll have the misfortune to run across. The galaxy was scarred by several of these wars. Qesemet and Asamet became embroiled in a war that engulfed the known galaxy. A wise man once said—if I ever knew his name. and it works the same way every time. People who don't even know how it works can use most technology. even the good ones. but my experience with the creatures is mostly limited to the orders handed down to my commanding officers from Mezzenbone. black. The dragons of Asamet founded five Royal Houses. our illustrious emperor.8 8l 8 chapter one: welcome to dragonstar These new kingdoms organized along the lines of subspecies. of course. That's probably true. More than 5. silver. Of course. is capable of many wondrous things. blue. as you probably know. it was science and technology that extended their reach and allowed them to spread their influence across countless worlds. Each of the 10 clans were involved and just about every other race allied with one of the two kingdoms. In my experience. peace and security. relations between Qesemet and Asamet grew colder and colder. cackling about the glory of the coming massacre the whole time. Maurice Spann (order #94458) 6 . And I say that as someone who works for one. as advanced as that robot may be. And while the metallics are known as the most noble and kind creatures you'll find in all the worlds. brass. magic allows us to break them. green. bronze. I've long forgotten it—that "technology lets us harness the laws of nature. technology uses them. And while we can never create a soul. Science discovers the rules. but our tools still have to abide by those laws. The war raged across the stars and the level of destruction was staggering. you usually end up with one less dragon in the galaxy. and copper clans each receiving their own House and investiture in the realm. And as they grew. No matter what our technology. Soulmechs are the perfect example. It was Malizrek himself who delivered the order to my legion. They're just too similar in too many ways. I doubt he recognized me—or cared if he did—but that's two I owe him now. As you probably know. it's really just a sophisticated machine. They built and powered the ships with technology. The Dragon War Dragons. The dragons exploded across the stars in ships driven by science and magic. Qesemet and Asamet offered these worlds wealth and prosperity. Inevitably. Science tells us how things work. Magic. You don't need a crystal ball to see where this is going. there was sometimes conflict between these factions. but all of them were confined to relatively limited regions.000 years ago. Qesemet was built on the same feudal structure. But ultimately. But truly sentient beings have souls. we can build a robotic body and even give it an electronic brain. its greatest limitation is that it can be wielded only by an elite few. With technology. steady. The kingdoms swallowed up these diverse worlds with the inevitability of a line of glaciers heralding a new ice age: slow. and the twin kingdoms continued to grow as whole planets flocked to their banners. Entire nations were leveled. and no mortal can create a soul—that kind of magic is reserved for the gods. Magic. If you had been there when he had us destroy Khazad—an entire planet with a population numbered in the millions—you'd know what I mean. we can't move anything faster than the speed of light—and it's damned hard to even get close. they're still dragons: prideful. each representing one of the racial clans. technology also has its limits. we can use magic to bind one and transfer it into that electronic brain. Maybe they don't trust anyone else not to screw up. and literally unstoppable. Science lets us understand the laws of nature. are not team players. a tool incapable of creative or independent thought. but used sorcery to teleport them instantaneously across light years of space. As the dragons expanded across the known galaxy. they found countless worlds governed by countless nations and pocket empires. if you put a dragon in the same room with another dragon. and generally convinced of their own superiority. and some of those conflicts blossomed into full-scale war. The Twin Kingdoms Led by the great dragons. You don't need to know any arcane secrets or speak the language of wizards to use a good tool. the twin kingdoms of Qesemet and Asamet soon came to dominate the known galaxy. any trace of their existence wiped from the historical record. arrogant. razed to the ground. I've been told I have a poor attitude when it comes to dragonkind. And while the dragons themselves were creatures of magic. Mezzenbone is red as hell and evil as they come." This is the formula the dragons used to rule the galaxy. for instance.
finding new worlds and new resources to enrich and empower the new empire. but in the end. It was a wakeup call for the dragon lords. When you're a dragon. a haven for the rare yellow dragons who some believe were dying out even before the war. fragments of the shattered world tumbling into the sun. alone. King Khelorn of Qesemet proposed the uni- fication of the two kingdoms and the formation of a new empire ruled by the dragons. it insured that the galaxy—and their own clans—would still be intact when it finally passed into their talons. Khelorn became the first emperor and an Imperial Council was formed to give the other dragon lords a voice in the governing of the empire. The whole globe was immolated in a massive explosion. Of course. During the ensuing battle. being the only one of your kind gets to be a sort of life sentence—one that drags on and on across centuries and millennia. Over a billion souls were lost on Krellis. This. Krellis made it clear that all of the dragons— not just the yellows—were facing extinction if the war continued. those all-powerful wyrms who ruled the clans of the two kingdoms. they had wasted their energies destroying each other. They were caught by surprise when forces of the brass and bronze dragon clans invaded their world. would not have been enough to secure the agreement of the Maurice Spann (order #94458) 6 . it was a means to ending the war and keeping the chromatics in line. and they would now focus their efforts on exploration.9 9r 9 chapter one: welcome to dragonstar I heard about one planet where an ancient merfolk civilization was literally boiled in the pristine ocean that had been its home for millennia. The worst atrocity was the destruction of Krellis. For the Asamet dragons. but most people consider the dead the lucky ones. For the dragon lords of Qesemet. I hear that one or two were off-planet when the tragedy occurred. and the yellows were almost entirely wiped out. Khelorn got his wish and a deal was struck. The Dragon Empire It took a decade to negotiate a full and lasting peace among the various clans. The destruction of Krellis heralded the end of the Dragon War. someone detonated a weapon—or weapons—of mass destruction that literally destroyed the planet. The dragon lords of Qesemet and Asamet agreed that they would work together to rule the galaxy for the mutual benefit of them all. an agreement isn't much good unless everyone involved believes in it. The yellows weren't one of the major clans and they tried to remain neutral in the conflict. Divided.
and White. I expect things will get even worse.000 years. Khelorn's charter also decreed that his Golden Throne. In fact. The term of each clan's reign is usually called the "age" of that metal or color. Khelorn's reign is known as the Gold Age. this system has actually been working for more than 5.000 years. forever without end. Now that we're in our first term under the banner of Asamet. Bronze. It's said that his talons constantly run red from the blood of his victims. and he's still alive— and in control of his House—to this day. the next clan in the line of succession becomes the Imperial House and chooses an emperor. He's as dark-hearted a creature as you'll ever meet. From what I can tell. under Mezzenbone. Copper. In essence. At the end of the millennium. Khelorn was the first emperor. Seems even these noble lords aren't above political squabbling and power plays. Not that old Lazalius is likely to be a 6 . and so on and so forth. His rule actually lasted the full 1. However. He got to where he is today by clawing his way over the corpses of those who would stand in his way. Believe it or not. that's not far off. And that's been mostly during the rule of the lords of Qesemet. while we're in our sixth term under this agreement. there have been far more than six Maurice Spann (order #94458) chapter one: welcome to dragonstar emperors. Black. if an emperor dies or is somehow incapacitated—or even abdicates—then another is selected by the clan to replace him. Blue.10 10l 10 lords of Asamet.000 years. Right? The Line of Succession The Imperial Charter states that each clan must put forth its own emperor when its time comes to rule. amen. it's more like 16. each of the 10 Royal Houses becomes the Imperial House for a period of 1. we're in the dawn of the Red Age. Only more than 900 years to go until the Blue Age. Green. Red. As I said. the seat of the empire. The line of succession as outlined in the Imperial Charter is: Gold. The ruling house chooses an emperor from its ranks—usually the most elder of the great wyrms. The Empire has survived five emperors and we're just about four decades into the reign of the sixth. So far. Brass. would be passed from clan to clan so that all would share in the empire's rule. so good. however. but I could have told them so. Silver. I hate to say it. So. The new emperor is a red dragon named Mezzenbone. Or so the theory goes. although that's small consolation to those of us who aren't likely to see 90 years. For instance. Today.
more beneficent ruler anyway. One thing you can say about the Red Age is that it's probably better than the Dragon War. True, there are skirmishes breaking out all over the place. I've even heard word of a serious rebellion forming out on the edges of the Outlands, on the fringes of known space. Maybe you know something about that, eh, recruit? The Imperial Council sold the empire to the non-draconic peoples of the known galaxy by emphasizing that the line of succession would guarantee 5,000 years of peaceful rule by the lords of Qesemet. Their benevolent leadership would usher in an era of peace and prosperity unlike any in history. While the reality didn't exactly live up to its billing— and I don't see how it could have—I hear the years under the Qesemet banner were a far sight better than anything that came before. At the time, people figured it would be 5,000 years before the Asamet dragons got their claws on the Golden Throne. That's a long time for most people, even elves and the like, and you can hardly blame them for thinking that it would be a miracle for the Empire to last that long anyhow. Of course, the Empire did last that long, and now we're stuck with it.
The People
The galaxy is populated with people of all sorts, but the most common kinds are humans—honestly, it seems like we're just about everywhere—elves, dwarves, gnomes, halflings, orcs, and the various crossbreeds. It's the same on my planet, the same on yours, and the same on just about every planet in the Dragon Empire. There are dragons everywhere, too, although a lot fewer of them. Given the geological speed with which the critters breed, this only makes sense. And you can thank your lucky stars for that. If dragons reproduced like rabbits, you can be sure the galaxy would be overrun with them from one end to the other. There are all sorts of other creatures too, most of them pretty common from one place to another. Just about every planet has a significant goblinoid population, for instance. And serpent people: The worlds are lousy with serpent people, from kobolds to lizardfolk, who apparently think they've got an in with the dragons because they all have scales. Of course, most dragons find such comparisons insulting. The strangest thing isn't that you find the same races and species on all the inhabited worlds in the galaxy. It's that all of these intelligent species have a common language that's pretty much identical from one planet to the next. Common, for instance, is spoken by most human cultures on every planet I've ever visited. Sometimes it's a little tricky to navigate around the accents and
dialects, but once you get used to it, it's just different twists of the same tongue. Customs and traditions are often similar, too, though clothing and other cultural details vary wildly. These things are also influenced by the culture's level of technological development. I mean, none of the drow who landed on my homeworld were dressed in chainmail shirts. And the machine-stitched boots I wear now are a far cry from the hand-sewn calfskin jobs I wore every day as I wandered in exile. Still, people everywhere—no matter their race, their culture, or their planet of origin—all want the same things: food, clothing, shelter, someone to love. Of course, beyond these basics, things can diverge quite a bit. Just consider your own planet. How many different cultures have you seen in your travels? Imagine multiplying that by the number of planets in the Dragon Empire. Okay, that's an exaggeration since many of these cultures are reflected almost exactly by countless others. And, in the Empire, technological civilization has tended assimilate many diverse cultures. Sometimes when you travel across the Empire you have a hard time distinguishing one world from another. This, of course, gives the bards, romantics, and reactionaries something to complain about, but progress marches on.
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chapter one: welcome to dragonstar
The Big Question
I can hear you asking the questions already, the same ones that were swirling in my mind when I signed on with the Legions. How? How are there dragons all over the galaxy? Heck, how are there humans and orcs and elves and dwarves and everyone else on most every inhabited world? We're all from different planets, right? Why are we all the same? And why do we speak the same languages? It's a big galaxy out there, almost unfathomable in its depth. Assuming you're going to run into people from other planets eventually, what's the chance of them looking like the people who grew up next door to you? Zero. But that's because chance has nothing to do with it. You're thinking logically, when what you really need is faith. Science tells you that life evolved on another planet is going to be radically different. Sure, maybe you can argue for parallel evolution and similar theories, but given the vast number of possibilities, the kind of sameness we see in the known galaxy is inexplicable. At least by science. But it can be explained by magic— magic of the most powerful kind.
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the unification church
Every inhabited planet in the known galaxy has at least one pantheon of deities. On most worlds, every civilization, culture, and race has its own gods. If you look closely, though, strip away the layers of cultural ornamentation, you'll find most of them are strikingly familiar. Now, some deitypes, as they're called, are more common than others. No matter where you go, you'll find the drow worshipping their demonic Spider Goddess. This is where the eight-legged icon on their banners comes from. According to the Unification Church, however, the drow's goddess is an aspect of two deitypes: the Mother and the Destroyer. The Unification Church was founded during the rise of Qesemet and Asamet, before the war. It was a time of expansion, contact, and unification—not just of religion, but of political power, commerce, and culture. The church resonated powerfully with the times, and it soon became the preeminent religion in the known galaxy. The church teaches that there are really only 12 true deities in the universe, and that everyone on every planet worships different cultural aspects of them. Gods are terribly complex beings, far more complex than the cultural masks we have them wear in our provincial temples and shrines. In fact, it's possible for people who worship different aspects of the same deity to make war on each other, each begging their patron to shine favor on them and exact vengeance on their enemies. No one knows if the gods play favorites: Ask two different clerics and you'll get two different answers. The Unification Church has a simple answer to the mystery of sameness we find throughout the known galaxy. All these worlds and all these peoples are the same because the same pantheon of 12 deities made them that way. The Twelve created the universe, filling it with galaxies, stars, and planets. They populated these planets with creatures formed in their own images— sentient beings like you and me. The Twelve even gave their children the gift of language, and that's why we all speak the same tongues. Humans speak Common, elves speak Elven, and Dwarves speak Dwarven for a very simple reason: We were born to speak those languages. Nor are these distant gods, according to the church. The Twelve continue to mold and shape their worshippers, acting through their chosen clerics and paladins, as they wish. They continue to raise their children, long after their birth. So if you ever find yourself wondering why you can find the same halfling pastry recipe on Serpentis III that you first experienced on Mistral, you've got your answer: Halflings, no matter where they are, were created to make pastries. Looking at it that
way, you'll be able to find a little of the divine in just about everything. So why don't the gods take a firmer hand in things? Why don't they destroy the Dragon Empire with fires of their wrath? Well, who's to say the gods have anything against the dragons? For all we know, the dragons are their favored people, their first children. The dragons certainly seem to think so. They call themselves the "chosen people." They believe the Twelve gave them greater gifts than all other races so that they would have dominion over creation. So far, no one's been able to prove them wrong. Generally speaking, the dragons are mindful of their place in the grand scheme of things. Very few are prideful enough to challenge or blaspheme against the Twelve. Even a favorite child is careful not to incur his parents' wrath. Mezzenbone, in fact, is thought to be the most pious of all the emperors to date. It is our misfortune that the temples he raises honor the Reaper and the Destroyer.
The Dualists
There are two splinter sects in the Dragon Empire who don't believe in the Twelve. They're known as the Dualists. The Dualist Heresy, as their faith is called, carried the Unification Church's theology one step further. The Dualists argue that the myriad deities—including the Twelve—are merely aspects of two supreme beings. They call these deities the Creator and the Adversary. The Dualist Heresy teaches that these two represent all the oppositional forces of the universe: order and chaos, good and evil, light and dark, positive and negative. The Dualist Heresy also claims that two is the smallest number of gods possible: One god could not express the opposition that obviously exists in the universe without being self-contradicting. Further, opposites are necessary to define each other. If there was no shadow, for instance, how could there be light? If there was no chaos, how could you define order? Without evil, there is no good. The Dragon Empire has never endorsed the Dualist Heresy, but neither is it suppressed. In fact, a few prominent dragons are Dualists, and I suspect there are many more who worship the Creator or Adversary privately. The Dualists and the Unification Church, of course, are constantly at odds. I mean, the whole point of the Unification Church is, well, unification: Many church clerics believe that the very existence of a splinter faith undermines their theology. For their part, the Dualists face the same challenges and obstacles confronted by all marginalized minorities. They struggle for tolerance,
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converts, and sometimes merely to be taken seriously. As a result, Dualists are often somewhat confrontational, as if everyone in the galaxy who doesn't believe as they do is against them. Their clergy tends to be more militant than that of the Unification Church, especially when it comes to proselytizing. The Dualist Heresy is in turn marked by a division within its own ranks. While Dualist doctrine teaches the opposition of Creator and Adversary, it ascribes a morally superior position to neither. Most Dualists align themselves with one or the other, though the "purists" preach that Dualism is morally neutral and that "true disciples" of Dualism honor the oppositional totality, not just one side of it. In some cases, entire worlds have been converted to Dualism. Such places can be dangerous for nonbelievers, although visitors are usually allowed to pass through without trouble. Those who stay on these worlds for any length of time, however, are inevitably pressured to convert—and usually to choose sides between the followers of the Creator and those of the Adversary. Those who worship the Creator are usually very open. They wear their religious symbols proudly and are fond of quoting the Dualist Scriptures or the popular sermons of their priests and prophets. These faithful are more or
less tolerated by others in the Empire: Most people have nothing against those who worship the positive themes of the cosmos. Worshippers of the Adversary, though, often keep their beliefs hidden from those around them, unless they are surrounded entirely by others who share their beliefs. These dark souls revel in and celebrate evil, entropy, and destruction, and they view others, ultimately, as their enemies, victims, or slaves.
The Law
When the Empire was founded, the Imperial Council drew up an extensive set of laws to govern the populace of every planet under its domain. The enforcement of these laws is generally left up to the viceroys who govern each planet or outpost. Most of these laws are designed simply to maintain the peace, which is really the whole reason the Empire was born. Without going into elaborate detail, these laws include the expected prohibitions on assault, murder, theft, and so on. There is one tenet emphasized by every court and every institution in the Dragon Empire. It's called the principle of active morality: People are to be judged by what they do, not what is in their hearts. There are all sorts of spells, both divine and arcane,
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my company chaplain is the kindest. since its inception. The drow enjoy their newfound power a bit too much. We even have this principle drummed into us in the Legions. Just being born a dragon means a life of assured luxury—if you're willing to take it. if you ask me. the makeup and structure of this organization has changed a lot. I guess Mezzenbone considers worlds like mine a threat to the Empire. He staffed the ISPD almost entirely with drow. and they can never use it in court. Now. if you can't use magic naturally. They may be countless generations removed from their draconic forebears. chapter one: welcome to dragonstar The Dro w The Empire has had its own law enforcement arm. magic is used all the time to divine moral alignment. They are the frosting on the upper crust. teleport spells and devices can only get you so far. They stand a rung below the half-dragons on the social ladder. Their job seems to be the prosecution of anyone or anything deemed a threat to the security of the Empire or Mezzenbone himself. And that was the crux of the issue facing the dragons when they made this law: They had to unify. Of course. on the other hand. have had most-valued status from the very beginning. law and chaos. it's a relatively new development. For urgent missions or messages.14 14l 14 that can tell whether someone is evil or good. The principle of active morality says that you can't hold someone's inclinations against them. at least officially. and to do so. and diplomats—everyone who can uses their power to reveal the souls of others. having said that. or those we serve. but they're more rare than a habitable planet. And they appear to have a lot of flexibility in carrying out their mandate. but sorcerers are still accorded some status in the Empire. Over the centuries. The most notable of this group are the half-dragons. priests. Those who must study to use arcane magic are looked upon with some distrust by dragons and their kin. These vessels travel instantly from one point in Maurice Spann (order #94458) 6 . The point is. those lucky few who have at least one dragon parent in their pedigree. Immediately after his rise to power. At the same time. varying with the whims of the current emperor. he instituted a new division of the Imperial Police and called it the Imperial Special Police Directorate. When you're heading into unknown territory or you have to move lots of people or cargo. As far as the dragons are concerned. The offspring of such unions aren't given the same treatment as their full-blooded brethren. Dragons. high-level sorcerers are sometimes dispatched to teleport between the stars. 100-mile-long superhighway that passes through each of the throneworlds by means of a series of teleportation gates. I know for a fact the chaplain has checked out every soldier in my unit. It seems that some dragons like to change shape and dally with the "lesser species" from time to time. The Dragonkin While the drow might have gained favored status in today's Empire. but being a sorcerer has its advantages. as far as the law is concerned. It seems that Mezzenbone has a fondness for the drow—dark elves. We've taken orders from drow whose souls are blacker than their skin. For travel between the throneworlds—the capital planets of the Royal Houses of Asamet and Qesemet—most people use the Long Road. inclined to follow the rules or to wreak havoc. Paladins. forever kept from the trappings of their heritage. You'll recall that Captain Malizrek was in charge of the force that invaded my homeworld. One step below the dragons are the dragonkin. This is a 20-lane. Proper dragons may not approve of these bastards. your best bet is to disappear yourself before they do it for you. but they are usually recognized and adopted by their dragon parent's House at birth. But they can never use it to justify their actions. Reaching for the Stars So how do people get around in this star-spanning empire? How is the Emperor to know what's going on across his empire? As usual. Even fewer have actually been banned from proper dragon society. We don't have the luxury of choosing the moral inclinations of those we serve with. The only thing that matters. The ISPD's tactics have often been the target of criticism. those who have a natural talent for magic. you need a starship. the Imperial Police. but most refuse to turn their collective back on their own blood. If you run across one of these characters in their silver-trimmed black uniforms marked with the insignia of their Spider Goddess. is what someone does. The same is true of sorcerers. as some call them. but when the critics disappear. Sorcerers believe—and the dragons. they had to find a way for good and evil. most good-hearted person I've even known. There are evil men in my unit—that's pretty much inevitable. to coexist. because the ISPD spearheads the Emperor's campaign of conquest in the Outlands. magic is the answer. things tend to quiet down a lot. you're not meant to use it at all. it takes all kinds. seem to agree with them—that their arcane abilities flow from the dragon blood that runs in their veins. There are some dragons who like to slum around with the rest of us.
which was founded in the preEmpire days and has been scouting the edges of the known galaxy for more than 5. The only habitable Outlands worlds with which the Empire has contact are those only recently discovered and colonized. While we live dangerous lives—there's no safe place in a war. teleporting it and everything in it to the destination programmed into the ship's astronav computer. One such organization is the Royal Exploratory Service. a much vaster area remains untouched and unseen by the Dragon Empire. the ISPD—are the law enforcement arm of the Empire. I'll mount an expedition as soon as I muster out. Of course. The Empire is a spherical volume of space in one of the galaxy's spiral arms. This is where my home lies.000 years. Starcasters are extremely difficult and expensive to build. though the crews of those that do tell of exotic treasures and terrible dangers. The regions of space on the edges of this sphere are known as the Outlands. yet…and no doubt many more than we ever will.the Empire to another using a magical artifact known as a starcaster. The most dangerous region in the known galaxy actually cuts through the edge of the Outlands. 15 15r 15 The Great Unknown While starships have allowed us to explore and even settle great portions of the galaxy. Most of the ships that teleport into the Dark Zone never return. the troops that do most of the killing and the dying that's necessary from time to time. We are the soldiers of the Empire. there are worlds without end in the Outlands that we haven't found. This black scar cutting through the periphery of the Empire is thought to be the home of the mind flayers and other alien beings. an impenetrable curtain across space known as the Dark Zone. The starcaster extends an arcane energy field around the ship. That's where the Legions come in. and only the most foolhardy every venture there. they're not the ones that are called in when there's a real crisis. granted citizenship. recruit. This region is a massive dark nebula. The various dragon clans and a number of independent ventures spend a great deal of effort in exploring these regions in hopes of discovering new civilizations and untapped resources. chapter one: welcome to dragonstar The Imperial Legions While the Imperial Police—and these days. and likely yours as well. Those who manage to complete a five-year tour of duty in the Legions are awarded a small pension. but they're just one of the most prominent examples of magic working alongside technology. and dropped off on any planet they like. kid—we reap the greatest rewards. Maurice Spann (order #94458) 6 .
of course. lands to be explored. glory. you can make more of yourself in the Empire than you ever could have on your provincial Outlands world. fame. and that can make you feel kind of small. when I come back. Take it from me. Still. The ISPD has jurisdiction over everything—never forget that and you'll go a long way in the Legions. There's a bit of rivalry between the Legions. if mostly the worst parts of it. legends to be made. Your universe just got a whole lot bigger than you ever dreamed it could be. recruit? No matter what you decide to do. Or you can look at it the way I did—as a wake-up call. you've got a choice to make. an ocean of stars to sail. And I've still got a murdered father to avenge. it's hard to get it out of your system. While the Legions have their own command structure. We get conscripted or volunteered by our provincial leaders as part of their tribute to the Emperor. too. I've got some unfinished business back there. and a bit of good fortune. despair. it's a chance to see the galaxy. Destination: Adventure Most Legionnaires dream of someday leaving the service and striking out on our own. You can look at this as the end of the world—your homeworld. and danger than your little world could ever contain. what place is there for heroes? Maurice Spann (order #94458) chapter one: welcome to dragonstar 6 . and fortunes to be won. There's more of just about anything you could want adrift in this sea of stars: wealth. for one. True. Every planet in the Empire has its own Legion garrison. I'll be the one soaring through the skies and my foes will be trembling in fear. which means that the smaller ones are usually the poorest. and I'm not getting dropped off anywhere near my homeworld. They're each funded locally. But there's also more opportunity out there than you ever dreamed there could be: worlds to explore and adventures to be had that are litterally countless. there's also more violence. or whatever else you dream about when you go to bed at night. I'm curious to see what's happened to Lady Kendra. under Mezzenbone's rule the drow of the ISPD can step in and take over an operation whenever they like. Once you get a taste of the wandering life. But I've got plans first. Some are a lot larger than others. true. bitterness. There's a whole galaxy of opportunity out there. fraternity. kind of like you. specifically. My tour is over in a month. power. a lot of us aren't given a choice about joining up.16 16l 16 Of course. And you. the kind of life you'll live in the Legions. but it mostly disappears in the face of a common foe. But with nothing to fight for. courage. This time. hatred. With a lot of hard work.
Chapter Two
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Open Game Content in this chapter includes game rules, statistics, abilities, mechanics, and material derived from the d20 System SRD, including all racial names, traits, and abilities. The descriptions and backgrounds of the races are designated as closed content. In Dragonstar, you can play any of the character races found in the d20 System core rules: dwarf, elf, human, halfling, gnome, half-elf, or half-orc. This chapter details each race's place in imperial society and the ways they live and work in the Dragonstar universe. You can also create characters of a few races that are not standard in a traditional fantasy campaign: orc, drow, or half-dragon. There's also a new race: the soulmech, a sentient robot. Each of these races is detailed in full in its own section of this chapter. own image. Nasuit taught that there were only a dozen true gods in the universe, and they created the same creatures on just about every planet they blessed with the gift of life. The sentient races, monstrous beasts, animals, insects, and plants—the same deities created all of them. While there are certainly strange and even unique creatures scattered throughout known space, these are the exceptions that prove the rule. The high priests of the Unification Church call these creatures the gods' experiments: The gods created many worlds and many creatures, not just the same ones over and over. Like a novelist who returns to the same characters and themes time and time again, the gods used the same tools over and over to create different worlds and different situations, and to watch them all evolve according to their own unique destinies. Today, of course, few of these stories are untouched by the grand epic of the Dragon Empire. Perhaps there are other galaxies out there, too, also fashioned by the gods in different, sometimes strange or alien ways. But only the gods know for sure.
chapter two: races
Uniformity of the Races
As the people of the galaxy first began to contact new civilizations on distant worlds, they realized that most of the creatures on every habitable planet were pretty much the same, including their DNA and the languages they spoke. In the early years of star travel, there were a number of conflicting theories purporting to explain this seemingly impossible coincidence. These ranged from the existence of a master race (or several of them) that seeded the galaxy in days long past to more scientific models such as parallel evolution. In the end, a prominent cleric named Nasuit offered a solution to the riddle that had the ring of truth. The gods made the creatures of every world in their
Variations on a Theme
Just because the gods seem to be working from a single palette doesn't mean that they used the same pigments on each canvas. The full panoply of possible races is only seen on a few planets. Most worlds are populated by a relative handful of the countless races and species that exist in the galaxy. There are worlds, for instance, which are populated by only a single race, whether human, elf, or dwarf—maybe even a completely unique race. When the people of worlds such as these first contacted the other races, they perceived them, not as familiar cousins, but as alien species. Only when they
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left their provincial homes did they realize how cosmopolitan the galaxy really is. Any world in the galaxy might have its own entirely unique mixture of peoples and creatures. Or its population could look almost identical to those of countless other planets. Nevertheless, there are several races that are found time and again on worlds without end throughout known space.
accessible, but many people appreciate the effort of others to learn their tongues. See Diplomacy in Chapter Four: Skills for appropriate modifiers.
Original Races
All of the standard d20 System fantasy races are well represented in Dragonstar. Additional details about each race are described below.
Common Racial Traits
Certain racial traits are common to many of the races. Rather than repeat the information on how they work several times, the details on each are listed here. If a particular trait isn't listed here, assume it is unchanged from the core rules. Darkvision: This ability doesn't require any kind of light at all to work. It functions just as well in the deepest, emptiest parts of space as it does on the midday surface of a planet warmed by a yellow star. Low-Light Vision: This ability doesn't function when there's no light at all. However, even in the furthest reaches of the galaxy, there's usually sufficient starlight. Automatic Languages: It might seem pointless to learn other languages when computer translators are so
Dwarves have adapted well to the stars. They enjoy a natural affinity for conditions of sunless confinement and the kind of pumped-in, stale air you find on starships, space stations, and remote outposts. Dwarves use their natural skills as miners to extract precious minerals from even the most desolate planets and airless asteroids in the galaxy. A dwarven miner is rarely seen far from his spacesuit, which he cares for better than himself. Some of the most wealthy and ambitious dwarves have claimed entire planetoids for themselves, burrowing their tunnel fortresses deep into the rock. It reminds them of their ancestral homes, and the remoteness is even more comforting to them than the roots of the oldest mountains. Some of these places have even been fitted with their own engines or starcasters to ensure their solitude. Finding a single rock in the solar system is difficult without the right coordinates. If it can move on its own, the challenge becomes nearly impossible. Some of these space fortresses were abandoned in ages past. In some cases, the owner's luck ran out, and a band of orc pirates or worse seized the stronghold for its own. Other fortresses were lost to unknown perils and now float aimlessly between the stars, waiting for some foolhardy souls to find them, get past their automated defenses, and strip them of their treasures. Relations: Dwarves are a reasonable people, but they despise orcs. They hold the orcs responsible for the destruction of the Dwarven Commonwealth in the preEmpire days. The devastation then was so horrible that it led to the Dwarven Diaspora the dwarves still talk about to this day. The dwarves hope to someday reunite under the banner of a single dwarf and re-ignite the glory of their fallen empire. Unfortunately, they spend most of their time working on increasing their personal fortunes instead of furthering the ends of their people. Only the most charismatic leader could hope to reunite such a scattered tribe. Compared to their relations with orcs, most dwarves get along famously with everyone else. Dwarves don't
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pay much attention to humans and halflings. They like gnomes just fine, though they sometimes find them irritating after prolonged contact. They don't care much for elves, but they tolerate most varieties. Drow are the exception, and dwarves despise them as tools of the current dragon regime. The dwarves hold a great deal of respect for the dragons, even the evil ones. Dwarves recognize great power and cunning when they see it. They habitually criticize short-lived peoples such as humans for their lack of long-term vision. They don't realize the dragons see them in the same light. Their respect doesn't mean that the dwarves don't covet the dragons' power. In fact, many dwarves have secretly joined any number of insurgent forces hoping to overthrow the current emperor. But most dwarves are too canny to say anything openly against their ostensible rulers. Dwarves are not so cautious with half-dragons. These creatures may be powerful, but not so much so that they must be fawned over. Dwarf-dragons are another matter, of course. Dwarves respect anyone who can make a successful deal with a dragon, and they're especially proud when it's one of their own. Dwarves respect and admire soulmechs. They respect the craftsmanship of their robotic bodies and the resilience of the souls that animate them. Dwarven Lands: The dwarven people are scattered across the galaxy like the stars themselves. While there are dwarves on most major planets in the Dragon Empire, they usually prefer isolation to the hubbub of the great multicultural cities. They tend to populate planets on the outer edges of solar systems, as well as asteroids, space stations, and isolated colonies. Modern dwarves lean toward the engineering sciences. They are a people who like to build grand things—especially with machines—including cities, bridges, towers, and vast manufacturing complexes. To a dwarf, the most important things are his family and his clan. Much of dwarven society is based on these vital connections, and the largest clans are akin to interplanetary conglomerates in both scope and power. The dwarven people are suspicious of outsiders. They tend to extend their trust by degree of relation. The scale goes like this: family members, clan members, other dwarves, everyone else—and then orcs. Religion: Most modern dwarves worship the Smith, the great tool maker and master craftsman. There are a few dwarf Dualists who worship the Creator, although these dwarves are often derided by their peers for following a religion that fills its temples with members of the short-lived races.
Dwarven Racial Traits
All of the standard dwarven racial traits apply, along with a new one. • Gravity Sense: Dwarves are unusually sensitive to gravity. With a simple Spot check (DC 10), they can tell you exactly what the local gravity is. If the check fails, they can still get within 10% (high or low, at the DM's discretion). With a similar Spot check (DC 10), a dwarf can discern the direction of the strongest gravitational pull affecting them at any given time, even in the dead of space.
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The rise of interstellar civilization has been a challenge for the elves. Elves glory in the beauty and complexity of nature, and they are blessed with a strong, spiritual bond with their ancestral homelands. Elves often resist the industrialization of their worlds, and many find the prospect of immigrating to new and strange planets rather unappealing. Elves are also poorly suited to the confinement and drab austerity of starships and space stations. Still, the elves are long-lived, and they've had millennia to adjust to the opportunities presented by galactic civilization. Ultimately, the elves decided that if they must leave the green worlds of their birth behind, they would bring a part of them along wherever they traveled. Elves claim to be the first ecologists. Due to their long lives, they were able to observe the ecological changes in their homeworlds over the course of centuries. Elven civilizations were among the first to observe and demonstrate the dangers of industrialization. Elven climatologists didn't have to search through ancient records to track global warming trends. They observed them firsthand. Elven scientists have made great strides in the areas of hydroponics, terraforming, environmental engineering, and other fields concerned with encouraging living things to thrive where they shouldn't. The elves have bioengineered organic starships that explore the far reaches of space protected by both science and sorcery. The elves have made new homes for themselves in the galaxy and have brought to countless worlds a touch of the magic that infused their primeval forests. Relations: Elves prefer the company of their own kind, though they are friendly with any outsiders who demonstrate respect for the natural world. Elves are on good terms with most of the short-timers—those races with substantially shorter life spans—with the notable exception of the orcs, who they view as unrepentant
chapter two: races
Maurice Spann (order #94458)
believing such concerns to be beneath them— right up until they became embroiled in the Dragon War. and their fondness for living underground serves them well. • Elves gain a +2 racial bonus on Freefall checks. Despite this. Elven Racial Traits All of the standard elven racial traits apply.20 20l 20 despoilers of nature. Gnomes have always taken easily to the sciences. however. Many elves have been expecting trouble with the new emperor for centuries. though not always exclusively. perhaps better than any other race but the dragons and their kin. these people represent the uncontrolled industrialization of the galaxy. During the reign of the Qesemet emperors. and this alone is enough to earn the distrust of many elves. along with a couple new ones. Mezzenbone appointed a drow to the elven ambassador's position. most elven cultures ignored galactic politics. Their small stature makes it easy for them to get around in the most cramped ships and space stations. Dwarves and gnomes are unabashed exploiters of the natural world. Elves are lithe and agile and adapt easily to freefall. the subterranean drow. In general. These days. Many elves believe the galaxy would be a lot better off if orcs were the endangered species. To them. They believe a person's death should be respected. Previous emperors created an advisory position on the Imperial Council for the elected representative of the EN. Gnomes Gnomes have adapted well to life in the Dragon Empire. A few worlds chapter two: races have been declared off limits to industrial development. so the development of technology has been a boon to them. Elves have a dark place reserved in their hearts for their ebon-skinned cousins. With the advent of Mezzenbone's reign. elves know that most dragons view the galaxy as their plaything. Most elves don't care much for dwarves or gnomes. however. a perspective most elves abhor. and worship the Creator. untouched but habitable environments are difficult to find. The elves respect the dragons and their kin. Religion: Most elves worship the Mother in her nature aspect. A growing number of elves have converted to Dualism. • Elves gain a +2 racial bonus on Knowledge (biology) checks. relations between the elves and the Empire have worsened. though they often live in fear that the new Dragon Emperor will rescind the protections traditionally granted their homes. Elven Lands: Elves prefer to live in harmony with unspoiled nature. Forcing a soul to abandon its rest to drive a mechanical body seems cruel in the extreme. These creatures are among the few who can take a longer view of things than the elves. They are known far and wide for their skill with high Maurice Spann (order #94458) 6 . though often grudgingly. Elves tend to congregate on these worlds. elves are troubled by soulmechs. Some of these are large enough to transport entire cities full of elves should such an exodus become necessary. Unfortunately. For a long time. they have taken a more active hand in politics. but they find it difficult to excuse their cousins' cruel nature. In a sign of his disrespect for the EN. They can intellectually understand how the other races might err in their ways. The various elven realms and republics throughout the galaxy have banded together in a loosely bound coalition—the Elven Nation—to make their common views heard. They long ago began to grow a number of new starships. and this ambassador's words carried much weight in the Empire. protected as global nature preserves by previous emperors. the elves became complacent once again.
none are as comfortable in the vast reaches of space. and many pursue this field as their vocation.technology and their willingness to wander the stars. They know that these tallfolk tend to look down on gnomes. They are far too focused on their work to concern themselves with political issues. and those involved in commercial pursuits pay tribute to the Merchant. They recognize the dragons' power and the control the imperial bureaucrats exercise over the research grants many gnome scientists and technicians covet so dearly. 21 21r 21 Religion: Few gnomes are truly devout. but the gnomes don't really mind. Gnome spellcasters played an important role in developing many hybrids of magic and technology. The greatest feat a gnome can accomplish is the creation of a new soulmech. gnomes have a natural affinity for mechanical things. Gnomes are friendly enough with the short-lifers such as humans and halflings. and most prefer to put their faith in science and technology. and gnome scientists and mechanists often worship the Smith or the Magus. Their mutual fondness for cramped. They rarely band together in racial groups larger than their direct families. magical enhancements surgically implanted in the user. The Gnome Commerce Guild is more of a trade organization than a political body. They honor the Father as the master of the universe's grand design. They find orcs to be rude and unsophisticated—which is usually accurate—but even such lowbrow creatures have their place. The drow might only use gnomes for their talents. mathematical lines of a city or a space station to the chaos of the wilderness. gnomes tend to worship many gods. even the drow. Gnomes are fascinated by the scientific study of the universe. Gnomes were the first race to achieve space travel. the throneworld of House Deserene and the headquarters of the Gnome Commerce Guild. preferring the clean. • Gnomes gain a +2 racial bonus on Knowledge (chemistry) and Knowledge (physics). rather than a chosen patron. though its leadership does try to influence trade and tax laws. literally and figuratively. gnomes as a group are a nonentity. chapter two: races Gnome Racial Traits All of the standard gnome racial traits apply. and those who have usually worship the Creator. Gnomes also created the first soulmechs. Gnome Lands: There is no single world that gnomes call their home. Politically. robots animated by living souls. Modern gnomes have largely abandoned the natural world and tend to live in large cities. A multiclass gnome's illusionist or mechanist class does not count when determining whether he suffers an XP penalty for multiclassing. since to them the job is the important thing. They are proud of the fact that they are apolitical. The closest is the planet Aurora. Gnomes are as comfortable in darkest space as they are in the friendliest lands. Still. They don't miss the connection much. Relations: Gnomes are friendly with nearly all other races. Most gnomes are fascinated by soulmechs. • Gnomes gain a +2 racial bonus on Repair checks. • Favored Classes: Illusionist and mechanist. Gnome technomancers invented spellware. Born tinkerers. As a people. and though other races long ago joined them. since they seem to share a common love for crafted things. along with a few new ones. They enjoy working with dwarves. even dark places means they are often in close contact. Most gnomes have a healthy respect for dragons and their kin. Very few gnomes have converted to Dualism. Maurice Spann (order #94458) 6 . Gnomes get along fine with elves. gnomes have their favorites. too. All they care about is that their work is useful and that they are fairly paid for their efforts.
Caught between two cultures. along with a new one. orcs never seem to fit in. but most of the other races still don't think much of half-orcs. The more tolerant elements of the Empire have been fighting racial prejudice for millennia. tapping into their sensitivities to two different cultures and appealing to a wider audience. Many half-elves have been the victim of prejudice and have decided they aren't going to make the same mistakes with other people. despise most half-orcs. The savage traits of orcs and the discipline and ingenuity of humans blend together in half-orcs. on the other hand. Half-orcs and dwarves don't get along much at all. they are generally disorganized. there are worlds that are exceptions to this rule. half-elves find that their multifaceted spirits call out to many gods. Of course. As a people. Half-dragons are by far the most privileged and respected of those of mixed blood. On occasion. orcs interbreed with the humans who share these cities. Relations: Half-orcs often have a hard time fitting in. and this is another reason why the military life often appeals to them. At least in the Legions. and many find their ways to the large urban centers of the Empire. as its teachings resonate with their own oppositional nature and experience. In the Empire. The longlifers consider them too crude. millions of half-orcs make the Dragon Empire their home. however. Relations: Sharing two distinct heritages. Orcs are among the most populous races. Half-Elven Lands: Half-elves have no lands of their own.22 22l 22 In general. They know what it's like to be caught between two worlds. Not as standoffish as their elven brethren or as hasty as their human kin. though most half-orcs are wise enough to know when they're being used. because most dwarves can only see the despised orc side of a half-orc's heritage. Many young half-orcs find some measure of acceptance as soldiers in the Imperial Legions. Nevertheless. Countless half-orcs have enjoyed successful careers in military service. and imperial society is very tolerant of interracial romances and offspring. Half-elves get along splendidly with soulmechs. half-elves are blessed with excellent coordination and adapt just fine to freefall. a bit off the beaten path. half-orcs feel like they have a home. half-elves usually do their best to get along with everyone. Relgion: Half-elves favor no single deity. Most elves feel much the same. and their orcish kin think they're not crude enough. and they are often ideal soldiers. Half Orc s While most of the sentient races have found new opportunities and made homes for themselves in the Dragon Empire. though often on the margins of society. They are often on the forefront of the art and entertainment scenes. Orcs. scattered throughout the stars wherever humans and elves live together. most people have a great deal of contact with those of other races. often keep half-orcs around as servants or soldiers. Maurice Spann (order #94458) 6 . Half-Elven Racial Traits All of the standard half-elf racial traits apply. • Half-elves gain a +2 racial bonus on Freefall checks. but half-elves are also admired. They see chapter two: races Half Elves People of mixed race have become quite common in an age of galactic expansion. Half-elves are increasingly drawn to Dualism. half-elves are a kind of bridge between the long-lifers and the short. and many half-elves from these planets suffer prejudice and discrimination. The drow. of course. half-elves prefer to live in exotic locales. Like their elven kin. There are a few half-elven enclaves in the large urban centers of the Dragon Empire.
Relations: Halflings are a good-hearted people. Just about every civilized planet hosts several halfling cultural celebrations every year. a skill at which they've always excelled. but half-orcs feel most at home with half-elves and humans. and this enmity is only a reflection of the evil creatures' black hearts. Halflings have a reputation as the best hosts in the galaxy. Maurice Spann (order #94458) 6 . From the dragons' perspective. their twin heritage draws them to Dualism. • Half-orcs gain a +2 racial bonus on Demolitions checks. They can be found in the lower class neighborhoods of large cities or wandering the farthest reaches of the Outlands. but they tend to view them with a heaping measure of suspicion. as the themes of strength and prowess in battle resonate with them. for instance. Half-Orc Lands: Half-orcs have no lands of their own. but working with them also gives the half-orc an appealing sense of empowerment and control— experiences that are rare in a half-orc's daily life. and they often come to hate the orcs and their own orcish blood as well.them as the representation of the slow thinning of their blood. and they've adapted well to the rise of a spacefaring civilization. Only the drow and the orcs harbor any ill will toward halflings. private security. They treat such challenges as riddles to be solved. Halflings are well integrated in the Dragon Empire. Those half-orcs who are raised in orcish society are usually made to feel like pariahs. and the other races generally look upon them fondly. Dragons and their kin enjoy the simple savagery of orcs and half-orcs. Explosives appeal to a half-orc's savage side. giving them a common bond. Many half-orcs also find that. along with a new one. Of course. Living space is always at a premium aboard starships. is among their most common careers. 23 23r 23 Halflings The shortest people make some of the best spacers in the galaxy. Religion: Many half-orcs worship the Warrior. Humans are often willing to focus on the traits they share with halforcs. but such is the plight of half-orcs in the Dragon Empire. Half-orcs get along just fine with soulmechs. Gnomes and halflings are a bit more tolerant than most. Halflings are more comfortable in cramped quarters than any other race. this view is often rooted in racial stereotype. many half-orcs are attracted to worship of the Adversary. rather than emphasizing the differences. Unlike the half-elves. They are most often encountered in the military. and the cockpits of space fighters are even more confined. Halforcs don't treat soulmechs with the reverence afforded by their orcish kin. Halflings also have a well-earned reputation as being the best in the professional service industries. They share the mixed-blood status of the half-elves. They don't have an official homeworld but still maintain a fierce pride in their heritage. and criminal organizations. but they still have a great deal of respect for them. There are some who heed the more savage call of the Destroyer. Dragons and their kin are pleased by the dedication that halflings put into their work. and they generally exile those of mixed heritage shortly after their birth. like the half-elves. chapter two: races Half-Orc Racial Traits All of the standard half-orc racial traits apply. a half-orc's greatest virtue is predictability. Computer programming.
while others embrace them. and they are adept at operating most technological devices. Halfling Racial Traits All of the standard halfling racial traits apply. Several planets are exclusively populated by humans. they have no special status. Many halflings are career spacers. humans—the shortest-lived people—have proven themselves to be the most adaptable of all. power. Humans aren't terribly interested in the long-term effects of their actions. Relations: Humans can be found just about anywhere. and many half-dragons. gnomes. both with other races and their own. they demand instant satisfaction—or at least satisfaction at the earliest possible convenience. Territory is something humans take seriously. or both. humans have nonetheless helped to shape the destiny of the Empire and its peoples. Maurice Spann (order #94458) chapter two: races 6 . who remind them of their own children. Humans probably get along best with halflings. Humans make up a large segment of the Dragon Empire's citizens. Orcs are the only race that rivals the humans' birth rates. but it's a strength that has suited humans well throughout galactic history. Instead. a halfling's small frame and sharp reflexes are a real boon. Their perspective is so different from a human's as to seem almost alien. Other than the vaunted flexibility of humans. For humans. Human Lands: Human lands are scattered throughout the Dragon Empire. Religion: Halflings worship many deities. but the long-lived races have one important advantage: If they wait long enough. Some have managed to climb the social ladder by gathering wealth. In a society in which your birth matters more than anything else. While their short lives make it difficult for any single human to have a major impact on the galaxy. Most humans have a hard time understanding the long-lifers: dwarves. They live in large cities and on quiet farms in colonial settlements. but they're often aggressive and impatient. including halfelves. this makes human behavior hard to predict. and dragons.24 24l 24 Halflings realize their small stature can cause people to underestimate them. Many humans dislike orcs. Perhaps this is because humans are more like orcs than most care to admit. Halfling Lands: Halflings can be found on most of the inhabited worlds of the Empire. and they often use this to their advantage. elves. • Halflings gain a +2 racial bonus on Pilot checks. They're comfortable with the various half-human peoples. In the cockpit of a vehicle. Halflings make skilled computer programmers. A faith that rewards wits over brawn appeals to these diminutive beings. but they have a special place in their hearts for the Trickster. half-orcs. People tend to forget that a gun is just as deadly in the hands of a halfling as in those of an orc. they are among the lowborn masses. the only thing they have going for them as a race is that there are so many of them. along with two new ones. Humans Over the millennia. from orc to dragon. and they are often willing to fight to either grab more of it or defend what they have. They know they won't be around long enough to worry about the eventual repercussions. and humans live throughout the Empire. Despite this. They find a way to fit in to most any culture. the clock is always ticking. Over 250 generations of humans have been born since the birth of the Dragon Empire. Perhaps its because they don't live long enough to get as set in their ways as members of the other races do. From a dragon's point of view. they can outlive almost any human. • Halflings gain a +2 racial bonus on Use Device checks.
no creature's alignment is preordained (with the exception. Level Equivalents Some of the races listed in this section are inherently more powerful than the standard ones that we covered earlier. Dragonstar is about heroes (characters of good or neutral alignment). While a race. for example. even disregarding the vast number of drow. Alignment-divining magic isn't admissible in court. we're not condoning or even suggesting that you play an evil character. A few human worlds are dominated by the worship of either the Creator or Adversary. one can surely find good orcs somewhere in the galaxy. In the end. are usually chaotic good. may be evil. Many adventurers feel that both drow and orcs have few if any redeeming features. sordid histories of these races support this belief. these races are still options for heroes in Dragonstar. By offering these evil races as character options for players. a character of an evil race may have to fight an uphill battle to gain acceptance. It's illegal for an employer to use the results of these spells to deny a job to an applicant. Elves. It's dangerous to paint any racial group with such a broad brush. Heroes can escape the bounds of blood and culture and make their own destinies. If the race isn't especially powerful (like orcs). and the long. These races offer a chance for you to challenge yourself by playing a hero in villain's clothing. have advanced in both population and importance and can be counted among the major races of the galaxy. you need to get your DM's blessing before you choose one of these races for your character. not villains (evil characters). humans worship any and every god in the Unification Church's pantheon. Because of this. Shattering preconceived notions just comes with the territory. but they do exist. In Dragonstar.AWord About Evil Most people view at least two of the races described in this section as the heart of evil. not their inclinations or the tendencies of their race. A few. and villainy can be redeemed. chapter two: races Human Racial Traits All of the standard human racial traits apply. Evil can become good. There are those who are never going to trust a drow. it's how the hero views himself that should matter most. These cultures are often intolerant of those who pray to other gods. of outsiders). People are to be judged by their personal actions. darkness can find its way into the light. However. A human prophet founded the Dualist Heresy. That doesn't mean that evil elves don't exist. However. These unusual orcs may not be in the majority or even make up a significant fraction of the general population. Maurice Spann (order #94458) 6 . no matter how kind and good-hearted he may be. you can go right ahead without asking. Its doctrines have taken strongest root in human populations. Similarly. New Races There are hundreds of different sentient species that are widely recognized throughout the Dragon Empire. there are always going to be exceptions. that doesn't mean that every member of that race is irredeemable. and both the Creator and the Adversary have fanatical human followers. No matter how justified the rule. possibly. 25 25r 25 Religion: The most adaptable people. however. The laws in the Dragon Empire reinforce this principle. from merfolk to giants to even stranger creatures. Anyone can change. judged as a whole.
The power this position grants them is too attractive to be refused. When they speak. almost unnaturally graceful. Most often. Some of these races are more powerful than the standard races. and the men are only slightly heavier. They are slow to form close relationships for this reason. Personality: Most drow are reserved and calculating. and drow hair ranges from a pale blond to shocking white. and it's hard for most people to believe that any could be pure of heart. Their well-known cruelty belies their beauty. however. though there are certainly exceptions. Drow women are indisputably in charge. Good drow are certainly the exception to the rule.26 26l 26 You can play a character of just about any "monster race" that you like in Dragonstar. They look at how far drow society has come and wonder just how much better it might have fared if its people weren't constantly dragging each other down. Their eyes are usually a baleful red. Relations: In general. and their ears taper up into points. Your DM will let you know if you can play a character of one of these races. Despite these differences. The men certainly have their uses. especially their own kind. Drow are considered children until they reach the age of 110. the drow dislike everyone. as friends can most easily betray you. how to use the level equivalent (DMG 22). They reserve a special hatred for the surface elves. Non-evil drow have to cope with the reputation of their people when they meet someone new. they have grown weary of the way their people constantly are at each other's throats. They commonly live more than 700 years. Race Orc Soulmech Drow Half-dragon Level Equivalent 0 0 2 3 Dro w While drow are closely related to elves—they're also known as dark elves—they have their own society that is markedly different from their nature-loving kin's. They're all represented on planets and in outposts throughout the galaxy. drow share many traits with the surface elves. usually at night. and her priestesses are a very powerful voice in drow politics. sinister innuendo dripping from their ebon lips. Like all elves. Drow culture is heavily influenced by the worship of their Spider Goddess. Despite their sense of superiority. Their features are finely sculpted. but only if they keep to their place. Most people find the drow to be alluring. They stand between 4'6" and 5'6" and weigh between 85 and 135 pounds. they do so with care. The skin of drow is as black as the space between the stars. Men and women are equally tall. Maurice Spann (order #94458) chapter two: races 6 . drow do not sleep. which include treachery and cruelty accompanied by an unswerving ambition to climb to the top of their social ladder. The drow are known for their malignant nature. The level equivalents for the new major races are listed below. Most drow are unrepentantly evil. and if so. Drow society is thoroughly matriarchal. instead placing themselves into a trance for four hours every day. even their dragon masters. These individuals are notable for being out of step with their people's traditions. These races have a level equivalent modifier. They tend not to place their trust entirely in anyone. drow swallow their pride to serve the evil lords of Asamet. Physical Description: It's easy to tell drow apart from their fair-skinned and fair-minded cousins. Few drow can let an opportunity to inflict misery on an elf slip away. All drow are devoid of facial or body hair.
drow have no special bonuses or penalties due to their size. Krizchen. These abilities are as the spells cast by a sorcerer of the drow's character level. Such heroes who have abandoned the evil traditions of drow society have reason enough to adventure. Xandestria. millennia away from the light of any sun have sapped their health. Names: When a drow passes into adulthood. They are typically exiles from their homelands. • Drow base speed is 30 feet. • Spell resistance of 11 + class level. you can substitute proficiency with simple firearms. both in battle and in social encounters. A male drow's sorcerer class and a female drow's cleric class do not count when determining whether he or she suffers an XP penalty for multiclassing. Family Names: Do'Banzil. the language of choice for those who live in the vast. and female drow are often called to the service of the Spider Goddess. • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. –2 Constitution. a demonic aspect of both the Destroyer and the Mother. Male drow in service to the dragons of Asamet are often sorcerers. Those who knew her as a child can call her by the name of her youth. Menazzo. whether she's searching or not. and faerie fire. 27 27r 27 chapter two: races Maurice Spann (order #94458) 6 . cleric (female). • Automatic Languages: Elven and Undercommon. and an even sharper tongue. • +2 racial bonus on Will saves against spells and spell-like abilities. Female Names: Albastia. far from the blazing light of the sun. Ukaydri. She is the giver of life and the bringer of death. If the drow character has the Technical Proficiency feat when she is first created. saves. she takes a new first name. especially their surnames. The drow also have a secret sign language they use to communicate silently with each other. Kalandrax. Zebrenza. love and cruelty. Xerxan. Drow Racial Traits • +2 Dexterity. • Immunity to magic sleep spells and effects. a sharper mind. hated for the stand they have taken against evil. Draconic. Don't count the equivalent level modifier for these purposes. +2 Charisma: The drow value a sharp aim. though the clans under her rule serve many of the Houses of Asamet. Drow Lands: The drow prefer to live in subterranean holdfasts. Lothotira. However. Kelextra.Alignment: Although the drow are a vast and varied race. Some few favor law or chaos. Adventurers: Drow are most often encountered in the service of the Imperial Special Police Directorate. and Spot checks. Nozzenbin. Bonus Languages: Abyssal. • Medium-size: As Medium-size creatures. though this will be the chosen path of few player characters. Goblin. Common. and only the rare outcasts and exiles are of good alignments. and checks when operating in bright light. Undercommon shares some of the elegance of Elven. The tongue they use most often is Undercommon. • Favored Class: Sorcerer (male). A drow who comes within 5 feet of a secret or concealed door automatically gets to make a Search check. Kalastra. though their speech is often heavily accented. Search. but its turns are sharper and meaner. Religion: The drow are fairly unified in their worship of their Spider Goddess. Balcioro. • Spell-Like Abilities: 1/day—dancing lights. Drow also suffer a –1 circumstance penalty on all attack rolls. Drow wear their names with pride. They can be found beneath the surface of most settled planets. +2 Intelligence. and in underground complexes on airless moons and asteroids. Language: All drow speak Elven. Drow Sign Language. The drow's goddess is the source of both nurture and punishment. • +2 racial bonus on Listen. • +2 racial save bonus against Enchantment spells or effects. Drow who stray from this faith always suffer bitter persecution in drow society. hidden worlds beneath the surface of countless planets. most are neutral evil. which can be stripped by the family matriarch as punishment for transgressions both real and imagined. • Proficient with either longsword or rapier and with any kind of hand-drawn bow. The drow of the imperial worlds have a queen who rules from the planet Arakken. but most outside of the drow's direct family—and some within—do so at their own peril. • Darkvision: Drow can see in the dark up to 120 feet. The queen pledges her loyalty to the Emperor. darkness. Male Names: Drialcor.
They sometimes have tails and they may also have wings. Alignment: A half-dragon tends to follow her dragon parent in terms of alignment. it's difficult to make generalizations about them as a race. Most half-dragons on a given planet tend to have dragon parents of the same clan. whether out of greed. although a few are named after their dragon parents. A half-dragon's wings are not powerful enough to permit her to fly unless the non-dragon parent's size category was Large or greater. Most honor the patron god or goddess of their House. Others simply wish to attract the attention of an absent dragon parent. half-dragons are the pampered offspring who don't have a prayer of ascending to the throne. a snake's slit eyes. Language: Half-dragons speak Draconic as well as the native language of their non-dragon parent. Maurice Spann (order #94458) 6 . and elongated faces. There are few half-dragon Dualists. Not surprisingly. Most half-dragons have idle but comfortable lifestyles. Half-Dragon Lands: Half-dragons do not have their own lands. but this isn't always the case.28 28l 28 chapter two: races Half Dragons In an empire ruled by dragons. There are neighborhoods in the capital cities of these planets in which half-dragons tend to congregate. but these are usually vestigial. Since half-dragons vary so much in their parentage. Most half-dragons spend their days either wasting or abusing what power and riches they have by virtue of their birthright. boredom. Most are named in the tradition of the non-dragon parent's race. The non-dragon parent usually takes on most of the duties of raising the child. Personality: Half-dragons are usually spoiled rotten. Adventurers: Some half-dragons feel they have a lot to prove. The tension between the two sides of a half-dragon's nature can lead to serious emotional conflict. huge teeth and claws. perhaps in an effort to establish stronger ties. Physical Description: Half-dragons vary a lot in appearance. Powerful dragons can change their shape and can mate with just about anything— they've been known to produce some bizarre matches. Names: Half-dragons are usually named by their nondragon parent. often chafing at the fact that they can never rise as high as their dragon kin. forming bonds based on their shared heritage. and they've come to expect that tradition to continue uninterrupted. But there are those few who strike out on their own. They've been catered to their entire lives. The dragon often reveals its true nature after the mating—if then—by which time it's too late for the unwitting partner to do anything about it. but not all are able to tolerate this unfulfilling existence. to gain his approval or possibly make a claim on an inheritance. Relations: Half-dragons are feared and even respected throughout the Dragon Empire. Others (the spawn of Asamet) are only out for themselves. there are more half-dragons found on the throneworlds of Asamet and Qesemet than anywhere else. or a true sense of adventure. as followers of the heresy often suffer a loss of status and respect among the conservative dragon aristocracy. and this does more to determine the halfdragon's prejudices than her draconic nature. depending on the color of the dragon parent and the race of its mate. Some (the children of Qesemet) actually do their best to use their positions for the betterment of themselves and those around them. so that parent can influence the half-dragon even more. Most speak Common as well. Religion: Half-dragons worship any of the deities in the great pantheon. The non-dragon parent usually raises the halfdragon child. Half-dragons always have scales. These bastard offspring are often the beneficiaries of trust funds set up by their dragon parents to keep the product of their dalliances in a comfortable lifestyle. which only helps to strengthen such friendships. just to show that their strange birth isn't the only thing that defines them.
rather than bizarre. of course—we recommend that you choose the non-dragon parent from one of the races listed in this chapter. use a d12 for her Hit Dice. • Half-dragons' Hit Dice are one level higher than the norm for their class. • If the non-dragon parent's size category is Large or greater. +2 Charisma: Half-dragons are immensely strong. range 60 ft. +2 Constitution. • Half-dragons have a natural armor bonus of +4 to their AC. • Half-dragon characters are the same size as their non-dragon parent. The damage for these is determined by the character's size. for example. Maurice Spann (order #94458) 6 . as listed on the table below. very tough. the character uses whichever is better. A line breath weapon is 5 feet high. as long as your DM approves. • The character has a breath weapon. The DC to save against the breath weapon is listed in parentheses. plus the ones listed here. Still. • The half-dragon has an additional immunity based on the dragon parent's type.Playing a Half-Dragon Character While you can cross a dragon with most any race— except a soulmech. This will keep things simple and insure that your character's heritage is merely exotic. as shown on the table below. you should add it to the halfdragon's. A cone is 30 feet long. If the non-dragon parent also has bite and claw attacks. This can be used once per day. 5 feet wide. ask your DM to determine one. +2 Intelligence. • A half-dragon's base speed is the same as that of her non-dragon parent. a half-dragon/half-drow would have a total level equivalent of (3 + 2 =) 5. up to a maximum of d12. • +8 Strength. the character has wings that allow her to fly at her base speed and with average maneuverability. A half-dragon fighter. and 60 feet long. Dragon Breath Type Weapon Black Blue Green Red White Brass Bronze Copper Gold Silver Space Star Line of acid Line of lightning Cone of gas Cone of fire Cone of cold Line of fire Line of lightning Line of acid Cone of fire Cone of cold Cone of space Line of radiation Damage (DC) chapter two: races 6d4 (17) 6d8 (18) 6d6 (17) 6d10 (19) 3d6 (16) 3d6 (17) 6d6 (18) 6d4 (17) 6d10 (20) 6d8 (18) 6d10 (19) 6d10 (20) • Half-dragons are immune to sleep and paralysis spells and spell-like effects. If you can't find a level equivalent for the non-dragon parent. If your half-dragon character has a parent of a race with a level equivalent. Some dragons have interesting tastes in mates. based on the dragon parent's type. instead of a d10. Size Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal Bite Damage 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 Claw Damage — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 29 29r 29 Half-Dragon Racial Traits The character has all the racial traits of its non-dragon parent. • Half-dragons have low-light vision and darkvision. there's nothing to stop you from making the wildest match you can imagine. For example. and possessed of a keen intellect and commanding presence. • Half-dragons have bite and claw attacks.
While they still aren't regarded as the equals of males in their own society. Relations: Orcs don't get along with dwarves and elves and never have. and talk over thought. but their numbers are growing. and even within a clan. they band together for short times in hordes capable of threatening even the most powerful empires. To them. and the native languages of the non-dragon parent's race. • Automatic Languages: Common. sloped foreheads. Despite the fact that they're usually chaotic evil. piglike snouts. and prominent lower canines that look like tusks. Despite this. Bonus Languages: These are determined by the race of the non-dragon parent. aggressive.30 30l 30 Dragon Type Black Blue Green Red White Brass Bronze Copper Gold Silver Space Star Immunity Acid Electricity Acid Fire Cold Fire Electricity Acid Fire Cold Cold Fire • Favored Class: Sorcerer. Draconic. feasting. full of the kind of love for life you can only have when you walk hand in hand with death. Their hair is coarse and often worn in long braids. They have no use for polite society—or any politeness at all. They value action over talk. Female orcs have enjoyed some emancipation in the Empire. but in the entirety of the galaxy. Few orcs indeed are pure enough to be paladins. Their ears are short and pointed. They like to wear bright colors and carry large weapons. Draconic Sign Language if the dragon parent is a space or star dragon. They are crude. They're not particularly formidable when they're alone. there are female orcs on the battlefield and in many other stations usually reserved for males. jutting brows. making them look less physically impressive until they raise themselves up to their full height of six feet or more. although they often neglect both their appearance and their equipment. and they are naturally drawn to sorcery. A rare few devote their lives to helping those in need. A multiclass half-dragon's sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing. fighting. drumming. and warlike. not all orcs are evil. but there are a lot of them. Physical Description: Orcs look something like primitive or bestial humans with gray or greenish skin. Their idea of diplomacy is to give a foe a chance to run before attacking him. Also. O s rc Orcs are a plague on many worlds in the galaxy. The draconic blood rages in the half-dragons' veins. such niceties are a waste of time—time better spent enjoying life instead of tiptoeing around another's easily bruised sensitivities. They enjoy drinking. Orcs find the dwarves too serious • Half-dragon characters may take a feat available to dragons whenever they are eligible to gain a new feat. their greatest leaders are known to cogitate on their deeds for long moments before leaping into action. and their eyes are tinged with red. and dancing with wild abandon. Of course. These women may be the exception for now. Personality: Most orcs are gruff and short tempered. The orcs are a hearty people. many orcs are far kinder to each other than they are to outsiders. They tend to slouch. Maurice Spann (order #94458) chapter two: races 6 . This is perhaps what separates them from their fellows. there may be some who have achieved this goal. wrestling.
For instance. if the hero has committed a crime against the chieftain or the clan—which are often viewed as the same thing—he can expect to be killed if he remains behind. Some orcs also know Goblin or Giant. Shuknadder. Still. Adventurers: Orcs who renounce their clan and go out to seek adventure are often reviled by those they left behind. The orcs have a great deal of respect for the icy cruelty of the drow. Orcs tend to see things in black and white. Gather Information. Daxa. Orc Lands: The orcs believe that conquest is the only proper way to extend their power and influence. Computers can be programmed to emulate sentient beings. Kraal. • Medium-size: As Medium-size creatures. –2 Charisma. True artificial intelligence has never been attained in the Empire. Soulmechs are created by transferring a living soul into an anthropomorphic (personlike) robot by means of a soul bind spell.and the elves too flighty to accord either race any kind of respect. chapter two: races Soulmechs Soulmechs are robotic constructs that have been animated with a sentient soul. A few female orcs can recite their mothers' names as well. 31 31r 31 Orc Racial Traits • +4 Strength. Other orcs appreciate them for this. The only ones who are orcish enough for them are orcs. mostly because they have been told they can't. Orc characters are usually chaotic neutral or neutral. no computer—no matter how sophisticated—has ever demonstrated any signs of awakening into true self-awareness and free will. • Orcs are sensitive to light. and those who do conceal their faith for fear of exile from their clans. Religion: Evil orcs generally worship the Destroyer. there are good reasons to leave. Elven. but they can recite the names of their fathers going back several generations. • Darkvision. Kraxelle. A soulmech's robotic body is typically crafted to resemble the natural form of the soul that inhabits it. usually on war banners. Regardless. Puknada. The Warrior is the most popular deity among these orcs. Their open aggression takes the media's attention off the Emperor's more subtle designs. Orc Male Names: Grokk. but ultimately their thoughts and actions are dictated by their programming. and a religion based on opposition and conflict is powerfully appealing to them. Balasha. This allows them to act independently and much more creatively than a simple machine. Others leave out of sheer cussedness. Krakker. –2 Wisdom. or Intimidate checks. Collectively. as they have for millennia. though it's hard for them to ignore the call of violence that rages in their blood. Sometimes the orcs use Dwarven or Common to create phonetic spellings of their words. Most orc leaders tend to be neutral evil or even lawful evil. • When speaking with another orc. • Favored Classes: Fighter. Snash. Orcs respect muscle over mind or mouth. either. Mezzenbone is content to let them rampage across the fringes of the Empire. Orcs were held in check for millennia by the rule of the Qesemet Emperors. 60 feet. orcs have no special bonuses or penalties due to their size. Non-evil orcs may worship any of the Twelve. Giant. and Infernal. Goblin. With the rise of the Red Dragon. is the native language of orcs. The spellcaster moves the soul (of a hopefully willing volunteer) into the enchanted. They believe orcs are the finest of all the peoples. • Orc base speed is 30 feet. Alignment: Most orcs are chaotic evil. a language that has no alphabet. but those who aren't are the ones most likely to be adventurers. Gnoll. –2 Intelligence. While orcs of the Outlands tend to be barbarians. living creatures. an orc can add his Strength ability modifier instead of Charisma to any Diplomacy. techno- Maurice Spann (order #94458) 6 . • Automatic Languages: Common and Orc. Orc Female Names: Voleka. Orcs like to think with their fists. They share characteristics of both constructs and sentient. Only a few orcs of good alignment honor the Creator. orcs haven't made friends with any of the other races. A multiclass orc's fighter class does not count when determining whether he suffers an XP penalty for multiclassing. Language: Orc. the imperial clans have warmly embraced the technology of war. tempering the wildness of their fellows with enough discipline to get things done. Names: Most orcs have only one name. Bonus Languages: Draconic. They suffer a –1 penalty on attack rolls when fighting in brightly lit areas. the orcs of many worlds are uniting to launch a renewed offensive on the unsuspecting planets of the Outlands. Many orcs have been drawn to the worship of the Adversary. and a rare few are chaotic good. though they believe the drow spend far too much time plotting and scheming. Clerics of the Unification Church claim that sentient beings must have souls and that mortals cannot create souls. and they don't really care what sort of impression that makes on others. Never underestimate an angry orc. As long as the orcs don't upset his plans.
32 32l 32 logically sophisticated neural net that serves as the robot's electronic brain. The soulmechs are a living violation of that rule. soulmechs are more divided than any organic race. While it may seem paranoid or superstitious to organic beings. Some soulmechs are animated by the spirits of the wealthy or powerful. as manufacturers have never been able to capture the life and warmth of a living person's eyes. Halflings and humans get along with them fine as a rule. Soulmech Lands: Soulmechs have no lands of their own. Others are driven by people who were lucky (or unlucky) enough to find themselves in demand after their natural lives had ended. almost all soulmechs are lawful. Other soulmechs are among the Maurice Spann (order #94458) chapter two: races 6 . They can survive in just about any kind of environment. As a result. Elves and even drow see them as an aberration not to be tolerated. Alignment: Soulmechs can be of any alignment. The creator of the soulmech usually takes this into account when choosing a host to drive a soulmech. Their voices are synthesized. The spirit can adjust to a new form. nor do they feel extremes of cold or heat. putting a chaotic evil soul into a soulmech can mean the loss of a great deal of work. Most share the gender characteristics of the original being. For this reason. The soulmech's personality is largely unchanged during the transfer. After all. people who could not bear to face death. soulmechs often thrive in places the organic races find uninhabitable. Still others—most of them. These glow a greenish white when the soulmech uses her darkvision. and they can go where they please. A soulmech's eyes are noticeably artificial. Finally. The natural order of things is to let the soul move on to the afterlife once the body is no longer in working order. Religion: When it comes to religion. Otherwise. but it takes time. The soul inhabits the neural net and takes control of the robot body. Otherwise. Personality: Since just about any sentient creature can be made into a soulmech. this condition has degenerated into madness. though some individuals are prejudiced against them. though some soulmechs experience mild emotional distress during the inevitable adjustment period. The soulmech's skin tends to be unnaturally pale or pasty and often feels too smooth and unyielding to the touch. the creators of the soulmech. love them and think of them as their ultimate triumph. One of the soulmechs' great advantages is that they don't have to breathe. and many of them are good. Relations: Soulmechs are common in many different societies. They are often beholden to or somehow controlled by the person who put them into their new body. Physical Description: A soulmech looks like a synthetic reproduction of the being's original race. although they sound fairly realistic. Soulmechs require a fair amount of maintenance to stay in working order. Some soulmechs avoid religion altogether. Dwarves are a bit more forgiving. they are afforded the same rights and obligations as other citizens of the Empire. Orcs grant soulmechs no more consideration than do other races. Creating a soulmech is not a simple or inexpensive process. In some rare cases of personalities unable to adapt to their new existence. soulmech bodies are almost always completely hairless. the penalty is reduced by 1. many soulmechs prefer to stay away from temples so as not to attract unwanted attention to themselves. Every time the character gains a full level while in the strange form. Their eyes are just photoreceptive lenses. Gnomes. their personalities tend to differ as much as the colors of a rainbow. A soul transferred to a body substantially different from its original one suffers a –4 circumstance penalty to all physical skill checks and attack rolls. in fact—are people who were simply in the right place at the right time. manufacturers take great pains to make soulmechs' robotic bodies as realistic as possible. It is thought that this tradition stems from the lingering suspicion of organic races toward these synthetic beings: Their strikingly smooth skulls and pale skin make soulmechs easily recognizable.
feats. This code. the soulmech is disabled as its robotic body is too badly damaged to respond properly. These names are usually pretty simple. the soul is released. are you willing to live in this new body? If the answer is no. When a soulmech is reduced to 0 hit points or less. the soulmech is asked if he is willing to pay for his new body. By means of a special interface. willingly or not. Soulmechs can never be raised or resurrected. skills. mechanical body. but someone else has often paid for their bodies. as most soulmechs who are pressed into service against their will seize the first opportunity to have their revenge against those who stole their natural lives. Most soulmechs start out at 1st level. Second. the soul in the neural net is able to possess its new.000 cr for every Hit Die possessed by the subject. the Repair skill must be used in place of the Heal skill to repair damage to a soulmech's robotic body. However. The character's mind is transferred with all mental abilities.000 cr for each level the soulmech has above 1st) and the cost of the soulmech's body (see Robots. the neural net collapses and the soul. being mechanical. Evil spellcasters have been known to take subjects in the prime of life and transform them into soulmechs. the wealthy or privileged who would cheat death arrange Maurice Spann (order #94458) 6 . and class abilities intact. If the answer is no. subject to their extensive immunities (see below). page 115). the language of computers. its robotic body has been rendered inoperable. Language: Soulmechs communicate between themselves in Digital. Further. At exactly 0 hit points. The soulmech is often permitted to work off the debt in the creator's service—or in the service of the creator's patron. The neural net—which is commonly encased in a small cube—is placed in a socket in the soulmech's head. such as cure spells or heal. soulmechs are a special case. and available equipment. departs. Soulmechs can also upgrade their robotic bodies. Other soulmechs retain their own name to help them maintain a connection to their previous lives. see page 118.most devout worshippers in the galaxy. If a soulmech's hit points drop between –1 and –9. First. The spell draws the subject's soul from his body into an enchanted neural net worth at least 1. in fact. 33 33r 33 Damaging and Repairing a Soulmech Soulmechs have hit points and sustain damage just like an organic character. they cannot be restored by divine magic. Soulmechs can be repaired by certain arcane spells.530 cr. the creator and the soulmech must agree on a price for the new body. Names: Soulmechs often take a new name when they are created. Sometimes spellcasters roam battlefields or other scenes of carnage. and this is represented by an XP cost. soulmechs are usually asked two questions. and spellcasters are brought to their deathbeds to perform the transfer. A soulmech must pay 1/10 of an upgrade's market price in XP. They view their new existence as a gift from the gods and dedicate their lives to proving themselves worthy of it. Upon awakening in a new body. often just a number. If the soulmech says yes. and the character loses 1 hit point each round unless he stabilizes. The chapter two: races Creating a Soulmech A soulmech's robotic body is manufactured just like a conventional robot. In many cases. The success rate with subjects such as these is much higher than for older. They may own their souls. costs. it takes some effort and experience for the soulmech to learn to use upgraded components. more experienced people. The robotic body may still be repaired. They are lifelike robots and can use most of the same types of equipment that organic characters use. However. the character is dying: The complex pathways that make up the neural net are losing their integrity. but the soulmech itself is dead. For rules. This procedure can only be used on someone recently dead. plus another 1. Adventurers: While slavery has long been outlawed in the Dragon Empire. A fair purchase price usually includes the casting of the soul bind spell (at least 2. though. The effect of soul bind is permanent. they can exchange data with other computers or computerized devices as well. These experiments often backfire. Given the appropriate equipment. usually at great expense. the creator must decide whether or not to release the soul. so few people undergo it willingly. A spellcaster then casts soul bind on a recently deceased body. page 115). looking for those desperate enough to put up their soul in exchange for another shot at a semblance of life. since it's not worth the trouble to try to keep the soulmech from committing suicide at the first opportunity. and consciousness. Physical ability scores are determined by the capabilities of the robotic body (see Robots. young people with their full lives ahead of them who have yet to develop their skills and abilities. Soulmechs purchase armor just like any other adventurer. If the character's hit points reach –10. It is possible for an existing character to become a soulmech. is how they communicate with the many electronic components that make up and control their own bodies. A disabled soulmech suffers the same penalties and restrictions on action as an organic character. for the process decades in advance.
Soulmechs are internally powered and do not require recharging.34 34l 34 only way to save a soulmech whose neural net collapses is to cast a new soul bind before the soul departs and transfer it to another neural net. soulmechs often lack coordination and motor control. • Ambidexterity: Due to their artificial brains and robotic bodies. or spell components that must be consumed. not undead. The result of the dice roll is added to the characters' maximum hit points for their first class level. They can be repaired and healed by arcane magic. Cannot increase physical ability scores (Strength. Characters who have class levels when they become a soulmech retain the favored class of their original race. • Soulmechs have no sense of smell or taste. Soulmechs are unaffected by dispel magic or any antimagic field. • Low-light Vision: Soulmechs can see twice as far as a human in starlight. However. drugs. Cannot use spellware. • Soulmechs do not breathe. including energy drain. • Base Hit Points: Soulmechs receive the base hit points for their robotic bodies before adding their first class level. Soulmechs can learn. Languages: The character has the same automatic and bonus languages as he did before becoming a soulmech (the same as any member of his original race). and Use Device checks: Soulmechs have an innate understanding of machines. • Immunity to poison. bull's strength or gauntlets of ogre power). Soulmechs who can afford it can upgrade to new robotic bodies of different sizes (see Robots. soulmechs have minds and are therefore vulnerable to mind-affecting spells and effects. the spell that created the soulmech has run its course. Soulmechs are effectively immortal and do not age. Soulmechs also know Digital. he doesn't get any of the standard racial traits not specifically listed here. Soulmechs receive the Ambidexterity feat for free.g. Dexterity. and they do not eat or drink. • Immunity to necromantic or death effects that require or target a living body. Repair. • +2 racial bonus on Disable Device. Cannot be raised or resurrected. page 117). Soulmechs are subject to effects that target a living creature's spirit or soul. • Medium-size: As Medium-size creatures. For instance. a dwarf soulmech loses his stonecunning ability. • +4 racial bonus on Knowledge (mathematics): A soulmech's computerized mind can make calculations much more quickly and easily than an organic being's. subdual damage. No matter the soulmech's original race. moonlight. Soulmechs are subject to critical hits. and they sometimes make organic beings uncomfortable. soulmechs have no special bonuses or penalties due to their size. except for the prohibition on ingested spell components. Favored Class: Mechanist. A soulmech's robotic body is capable of moving extremely fast. +2 Intelligence. paralysis. and cast spells normally. • –4 racial penalty on Swim checks: Soulmechs do not have significant air pockets in their robotic bodies. Unlike true constructs. –2 Dexterity. Charisma). sleep. In effect. and they lack buoyancy as a result. All beginning soulmechs are Medium-size and gain 2d10 base hit points. prepare.. Soulmechs are living creatures. Soulmech Racial Traits • +2 Strength. They have minds and can suffer damage to their mental abilities. They do not age and cannot die of old age. A multiclass soulmech's mechanist class doesn't count when determining whether he suffers an XP penalty for multiclassing. • A soulmech's base speed is 40 feet. Maurice Spann (order #94458) chapter two: races 6 . –2 Charisma: Soulmechs' robotic bodies are more powerful than humans' and their computer-assisted minds can store more information and process it more quickly and precisely. unless it also works on objects. Soulmechs are effectively immortal. A new soul bind spell cast immediately after the character's death will allow it to be transferred to a new neural net. and damage or drain to physical ability scores. and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Cannot ingest potions. dis- • • • • • • • • • • • • • • • • • ease. Soulmechs cannot heal damage on their own and cannot be healed by divine magic. Wisdom. They cannot be turned or rebuked. which allows them to communicate with other machines. stunning. Cannot benefit from magic (spells or items) that enhances physical ability scores (e. Constitution) as the character advances in level. The character may still increase mental ability scores (Intelligence. torchlight. soulmechs do not favor one hand like organic beings. Immunity to any effect that requires a Fortitude save.
technological civilization of Dragonstar. The entries in this section only describe any changes. additions. and abilities. these classes are very similar to their counterparts in a traditional setting. Those barbarians who cling to their traditions have undying respect for each other. While the Dragonstar setting spans thousands of worlds scattered across the galaxy. Some barbarian traditionalists actually thrive in the Dragon Empire. such as the paladin.Chapter Three 35 35r 35 Classes Introduction Open Game Content in this chapter includes game rules. For the most part. Some classes. Indeed. Some barbarians cling to their old ways with the ferocity of a bear protecting its den. prestige classes. retraining themselves and choosing a different class. superstitious barbarians tend to decorate their arms and armor with the symbols of their clans and the gods of their homelands. While traditional barbarians are bound by personal definitions of honor and live to test themselves in close combat. and NPC classes that reflect their adaptation to the star-spanning. They see themselves as the last of a noble caste of true warriors who rely on their skills and their battle rage rather than cheap tools and tricks. We also introduce two new core classes and three new prestige classes that allow you to create and develop characters uniquely suited to adventure in the Dragon Empire. While they may seem out of place in the Empire. and material derived from the d20 System SRD. abilities. from remote areas that make the cities of these Outlands planets look cosmopolitan and sophisticated in comparison. Few barbarians who survive their first charge on a position held by soldiers armed with blasters and lasers fail to reassess the viability of their traditional views. In fact. we present the changes and additions to each of these classes. most adventurers still pursue the traditional paths represented by the standard classes of the d20 System core rulebooks. Even when they take advantage of this technology. they often hail from the roughest. have had to reinvent themselves to find a lasting place in a radically different cultural milieu. Many of these barbarians either return to their homelands or abandon the cultural values of their birth. barbarians come from the least civilized planets in the galaxy: the worlds of the Outlands. Barbarian From the perspective of those living in the Dragon Empire. many of these beliefs face a stiff challenge when they are exposed to the technology of the Empire. In this chapter. not the other way around. The class descriptions and backgrounds are designated as closed content. mechanics. Maurice Spann (order #94458) 6 . chapter three: Classes preview Original Classes This section discusses in detail any changes that affect the character classes you're already familiar with. class features. These classes often have skills and class features that are strikingly different from their counterparts in the Outlands. unless it's stated differently here. and special considerations. most primitive parts of those worlds. including all class names. they think the world should bend to their ways. There are many new weapons and armors that can help them improve their odds of survival in the worst firefights. you should assume that the standard rules apply in all cases. no matter their alignments or their allies. statistics.
Class Features Weapon and Armor Proficiency: When a barbarian takes the Technical Proficiency feat. martial weapons. A barbarian character cannot begin the game with the Technical Proficiency feat. Their talents were in greater demand than ever before. bards enjoyed a renaissance. With the birth of the Empire. They continued to practice their craft. Gods: Barbarians never abandon their old gods. undeveloped areas. They refuse to refer to them by the generic titles of the Unification Church and they never give up their traditional religious practices. Still. and there may be barbarians who hail from these protected lands. Throughout the centuries of star travel. they are the living embodiment of an ancient. offering the people of the galaxy something that mass-media holovid entertainment never could: music and knowledge that bubbled up from the wellspring of magic itself. You can add the Technical Proficiency feat later. Bards also began to take advantage of high technology. and exploration.Game Rule Information 36 36l 36 The following new rules apply to barbarians. But the magic in the music. endured. Technical Deficiency: Some planets in the Dragon Empire may still have wild. arcane tradition. bards were driven to the brink of cultural extinction by mass media and telecommunications. During the course of his adventures in the Empire. the special power of word and voice. your barbarian character may eventually become more familiar and comfortable with high technology. New Class Skill The barbarian's new class skill (and its key ability) is Freefall (Dex). Born of simpler times. subject to the normal restrictions (see page 90). he automatically becomes proficient with all high-tech simple weapons. exper- Maurice Spann (order #94458) 6 . Bards are not just storytellers and musicians. from the courts of the great throneworlds to the entertainment districts of cities across the Empire. contact. and medium armor. most barbarians come from the backwater reaches of the Outlands. light armor. bards protected their heritage in bardic colleges and secret societies scattered across hundreds of worlds. chapter three: Classes Bard The rise of technological civilization was a serious threat to the bardic tradition.
but only a rare few with an ancient gift could be bards. For example. Since bards have a natural gift for magic. Sorcerers are thought to have the blood of dragons in their veins. and while their recordings never captured the true magic of their tradition. but this belief nonetheless contributes to their aura and mystique. or even a star. and this brings its own special status. most people in the Empire consider them close cousins of sorcerers. Even bards from the Outlands are in high demand. their underlying themes and archetypes are eternal and enduring. Some bards became superstars. usually up to 300 feet away.imenting with new musical forms and capturing their performances on holovid for distribution to an audience of billions. New Equipment: Most imperial bards take full advantage of technological resources. These devices allow the bard's voice and music to be heard at a greater distance. and the folksy. Many find that while the details of these bards' stories and songs are unfamiliar. If your character receives the Technical Proficiency feat during character creation. they were nonetheless the elite performers and entertainers of the Empire. and Use Device (Int). These devices greatly improve the range of abilities based on bardic music and voice. A variety of instruments and headsets or clip-on microphones with built-in amplifiers are available. Class Features Weapon and Armor Proficiency: When a bard gains the Technical Proficiency feat. No one really believes that more than a trace of dragon blood can be found in most bards. Bards are also proficient in an archaic martial weapon of their choice (PHB 27). Anyone could become a musician. Additional range limitations listed for specific bardic abilities are not affected by this equipment. Urban Lore (Wis). 37 37r 37 Game Rule Information The following new rules apply to bards. People are constantly hungry for new stories. Research (Int). she automatically becomes proficient with all high-tech simple weapons and light armor. this weapon may be of the more technologically advanced versions described in Chapter 6: Equipment (see page 102). "authentic" style of Outlands bards is gaining popularity. a bard with a headset microphone is able to Maurice Spann (order #94458) 6 . chapter three: Classes preview New Class Skills The bard's new class skills (and the key ability for each skill) are Navigate (Int).
000 years of rule under the banner of Asamet. This tolerance lies at the heart of one of the Empire's founding tenets: No one can be persecuted or prosecuted based solely on moral alignment. and economic unification. The bard can easily pick up news. but they have not left their gods behind. contact between worlds. There are still dozens. This is particularly relevant in the opening decades of the anticipated 5. however. it's there lending strength to the whole. they would be persecuted on the basis of their very natures—the very natures given to them by the gods. Once he has the Technical Proficiency feat. The Dragon Empire is remarkably tolerant of all religions. Cleric The people of the Dragon Empire have long since reached past the heavens and into the stars. Its theology was a perfect fit for the worldview of an age of exploration. you can assume the bard spends some time absorbing information from worlds far and wide and so improves his storehouse of knowledge. if it were not. he is limited to knowledge gathered from his homeworld or planets he has visited personally. even hundreds. unless there has been some previous contact. His fascinate ability. of religions and beliefs that do not fit neatly within the church's doctrine. For example. The dragons of Asamet insisted on this basic right being written into the Imperial Charter.38 38l 38 project his voice much further than he can unaided. Evidence of the work of the gods runs through the galaxy like iron through steel. While this may frustrate characters of good alignment—particularly paladins—who want to weed out evil before it takes root. stories. was quite literally in the right place at the right time. their expansion into space has only strengthened the bond they have with their deities. the founder of the Unification Church. If anything. he has access to vast storehouses of information and the virtual library of the InfoNet. rumors. and cultural. While church scholars struggle to reinterpret these faiths Maurice Spann (order #94458) chapter three: Classes 6 . They knew that. Bardic Knowledge: Until the bard has gained the Technical Proficiency feat. they should realize that the protection extends to them as well. and legends from planets on the other side of the Empire. political. Even if you can't always see it perfectly. even those some consider evil. The prophet Nasuit. The ascendance of the Unification Church has been the single greatest revolution in religion since people began traveling to the stars. an Outlands bard has no chance to know anything about the Dragon Empire. is still limited to targets who can hear and see him within 90 feet. Once the bard has gained the Technical Proficiency feat.
tree. Protection. Law. ic will also be able to find a thematic match between her patron deity and one of the archetypes of the Unification Church. the character may be worshipping an aspect of that deity. Missionary clerics often travel the Outlands striving to bring this message to the unconverted. The vast ocean of space is just as much a part of the natural order as sun. Unification: If a cleric from an Outlands world worships a deity that shares at least one domain with one of the deities of the Unification Church and is within a step of that deity's alignment either way. Travel. Luck. Strength. and urbanization. Knowledge. while others have ignored it. Chaos. New Class Skills The cleric's new class skill (and its key ability) is Research (Int). Destruction. evil clerics must worship the Adversary. Magic. Earth. Ideally. Magic. she can convert to the Unification Church and suffer no penalties or hindrances for doing so. Druid One might think that druids would have no place in the Dragon Empire. Magic. At the DM's discretion. this choice can be taken out of the cleric's hands if her entire religious hierarchy converts. Destruction. Luck. Evil. industrialization. sky.DEITIES OF THE UNIFICATION CHURCH Deity The Destroyer The Father The Judge The Lover The Magus The Merchant The Mother The Reaper The Stormlord The Smith The Trickster The Warrior Domains Chaos. there could certainly be those who rebel against such a conversion. Death. Water Chaos. Law. Trickery Law. millions living on outlying worlds continue to worship their old gods. In an age of star travel. and heavy armor. and most neutral clerics honor both. War Alignment Chaotic evil Lawful good Lawful good Neutral good Neutral Lawful neutral Chaotic good Lawful evil Chaotic neutral Neutral Chaotic neutral Lawful neutral 39 39r 39 THE DUALIST DEITIES The Creator The Adversary Any but Evil or Chaos Any but Good or Law Lawful good Chaotic evil chapter three: Classes preview in ways consistent with that doctrine. Many druids nonetheless oppose the ascendance of the machine and the spread of great cities across once- Class Features Weapon and Armor Proficiency: When a cleric takes the Technical Proficiency feat. Destruction. Trickery Knowledge. she automatically becomes proficient with all high-tech simple weapons. Evil. Magic. Law. Knowledge. the cler- Maurice Spann (order #94458) 6 . Law. Good. Game Rule Information The following new rules apply to clerics. The ships that sail upon it have opened up new possibilities to explore and learn from countless worlds. Water Fire. Strength. Protection Animal. Plant Death. If the character chooses. and beast. Healing. Water Knowledge. emphasizing the totality of the opposition rather than one side of it. Luck. Protection. Trickery Animal. Some of these traditionalists have simply never heard the Unification Church's message. War Good. Of course. Travel. Luck. Knowledge. Trickery Air. Earth. and the character may well be among them. what room is there for the peace and tranquility of the sacred grove? Druids nevertheless thrive in the Empire. medium armor. Protection. Knowledge. War Good. The Dualist Heresy: Clerics may also convert to the Dualist Heresy. Good. light armor. Healing. Good clerics must worship the Creator.
this is certainly not its official position. preferring a more spiritual path to communion with the natural world. idyllic harmony with nature. and universities across the Empire. Characters with the Technical Proficiency Maurice Spann (order #94458) 6 . you may choose to take the Technical Proficiency feat for free. Most druids simply strive to protect nature—especially the surviving wildernesses of the Outlands—and explore new ways for civilization and nature to coexist. Knowledge (any science skills. and environmental engineers. Many druids study and work in the life sciences fields. Perhaps it is because of the many challenges with which technological civilization confronts the natural world that druids are so common in the Empire. though they are often recruited from the ranks of student and political activist groups. and Navigate (Int). which they view as the ultimate corruption of the spiritual by the mechanical. Some outsiders view the secret society of druids as a large conspiracy out to destroy the technological foundation on which galactic civilization was built.4 0 40l 40 chapter three: Classes pristine worlds. The secretive and elusive Druidic Society recruits its members from universities. Technical Proficiency: When you create a druid character. While most citizens are completely unaware of its existence. They are botanists. Game Rule Information The following new rules apply to druids. the Druidic Society is an influential political force working behind the scenes in the Dragon Empire. government agencies. They are also proficient with all high-tech simple weapons. Class Features Weapon and Armor Proficiency: Druids who take the Technical Proficiency feat become proficient with all high-tech light armor. They believe the druids long for a time when all people will once again live in some imagined. They are sometimes appalled by the apparent contempt that many people show for the natural world. New Class Skills The druid's new class skills (and the key ability for each skill) are Freefall (Dex). ecologists. Others avoid the sciences. These druids come from all walks of life. While there probably are such extremist factions within the Druidic Society. Most druids despise the very idea of soulmechs. just like other characters from the Empire. taken individually). research institutes. zoologists.
Some work as mercenaries or as the hired guns of criminal organizations and syndicates. they rely on their physical skills and training to carry them through a battle. but the Dragon Empire is still a violent place. The tools of war may be different. Despite the vast differences in the weapons they wield. In this case. and they rarely shy away from danger. Druids who do not take the Technical Proficiency feat do not receive the new weapon and armor proficiencies. Handle Animal and Ride are cross-class skills for imperial fighters. in corporate security. Freefall (Dex). chapter three: Classes preview Maurice Spann (order #94458) 6 . liberal faction of the Druidic Society. They are restricted to the same archaic weapons and armors as druids from the Outlands. They are both students of combat and war. and Pilot (Dex). a 1st-level traditionalist druid casts spells as a 2nd-level druid. fighters from the Empire and those from the Outlands have much in common.feat gain the new weapon and armor proficiencies listed above. or in the Imperial Legions. Many fighters serve in planetary militias. The character may cast 4 0-level spells and 2 1st-level spells per day. plus any bonus spells for a high Wisdom score. your character is aligned with the majority. The druid is also considered a 2nd-level caster for all spell effects—such as duration or range—determined by caster level. You may also choose not to give your character the Technical Proficiency feat. Fighter Fighters are perhaps the least different from their counterparts in the Outlands than any other class. Game Rule Information The following new rules apply to fighters. they cast spells as a druid one level higher than theirs. in the special-operations units of police forces. However. For example. and they suffer no penalties or restrictions on their druidic class abilities. traditionalist faction of the Druidic Society. 41 41r 41 New Class Skills The fighter's new class skills (and the key ability for each skill) are Demolitions (Int). but fighters still make their fortunes by their prowess in battle. The way of the sword may have been replaced by the way of the gun. Druids of this sort are aligned with the radical.
she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor. Monks do not gain the Technical Proficiency feat for free at 1st level like characters of other classes do. In the Dragon Empire. Speed Load. and they can move faster than all but the swiftest foes. They are among the most respected people in the Empire as a result. monks devote their lives to meditation on the mysteries of the universe and to attuning themselves to it body and soul. Dug into the rock of barren asteroids or airless moons like fragile bubbles on a drying beach. Gunner. Like their counterparts in the Outlands. but for those traditional peasant weapons that their kind have used for millennia on countless worlds. some monasteries are even more remote than those in the Outlands. these enclaves are only reachable by teleportation or spacecraft. but those who enter without permission find naught but peril. Welcome guests are treated like princes. chapter three: Classes Game Rule Information The following new rules apply to monks. Technical Proficiency: Monks believe that technological mastery of the universe is a self-destructive illusion. In a civilization dominated by technology.Class Features 42 42l 42 Weapon and Armor Proficiency: When a fighter takes the Technical Proficiency feat. Bonus Feats: The fighter can choose bonus feats from the following list. Two-Gun Shooting. The power of a monk's blows can be more powerful than a bullet. Improved Shot on the Run. Monk More than any other class. Maurice Spann (order #94458) 6 . Mobile Shot. monks deny themselves the advantages of weapons and armor. Improved Far Shot. monks have held to their traditions in the face of monumental change. Class Features Weapon and Armor Proficiency: Monks with the Technical Proficiency feat gain proficiency with all high-tech simple weapons and all high-tech light armor. in addition to the standard ones: Autofire. New Class Skill The monk's new class skill (and its key ability) is Freefall (Dex). Crack Shot. Pressing Attack.
the Judge. In response to these orders. Many serve in the elite special-operations units of the militant arms of the church. the attack misses. the dragon lords of Asamet have sponsored the creation of blackguard chapter three: Classes preview Maurice Spann (order #94458) 6 . If the monk succeeds. The order's unit insignia is a silver sword on a blazing golden sun. Paladins are the sacred warriors of the Unification Church. the Mother. so the evil clans cannot move against them overtly. Evade Fire (Ex): At 4th level. Only the sects of the Father. Leap of the Clouds: Although a monk's leaping ability is no longer limited by her height once she gains this ability. organization. and purpose. and the power to defeat evil. and the Warrior have active orders. The dragon lords of Asamet. A monk can use this ability a number of times per day equal to his Wisdom modifier. a monk gains the ability to evade fire from all types of firearms. They still arm themselves with the compassion to pursue good. SOLAR. 43 43r 43 Paladin The time when armored knights mounted great warhorses and charged into battle armed with lance and sword is an age long past for most of the imperial worlds. but they are legally protected by the Imperial Charter. their spiritual ones are not. The order was founded by a half-dragon paladin of gold lineage and is protected and sponsored by House Deserene. though they seldom do. assists in Qesemet's ongoing military operations against the forces of evil in both the Empire and the Outlands. Each has its own charter. One thing that has not changed is the paladin's code. For example. While their physical weapons are different. when the monk would normally be hit by a shot or burst from a firearm. The monk must be aware of the attack and not flat-footed. These traditions survive only as spiritual and symbolic images for the paladins of the Dragon Empire. Attempting to evade fire doesn't count as an action. including 1st level.They may choose this feat whenever they are eligible for a new feat. the elite special forces unit founded by the sect of the Father. despise the paladins and their orders. These military orders usually have strong ties to the Royal Houses of Qesemet. he may make a Reflex saving throw against a DC of 20 (if the weapon has a magical bonus to attack. Once per round. according to the precepts its sect. the will to uphold law. They may also gain this feat for free when they spend at least one full level adapting to and learning the use of technology. the DC increases by that amount). variable gravity still has its normal effect. which lends them legitimacy and authority. of course.
though the paladin can be prosecuted for using it without proper cause. paladins gain several class skills to aid them in their specialized role on the modern battlefield. while resisting the other. Jump (Str). and Pilot (Dex). Imperial rangers are scouts. is opposed by an order of blackguards in service to the Adversary. see Chapter 6: Magic Items. They wander from world to world. chapter three: Classes New Class Skills The paladin's new class skills (and the key ability for each skill) are Climb (Str). They are masters of the woods and wild places. Spot (Wis). Some paladins who heed the call serve no established church. As the elite commandos of holy military orders. Divine spellware does not cost the paladin credits. in turn. Regardless of the careers they choose. For most paladins. even those for which modern medical science has no cure. Detect Evil: While a paladin can still detect evil normally. Freefall (Dex). These paladins often serve with distinction in planetary garrisons or police forces. In Dragonstar. The paladin's social and political order was founded on compromise and tolerance of opposed moral alignment. Class Features Weapon and Armor Proficiency: A paladin with the Technical Proficiency feat is proficient with all hightech simple and martial weapons and all high-tech armor. while others wander the Outlands confronting evil and wielding purity like a greatsword. and they serve these isolated colonies as protectors and guardians. Divine Spellware: Paladins gain exclusive access to divine spellware. rangers are not the twin-weapon wielding melee specialists they are on many Outlands worlds. magical enhancements that imbue them with the power of their deity. Divine spellware is created and implanted in the paladin by clerics of the paladin's sect or order. however. and professional hunters who rarely feel at ease in the great cities. this is inevitable and unavoidable. in the Galaxy Guide. he may purchase divine spellware enhancements of his choice. it is illegal for him to act on the information the ability reveals. Rangers are often part of the first settlement teams to colonize an Outlands world. sometimes in service to a government or corporation. Smite Evil: This power works normally. Listen (Wis). explorers. Ranger There are countless untamed worlds in the Outlands. sometimes following their own internal compasses wherever they lead. explorers. There is also a Dualist order of paladins devoted to the Creator. but the character must pay the listed XP cost when it is implanted. Order and Morality: In the Dragon Empire. Of course. Special Mount: Imperial paladins no longer have the ability to summon a special mount at 5th level. hunters. imperial paladins lose some of the class skills of their counterparts in the Outlands.4 4 44l 44 orders serving the Destroyer and the Reaper. rangers are always at home in the wildest reaches of the Outlands. and protectors. The paladin must also witness the commission of evil before he can take action against the wicked. A paladin of the Order of the Judge. Handle Animal and Ride are cross-class skills for imperial paladins. may occasionally have to interact with drow officers of the Imperial Special Police Directorate. Most paladins struggle mightily with their sometimes-opposed duty to uphold the law and commitment to fight evil. For more information on divine spellware. serving as advanced scouts and commandos. for instance. Given their affiliations with the Royal Houses of Asamet and Qesemet. and the ranger's goal is to explore them all. It. and the paladin cannot defend one Game Rule Information The following new rules apply to rangers. Maurice Spann (order #94458) 6 . Swim (Str). Divine Health: A paladin is immune to all diseases. the paladin's call is not always issued from within one of the Twelve Sects of the Unification Church or from the Dualist temples. Rumors that the paladins and blackguards of these rival orders have clashed in covert engagements on several occasions have never been confirmed. a paladin may find that he has to associate with those of evil alignment on a regular basis. However. Both orders are extremely secretive and little information about their organization or activities is available. this violence would constitute a violation of the Imperial Charter. Game Rule Information The following new rules apply to paladins. As long as the paladin is in good standing with his church. Others are attached to special military units. Some believe the dragon lords simply use their paladins and blackguards as pawns in a war for supremacy that never really ended.
Favored Enemy: A ranger with the Technical Proficiency feat who takes constructs as his favored enemy gains the related bonuses when fighting soulmechs. Navigate (Int). are not immune to critical hits. • Hill: Any area with rugged but not mountainous terrain. and Wilderness Lore checks when using these skills in this type of terrain. Intuit Direction. includes swamps. The ranger's base speed is also increased by 5 feet when he's operating in his favored terrain. Special Feats: Imperial rangers do not gain the ability to fight with two weapons in light armor as if they had the Ambidexterity and Two-Weapon Fighting feats. However. • Mountains: Rugged. These are true feats and are not limited by the armor the ranger wears. Move Silently. Favored Terrain: At 2nd level. Knowledge (nature). a 15th-level ranger will have four favored terrains. • Desert: Any dry area with sparse vegetation. and Pilot (Dex). 14th. Listen. waterlogged areas. chapter three: Classes preview Maurice Spann (order #94458) 6 . • Marsh: Low. Soulmechs. They gain the Point Blank Shot and Far Shot feats for free. the ranger gains a +1 circumstance bonus to Hide. • Aquatic: Fresh or saltwater. • Forest: Any area covered with trees. and 18th level). with bonuses of +4. flat. and the bonus associated with every previously selected favored terrain goes up by +1. icy areas. a ranger may select a type of terrain as a favored terrain. • Arctic: Cold. the ranger may select a new favored terrain. +3. includes tundra and glaciers. For example. The following are possible types for a ranger's favored terrains. +2. so bonus weapon damage does apply. Spot.New Class Skills The ranger's new class skills (and the key ability for each skill) are Freefall (Dex). Rangers are no more likely to train in these combat styles than other classes. she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor. Due to his extensive training and experience operating in this terrain. higher elevation than hills. and +1. unlike magical constructs. 45 45r 45 Class Features Weapon and Armor Proficiency: When a ranger takes the Technical Proficiency feat. At 6th level and at every four levels thereafter (10th. imperial rangers are expert marksmen.
his overland movement rate increases by two steps. While they aren't technicians or engineers. grasslands.4 6 46l 46 • Plains: Any fairly flat area that is not a desert. the rogue's steady hands and careful aim are the equal of most any soldier's. marsh. and they thrive in the star-spanning civilization of the Empire. and bypass electronic locks and safeguards. They know how to hack into computers. Of all the core classes. Armed with a blaster. New Class Skills The rogue's new class skills (and the key ability for each skill) are Cryptography (Int). he need only make the check once per eight-hour period of travel. and freelancers. Demolitions (Int). The ranger must make the check every hour that he hustles. pirates. If the check is successful and the ranger is traveling alone. a ranger gains the ability to make a Wilderness Lore check to locate or blaze a trail through trackless terrain while traveling overland (PHB 143). chapter three: Classes Rogue The rogues of the Dragon Empire are thieves. covert operatives. PATHFINDING Pace Walk Hustle DC 20 25 If the ranger is walking. the improvement is only one step. smugglers. from trackless to road (trail). though. Rogues have also taken advantage of developments in weapons technology. or forest. Maurice Spann (order #94458) 6 . Pathfinder: At 1st level. rogues are perhaps the most versatile and adaptable. scouts. The DC of the check depends on the pace at which the ranger is traveling. gangsters. • Underground: Subterranean areas. from trackless to highway. Few rogues can match the might and fortitude of an Outlands warrior. deactivate alarms and security systems. imperial rogues are proficient with technology. Game Rule Information The following new rules apply to rogues. If the ranger is leading a group.
Whether fact or fiction. and Use Device (Int). In effect. heavy autopistol. Sneak Attack: This ability does work on soulmechs. Familiar: Familiars have a pro- Maurice Spann (order #94458) 6 . a familiar in the company of his master is considered an extension of the master. light autopistol. tected and privileged position in imperial society. he gains proficiency with all high-tech simple firearms. sorcerers wield arcane magic like the dragons do. that position is somewhere between a common animal's and a citizen's. and this affords them a privileged position in imperial society. Class Features Weapon and Armor Proficiency: If a rogue takes the Technical Proficiency feat. Familiars are allowed in any area open to passengers on a starship and in most public places in cities. as long as the rogue has the Technical Proficiency feat. holdout laser. Legally. so they are not immune to a rogue's bonus damage for sneak attack. Pilot (Dex). Most sorcerers are raised among the aristocracy of the Empire. she automatically becomes proficient with the holdout pistol. Rogues who are Medium-size or larger are also proficient with all Medium-size simple firearms. and blaster pistol. but in the Dragon Empire. chapter three: Classes preview Game Rule Information The following new rules apply to sorcerers. Bonus Language: A sorcerer can substitute Draconic for one of the racial bonus languages he receives.Freefall (Dex). laser pistol. and the lengthy quarantines that mundane animals are sub- 47 47r 47 Sorcerer Sorcerers are viewed with fear and suspicion on some Outlands worlds. though no scientific evidence has ever been presented in support of this belief. Urban Lore (Wis). Rogues are proficient with all high-tech light armor. their natural affinity for magic grants them special status. Sorcerers are commonly thought to be related to the great dragons themselves. Navigate (Int). Soulmechs are subject to critical hits. Class Features Weapon and Armor Proficiency: When a sorcerer takes the Technical Proficiency feat. They are allowed on any planet under imperial rule. Crippling Strike: This ability does not work on soulmechs or other robots.
This view isn't a common one—most people don't know the differences between a wizard and a sorcerer— but there is an irrational undercurrent of prejudice against wizards in the Dragon Empire. but these institutions share little in common with mundane centers of academics. Sorcerers and dragons claim that the effort necessary for wizards to wield magic is evidence that they weren't meant to: If wizards were meant to use magic. there are hundreds of colleges. On the other hand. and colleges of wizardry are almost exclusively very small. universities. The aristocracy might publicly dismiss them. Maurice Spann (order #94458) 6 .4 8 48l 48 ject to are waived for familiars. but only the foolish or deluded ignore the evident power and skill of wizards. and secret societies devoted to the study and teaching of magic. New Class Skills The wizard's new class skills (and the key ability for each skill) are Navigate (Int) and Research (Wis). but they are often met with raised eyebrows or knowing smirks by those in privileged positions. they say. Perhaps unconsciously. many of those with the natural gift of magic view wizards as presumptuous tinkerers greedy for power who don't know their proper place and spend their lives trying to reach beyond their station. wizards spend long years in intensive study to learn their art. This training is much more formal than it typically is in the Outlands. The most obvious difference is in the sizes of their enrollments: Wizards— even student wizards—are extremely rare. The bias against wizards in the Dragon Empire only goes so far. They may spend long hours experimenting in arcane laboratories and examining ancient tomes. the master is also responsible for his familiar—the master can be held legally accountable for anything the familiar does. Despite the subtle discrimination wizards face. the gods would have gifted them with the power. Wizards are free to practice their craft in the Dragon Empire. but no one truly doubts the ability of these eccentric practices to create powerful magic. preferring the traditional path of apprenticeship under a mentor. W izard While sorcerers are gifted with a natural talent for magic. Some would-be wizards avoid these institutions altogether. chapter three: Classes Game Rule Information The following new rules apply to wizards.
But pilots are the true professionals. 4 9 49r 49 New Classes There are two new core character classes in Dragonstar: the pilot and the mechanist. Wizards do not enjoy the social prestige of sorcerers. but their familiars are still tolerated and even protected in the Empire. Otherwise. nor can you multiclass into them. Others run charters for the wealthy or the desper- Maurice Spann (order #94458) 6 . See Chapter 8: Magic for more information. Many pilots offer their vehicles and their expertise for hire.Class Features Weapon and Armor Proficiency: When a wizard takes the Technical Proficiency feat. Spellbooks: If a wizard has the Technical Proficiency feat. boats. it will only take him a few minutes behind the wheel or control stick to get acquainted. she gains proficiency with all high-tech simple firearms. If you don't have the Technical Proficiency feat. These classes are rooted in the technological civilization of the Dragon Empire. Most imperial citizens know how to drive ground cars and hovercraft. Adventures are often a pilot's best opportunity to demonstrate his skills. and starships. chapter three: Classes preview Pilot The Dragon Empire spans hundreds of star systems and its largest cities are as expansive as the territories of many nations on Outlands worlds. Familiar: All the same rules governing sorcerers' familiars are applicable to wizards' familiars as well. If a pilot isn't familiar with a certain vehicle model. and safe transportation. Some smuggle contraband from port to port. Vehicles of all kinds are the pilot's livelihood. They are treated in all other ways just like the standard classes. she can maintain her spells in a datapad rather than an archaic spellbook. trucks. fast. there are no other general restrictions on pilots and mechanists. especially those that involve a journey. Adventures: Pilots can play a key role in any adventure. Many can pilot civilian aircraft. Bonus Feat: A wizard with the Technical Proficiency feat can add Implant Spellware to her standard list of available bonus feats. planes. They are familiar with a wide variety of cars. you can't choose either of these classes. This civilization couldn't function without reliable. Pilots are more than glorified chauffeurs: They're able to handle their vehicles like a fighter wields a blade.
Intelligence is also important for operating the technological systems on which vehicles rely. Class Features All of the following are class features of the pilot. Navigate (Int). Jump. willing to do anything for the promise of riches. or decorate their cockpits with religious icons and keepsakes. Climb. the life of a bush pilot or free trader offers them the independence they crave. Craft (Int). Halflings are perhaps more at home in the cockpit than other races. Escape Artist. Hit Die: d6. Hide. Alignment: Pilots may be of any alignment. Aboard a starship. a vehicle in the hands of a skilled pilot can be a dangerous weapon and also a place of refuge and safety for the rest of the group. healing. Pilots are still capable when forced to leave their machines behind. Repair (Int). Despite their diverse backgrounds. Profession (Int). Weapon and Armor Proficiency: Pilots are proficient with all simple and martial weapons and all light armor. Chaotic pilots may be smugglers who earn their living at the expense of the law. and Tumble. Use Device (Int). and if necessary.50 50l 50 ate. Religion: Pilots who ply their trades within the atmosphere of a planet usually worship the Stormlord. Traders and commercial pilots often honor the Merchant. Jump (Str). Pilot (Dex). The far reaches of space remind the drow of the inky blackness of their subterranean realms. Many starship pilots learned their trade simply as a way to escape their homeworlds and see the galaxy. Charisma is important for independent pilots. For others. It's the pilot's job to get the team from one place to another safely. Skill Points at 1st Level: (4 + Int modifier) x 4. military pilots usually worship the Warrior. Pilots cheat the odds for a living. Other Classes: Pilots. of course. Others learned their craft through private lessons or trained with a veteran mentor. Armor check penalties for some types of armor apply to the skills Balance. Climb (Str). Gnome pilots benefit from their affinity for mechanical things. remote outposts. Half-dragons—especially the ones who cannot fly under their own power—revel in flight and are natural pilots. Freefall (Dex). are at their best when they're at the controls of their vehicles. Abilities: Dexterity is the most important ability for pilots. chapter three: Classes Class Skills The pilot's class skills (and the key ability for each skill) are Bluff (Cha). talk their way out of entanglements with the law. scouting. whether into a bad part of town or a dangerous Outlands world. Pilot. no one can match the pilot's confidence or skill. such as gunnery or sensors. Background: Pilots are found in all parts of the Dragon Empire. Game Rule Information Pilots have the following game statistics. because it's what they most rely on when they're at the controls of the vehicles. Some make their living by traveling where no one else wants to go. Maurice Spann (order #94458) 6 . members of the pilot's team can man other stations. and most will take any edge they can get. Many pilots paint the symbols of their chosen deities on the hulls of their vehicles. Alignment: Any. especially in space. Races: Pilots can be of any race. Some were trained by the military as combat pilots. Skill Points at Each Additional Level: 4 + Int modifier. as it helps them find customers. While any character can learn to operate a vehicle. Characteristics: A pilot doesn't have a fighter's training in personal combat or a sorcerer's knack for magic. pilots have a lot in common. but he can handle a vehicle like it was a part of him. and isolated colonies. Orcs sometimes lack the discipline to be good pilots. Also. Swim (Str). while the pilot flies the ship. Pick Pocket. but they need the support of others for fighting. Lawful pilots always follow traffic laws and are scrupulous in maintaining their vehicles. Good pilots are the kinds who aid those in need. and Use Rope (Dex). and spellcasting. Dwarves are fond of all manner of ground vehicles. Swim checks suffer a –1 penalty for every five pounds of armor and equipment carried. negotiate deals. though they enjoy the power and control of a lethal machine at their command. though some—usually evil—pilots who revel in the violent power of their war machines follow the Reaper or the Destroyer. Spot (Wis). Pilots are often the only link to the outside for places like space stations. responding to a distress call no matter how urgent their own business. and many get an elemental rush from piloting an aircraft safely through a storm. Elves make excellent pilots. Pilots often take up the profession to test their skills against powerful machines and the fickle forces of nature. When it comes to a fight. while humans are often drawn to the challenge and danger of piloting. Evil pilots may be pirates or mercenaries. but they usually don't like flying. Move Silently. and they excel at the controls of starships of all kinds. A veteran pilot in a rundown vehicle can run circles around an amateur in a cutting-edge rig. Intuit Direction (Wis). while smugglers pay homage to the Trickster. Like most soldiers.
12th. and 18th). as long as the attacks are made with weapons mounted on or integral to a vehicle he is piloting. swerves. The pilot gains another bonus feat every four levels thereafter (5th. At 1st level. The increased threat range does not apply to any attacks made by characters other than the pilot. Maurice Spann (order #94458) 6 . Bonus Feats: At 1st level. the threat range of weapons mounted on or integral to the vehicle he is piloting is increased by 1. Divide the damage by two before subtracting the vehicle's hardness or damage resistance. and 20th). dives. 15th. and this bonus increases by +1 every three levels thereafter (6th. This bonus increases to +2 at 9th level and +3 at 16th level. The pilot can use this ability twice per day at 12th level and three times per day at 20th level. the pilot banks. the pilot can make a Reflex save (DC 20). a pilot can sense the weaknesses of his opponent's vehicle and has an uncanny knack for scoring direct hits on them. when the pilot's vehicle is hit by an attack. At 3rd level. 9th. 9th. Speed Demon (Ex): A pilot knows how to coax all the power from his vehicles' engines. the top speed of any vehicle operated by the pilot is increased by 5. he gains this bonus on all ranged attack rolls made using the robot's weapons. 15th. If the pilot is operating a robot remotely. the pilot gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. Gunner's Instinct (Ex): At 5th level. and the vehicle takes only half damage. speed demon Dogfighter +1 Pilot evasion Bonus feat. dogfighter +2 Gunner's instinct +2 +3 +4 Bonus feat Gunner's instinct +3 Dogfighter +3 Bonus feat +5 chapter three: Classes preview +6 Gunner's instinct +3 Defensive Maneuvering (Ex): In combat.THE PILOT Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Ref Will Save Save Save +0 +2 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Bonus feat. If the saving throw is successful. or otherwise maneuvers his vehicle sufficiently to avoid the brunt of the attack. a pilot becomes so attuned to his vehicle and to the flow of the fight around him that he is able to anticipate a hit and minimize its effects. Pilot Evasion (Ex): At 4th level. For the pilot's ranged attacks only. a pilot gains a +1 competence bonus on ranged attack rolls. a pilot is always maneuvering to maximize his vehicle's defensive strengths and protect its weaknesses. Dogfighter (Ex): At 2nd level. Once per day. gunner's instinct +1 +2 Vehicle AC Bonus 51 51r 51 +1 Bonus feat. The threat range is increased again by 1 every five levels thereafter (10th. any vehicle or robot a pilot is operating gains a +1 dodge bonus to its AC.
Raptor's Instinct. but they prefer to devote themselves to understanding the HUMAN PILOT STARTING PACKAGE Armor: Flight suit +4 AC. while others do it for the unique challenges the adventuring life presents.. and repair the machines and equipment. at least temporarily. two minicells. Credits: 4d4x10 cr. and engineer creative solutions on the fly. Mechanists are always honing their skills and developing their knowledge. backpack. Feat: Aircraft Piloting. They do not deny the existence of the gods. Gear: Datapad. A few see themselves as sorcerers of science. gnome. Armor: Flight suit +4 AC. while evil mechanists are more likely to specialize in sabotage. half-dragon. speed 20 ft. Low-G Tolerance. Chaotic mechanists always seem to be putting things back together with improvised parts and electrical tape. Mechanists are masters of the sometimes-arcane principles and practices of science and engineering. or orc. Bonus Feat: Eliminate the human's bonus feat. personal communicator. toolkit. Tiny. he can repair just about any mechanical device—or jury-rig a reasonable substitute. 2 lb. Gunner. Mechanist The Dragon Empire is built on high technology. 6 lb. break it. Keenblade dagger (+1 attack bonus. Bonus Feat: Improved Initiative (human only). and other destructive pursuits. ALTERNATIVE PILOT STARTING PACKAGE Same as human. They don't work magic—at least not the traditional kind—and they aren't skilled combatants. demolitions. crit 17–20/x2. Remote Operation. Given adequate parts and tools. Characteristics: Mechanists are among the most skilled professionals in the known galaxy. Gearhead. ALTERNATIVE PILOT STARTING PACKAGE Same as human. specialized toolkit (mechanics). Energy (fire). High-G Tolerance. They often jump at any opportunity to get away from the routine.. 6 lb. flare gun. and it depends on those who craft. except Race: Drow. Weapons: Laser pistol (2d10. but their services can be as important to the modern soldier as the weaponsmith's were in the days of old. chapter three: Classes Skill Ranks Ability Armor Freefall 4 Dex Intuit Direction 4 Wis Listen 4 Wis Navigate 4 Int Pilot 4 Dex Repair 4 Int Spot 4 Wis Swim 4 Str * Use Device 4 Int * –1 per 5 pounds of equipment. three flares. Mechanists are the technicians and engineers who seem to have an almost supernatural connection to and understanding of technology. elf. Small. halfling. half-elf. and their ideas are usually a few steps ahead of the technology curve. 1 lb. Aircraft Piloting. Religion: Many mechanists avoid organized religions. Bonus Feat: Eliminate the human's bonus feat. Vehicle Dodge. Skill Selection: Pick a number of skills equal to 4 + Int modifier. Improved Initiative. Bonus Feat (Pilot): Starship Piloting. They seize every opportunity to research and investigate new technologies. except Race: Dwarf.. Space Jockey. Starship Piloting. A mechanist can look at a malfunctioning machine and immediately know what is wrong with it. Born Spacer. The pilot is not limited to this list when choosing those feats. Good mechanists often focus on improving the lives of others. half-orc.. speed 30 ft. These feats are in addition to the feat a character of any class gains every three levels. and 17th). Some follow the path of adventure for money. Evasive Piloting. Combat Ace. Gunner's Eye. flashlight. They long to discover new technology. maintain. crit x2. Zero-G Tolerance.52 52l 52 13th. Autofire. Alignment: Mechanists can be of any alignment. Lawful mechanists often concentrate on engineering design and preventative maintenance. sunglasses. These bonus feats must be drawn from the following list: Alertness. Adventures: Many mechanists lead lives filled with repetition and boredom. 1d4. Ram. Piercing. Maurice Spann (order #94458) 6 . two datachips (blank). They're not trained to excel in battle. Lead Foot. keepers of the secrets that are just as important as magic in keeping the Empire running smoothly. but they know more about science and technology than anyone else.
Races: Mechanists can be of any race. Mechanists must often tread carefully around druids. and you don't go to a cleric if your blaster is jammed. but they often feel that only one of their own can really understand them. 53 53r 53 chapter three: Classes preview Maurice Spann (order #94458) 6 . as the reductionism of its theology appeals to them. but they both devote themselves to the pursuit of knowledge that few others share. rituals. and they usually work well as part of a team. and tools are different. the patron of technology. especially the traditionalists. Mechanists enjoy a certain camaraderie no matter where they go. when two mechanists get together. Many soulmechs who followed different paths in their organic lives become mechanists after awakening in their robotic bodies. too. but also a love of all things mechanical that reaches back to childhood.gods' design through science. everyone else is usually driven away by the incomprehensible nature of their conversation. Orcs and half-orcs often lack the native intelligence and technical backgrounds necessary for mechanists. Elves and half-elves often find it impossible to be passionate about lifeless mechanical things. soulmechs are probably the finest mechanists in the known galaxy. Most adventurers depend on technology and most know next to nothing about how the devices they rely on actually work. Mechanists and wizards often develop close friendships: Their theories. Because they are part machine themselves. They seem able to recognize each other from across the room. or the Magus in his aspect as the source of scientific knowledge. most worship the Smith. Dwarves are often mechanists. Background: Most mechanists have formal training in science or engineering. Of course. Mechanists and clerics sometimes find themselves at odds and must usually come to some mutual understanding about their roles: The mechanist can't heal wounds or save souls. Drow and halflings can make fine mechanists. but they can usually get along if they are respectful of each other's work and beliefs. though they often lack the patience or discipline for precise technical work. though most are gnomes or humans. They have little or no common ground. Other Classes: Mechanists take well to the life of an adventurer. and they are always eager to find another with whom they can converse intelligently on technical and scientific issues. others have learned their trade through apprenticeship to a master mechanist. Of those mechanists who are religious. Some mechanists have been drawn to the Dualist Heresy. While some mechanists have studied at universities or technical institutes. Many half-dragons feel the mechanist's "dirty work" is below their station. Mechanists enjoy the company of others. though they tend to prefer large-scale construction and engineering.
Dexterity is also sometimes important for mechanists. • Traps: All mechanical traps. If the check is successful. Hacker. Demolitions (for explosives only). • Rifles: All Medium-size and Large firearms. includes grenades. Jury-Rig: At 1st level. Alignment: Any. Traps: Like rogues. • Spacecraft: All spacecraft.Game Rule Information 54 54l 54 Mechanists have the following game statistics. Most of a mechanist's core skills are based on Intelligence. The following lists possible device classes for a mechanist's favored techs. etc. A high Intelligence also gives the mechanist extra skill points.and rotary-wing aircraft. Craft (Int). • Aircraft: Fixed. and Use Device checks when using these skills on or with this type of device. Research (Wis). However. walkers and hovercraft. a 15th-level mechanist will have four favored techs. Due to his extensive training and experience operating this technology. Search (Int). and +1. Demolitions (Int). When a gun Class Skills The mechanist's class skills (and the key ability for each skill) are Appraise (Int). 14th. Skill Points at Each Additional Level: 8 + Int modifier. a mechanist may select a class of equipment or type of device as a favored tech. Low-G Tolerance. Concentration (Con). the mechanist gains a +1 circumstance bonus to Craft. the device is inherently unstable. It will completely malfunction or cease operating if any of the following conditions are met: • The device takes a critical hit in combat. the mechanist may select a new favored tech. Skill Points at 1st Level: (8 + Int modifier) x 4. for working in tight spaces or doing precision work on small components. chapter three: Classes Class Features All of the following are class features of the mechanist. Knowledge (any science or technical knowledge skills. • Watercraft: Ships and submersibles. The mechanist must make another Repair check and the task takes the standard amount of time. +3. and the bonus associated with every previously selected favored tech goes up by +1. Jury-rigged jobs can be redone when the mechanist has the time and parts. • Electronics: All electronic devices. even though he lacks the components or time (or both) to do the job properly. These bonus feats must be drawn from the following list: Born Spacer. Pilot (Dex). • Machines: Miscellaneous mechanical equipment not included in another category. Freefall (Dex). Disable Device. the mechanist can improvise or scavenge sufficient spare parts and the repair takes half the time it normally would. The mechanist gains an additional bonus feat at 6th level and every five levels thereafter (11th and 16th). • Handguns: All Tiny and Small firearms. includes vehicle weapons. Weapon and Armor Proficiency: Mechanists are proficient with all simple weapons and with light armor. • The character wearing the device suffers a critical hit in combat. High-G Tolerance. At 6th level and at every four levels thereafter (10th. Space Jockey. so Intelligence is their most important ability. • Explosives: All explosives and explosive weapons. Guerilla Repair: Sometimes a mechanist doesn't even have time for a jury-rigged repair. includes computers and sensors. the mechanist gets a bonus feat in addition to the feat than any 1st-level character gets and the bonus feat granted to humans. and 18th level). and Zero-G Tolerance. • A character using the device for an attack or skill check rolls a 1. the repair is permanent. the mechanist can slap together spare parts and makeshift materials to manage an effective repair. and Use Device (Int). Bonus Feats: At 1st level. He cannot take 10 or take 20 on this check. Maurice Spann (order #94458) 6 . However. Disable Device (Int). • Ground vehicles: Wheeled and tracked vehicles. Gunner's Eye. Abilities: Mechanists rely on their reasoning and logic. These feats are in addition to the feat a character of any class gets every three levels. missiles. • Armor: All archaic and modern armors. • Heavy weapons: All ranged weapons of size category Huge or greater. torpedoes. Remote Operation. with bonuses of +4. • Robots: All robots and soulmechs. subject to the limitations of the Repair skill. taken individually) (Int). Repair (Int). Gearhead. For example. which can be used to broaden his knowledge base. The mechanist makes a Repair check as normal. Repair. +2. including starships. Open Lock (Dex). Profession (Wis). includes powered armor. Favored Tech: At 2nd level. Cryptography (Int). mechanists are able to detect and disarm complex mechanical traps. Hit Die: d6. • Melee weapons: All archaic and modern melee weapons.
The mechanist can't use guerilla repair on the device again until he's done a full repair job on it. If the check succeeds. plus 1 point for each class level of the mechanist. Sabotage (Ex): A mechanist devotes most of his time to insuring that devices are working properly. this ability causes 1d8 points of damage. However. smacking. makes the touch attack if nec- essary. guerilla repair. poured dirt in the fuel tank. holding. The mechanist selects the target device. At 2nd level.THE MECHANIST Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+3 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Bonus feat. Many complex machines count as multiple devices for the purposes of this ability. ripped out a crucial wire. If the check is successful. Against a soulmech or other construct. this requires a touch attack. The mechanist selects the device he wants to upgrade and makes a Repair check. the mechanist may give the device a minor Maurice Spann (order #94458) 6 . To use this ability. sabotage 55 55r 55 Moderate upgrade Bonus feat. Starting at 1st level. A mechanist can also get the device working again with his guerilla repair ability. he can also use his knowledge and talents to more destructive ends. This ability cannot actually restore hit points to an object. or even verbally coaxing them. In combat. major upgrade Bonus feat 4th favored tech Extraordinary upgrade Bonus feat 5th favored tech Masterful upgrade chapter three: Classes preview jams in combat. jury-rig. jiggling. In combat. but its gun would still be able to fire. No Repair check is necessary: The device will resume working properly for a number of rounds equal to 3d6 plus the mechanist's class level. technological device. 2nd favored tech 3rd favored tech. At 1st level. The mechanist has jammed the safety switch. oiling. mechanists can sometimes get malfunctioning devices in working order by kicking. or otherwise bollixed the device. This ability provokes attacks of opportunity. the mechanist must touch the item to be repaired. minor upgrade 1st favored tech. the device stops working. After this time has passed. Upgrade: Mechanists are always tinkering with devices. and makes a Disable Device check (DC 20). a mechanist can attempt to upgrade any non-magic. the device will malfunction again. the mechanist could sabotage a hovertank so it couldn't move. this requires a touch attack against the character or creature wearing. it needs to be fixed now—not in a few minutes. a mechanist can use this ability as a standard action to cause any non-magic. For example. or using the device. This sabotage can be fixed with a normal Repair check (DC 15). always looking for ways to make improvements to them. technological device he touches to malfunction. Sabotage can only be used against a single device per use.
and a moderate upgrade costs the mechanist 15% of the device's market price in materials and parts. It could be used to increase a robot's speed by 5 feet or a vehicle's acceleration or deceleration by 1. and a major upgrade costs the mechanist 20% of the device's market price in materials and parts. except Armor: Armor vest +5 AC.. and a masterful upgrade at 20th level. except this upgrade provides a device with a +2 upgrade bonus on attack rolls. The upgrade could increase a vehicle's top speed by 3. an extraordinary upgrade at 15th level. incremental improvement. half-orc. human. ability checks. Minor: This upgrade level makes a normal device or item the equivalent of a masterwork device or item. half-elf. Extraordinary: As minor upgrade. speed 30 ft. but the upgrade bonus is +4. toolkit. The mechanist can give a device a moderate upgrade at 5th level. However. The DC of the repair check is 35. a vehicle's acceleration or deceleration improved by 5. • A character using the device for an attack or skill check rolls a 1. orc. Devices can have more than one upgrade. GNOME MECHANIST STARTING PACKAGE Armor: Armor vest +5 AC. It provides the device with a +1 upgrade bonus on attack rolls. The DC of the Repair check is 25. skill checks. It could improve a robot's speed by 10 feet. Skill Selection: Pick a number of skills equal to 8 + Int modifier. The DC for the repair check is 20. drow.. a major upgrade at 10th level. or increases the shields bonus of a starship's shields by +1. A robot's speed could be upgraded by 25. chapter three: Classes Skill Appraise Concentration Demolitions Disable Device Navigate Repair Search Use Device Spot (cc) Ranks 4 4 4 4 4 4 4 4 2 Ability Armor Int Con Int Int Int Int Int Int Wis Bonus Feat (Mechanist): Gearhead. or armor bonus.. A mechanist's upgrades are extremely useful. electronic lockpicks. Malfunctioning devices can be repaired normally. If the device had three upgrades. a vehicle's acceleration or deceleration improved by 4. Race: Elf. but the upgrade bonus is +3. speed 20 ft. and its top speed increased by 10. specialized toolkit (mechanics). The DC for the Repair check is 15. For example. things can easily go wrong. 8 lb. personal communicator. and a major upgrade costs the mechanist 25% of the device's market price in materials and parts. An upgraded device will quit working altogether if any of the following conditions are met: • The device takes a critical hit in combat. A robot's speed could be upgraded by 15. two ammo clips. two datachips (blank). ability checks. Weapons: Heavy autopistol (1d12. A robot's speed could be upgraded by 20. and the task is considered a simple repair. Gear: Datapad. The exact effects and limitations of the upgrade are always at the DM's discretion. The upgrade should represent a moderate but significant improvement. Credits: 2d6x100. Major: As minor upgrade. half-dragon. but with all that tinkering. a vehicle's acceleration or deceleration improved by 3. 7 lb. and its top speed increased by 12. and its top speed by 5. and a minor upgrade costs the mechanist 10% of the device's market price in materials and parts. each additional upgrade after the first increases the DC to repair a malfunctioning device by 5. Maurice Spann (order #94458) 6 . The upgrade increases the armor bonus of armor by +1. but the upgrade bonus is +5. but it should represent a minor.. a vehicle's acceleration or deceleration by 2. Descriptions and examples of these upgrades are provided below. ALTERNATIVE MECHANIST STARTING PACKAGE Same as gnome. the DC would be 25. or skill checks using the device. Moderate: As minor upgrade. 8 lb. Bonus Feat: Hacker (human only). and its top speed increased by 8. Small. • The character wearing the device suffers a critical hit in combat. An upgraded device is a bit more delicate than it was originally. crit x3. the DC to repair a device with two upgrades—assuming parts and materials are available—would be 20. Piercing). flashlight. Masterful: As minor upgrade. The DC of the Repair check is 30. and a major upgrade costs the mechanist 30% of the device's market price in materials and parts. and damage or misuse can cause it to malfunction completely. 200 ft. backpack.56 56l 56 upgrade.
Mezzenbone is said to retain a crack team of assassins known as the Black Talon. arcane archers have adopted these technologies in a neverending quest to perfect their abilities. lasers. Weapon and Armor Proficiency: When an arcane archer takes the Technical Proficiency feat. In the Empire. Some assassins operate independently. while others serve the dragon lords of Asamet. Unless it's stated otherwise. the age of the bow is long past. Others are timeless and. Assassins are the freelance hitmen and contract killers that fill the ranks of the Outlands' underworld guilds and the Empire's crime syndicates. Despite their magic. Arcane Archer Arcane archers are extremely rare in the Empire beyond the Outlands worlds. a few arcane archers find their way out of the Outlands and try to make a place for themselves in the Empire. While compound bows and carbon-fiber arrows can't completely narrow the gap between their traditional weapon of choice and the firearms that dominate the modern age.Some of the prestige classes from the d20 System core rulebooks are tied to a cultural milieu and level of technological development that exist only in the Outlands. assume that all of the standard rules apply to each prestige class. few are skilled enough to compete with soldiers armed with blasters. their members have reinvented themselves and redefined their roles to survive and prosper in the Empire. Still. there are those willing to pay dearly for the death of a rival or enemy. This section describes any changes to the original prestige classes. a band of Maurice Spann (order #94458) 57r 57 Original Prestige Classes 57 chapter three: Classes preview 6 . or even slug throwers. All of these prestige classes are open to characters in Dragonstar. Class Features All of the following new rules apply to the arcane archer prestige class. she automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor except powered armor. Assassin Both in the Dragon Empire and the Outlands. as with the core classes.
Jump (Str). such as thermographic sensors. For more information on divine spellware. though the blackguard can be prosecuted for using it without proper cause. Of course. Maurice Spann (order #94458) 6 . Most lack the psychological or moral inclination to excel in this dirty business. and many of those who have didn't live to tell about it. Divine spellware does not cost the blackguard credits. chapter three: Classes Blackguard During the reign of Qesemet. They are the guardians of noble houses. but blackguards can certainly not justify any illegal or violent action based on the information the divination provides. all hightech simple weapons. Divine Spellware: Blackguards gain access to divine spellware. defenders avoid involving others in their duty unless the situation is truly dire. As long as a blackguard is in good standing with his church. Weapon and Armor Proficiency: When a blackguard takes the Technical Proficiency feat. Detect Good: Imperial blackguards can detect good just like their Outlands counterparts. but the character must pay the listed XP cost when it is implanted. they're impervious to all but the most concentrated attacks. Standing apart and alone. Spot (Wis). the shadow that always fades away when the light draws near. Weapon and Armor Proficiency: When an assassin takes the Technical Proficiency feat. Class Features All of the following new rules apply to the assassin prestige class. Listen (Wis). and all martial firearms Mediumsize or smaller. blackguards retreated into the shadows. he automatically becomes proficient with high-tech light armor. Fiendish Servant: Imperial blackguards no longer have the ability to summon a fiendish servant at 5th level. and they can often avoid security systems. however. Many elite units of dwarven defenders are outfitted with powered armor and heavy energy weapons. New Class Skills The assassin's new class skills (and the key ability for each skill) are Demolitions (Int) and Freefall (Dex). and it is created by clerics of the blackguard's order. Soulmechs make excellent assassins. With the ascent to power of the dragon lords of Asamet. The Black Talon is an elusive legend. see Chapter 6: Magic Items. blackguards are rarely concerned with the technicalities of the law. remote outposts. imperial blackguards lose some of the class skills of their counterparts in the Outlands. New Class Skills The blackguard's new class skills (and the key ability for each skill) are Climb (Str). in the Galaxy Guide. Most citizens of the Empire have never even heard of this organization. Freefall (Dex). Death Attack: An assassin's death attack does not work on soulmechs. Demolitions (Int). As the elite commandos of the profane military orders. and Pilot (Dex). There are even blackguards in official positions within the ISPD. When they're dug in and prepared. the blackguard's dark star is on the rise again. just like paladins. blackguards gain several class skills to aid them in their specialized role on the modern battlefield. Asamet has formed its own elite blackguard units allied with the evil sects of the Unification Church and the Dualist Heresy. Handle Animal and Ride are cross-class skills for imperial blackguards. Class Features All of the following new rules apply to the blackguard prestige class. Their mechanical bodies can go places that organic beings can't without great difficulty. Dwarven Defender Dwarven defenders are respected throughout the Dragon Empire. Smite Good: This power works normally. and vulnerable dwarven colonies. that target living beings. Swim (Str). Dwarven defenders in the Empire take full advantage of the technology available to them.58 58l 58 elite professionals who take their dark orders directly from the Emperor. a persistent rumor. A few dwarven defenders wander the galaxy on quests for some dwarven cause. However. Soulmech assassins are still extremely rare. This spellware is usually dark and profane in nature. he may purchase divine spellware enhancements of his choice. dwarven temples. but most rarely leave the place they have sworn to defend. he automatically becomes proficient with all high-tech simple and martial weapons and all high-tech armor.
They can use their datapads to access planetary information networks just about anywhere on a civilized world. testing. Loremasters concern themselves with sifting through and analyzing the vast flow of information. Other groups avoid shadowdancers. Class Features chapter three: Classes preview All of the following new rules apply to the shadowdancer prestige class. she automatically becomes proficient with high-tech simple weapons and light armor. Others fight merely to survive. sought after for their abilty to slip in and out of even the most secure locations in the known galaxy. Class Features All of the following new rules apply to the loremaster prestige class. New Class Skills The loremaster's new class skills (and the key ability for each skill) are Cryptography (Int). Weapon and Armor Proficiency: When a shadowdancer takes the Technical Proficiency feat. rangers. 59 59r 59 Shadowdancer The mysterious shadowdancer is as common in the Dragon Empire as in the Outlands. whether on the battlefield or in the boardroom. The loremaster is constantly using. Of course. Shadowdancers are prized for their abilities as spies and operatives. loremasters are no longer confined to libraries and archives. but the gundancer elevates the firefight to an artform. Research: A loremaster with the Technical Proficiency feat gains a special competence bonus on all Gundancer Gundancers are mystic warriors who master the spiritual discipline of the monk but follow the way of the gun. trying to find elusive pieces of the puzzles they're not even sure exist. Weapon and Armor Proficiency: When a defender takes the Technical Proficiency feat. and Use Device (Int). and paladins who seek the artistic perfection of Maurice Spann (order #94458) 6 . they're usually stuck with archaic methods when working in the Outlands. Of course. Research (Wis). New Prestige Classes Characters in Dragonstar can choose from any of the prestige classes found in the d20 System core rules and supplements. Monks who embrace technology yet hold to their spiritual training make formidable gundancers. melding hand-to-hand fighting techniques with balletic gunplay in a symphony of destruction. Fighters. but they can't do the impossible. Gundancers are most effective in close combat. and personalizing modern data-processing methods and analysis. Loremasters can come up with all kinds of obscure and unlikely information. A loremaster from an Outlands world with no previous contact with offworlders is unlikely in the extreme to have any information about the Dragon Empire. Limited Knowledge: The DM should keep loremasters' circumstances in mind when determining their access to different kinds of knowledge. With advanced computer technology. he gains proficiency with all high-tech simple and martial weapons and all high-tech armor. refusing to rely on forces they know they can't fully control. Loremaster Information is power.New Class Skills The dwarven defender's new class skills (and the key ability for each skill) are Demolitions (Int) and Freefall (Dex). Prestige classes unique to the Dragon Empire are presented here. the loremaster may be the only living person who knows that his planet has had contact with offworlders. New Class Skills The shadowdancer's new class skills (and the key ability for each skill) are Demolitions (Int) and Freefall (Dex). Research checks equal to her class level. and in the networked and multiconnected civilization of the Dragon Empire. Some armies and covert organizations field entire units of shadowdancers dedicated to infiltrating deep into enemy territory. Class Features All of the following new rules apply to the dwarven defender prestige class. there's a lot of information to be had.
and bards are often attracted to the music in the mayhem of the gundancer's way. In addition. the gundancer gains Maurice Spann (order #94458) 6 . Gundancers lose all of these abilities except armor and weapon proficiencies when wearing armor heavier than light. and wandering soldiers of fortune. Requirements To qualify to become a gundancer. Weapon and Armor Proficiency: Gundancers are proficient with all hi-tech simple weapons and all martial firearms. Jump (Str). They rarely join with others of their kind for any length of time. Listen (Wis). Skill Points at Each Level: 4 + Int modifier. Tumble: 5 ranks. Gun-Fu (Ex): When firing light firearms in a threatened area. and Tumble (Dex). gundancers gain a +2 competence bonus to all attempts to disarm an opponent wielding a firearm. Concentration (Con). Jump: 5 ranks. hired killers. street fighters. Craft (Int). Gun Mastery (Ex): At 1st level. Feats: Improved Unarmed Strike. Weapon Focus (any firearm). Freefall (Dex). NPC gundancers are often covert operatives. Class Features All of the following are class features of the gundancer prestige class. Special: Evasion. as the rogue and monk class ability. duelists. Gundancers are proficient with light armor. Spot (Wis). Technical Proficiency. and clerics rarely become gundancers. Climb (Dex). as they either lack the combat training or the mindset that so glorifies violence. Rogues sometimes become gundancers to match their stealth and guile with combat prowess. wizards. never recognized for what they are until they draw their guns and burst into frenetic action. chapter three: Classes Class Skills The gundancer's class skills (and the key ability for each skill) are Balance (Dex). Sorcerers. gundancers do not provoke an attack of opportunity. a character must fulfill all the following criteria. Hit Die: d8. unless it is as mentor and student. Base Attack Bonus: +5. They walk unknown among ordinary people.6 0 60l 60 their violent craft also answer the gundancer's call. Gundancers usually work alone or in groups with other character classes.
and manipulator. and con artists. and the attack uses his primary attack bonus. Firestorm (Ex): In lieu of his regular attacks. Backfire (Ex): At 1st-level. to a maximum of one target for every gundancer class level. and crimelords. backfire Dead aim Gun mastery +2 Dodge fire Gun mastery +3. Absorb Energy (Su): Once per day. the 10th-level gundancer can attempt to absorb and disperse a single shot from an energy weapon that hits him. and each enemy may only be targeted by a single shot or burst. a 5th-level gundancer can dodge all ranged attacks made against him for one round.THE GUNDANCER Level 1 2 3 4 5 6 7 8 9 10 Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Gun mastery +. If the save is successful. as they are already masters of the spoken word. +3 at 7th level. a 7th-level gundancer can explode into an awe-inspiring burst of speed and flurry of action. but with smooth tongue. as long as the target has less than total cover or concealment. The ultimate fast talker. the negotiator is an operator. Dead Aim (Su): At 3rd-level. the gundancer takes no damage from the attack and in fact immediately heals 1d6 points of damage for every die of damage inflicted by the attack. a gundancer who makes a successful disarm attack against an opponent wielding a firearm that is light for the gundancer may instead choose to immediately take a free attack with that firearm against its former user. Negotiators are diplomats. Social situations of all kinds are their natural habitat. a cunning mind. Dodge Fire (Su): Once per day. executives. Only a single shot can be fired with this free attack. traders. This bonus increases to +2 at 4th level. from the start of his action until the beginning of his next action. The shot uses the gundancer's primary attack bonus. politicians. and +4 at 10th level. The gundancer must use a full action to dodge fire. The gundancer may not fire more shots or bursts than he has remaining ammunition. Others are independent operators and opportunists who have learned to rely on and look out for themselves. Any ranged attacks targeting the gundancer during this round automatically miss. Haste (Sp): Once per day. and a keen wit. a gundancer may. The gundancer must have at least one hand free to use this ability. absorb energy 61 61r 61 a +1 competence bonus on all attack rolls with light firearms. fire a single shot with a firearm that ignores any AC bonuses for cover and any miss chance for concealment. as deception and misdirection are so often Maurice Spann (order #94458) 6 . Whether navigating the corridors of power on Draconis Prime or selling artifacts at a vendor's stand in an Outlands bazaar. The gundancer makes a Fortitude save (DC 25). chapter three: Classes preview Negotiator The negotiator makes his way in life not with might. Each attack uses the gundancer's primary attack bonus. Some negotiators represent powerful patrons such as nobles. charmer. The effect lasts a number of rounds equal to the character's class levels in gundancer. industrialists. stealth. Bards make excellent negotiators. haste Firestorm Gun mastery +4. The gundancer acts as if affected by the 3rdlevel spell haste. or magic. Rogues also make capable negotiators. the negotiator wields words like a lethal weapon. and they have an uncanny knack for convincing others to see things their way. merchants. as a full action. once per day the 9th-level gundancer can fire one shot or burst (if the weapon is automatic) at every target within range.
books. and 9th) the negotiator gains a new language just as if he had spent a skill point on Speak Language. a character must fulfill all the following criteria. though they are usually reluctant to abandon their pursuit of magical power and knowledge. Requirements To qualify to become a negotiator. Intimidate. Bluff: 8 ranks. picking up these languages from documents. Hit Die: d6. and Spot (Wis). Fast Talk (Ex): A negotiator may always take 10 on Bluff. Research (Wis). and other sources. Move Silently (Dex). Search (Int). 7th. Forgery (Int). Diplomacy: 8 ranks. Listen (Wis). Innuendo: 8 ranks. First Impression (Ex): A negotiator adds his class levels in the negotiator prestige class to all Charisma checks to alter an NPC's attitude (DMG 149). His wit and tongue are her most important weapons. Hide (Dex). rangers. chapter three: Classes Class Features All of the following are class features of the negotiator prestige class. foreign travelers. Fighters. Disguise (Cha). At 1st level and every two levels thereafter (3rd. Clerics devoted to missionary work or the administration of a large congregation or sect sometimes become negotiators as well. Intimidate (Cha). Class Skills The negotiator's class skills (and the key ability for each skill) are Appraise (Int). The negotiator is an attentive listener and quick learner. lands. Feats: Iron Will. Diplomacy (Cha). Sense Motive (Wis). Maurice Spann (order #94458) 6 . Speak Language. and paladins rarely become negotiators unless they've won titles. Weapon and Armor Proficiency: The negotiator gains no additional weapon or armor proficiencies. and Sense Motive checks. Bonus Languages: Language is the negotiator's most important tool. or military commands for themselves. Bluff (Cha). 5th.62 62l 62 crucial to their work. Wizards and sorcerers serving as court mages and advisors sometimes become negotiators. Perform (Cha). Skill Points at Each Level: 8 + Int modifier. Leadership. Sense Motive: 8 ranks. Gather Information (Cha). Profession (Int). Knowledge (all skills taken individually) (Int). Diplomacy. Innuendo (Wis).
The negotiator must be able to listen to the spoken language for at least an hour before using the ability and the effect lasts for one hour per negotiator class level. the negotiator gains the spell-like ability to affect the minds of those around him. Detect Scrying and Surveillance (Su): At 6th level. discern lie 3/day 63 63r 63 even in stressful situations that would ordinarily not allow it. This works just like the detect scrying and detect surveillance spells. discern lie 2/day Bonus language Bonus language Mindscan. a negotiator can converse in an unfamiliar language as if he were affected by the tongues spell. A rare few indeed can master both. 1 round later he can attempt the saving throw again. Maurice Spann (order #94458) 6 . the spell's effects proceed normally. suggestion Bonus language. he picks up language so naturally that he can often manage to communicate even in languages he isn't familiar with. If it fails as well. The negotiator can only use this ability to converse in a single language at a time. Discern Lie (Sp): At 2nd level. the negotiator knows exactly what the target is thinking and feeling. the negotiator gains the ability to discern lies once per day. and even destroy machines of all kinds. including the target's immediate inclinations and plan of action. If the save fails. This ability works just like the suggestion spell. The effect lasts 10 rounds or until the negotiator stops concentrating. tongues Discern lie 1/day Bonus language. Wizards and mechanists devote their lives to mastering one or the other. the negotiator gains the ability to wriggle free from magical effects that would otherwise control or compel him. modify. Technomancers are arcane technicians who study and exploit the interaction of magic and technology. Tongues (Sp): The negotiator is a master of many languages. Fortunately. The ability works just like the spell. The negotiator knows if the target is speaking truthfully. repair. but he can never know them all. Suggestion (Sp): At 3rd level. and the character's caster level for the purposes of level-dependent effects is equal to his class levels. The negotiator can use this ability as a standard action a number of times per day equal to his Charisma modifier. slippery mind Detect scrying and surveillance.THE NEGOTIATOR Level 1 2 3 4 5 6 7 8 9 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Bonus language. Mindscan (Su): At 10th level. They use both their magic and their technical training to operate. whichever comes first. but it requires no spell components. The negotiator can use this ability twice per day at 6th level and three times per day at 10th level. Once per day. If the negotiator is affected by an enchantment and fails his saving throw. The effect lasts a number of rounds equal to the character's class levels in negotiator. but it is always in effect and requires no effort from the negotiator. The chosen target must make a Will save (DC 15 + negotiator's class level) to negate the effect. a negotiator develops the ability to sense the surface thoughts and emotions of a living creature within 30 feet that he can see. the negotiator can always tell when someone is spying or eavesdropping on him by means both magical and technological. chapter three: Classes preview Technomancer The Dragon Empire is supported by the twin pillars of magic and machine. Slippery Mind (Ex): At 5th level. at least within the limits of the target's knowledge—the negotiator won't know if the target is simply mistaken about something.
Hit Die: d6. Disable Device (Int). Craft (Int). Feats: Technical Proficiency. Use Device (Int). Weapon and Armor Proficiency: The technomancer gains no additional weapon or armor proficiencies. exclusive skill). hiring themselves out to tackle specific design issues or troubleshoot problems for their clients. a technomancer can manipulate matter and energy magically on small scales. corporate R&D labs. and Use Magic Device (Cha. finding new ways to apply it to the technology the Empire depends on. and demonstrating their most brilliant inventions. Decipher Script (Int. Scry (Int). government research institutes. Bards occasionally become technomancers to give themselves an edge in technological civilization. working in isolated laboratories and workshops on secret projects that only they can understand. as they either lack the necessary technical background and aptitude or the interest in and ability to work arcane magic. Wizards become technomancers to focus their study of magic. Knowledge (all skills. Skill Points at Each Level: 6 + Int modifier. Profession (Int). critiquing their latest theories. Other technomancers are reclusive inventors and arcanists. Class Skills The technomancer's class skills (and the key ability for each skill) are Alchemy (Int). Repair (Int). or private workshops. Arcane Tools (Su): At 1st level. Spellcraft (Int). Use Device: 8 ranks. Research (Wis). They enjoy sharing ideas. Concentration (Con). Class Features All of the following are class features of the technomancer prestige class. a character must fulfill all the following criteria. Cryptography (Int). exclusive skill). Maurice Spann (order #94458) 6 .6 4 64l 64 Mechanists often become technomancers for the opportunity to gain arcane knowledge and to develop the bond they seem to share with machines. Technomancers are sometimes freelancers. Requirements chapter three: Classes To qualify to become a technomancer. Spellcasting: Ability to cast 1st-level arcane spells. taken individually) (Int). Technomancers often work together in universities. Other classes rarely follow this path. one item creation feat. Repair: 5 ranks.
The technomancer can use this ability once per day as a standard action and the effect lasts a number of rounds equal to his class levels in technomancer. the technomancer is always considered to have tools equivalent to the most appropriate masterwork tools for his task.THE TECHNOMANCER Level 1 2 3 4 5 6 7 8 9 10 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Arcane tools Energy flux Confuse construct Enhance construct 65 65r 65 Dominate machine Meld with construct Level 1 2 3 4 5 6 7 8 9 10 ———— Spells per Day ———— 1st 2nd 3rd 4th 0 — — — 1 — — — 1 0 — — 1 1 — — 1 1 0 — 1 1 1 — 2 1 1 0 2 1 1 1 2 2 1 1 2 2 2 1 chapter three: Classes preview When working on or with any mechanical or electronic device. are altered. the technomancer's ability to manipulate energy allows him to alter the energy type of any one energy weapon within 100 feet. the ability requires a ranged touch attack. The ability simply changes energy type: None of the weapon's other characteristics or statistics. This ability simply allows the technomancer to work without tools—the bonuses do not stack with those gained from actually using the appropriate tools. Confuse Construct (Sp): At 3rd level. such as range and damage. Maurice Spann (order #94458) 6 . The effect is identical to the confusion spell as cast by a spellcaster of the technomancer's character level. a technomancer repairing a robot always receives the +2 circumstance bonus he would gain if he were using a masterwork robotics toolkit. If used against a weapon wielded. For example. The technomancer can use this ability twice per day at 5th level and three times per day at 8th level. but not vehicles. The ability works against both magical constructs and robots. Energy Flux (Su): At 2nd level. held. or carried by an unwilling opponent. The technomancer can use this ability once per day at 3rd level. twice per day at 6th level. the technomancer gains the ability to alter a construct's arcane or computer programming. and three times per day at 9th level.
Class Features Weapon and Armor Proficiency: When an adept takes the Technical Proficiency feat. protection from elements. keen edge. magic bullets. the technomancer immediately reforms in his physical body. obscure object. resist radiation. but vehicles and other machines typically do not receive saving throws. at 8th level or higher. identify. The technomancer can use this ability once per day. minor creation. endure elements. as with polymorph other (except that the technomancer gets the construct's actual physical abilities. locate object. greater magic weapon. can use the ability twice on the same construct to enhance both Strength and Dexterity. receive the Technical Proficiency feat for free. repair light damage. They are ordinary people doing ordinary jobs and leading ordinary lives. knock. He cannot use enhance construct twice on the same construct to enhance the same ability. Technical Proficiency: NPCs who are citizens of the Dragon Empire. unseen servant. (A technomancer without a bonus spell for that level cannot yet cast a spell of that level. he gains proficiency with all high-tech simple weapons. The technomancer keeps most mental abilities and gains some physical ones. reinforce. resist elements. but not on vehicles. a technomancer gains the ability to cast a small number of arcane spells. enlarge. cause light damage. Other adepts follow traditional religions and have not accepted the grand doctrine of the Unification Church or the theological reductionism of the Dualists. The effect lasts one hour per class level in technomancer. cause moderate damage. and saving throws against these spells have a DC of 10 + spell level + the technomancer's Intelligence modifier. The construct may make a Will save (DC 20) to resist the effect. explosive runes. such as 0 1st-level spells at 1st level. 4th level—cause critical damage. Meld with Construct (Su): At 10th level. the technomancer gains the ability to transform himself and all his equipment into an insubstantial energy pattern. Dominate Machine (Sp): At 7th level. If the saving throw is failed. repair critical damage. When the technomancer gets 0 spells of a given level. shrink item. the technomancer gains the ability to completely control a construct. shatter. or wizards. mage armor. chapter three: Classes Adept Adepts are usually found among the traditional cultures of Outlands worlds. the technomancer must have an Intelligence score of at least 10 + the spell's level. A magical or robotic construct may make a Will save to negate the effect. or other machine as a standard action.) The technomancer's spell list appears below. erase. Technomancer Spell List Technomancer's choose their spells from the following list: 1st level—animate rope. the technomancer inhabits the construct and completely controls its actions. 3rd level—cause serious damage. or who have spent a significant amount of time in technological civilization. The effect of the ability is identical to the dominate person spell as cast by a spellcaster of the technomancer's character level. leomund's trap. detect secret doors. Maurice Spann (order #94458) 6 . protection from arrows. detect surveillance. The ability works on both magical constructs and robots. true strike. repair serious damage. The technomancer. power down. Original NPC Classes Most citizens of the Dragon Empire are not fighters. These adepts consider themselves the last true followers of their ancient religions. protection from radiation. tenser's floating disk. To cast a spell. A technomancer prepares and casts spells just as a wizard does. 2nd level—arcane lock. Technomancer bonus spells are based on Intelligence. pyrotechnics. endure radiation. not average ones). This section describes changes and additions to the NPC classes from the core rules. as cast by a spellcaster of the technomancer's character level. so a technomancer with an Intelligence of 10 or lower cannot cast these spells. shocking grasp. clerics. Adepts can also sometimes be found in isolated colonial settlements on the fringes of the Empire. nystul's undetectable aura.6 6 66l 66 Enhance Construct (Sp): At 4th level. fire trap. reduce. repair moderate damage. instant reboot. nystul's magical aura. The technomancer can use the ability once per day at 4th level and twice per day at 8th level. He must then immediately attempt to possess a magical or robotic construct as a full-round action. If the save succeeds. vehicle. continual flame. refuel. and they often despise those who have abandoned their faith. electric scry. he gets only bonus spells. stoneskin. Spells: Beginning at 1st level. hold portal. magic weapon. the technomancer gains the ability to enhance a construct's physical abilities. The effect is identical to one of bull's strength or cat's grace (but not both) at the technomancer's discretion.
and most neutral adepts honor both. she can convert to the Unification Church and suffer no penalties or hindrances for doing so. The Dualist Heresy: Adepts may also convert to the Dualist Heresy. a familiar in the company of his master is considered an extension of the master. Familiar: Familiars have a protected and privileged position in imperial society. In effect. aristocrats are usually either dragons. Of course. while not of noble birth. and the NPC adept may well be among them. half-dragons. that position is somewhere between a common animal's and a citizen's. Maurice Spann (order #94458) 6 . Familiars are always allowed in any area open to passengers aboard a starship and in most public places in cities. Ideally. They are allowed on any planet under imperial rule. though typically without real power or authority. have the fortune and fame to move in the circles of high society. If the character chooses. Good adepts must worship the Creator. At the DM's discretion. New Class Skill The aristocrat's new class skill (and its key ability) is Pilot (Dex) and Urban Lore (Wis). there could certainly be those who rebel against such a conversion. the adept will also be able to find a thematic match between her patron deity and one of the archetypes of the Unification Church. Legally. The former ruling aristocracies survive on some newly colonized worlds. The aristocrat NPC class may also be appropriate for wealthy merchants and industrialists who. Aristocrat In the Dragon Empire. On the other hand. or sorcerers. evil adepts must worship the Adversary. emphasizing the totality of the opposition rather than one side of it. the character may be worshipping an aspect of that deity. the master is also responsible for his familiar—the master can be held legally accountable for anything the familiar does.67 67r 67 chapter three: Classes preview Unification: If an adept from an Outlands world worships a deity that shares at least one domain with one of the deities of the Unification Church and is within a step of that deity's alignment either way. They have usually disappeared entirely within a generation or two. and the lengthy quarantines that mundane animals are subject to are waived for familiars. this choice can be taken out of the adept's hands if her entire religious hierarchy converts.
Some work for the same company all their lives. including any new ones described in this book. Most thugs are specialists—a pickpocket. Commoners have. he gains proficiency with all high-tech simple and martial weapons and all light and medium high-tech armor. and still others work as freelance consultants. Expert Experts are the skilled specialists who fill the Empire's professional ranks. The fact is. and security firms. doctors. year after year. he gains proficiency with high-tech simple weapons and light armor. Ordinary people with specialized skills are experts (see below). Maurice Spann (order #94458) 6 . Commoners are not proficient with other weapons. and factory workers. scientists. Class Features Weapon and Armor Proficiency: When an expert takes the Technical Proficiency feat. Class Features Weapon and Armor Proficiency: When a commoner takes the Technical Proficiency feat. perhaps. such as Repair and Use Device. living the life of the mercenary. everyone benefits from technology. bouncers. while magic is usually reserved for a powerful few. police forces. They are laborers. New NPC Class Thug Thugs are to rogues what warriors are to fighters— less skilled individuals who nonetheless can be effective in their own circles. day after day. he gains proficiency with all high-tech simple weapons and all high-tech light armor. unlike the wellrounded rogues. farmers. clerks. The expert must have the Technical Proficiency feat to select class skills that depend on technology. New Class Skills chapter three: Classes Commoners gain no new class skills. but they lack the training and experience of true fighters. secretaries. W arrior Warriors are the common soldiers and officers who fill the ranks of armies. Of course. and con artists. Hit Die: d6. Some work as freelancers or military consultants. attorneys. Their standards of living are much higher. Commoner Most of the citizens of the Dragon Empire are commoners. and Pilot (Dex). benefited most of all. shopkeepers. managers. gangsters. Weapon and Armor Proficiency: When an aristocrat takes the Technical Proficiency feat. sense of wonder. the commoners of the Dragon Empire—despite inequities in wealth and power—are far better off than most of their counterparts in the Outlands. others open their own businesses. but they lack the curiosity. These must be selected at character creation and approved by the DM. Freefall (Dex). he gains proficiency with a single simple weapon of his choice. pirates. They are petty thieves and muggers.Class Features 6 8 68l 68 New Class Skills The expert can choose any 10 skills to be class skills. their life expectancies are longer. New Class Skills The warrior's new class skills (and the key ability for each skill) are Demolitions (Int). mercenaries. Handle Animal and Ride are cross-class skills for imperial commoners. and courage in the face of danger that drive most adventurers. They are computer programmers. a stickup artist. technicians. hackers. Warriors can be formidable. armor. and entrepreneurs. or a discount-rate contract killer. Experts are often highly skilled and capable. or shields. and even the hardest working have never toiled in the fields from dawn until dusk. Class Features Weapon and Armor Proficiency: When a warrior takes the Technical Proficiency feat. These skills should be relevant to the expert's profession or background.
Jump (Str). Forgery (Wis). Tumble (Dex). This does not include flanked opponents and cannot be performed with a ranged attack. Mediumsize thugs are also proficient with club. Open Lock (Dex). All the limits of sneak attacks apply to the backstab ability. and rapier. Move Silenty (Dex). special ability chapter three: Classes preview Backstab +5d4. Spot (Wis). increasing with experience. Profession (Wis). Listen (Wis). A second feat may be chosen at 20th level. Intimidate (Cha). Weapon and Armor Proficiency: Outlands thugs are proficient with crossbow (hand or light). except for Weapon Specialization. Sense Motive (Wis). Thugs are proficient with light armor. Use Device (Int). heavy crossbow. Skill Points at Each Additional Level: 4 + Int modifier. shortbow. but they still know that the fastest way to a man's heart is through his ribcage. light mace. sap. Cryptography (Int). Thugs who take the Technical Proficiency feat gain proficiency with all high-tech simple weapons and light armor. Gather Information (Cha). Backstab: Thugs are not as subtle or skilled as rogues. quarterstaff. Hide (Dex). A backstab does 1d4 points of bonus damage. dart. Escape Artist (Dex). Class Features All of the following are class features of the thug NPC class. Disable Device (Int). Skill Points at 1st Level: (4 + Int modifier) x 4. combat feat Class Skills The thug's class skills (and the key ability for each skill) are Appraise (Int). defensive roll. Balance (Dex). Combat Feat: Thugs lead rough lives. and Use Rope (Dex). Climb (Str). a thug may pick one feat from the fighter's list of bonus feats. At 10th level. Innuendo (Wis). Disguise (Cha).THE THUG Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +8 +8 +9 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Backstab +1d4 6 9 69r 69 Backstab +2d4 Backstab +3d4. dagger. morningstar. Craft (Int). A thug must meet all prerequisites to use his chosen feat. Special Ability: At 15th level. combat feat Backstab +4d4. Search (Int). heavy mace. A thug may perform a backstab against an opponent who does not get his Dex bonus to AC. Bluff (Cha). Swim (Str). and short sword. a thug may choose crippling strike. Intuit Direction (Wis). or opportunist from the rogue's list of special abilities. Pick Pocket (Dex). Maurice Spann (order #94458) 6 .
uncontrolled motion will often spook an animal. the sort of arcane tinkering that wizards do. abilities. APPRAISE (INT) Appraising the value of an item or object is less a science than an art. mechanics. ALCHEMY (INT.70 70l 70 Chapter Four Skills Introduction Open Game Content in this chapter includes game rules. you suffer a –4 circumstance penalty on your Animal Empathy check. TRAINED ONLY. exclusive and exclusive skills for each original and new core class. Wizards continue to emphasize the discipline in their studies. you get a +2 synergy bonus on Alchemy checks. but a cross-class skill will cost you two. space opera setting. Descriptions and setting information are designated as closed content. However. and NPC class. You can gain a rank in a class skill for one skill point. and it's hard to control your demeanor when you're having trouble controlling your own body. chapter four: skills ANIMAL EMPATHY (CHA. This chapter presents new rules to expand those skills for use in this high-tech. and the High-G Tolerance and Low-G Tolerance feats. and wise sorcerers have not abandoned it. See the Freefall skill. A few skills are exclusive to certain classes and can't be learned by others. The description of each class in Chapter 3 lists class skills. Alchemy has not lost its power. TRAINED ONLY) Alchemy is a strange blend of magic and science that has fallen out of favor among the aristocracy. including all skill names and game mechanics. Some are exotic and rare. alchemy and chemistry are closely related. The price a person is willing to pay is Maurice Spann (order #94458) 6 . Alchemy is still a class skill for both sorcerers and wizards. DRUID. Most of these skills are unmodified from their original descriptions. Special: If you have 5 or more ranks in Knowledge (chemistry). statistics. All of the skills described in the d20 System core rules are available to characters in Dragonstar. Original Skills Each of the standard skills is listed in the following section. for more details. prestige class. Many sorcerers of the Dragon Empire consider this discipline below their station. page 79. It also introduces new skills unique to Dragonstar. however. The core skills for your class are class skills while those that aren't core skills are crossclass skills. but most are found on all the worlds of the Empire. Special: Most animals use all of their senses to communicate. The standard penalties for unskilled maneuvers in variant gravities apply. GRAVITY CHECK MODIFIER) Characters exploring new worlds encounter all manner of strange beasts of all varieties. Despite their different traditions. pages 88 and 89. cross-class skills. the technology and unique environments of the Dragonstar setting expand the scope and function of many skills. Sudden. Skills represent abilities you can learn and improve as you gain experience. and material derived from the d20 System SRD. If the animal you're interacting with can see you but can't hear you. RANGER ONLY.
if you're in zerogravity). The Climb skill is not used in zero-gravity environments. it's a lot harder to get away with it.often influenced by his culture and personal wants and needs. you gain a +4 circumstance bonus on Appraise checks. If you have the Craft (armorsmithing) skill. Special: If you're out of control in a zero-g environment. pharmaceuticals. GRAVITY CHECK MODIFIER) You can use this skill to maintain your focus even when you're in a zero-g environment. but advanced technology poses a real challenge to the art of deception and misdirection. if you have the Technical Proficiency feat. materials. Use the standard Craft rules for creating high-tech equipment and devices. Other Craft skills are enhanced by the Technical Proficiency feat. Check: You can earn 20 times your check result in credits each week. magnetically attractive surface (like that of most starcraft hulls) in a low. tumbling out of control. CRAFT (INT) In the Dragon Empire. The device grants a circumstance bonus to the user's Sense Motive check. if you are forced to use improvised tools or facilities. make a Balance check. It's still possible for you to fall even with these devices. smooth. you can use magnetic boots and gauntlets. the task is much more difficult. you are trained in the construction of archaic armors. If you're standing on a metallic. Creating a starship from scratch takes months at a modern shipbuilding facility. 71 chapter four: skills 6 . The DM may also rule that complex devices are constructed of several distinct components that must be crafted separately. When a planet's gravity is significantly different from that of your native world. for instance. the gravity check modifier does not apply to the DC. gunsmithing. you gain a +2 circumstance bonus on your Bluff check. Special: If you're trying to bluff while you're being monitored by a behavior analyzer. If the check fails. and robotics. and dry surface (DC 10). CONCENTRATION (CON. High-tech devices and equipment cannot be built or created without specialized tools. However. These trades include biotechnology. and facilities. Special: Changes in gravity can affect your sense of balance. like the glassy exterior of a building or starcraft. you can create your own Craft skills. for instance. The DM should determine if a new Craft skill requires or is enhanced by the Technical Proficiency feat. See Freefall for more details. is made up of hundreds of high-tech components. This bonus does not stack with circumstance bonuses provided by any other equipment. With your DM's permission. BLUFF (CHA) This skill may allow you to talk your way past an ISPD officer in a high-security detention facility. However. however. Wisdom. Use the Freefall skill instead. ARMOR CHECK PENALTY. though. or Charisma. There's no simple formula capable of covering so many variables. Maurice Spann (order #94458) 71r 71 You can use specialized grippers or suction cups to climb a flat. Special: If you have access to an appraisal kit. if you're aware that a behavior analyzer is being used. such as chainmail and field plate. wet. GRAVITY CHECK MODIFIER) Use this skill to scale the side of a skyscraper towering high above the clouds or to scramble up an access ladder on the engineering deck of your starship. or oily surfaces. these devices are useless on rough. mechanics. you must make a Concentration check to cast a spell or make a check against any mental skill whose key ability is Intelligence. These grant you a +2 circumstance bonus to your Climb checks. the age of the independent artisan and craftsman are long past. GRAVITY CHECK MODIFIER) It's much easier to maintain your balance in a familiar environment. The DC is 10 plus the gravity check modifier. Many cannot be crafted without advanced manufacturing or production facilities. that make the job a little easier. Tools are available.or zero-gravity environment and are wearing magnetic boots. CLIMB (STR. You must also have the Technical Proficiency feat to craft high-tech gear. metallurgy. BALANCE (DEX. Any time you stand up or move after you experience a change in gravity. electronics. printing. The DM may rule that a high-tech device cannot be made without adequate tools. A starship. However. you fall prone (or float prone. However. you must make the check with a –4 circumstance penalty. and these bonuses stack with those offered by other climbing gear. ARMOR CHECK PENALTY. you can construct the high-tech armors common in the Dragon Empire as well. Special: If the surface to be climbed is made of magnetically attractive metal (as are the hulls of most starships and space stations).
there are many subtle social and cultural differences between them. The many cultures of the Dragon Empire speak the same languages. or civilization from the person you're interacting with. TRAINED ONLY) The high technology of the Dragon Empire is far more sophisticated and complex than the simple mechanical devices common to most worlds in the Outlands. However. it can sabotage your ability to develop friendly relations with those you meet. If you're unaware of these customs and traditions. is inappropriate for most high-tech items. Nevertheless. on the other hand. she might be impressed or even awed by your technologically advanced culture.72 72l 72 CRAFT DCS Item High-tech armor Slug thrower Energy weapon Simple electronic device Average electronic device Complex electronic device Simple mechanical device Average mechanical device Complex mechanical device Example Combat armor Autopistol Laser rifle Personal comm Datapad Multiscanner Door lock Turbofan Vehicle engine Craft Armorsmith Gunsmith Gunsmith Electronics Electronics Electronics Mechanics Mechanics Mechanics DC 20 + AC bonus 20 30 20 25 30 20 25 30 A caster with the Technical Proficiency feat can create high-tech items with a fabricate spell. chapter four: skills DECIPHER SCRIPT (INT. TRAINED ONLY. The modifier should always be applied to the active character's Diplomacy check. The DM can apply the following situational modifiers when representatives of markedly different cultures are interacting. robots. you get a +2 synergy bonus on Repair checks when repairing the corresponding type of device. you can defeat just about any device you encounter. Special: If you are from a radically different back- DISABLE DEVICE (INT. For example. Maurice Spann (order #94458) 6 . if the text. even the most advanced devices have weaknesses. ground. document. it can have a significant impact on your Diplomacy checks. she may also react with hostility and fear. Few are made exclusively from wood or paper. and soulmechs communicate. Of course. BARD. culture. Situation Subject is impressed by you or people like you Subject is awed by you or people like you Subject is wary of you or people like you Target is hostile to you or people like you Modifier +2 +4 –2 –4 DIPLOMACY (CHA) You will encounter countless new worlds and civilizations in your adventures across the Dragon Empire. However. so you don't suffer any penalties when using this skill on a planet other than your homeworld. With the right knowledge and tools. if you're from Draconis Prime and the person you're dealing with is from the Outlands. the caster must make the appropriate Craft check. While the inhabitants of these many worlds all look the same and speak the same languages. Special: This skill cannot be used to interpret the machine code in which computers. The minor creation spell. you need the new Cryptography skill to unlock its meaning. Special: Untrained laborers earn about 250 credits each week. or file is mathematically encoded. ROGUE ONLY) You can use this skill to unravel the meaning of most written communications. If you have 5 or more ranks in a Craft skill. too.
GATHER INFORMATION (CHA) This skill is used exclusively to develop contacts and collect information from other people. Digital signatures are embedded in many products and devices. reset a trap or security system Disarm a complex trap or security system. archives. and other information sources. Special: If you have access to advanced communications technology. and the authorities have advanced devices capable of identifying and evaluating them for authenticity. Forging anything more complex requires the proper equipment. Check: The DCs to disable technological devices use the same scale as those in the core rules. This bonus does not stack with any other bonuses due to similar equipment. However. it's much easier to work contacts. manual forgery of hardcopy documents is mostly an obsolete art. such as a computer or robot 73 73r 73 * If the character attempts to leave behind no trace of the tampering. However. Adventurers use it to wriggle out of restraints or escape the clutches of hungry creatures. DISGUISE (CHA) Advanced technology such as retinal and fingerprint scans can be a serious challenge to the art of disguise. In general. These new tools have made it difficult to detect forgeries without the proper equipment. these devices grant a +10 circumstance bonus on Spot checks to detect forgeries. Check: Restraint systems and devices in the Dragon Empire are much more sophisticated than they are on most Outlands worlds. or disarm these devices. Advanced technology often benefits criminals and authorities equally. you get a +4 circumstance bonus on Disguise checks. This means setting up and maintaining a proper lab or acquiring access to one. cleverly sabotage a complex mechanical or electronic device. FORGERY (INT) In the Dragon Empire. ARMOR CHECK PENALTY. and online databases. Similarly. Restraint Zipcuffs Handcuffs Straightjacket Bodywrap DC 30 35 40 45 Maurice Spann (order #94458) 6 . Special: If you have 5 or more ranks in the Demolitions skill. an investigator with the right equipment is almost impossible to deceive with manual forgeries.DISABLE DEVICE DCS Device Simple Tricky Difficult Wicked Time 1 round 1d4 rounds 2d4 rounds 2d4 rounds DC* 10 15 20 25 Example Jam a magnetic lock Sabotage a turbofan Disarm a trap or security system. Special: If you use an advanced disguise kit (see page 110). you get a +2 synergy bonus when attempting to disable an explosive device. chapter four: skills ESCAPE ARTIST (DEX. use the standard forgery rules. add 5 to the DC. Forgery is sometimes used for signatures. Check: When forging a handwritten document or a handcrafted piece of art. GRAVITY CHECK MODIFIER) Performers across the Empire use this skill to perform daring escapes from deadly situations that seem impossible to survive. such as InfoNet access or even access to a simple telecom network. the means of detecting forgeries have gotten more sophisticated as well. sabotage. This grants you a +10 circumstance bonus on your Forgery check. It is typically of little use when you're searching for information in libraries. That requires the new Research skill. you must have the Technical Proficiency feat to bypass. informants. but most everything else is copied by means of sophisticated imaging and production technology.
If you have 5 or more ranks in Profession (herbalist). ARMOR CHECK PENALTY. which changes color and temperature to match your surroundings (see page 111). Check: If you're using a medkit. HIDE (DEX. However. the same animals are found on most of the worlds of the Empire. However. you gain a +2 synergy bonus on Heal checks. this is still a crucial survival skill for adventurers on expeditions deep into the Outlands. If you have 5 or more ranks in Profession (pharmacist). healing magic is rarely available to the masses. Special: Armor and clothing are available in camouflage patterns that make it very difficult to spot you when you're hiding in an appropriate environment.74 74l 74 chapter four: skills You gain a +2 circumstance bonus on your Gather Information checks when using these resources. HEAL (WIS) The Dragon Empire has made great advances in medical science. you get a +4 circumstance bonus on Heal checks. Maurice Spann (order #94458) 6 . and both aristocrats and commoners lead much longer. you gain a +4 synergy bonus on Heal checks. sick bay. TRAINED ONLY) In the Dragon Empire. machines have almost completely replaced animals as means of transportation. If you can treat your patient in a proper medical facility. medical science cannot compete with the miraculous powers of divine magic. The ultimate in personal stealth technology is the intrusion suit. In this technological civilization. it is almost always used instead of expensive technologies and invasive surgery. GRAVITY CHECK MODIFIER) Stealth and concealment technologies as well as devices designed to defeat them are highly developed in the Dragon Empire. HANDLE ANIMAL (CHA. Special: The Profession (herbalist) skill has been almost entirely supplanted by the Profession (pharmacist) skill. healthier lives than most people in the Outlands. Of course. When this magic is available. or infirmary. You don't suffer any penalties for using this skill on unfamiliar planets. such as a hospital. animals are commonly used only for entertainment or for food. These bonuses do not stack. As with the sentient races. you get a +10 circumstance bonus on your checks.
this skill still gives you an innate sense of your relative position in the galaxy. The examples assume that you're from the Empire. However. algebra. botany) • Chemistry (chemical processes. you can use this skill to leap great distances and large obstacles. You do not suffer penalties for interacting with people from different cultures when using this skill. chapter four: skills INTIMIDATE (CHA) The intent behind a threat—implied or otherwise—is usually clear. calculus. Use the listed guidelines to set these penalties. ARMOR CHECK PENALTY. TRAINED ONLY) In space. thermodynamics. though. geometry. interactions of inorganic matter) • Mathematics (arithmetic. it can be difficult to find shared meanings that will not also be obvious to anyone listening. • Astronomy (stellar processes and statistics. since it's usually impossible to change course once you leave the ground. analysis. Special: The DM may impose a circumstance penalty on your Innuendo checks if you're using the skill with someone from a different culture or civilization. you multiply the length or height of your leap by 5. TRAINED ONLY) There are many new fields of knowledge in Dragonstar. but some may be able to determine their position in space using other indicators. absolute direction loses its meaning and it can be difficult to get your bearings. If you're in space and have the Technical Proficiency feat. Be sure to scout out the terrain. it's faster to jump than it is to walk or even run. However. and most of them involve the scientific study of the universe. Several sample Knowledge skills are described below. use the standard rules for this skill. For example. and other systems of measuring and relating quantities) • Physics (gravity. INTUIT DIRECTION (WIS. KNOWLEDGE (INT. Check: When you're on the surface of a planet or large moon. If you and the person you're conversing with are from very different cultures.INNUENDO MODIFIERS Speaking with Someone from a similar culture Someone from slightly different culture Someone from a significantly different culture Someone from a radically different culture Modifier — –2 –4 –8 Example A person from a different city on the same planet A person from a different imperial planet A person from an Outlands world A person from a barbaric or primitive culture on an Outlands world 75 75r 75 INNUENDO (CHA) This skill is used to pass secret messages or converse in coded language. zoology. electromagnetism. optics) Maurice Spann (order #94458) 6 .2g). GRAVITY CHECK MODIFIER) On a low-gravity world. you can jump half as far as normal. Special: The distance of your leap must be divided by the local gravity. On some low-g worlds. anatomy. you know your approximate position relative to the galactic center and your position above or below the galactic plane. If you attempt a leap on a low-g planet and your check result is less than 10. On a high-g world. and you're encouraged to work with your DM to develop new ones. such as the arrangement of the stars. you may not be able to jump at all. Untrained characters can't use this skill. you can concentrate for 1 minute to determine your relative position in the galaxy (DC 15). however. the DM should roll on the grenadelike weapons table (PHB 138) to determine where you land. JUMP (STR. If the check succeeds. if you're on a 2g planet (standard gravity is 1g). astronomical phenomena) • Biology (processes. if you're on a planet with 1/5 standard gravity (0.
LISTEN (WIS) Devices such as microbugs and surveillance lasers make it extremely easy to eavesdrop on the conversations of others. the Emperor's personal historian probably won't know any of the historical details of that character's planet. You win awards for your work. Credit chips are about the size of a single Outlands gold piece. and mass media has made artistic performance a lucrative trade. there are also devices designed to detect and counter these technologies. number code. but you suffer a –2 circumstance penalty. DC 10 MOVE SILENTLY (DEX. a character from a newly annexed planet in the Outlands who has the Knowledge (history) skill isn't likely to know anything about the history of the Dragon Empire. 20 Great performance. You could be the lead in a local performance. You earn both applause and money. People love your work. See Chapter 6: Equipment for more details.76 76l 76 Special: Your use of Knowledge skills is limited to your relevant education and experience. GRAVITY CHECK MODIFIER) Locks common in the Dragon Empire are far more advanced than those found in the Outlands. 35 Stellar performance. You could win a major studio contract. You're at the top of your craft. You can earn 50–100 credits per day. In a city. people pay you to stop playing. ARMOR CHECK PENALTY. chapter four: skills OPEN LOCK (DEX. You could be a star. it will be very difficult for you to move quietly. you earn 2–20 credits per day. GRAVITY CHECK MODIFIER) If you're in an unfamiliar environment and have difficulty coordinating your movement. You earn 1–10 credits per day. 25 Memorable performance. Conversely.000 credits per day. electronic locks aren't so easily bypassed. GRAVITY CHECK MODIFIER) Cash is uncommon on the core worlds of the Dragon Empire. A reputation for solid work will earn you regular gigs or even professional contracts. You can earn 500–1. TRAINED ONLY. TRAINED ONLY. You can attempt to open an electronic lock with a standard electronics toolkit. 15 Enjoyable performance. Variant gravities can therefore present a serious problem for characters attempting to be stealthy. You might land a minor role in a community theater. At this level. Check: Opening an electronic lock without a key— whether that's a passcard. 30 Extraordinary performance. you can earn 10–50 credits per day. For instance. or print scan— requires electronic lockpicks. You could land the lead in a major production. You can earn 100–500 credits per day. Check: The table below lists expected earnings for street performances and impromptu acts. ARMOR CHECK PENALTY. People are willing to pay for your perfor mances. and you can use them to beam transactions Maurice Spann (order #94458) 6 . Financial transactions are handled electronically. Of course. While the standard thieves' tools work fine for mechanical locks. PERFORMANCE DCS Performance Routine performance. PERFORM (CHA) The entertainment industry thrives in the Dragon Empire. You can only use such tools if you have the Technical Proficiency feat. Lock Simple electronic lock Average electronic lock Good electronic lock Amazing electronic lock DC 25 30 35 45 PICK POCKET (DEX. You could get a minor role in a major production. In a city.
DRUID. RIDE (DEX. computer programmer. and so forth. physician. Special: While many robots are designed to look like normal organic humanoids. too. There are no modifications to this skill. scientist. explorers. banker. SENSE MOTIVE (WIS) With the proper equipment. and adventurers often develop the skill. only rogues and mechanists are able to detect and disable complex devices. another check is required. but magical surveillance can be even more effective and much harder to detect. Check: In the Empire. TRAINED ONLY) many devices designed specifically to reveal hidden things and uncover secrets. the analyzer has given you a false reading. When you use a behavior analyzer. SEARCH (INT) High-tech materials and construction methods make it much easier to conceal things in the Dragon Empire than on most Outlands worlds. many people have never seen a horse and most don't know how to ride. Special: If the subject is hooked up to a behavior analyzer or similar device. Special: This skill does not allow you to learn a computer language or to communicate with robots or soulmechs in machine code. If you roll a 1. and many other industries. teacher. but they are not infallible. SCRY (INT. too. WIZARD ONLY) Electronic surveillance is very prevalent in some circles of the Dragon Empire. Check: You can earn your check result times 25 in credits each week. psychologist. you are convinced she's being deceitful. and there are no penalties for using the skill on them. the DM should make your Sense Motive check and give you the results. Soulmechs are the exception. TRAINED ONLY) While technology in the Empire has advanced far beyond that of most Outlands worlds. this skill allows you to speak. SORCERER. as long as you can see their lips. pilot. engineer. Even with this technology. ROGUE ONLY) You can use this skill to determine what speakers are saying. These devices can be activated and used to scan any target within 30 feet. SPEAK LANGUAGE (INT) As in the standard rules. It is only used for magical scrying. if you're using a device such as a multiscanner. medical. there are also SPOT (WIS) There are several devices that enhance your ability to visually identify things from a distance. read.wirelessly to datapads. few models have articulated lips. other credit chips. There are portable analyzers. However. you get a +4 circumstance bonus on your Sense Motive checks. These bonuses do not stack. Special: This skill does not work with electronic surveillance devices. you get a +10 circumstance bonus on your Search checks to detect hidden or concealed construction. the practice of magic adheres to the same ancient traditions. miner. attorney. even when they're in use. minimum Search DCs for sophisticated secret doors and traps are usually 30 or higher. These professions include accountant. In the Dragon Empire. You get a +2 circumstance bonus on your Sense Motive checks when using these portable scanners. and there are literally thousands of professions in service. Apply the Maurice Spann (order #94458) 77r 77 PROFESSION (WIS. CLERIC. GRAVITY CHECK MODIFIER) Most adventurers and travelers on Outlands worlds know how to handle a mount. Scouts. or the computer tellers scattered across the cities of the Empire. These machines are extremely helpful. and it will not help you to detect such surveillance. BARD. The skill works even when you're watching a holovid or other electronic image with no sound. If she was telling the truth. If you fail this check. manufacturing. Successful practice of these professions in the Dragon Empire requires the Technical Proficiency feat. They can be integrated with glasses and other innocuous accessories. you believe her to be telling the truth. Of course. as it is very useful on long excursions into the Outlands. making them hard (Spot DC 20) to notice. construction worker. The economy of the Dragon Empire is highly structured and extremely complex. See Chapter 6: Equipment for more details. Special: Untrained laborers earn about 250 credits each week. For example. Special: Binoculars or rifle sights can eliminate or reduce range penalties on Spot checks. even the most gullible characters can defend themselves from deception and misdirection. if the subject was lying. and write any one language in use in the known galaxy. retail. SPELLCRAFT (INT. READ LIPS (WIS. TRAINED ONLY. 77 chapter four: skills 6 . manager.
USE ROPE (DEX) In the Dragon Empire. and similar environments. TRAINED ONLY) You can encode data so that only someone with the proper key can decode it. if you have a 10x scope. the object floats. space stations. chapter four: skills TUMBLE (DEX. her gear weighs 15 pounds. ROGUE ONLY) The materials used in their construction may vary. Justica would suffer a –3 circumstance penalty on any Swim checks. You suffer a –1 circumstance penalty for every 5 additional pounds of weight you're carrying after adjusting for local gravity. if your gear weighs 20 pounds at 1g.78 78l 78 device's multiplier to the base range modifier of –1 for every 10 feet of distance. Justica suffers only a –1 circumstance penalty on her Swim checks. SWIM (STR) Local gravity has very little effect on your ability to swim. Instead. Anyone who has the proper key can decode the data with a successful Cryptography check (DC 10). BARD. this skill enjoys near-universal application throughout the Dragon Empire and the Outlands. The weight of the water an object displaces is what makes it float—if the water weighs as much or more than the object displacing it. fitted couplings. You can also decipher coded data. you get a +2 circumstance bonus on your Use Rope checks. CRYPTOGRAPHY (INT. Special: If you have the Freefall skill and you're trying to tumble in less than 1g. Special: The gravity check modifier does not apply to Swim checks. Justica is carrying 10 pounds of gear. As a result. rope is often replaced by stronger and more reliable materials designed for specific tasks: steel or carbon-fiber cables. There are no modifications to this skill. GRAVITY CHECK MODIFIER) You can only use this skill in an environment with at least minimal gravity (more than 0. technological civilizations. you get a +2 synergy bonus. rope is one of the adventurer's favorite tools. Still. the range modifier becomes –1 for every 100 feet of distance. TRAINED ONLY. If you have access to a datapad and codebreaking software. you can try to decode it without the key by making a Cryptography check. Characters of any class who meet the other requirements can learn and improve these new skills. You need the Technical Proficiency feat to learn and use most of these skills. On the other hand. the person can automatically decode the data without making a check. though.1g). Your check result must exceed that of the person who encoded the data. For that. Maurice Spann (order #94458) 6 . TRAINED ONLY.5g world. You get a +20 circumstance bonus if you have access to a datapad and encryption software. On a 1. You cannot use this skill in cities. but magic items work the same across the known galaxy. Justica's gear would only weigh 5 pounds. Movement in zero-g and microgravity is covered by the new Freefall skill. The class descriptions in Chapter 3: Classes list which of the new skills are class skills and cross-class skills for each class. you get a +10 circumstance bonus on the check. Special: If you use rope made of modern synthetics. If you intercept data encoded by someone else. For instance. On a 0. etc. On this planet. high gravity can be a real problem if you're trying to swim with heavy equipment or armor. WILDERNESS LORE (WIS) The countless habitable planets in the known galaxy all share many characteristics. For example. USE MAGIC DEVICE (CHA. elastics. New Skills Many skills have developed in the Dragon Empire that are unique to urbanized. Check: You make a Cryptography check when you encode data. multiply the weight of your gear by the local gravity. The living beings of the galaxy have a fairly narrow range of environments in which they can survive and prosper. then it weighs 40 pounds in 2g. then. For instance. you need the new Urban Lore skill. If using a datapad and software key.5g world. ARMOR CHECK PENALTY.
Even simple movements are challenging in these conditions. DEMOLITIONS (INT. you get a +2 synergy bonus. Check: Any time you're trying to make any kind of complicated move or action in microgravity or zero gravity.or zero-gravity environment. The check does not determine your success or failure (though other skill checks. Check: Arming a prepared explosive doesn't require a check. You must make a Demolitions check to set or place an explosive charge. or saving throws may). as do Reflex saving throws. you get a +2 synergy bonus on your Disable Device checks when disarming an explosive. Instead. The DC depends on the complexity of the explosive device. and you can take 10 if you have the time. and you have to retrain your body to adjust to them. The table on the following page lists a variety of situations and corresponding DCs. Attacks with all but recoilless energy weapons (such as lasers and blasters) require this check. The skill check does not require an action. though the specific maneuver might. it's then up to the decoder to figure out what the real meaning is using her own Innuendo skill. ability checks. If the check is successful. GRAVITY CHECK MODIFIER) Use this skill to maneuver in a low. TECHNICAL PROFICIENCY ONLY) Use this skill to set and detonate explosive charges. If you have the Innuendo skill. TRAINED ONLY. Covert operatives and intelligence specialists typically use both methods when encoding sensitive data. FREEFALL (DEX. If the message is decoded. ARMOR CHECK PENALTY.CYRPTOGRAPHY MODIFIERS Condition Type of document or file unknown to reader Type of document or file somewhat known to reader Type of document or file well known to reader Decoder's Modifier –2 +0 +2 79 79r 79 Special: You must have the Technical Proficiency feat to use encryption and codebreaking software. you can use it together with the Cryptography skill. you're able to control your position and motion and can continue to act normally. you must make a Freefall check. you simply compose a message using Innuendo and then encode it with Cryptography. attack rolls. There are no synergy bonuses. The Freefall check simply determines what happens to you after you attempt the maneuver. chapter four: skills DEMOLITIONS DCS Device Simple Tricky Difficult Wicked Time 1 round 1d4 rounds 2d4 rounds 2d4 rounds DC 10 15 20 25 Example Set a personnel mine or other preset explosive device Place a plastic explosive charge to blow a door Place a plastic explosive charge to blow the turbofan off a hovertank Place a plastic explosive charge to knock out a bridge Maurice Spann (order #94458) 6 . If you have 5 or more ranks in Demolitions. If the device is armed or programmed electronically and you have the Use Device skill. Special: You must have the Technical Proficiency feat to use this skill.
You must also make a successful Concentration check to be able to cast a spell. without triggering attacks of opportunity and while passing through areas occupied by foes. you get a +2 synergy bonus when you're using a climbing motion to move—such as pulling yourself up or down a ladder or along a series of handholds. You suffer a –4 circumstance penalty on melee attacks and a –6 circumstance penalty on ranged attacks. GRAVITY CHECK MODIFIER. watercraft. aircraft. Many attack spells (such as magic missile or fireball) have a physical effect. Made a successful melee attack. you can attempt to right yourself by making another Freefall check at the original DC. Struck by a ranged attack. Casting a spell never causes recoil. Of course. When you are out of control. Other spells (such as inflict serious wounds) don't involve the target being struck by anything solid. Maneuver up to 20 feet as part of normal movement. you must make a Concentration check against the original DC. Special: This skill is only used in places where there is negligible gravity (0. Wisdom. If you fail. You only have to make a check when you're operating a vehicle in extraordinary conditions—such as a chase or combat—or attempting a difficult maneuver. If you have at least 5 ranks in the Climb skill. Made a ranged attack. without triggering attacks of opportunity. This is a move-equivalent action that provokes attacks of opportunity. DC is adjusted for opponent's Strength modifier. The same skill applies to ground vehicles. These force a check just as if you'd been struck by a ranged attack.1g or less). Braced solidly or anchored to something solid. Maurice Spann (order #94458) 6 . any attack rolls still suffer the penalties outlined above. However. chapter four: skills To make any skill check based on Intelligence. such as aircraft and spacecraft. so you don't have to make a Freefall check for spellcasting. Retry: Yes. you get a +2 synergy bonus when you're attempting an acrobatic maneuver. but you're subject to normal attacks of opportunity. nor do any effects that only require a touch attack. although only to regain control of yourself. you spin out of control. ARMOR CHECK PENALTY. If no anchor or propulsion is available. Check: You don't have to make a Pilot check every time you drive down the street. to stop yourself.8 0 80l 80 FREEFALL DCS DC 10 15 15 Example Made a failed melee attack. You can take no move actions and cannot make attacks of opportunity. Maneuver up to 20 feet as part of normal movement. you complete the move but are subject to normal attacks of opportunity. On your next action. you have to be able to find something to hold on to or have some means of propulsion (such as a thruster pack) to stabilize yourself. or Charisma. and spacecraft. 15 20 20 25 –5 If you're struck by a spell. Even if this check is successful. you still move up to 20 feet. you suffer a –10 circumstance penalty. In any other environment. If you fail a Freefall check. If you fail. PILOT (DEX. you'll continue spinning until you hit something. Such spells don't incur a check. Struck by a melee attack. Otherwise. you should use Climb instead. you need specific feats to use this skill effectively with specialized vehicle types. try to determine if it has any mass behind it. hovercraft. but you can still make normal attacks if there is a target in range. you lose your Dexterity bonus to AC and opponents get a +4 circumstance bonus on attack rolls against you. If you have at least 5 ranks in Tumble. See Chapter 9: Vehicles for more information (page 150). The DC for this check is equal to the DC of the original Freefall check. TECHNICAL PROFICIENCY ONLY) Use this skill to operate any kind of motorized vehicle.
For each round by which you want to reduce this time. you might find yourself in an asteroid field or in an unstable orbit in the gravity well of a planet. If you roll a 1.81 81r 81 NAVIGATE (INT) This skill allows you to use maps and charts to plot a course from one place to another. If you follow it you are off course. Useful on land or sea. For example. If you're trying to find your way through a city. you're lost. you have chosen a dangerous route. determining the best route across a city takes 5 rounds—half a minute. Failure means you have chosen an improper route. If you fail again. make the check again. It's up to the DM to determine your exact fate. If you're navigating a star system. it's essential in space. add +2 to the DC. perhaps you hit a dead end or wind up in a bad neighborhood. You can take 10 if you have the time. If you can't get your bearings and determine your location. Check: Plotting a proper course requires one round for every point of the base DC. chapter four: skills Course Crossing a city Finding your location by the stars (on land) Crossing a continent Crossing a sea or ocean Finding your location by the stars (in known space) Crossing a solar system Finding your location by the stars (in uncharted space) Crossing between star systems Crossing uncharted space DC 5 10 15 20 25 30 35 40 45 Maurice Spann (order #94458) 6 . down to a minimum of a full-round action.
have no parts Complex repair. as well as any costs for parts and the time it takes to complete the repair. add +1 to the DC. If you're forced to use improvised tools. The DM may rule that a more complex job takes longer. or that damage to a complex device requires you to repair several components individually. You may not know how to build an engine from scratch. These complex repairs require advanced training and experience. no matter who's making the check. you suffer a –2 circumstance penalty. RESEARCH (WIS) The Dragon Empire is awash in a vast sea of information. Special: You must have the Technical Proficiency feat to use this skill. Special: You must have the Technical Proficiency feat to navigate in space. For example. Most repairs take three minutes for every point of the check's DC. If you set up and maintain (or have access to) a proper repair facility. Add +5 to the DC of any future attempts to make the same repair. It takes 30 minutes to complete this repair. roll again. Only mechanists or characters with at least 5 ranks in a corresponding Craft skill can attempt a repair job with a DC higher than 20. for example. If it's not. a simple repair with the right parts at hand is DC 10. you can restore them with a Repair check. REPAIR (INT. Sabotage: Repairing sabotage requires an opposed check against the result of the Disable Device check the saboteur made when rigging the device. Check: The DC for this skill is based on the severity of the damage that needs to be repaired. as long as the device is still in one piece. If the check is successful. as well as the complexity of the damaged device. adds +8 to the DC. TECHNICAL PROFICIENCY ONLY) Use this skill to perform maintenance. For every 10% you take off the time. An object that has been reduced to 0 hit points or less has been destroyed and cannot be repaired. Retry: Yes. TRAINED ONLY. REPAIR DCS Example Simple repair. If you fail the check by 10 or more. You also need the proper tools. the item you're trying to fix has been damaged beyond repair. You start by finding your location and seeing if it's where you expected to be. have substitute parts Complex repair. you do more harm than good. you know you're off course and can try again. Use this skill to find a specific reference in a library or search a computer database for the information you need. you gain an additional +2 circumstance bonus on your Repair checks. A computer or robot with the proper programming (which includes a map of the area to be navigated) grants a +20 circumstance bonus. the device regains 1d8 hit points. have substitute parts Simple repair. The minimum amount of time needed for a repair is 20% of the base. If you fail. Each attempt requires additional time and materials. This stacks with circumstances bonuses for toolkits (see page 114). If you have to improvise the proper parts for the repair. have the right parts Simple repair. upgrades. To do the job in that much time. you believe yourself to be on course. chapter four: skills If you roll a 1 when making a Repair check. Restoring Damage: If the device you're working on has suffered hit point damage. and repairs to a wide variety of technological equipment and devices.82 82l 82 If you have 5 or more ranks in Intuit Direction. you suffer a –2 circumstance penalty. modifications. Retry: Once per hour traveled along a course. but you can improve or fix an existing one. If you have access to the InfoNet or a global network. have the right parts Complex repair. and sifting through it and finding specific data can be a real challenge. If you fail the check again. you can try to re-plot a route. have no parts Repair sabotage DC 10 15 25 15 20 30 Opposed Maurice Spann (order #94458) 6 . It's up to the DM to set the actual DC. you get a +2 synergy bonus on Navigate checks. Such a device isn't completely repaired until it regains all of its lost hit points.
RESEARCH DCS Example Simple question. They're also affected by the quality of the library or database you're working with and the subjects they cover. gossip and conspiracy forums. If this second check also fails. you get a +2 synergy bonus on your Research checks. Sources available to you include news sites. entertainment and media sites. both obscure and mundane. from the InfoNet Simple question. chapter four: skills URBAN LORE (WIS) Use this skill to survive in the urban jungle. Retry: If you fail with a particular question. from general-use library or database DC 10 10 15 20 20 25 83 83r 83 you have a vast repository of information at your fingertips. you can try as many similar questions or different sources as you like. historical archives. Check: Use this skill when looking for information in a library or database. If your check result is 20 or greater. The DM should make the skill check herself. Usually the information is clear and direct. Research DCs are based on the type of information you're seeking. the DM makes the check again. Recognize signs of underworld factions (like graffiti tags) and know whose turf you're on. avoid getting lost in a city. Determine if an abandoned building is safe or is likely to collapse or be inhabited by dangerous denizens. from the capital of an Outlands world to the heart of Draconis Prime itself. the DM should give you inaccurate information from the database. If a 1 is rolled. However. scientific and technical databases. Maurice Spann (order #94458) 6 . Note that information—especially information in a conventional library or archive—can quickly become dated. from general-use library or database Obscure question. you can find data on a dizzying variety of subjects. from InfoNet Obscure question. and much more. Special: You must have the Technical Proficiency feat to use electronic information networks. What was once a fact may not be any longer. from library or database specializing in subject Simple question. Your DM determines the details and specifics of the information your research uncovers. find a reasonably safe place to sleep on the streets. It's up to the DM to determine the exact nature of this mistaken information. you must wait until you gain another rank in Research before you can search the same source for the information again. If you make a Research check. URBAN LORE DCS DC 10 15 20 Task Scrounge enough food and water to survive. You are a skilled scavenger of the streets. capable of finding the essentials of life in any city or urban environment. scrounge enough food and water for two additional people to survive. Collecting information from people requires the Gather Information skill. If you have at least 5 ranks in a Knowledge skill relevant to the information you're seeking. even if you get a high check result. you get a +2 synergy bonus on Gather Information checks in the same area or neighborhood. However. find enough food and water for five additional people to survive. the research cannot turn up information that's not in the database or library you're using. from library or database specializing in subject Obscure question.
Check: To use most technological devices. you can install programs or copy data to or from the system. He will also know the location from which you accessed the system. and he will be able to identify your activities—programs you uploaded or downloaded. However. terminal. you must make a Use Device check. or ask a local for directions. Special: You must have the Technical Proficiency feat to use this skill. you set off the computer's security system. if you're trying to crack a computer file and you miss your check by 10 or more. or network—you must make a Use Device check to access protected files or programs. or if you want to operate a complex or specialized device. The owner of any computer system or network you crack can normally track your activity. such as programming a computer or robot. such as computers. robots. and so forth. to a minimum of five minutes. you can try to find your way (DC 10) every time you spot a landmark. Cracking a Computer: Most datapads and computer systems are password protected. Writing a program takes five minutes for every point of the program's DC. or at least the alias you used to register your network account. For every five minutes by which you want to reduce the programming time. Your activities will only be noticed if someone working with the system beats your check result with his own Use Device check.8 4 84l 84 Check: You can keep yourself safe in a city or town without relying on others to help you. If you were accessing the system directly. To hide any trace of your tampering. Retry: Depending on the situation. and vehicle sensors. you don't need to make a skill check. files you accessed or copied. consult a good map. If you were accessing the system over a network. He will know that someone accessed the computer. Once you have access to a computer's operating sys- chapter four: skills tem. If you get lost in a city. It's easiest to install prepared programs— writing code on the fly isn't easy. It can range from locking your access point out of the system to sounding an alarm. Your DM determines the result. Once you have access to a system—through a personal device. you can retry as often as you like. You may attempt to gain the synergy bonus for a Gather Information check only once per use of the Gather Information skill. Retry: You may try to find sustenance or check the safety of a particular building once per day. Special: If you have 5 or more ranks in Intuit Direction. TECHNICAL PROFICIENCY ONLY) Use this skill to operate complex or specialized technological devices. The DC is based on the sophistication of the security. increase the DC by 1. COMPUTER CRACKING DCS Security Simple security Good security Excellent security Incredible security DC 15 20 25 30 PROGRAMMING DCS Program Simple program (does one thing) Mildly complex program (does two or three things) Moderately complex program (does up to five things) Incredibly complex program (does up to 10 things) DC 10 15 20 25 Maurice Spann (order #94458) 6 . based on its complexity as shown in the table below. he will know your name and your Imperial Indentification Number (IIN). Devices designed for regular civilian use are extremely user friendly. the person won't learn very much. USE DEVICE (INT. you get a +2 synergy bonus on Urban Lore checks to find your way around the city. You need this skill if you want to attempt an advanced task.
statistics. Freefall. and material derived from the d20 System SRD. Freefall. See Chapter Six: Equipment for more details. Climb. Escape Artist.Chapter Five 85 85r 85 Feats Introduction Open Game Content in this chapter includes game rules. Benefit: When you wear a type of armor you're proficient with. Pick Pocket. the armor check penalty applies only to Balance. Benefit: When you wear a type of armor you're proficient with. Move Silently. ARMOR PROFICIENCY (LIGHT) There are several new kinds of high-tech light armor. CRAFT WONDROUS ITEMS You must have the Technical Proficiency feat to create high-tech miscellaneous magic items. See Chapter Six: Equipment for more details. and Tumble checks. Jump. Pick Pocket. Maurice Spann (order #94458) 6 . Freefall. Pilot. Handedness is unique to organic beings. ARMOR PROFICIENCY (HEAVY) There are several new kinds of high-tech heavy armor. Jump. mechanics. the armor check penalty applies only to Balance. The DM may also allow any feats from other sources. ARMOR PROFICIENCY (MEDIUM) There are several new kinds of high-tech medium armor. Background and setting information is designated as closed content. Pilot. including the names and game mechanics of all feats. This section updates and expands several original feats. high-tech weapons and armor. stones. The ones listed here are those affected by new rules unique to the Dragonstar setting. Climb. Jump. Move Silently. Escape Artist. chapter five: feats Original Feats Most of the original feats are unchanged. Climb. You cannot use this feat to deflect bullets or energy pulses. See Chapter Six: Equipment for more details. Escape Artist. such as arrows. such as firearms. Pilot. the armor check penalty applies only to Balance. and Tumble checks. AMBIDEXERITY Robots and soulmechs get this feat for free. abilities. in addition to archaic projectile weapons. and the following section presents many new feats available to characters in Dragonstar. and Tumble checks. Move Silently. All of the feats in the d20 System core rules are available to characters in Dragonstar. FAR SHOT You can use this feat with high-tech ranged weapons. and robotics engineers never build this weakness into their designs. or crossbow bolts. Hide. Hide. DEFLECT ARROWS This feat only works against thrown or archaic missile weapons. Pick Pocket. CRAFT MAGIC ARMS AND ARMOR You must have the Technical Proficiency feat to create magic. Benefit: When you wear a type of armor you're proficient with. Hide.
Climb. this feat provides a +3 bonus on all checks with the chosen skill. Some of these can only be used if you have the Technical Proficiency feat. for more details). Freefall. page 124. TWO-WEAPON FIGHTING This feat does not work with ranged weapons. Pick Pocket. Technical Proficiency.IMPROVED TWO-WEAPON FIGHTING 8 6 86l 86 SKILL FOCUS In Dragonstar. They are assumed to have gained access to the Dragon Empire's advanced training resources to hone their skill. LEADERSHIP The following additional modifiers apply to this feat. Hovercraft. can be tracked using this feat. This feat does not apply to ranged attacks from vehicles. See Chapter Six: Equipment for a full list. the armor check penalty applies only to Balance. and Tumble checks. Move Silently. WEAPON FOCUS As in the core rules. including firearms. Outlands characters who gain the Technical Proficiency feat may immediately take this increased bonus if they have already selected this feat at least once. Benefit: You do not suffer any penalties on your Pilot checks when operating an aircraft. Hide. New Feats AIRCRAFT PILOTING [GENERAL] You know how to pilot and operate aircraft. ARMOR PROFICIENCY (POWERED) [GENERAL] You are proficient with powered armor. Law enforcement officers occasionally use them to protect against primitive weapons in riot situations. SIMPLE WEAPON PROFICIENCY There are a number of new kinds of simple weapons. Shields offer no armor bonus against ranged attacks from firearms (see Chapter 7: Combat. See Chapter Six: Equipment for more details on powered armor. SHIELD PROFICIENCY Shields are largely an obsolete technology in the Dragon Empire. Prerequisites: Pilot skill. Normal: A character who is wearing armor with which she is not proficient suffers its armor check penalty on attack rolls and on all skill checks that involve moving. Some of these can only be used if you have the Technical Proficiency feat. Armor Proficiency (heavy). Armor Proficiency (medium). Maurice Spann (order #94458) 6 . Pilot. Escape Artist. This feat does not work with ranged weapons. including Ride. Prerequisites: Armor Proficiency (light). Jump. chapter five: feats MOUNTED ARCHERY You get the benefits of this feat when you fire any kind of ranged weapon from a mount. You cannot choose "firearms" or "blasters. Normal: Characters without this feat suffer a –4 penalty on Pilot checks when attempting to operate an aircraft. See DMG 45 for more information on Leadership. See Chapter Six: Equipment for a full list. Cohort-Only Leadership Modifiers The Leader Leadership Modifier Owns or is served by a soulmech –2 Is a soulmech –2 Follower-Only Leadership Modifiers The Leader Leadership Modifier Owns a starship +1 TRACK You cannot use this feat to track aircraft or spacecraft. Benefit: When you wear a type of armor you're proficient with. you must choose a specific weapon for this feat. and Technical Proficiency. however. Special: Fighters and paladins have this feat for free." MARTIAL WEAPON PROFICIENCY There are a number of new kinds of martial weapons." but you could choose "sniper rifle" or "blaster pistol.
BORN SPACER [GENERAL] You are familiar and comfortable with space and its exotic environments. page 157. (See Vehicle Combat. Rapid Shot. Precise Shot. Benefit: You can make a targeting run and acquire a target as a single move-equivalent action. Normal: A character firing a burst from an automatic weapon hits with an extra shot for every 5 by which his attack roll exceeds the opponent's AC. Benefit: When you make a ranged attack against an opponent behind cover. Normal: Targeting run and acquire target are both move-equivalent actions. Prerequisite: Technical Proficiency. CRACK SHOT [GENERAL] You are skilled at making well-placed shots at targets behind cover. Prerequisites: Pilot skill. you hit with an extra shot for every 3 by which your attack roll exceeds the opponent's AC. Maurice Spann (order #94458) 6 . Dex 13+.87 87r 87 chapter five: feats AUTOFIRE [GENERAL] You are trained to fire accurate bursts with an automatic weapon. you can line up and acquire a target with a single fluid maneuver. Special: You cannot use this feat with a vehicle that is size category Colossal or larger. Technical Proficiency. for more information). Benefit: You get a +2 bonus on all Freefall and Navigate checks. the target's cover bonus to AC is halved. Prerequisites: Point Blank Shot. Precise Shot. Martial Weapon Proficiency. Benefit: When firing an automatic weapon. Technical Proficiency. COMBAT ACE [GENERAL] In a dogfight. Prerequisites: Point Blank Shot.
page 157). Dex 13+. You can also upgrade certain enhancements. Mobility. Prerequisite: Technical Proficiency. see Chapter 6: Magic Items in the Galaxy Guide. IMPROVED SHOT ON THE RUN [GENERAL] You are skilled at making multiple ranged attacks with firearms while on the move. Benefit: Sorcerer is a favored class for you. For more details on spellware. you ignore any circumstance penalties for dealing with those of a different culture. The blood of dragons runs in your veins. Shot on the Run. Implanting a spellware enhancement in a patient takes 1 hour for each 1. GEARHEAD [GENERAL] You have an intuitive understanding of how machines work. Benefit: When making a Diplomacy check. Prerequisites: Spellcaster level 5th+. to a minimum of 1g. and equipment. page 157). soulmechs can choose this feat—the dragon ancestor's power is in the spirit. GUNNER'S EYE [GENERAL] You are skilled at acquiring targets in vehicle combat. Normal: Each full range increment causes a cumulative –2 penalty on a character's ranged attack rolls. and half the time it would take to implant the spellware in the first place. For example. Mobile Shot. you have only just discovered the latent magical affinity manifested by your heritage. the penalty on a ranged attack from a vehicle moving at speed 20 would be –3 instead of –6 (see Vehicle Combat. GUNNER [GENERAL] You are trained to fire weapons from a vehicle. Prerequisite: Str 13+. chapter five: feats HIGH-G TOLERANCE [GENERAL] You are well adapted to high-g environments. Despite the name. Doing so costs half the XP. Benefit: You get a +2 bonus on all Cryptography and Use Device checks. Dodge. You also gain a +2 circumstance bonus on your Charisma check to alter an NPC's initial attitude toward you. Benefit: You get a +4 bonus on Use Device checks to acquire targets in vehicle combat (see Vehicle Combat. Technical Proficiency. ETIQUETTE [GENERAL] You know how to handle yourself in just about any situation. not the blood. Benefit: All penalties due to range are halved. Some spellware enhancements cost extra credits or XP as noted in their descriptions. Special: You can take this feat any time you are eligible to choose a new feat. Each full range increment causes a cumulative –1 penalty on your ranged attack rolls. supplies. Benefit: You can create any spellware whose prerequisites you meet. When you take the feat after 1st level. Prerequisite: Technical Proficiency. Maurice Spann (order #94458) 6 . Dex 15+. Benefit: The penalty on ranged attack rolls for your vehicle's speed is halved. IMPLANT SPELLWARE [ITEM CREATION] You can modify and augment living beings with spellware. and its manifested power gives you a natural affinity for arcane magic. Prerequisite: Cha 13+. Prerequisites: Technical Proficiency.000 credits in its price and costs half its price in raw materials. The recipient of the spellware must spend 1/25 of the enhancement's price in XP. Prerequisites: Point Blank Shot. Benefit: You treat all high-g environments as if they were 1g lower.DRAGONBLOOD [GENERAL] 8 8 88l 88 EVASIVE PILOTING [GENERAL] You know how to shake a tail. ability to make multiple ranged attacks with a firearm. Prerequisites: Point Blank Shot. Far Shot. Prerequisite: Technical Proficiency. such as darkvision and enhanced strength. Technical Proficiency. These costs are in addition to those derived from the enhancement's base price. Prerequisite: Technical Proficiency. HACKER [GENERAL] You are skilled at breaking codes and cracking computer systems. half the materials. You must pay this cost to implant or upgrade the spellware. IMPROVED FAR SHOT [GENERAL] You are highly skilled at making accurate attacks at great distance with ranged weapons. Prerequisite: Charisma 13+. This is in addition to your favored class based on race. Benefit: You get a +2 bonus on all Repair and Use Device checks. Benefit: You get a +4 bonus on your opposed Pilot check when an opponent is attempting a targeting run on your vehicle.
and gossip. Prerequisites: Base attack bonus +1 or higher. Repair. Mobility. (See Robots. SPACE JOCKEY [GENERAL] You are more at home behind the controls of a starship than anywhere else. page 157). Special: You only get the benefits of this feat when making ranged attacks with a firearm. you cannot use this feat. who tries to step back from an area you threaten. or the gundancer's firestorm class ability. Prerequisites: Pilot skill. Prerequisites: Pilot skill. and you don't mind getting your hands dirty to keep your craft in tip-top shape. and Use Device checks involved in the operation of a starship. Benefit: You get a +4 bonus on Pilot checks to make targeting runs in vehicle combat (see Vehicle Combat.Benefit: You can make multiple ranged attacks with a firearm and still move your base speed. 8 9 89r 89 RAM [GENERAL] You know how to use your vehicle as a weapon. You can't use this feat if you are in heavy armor (though you can use it in powered armor). Technical Proficiency. Benefit: You can load an ammunition magazine or power cell into a firearm as a free action instead of a move-equivalent action. You may only use this feat once per round. Benefit: When piloting a vehicle. Benefit: When you attempt to ram another vehicle. MOBILE SHOT [GENERAL] You are adept at dodging attacks while firing a ranged weapon. page 115. Benefit: If you have a remote operation rig and access to a robot with the remote operation upgrade. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose your dodge bonuses. Prerequisite: Dex 13+. Dodge. If the attacks are combined with a move action. Technical Proficiency. Prerequisite: Combat Reflexes. SPEED LOAD [GENERAL] You can reload a gun with startling speed. RAPTOR'S INSTINCT [GENERAL] You know how to maneuver your vehicle to line up attacks against an opponent. Normal: You must use the full attack action in order to get more than one attack per round. Benefit: You get a +2 bonus on all Gather Information and Research checks. you can control the robot's actions through a wireless communications link. move 10 more feet and take your second attack. You can use the feat whenever you get multiple ranged attacks in a round. such as with a high base attack bonus. if your speed is 30 feet. Benefit: This feat allows you to follow an opponent Maurice Spann (order #94458) 6 . Technical Proficiency. Starship Piloting. you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. rumors. Benefit: You treat all low-g environments—those between 0. Prerequisites: Use Device skill. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you make a ranged attack within a threatened area. The robot will do any task you command to the best of its ability. Prerequisites: Piloting skill. Prerequisites: Pilot skill. For example. Technical Proficiency. page 150). If you make an attack using the robot. If no such space is available.1g and 1g—as if they were 1g for purposes of Dexterity modifiers. Technical Proficiency. LEAD FOOT [GENERAL] You are very good at operating a vehicle at high speed. you can make your attacks at any point during your normal movement. you may either use your attack bonus with a –4 penalty or you may simply issue the commands and use the robot's attack bonus. PRESSING ATTACK [GENERAL] You are skilled at seizing every advantage and keeping your opponent on the defensive. you get a +4 bonus on all Pilot checks for acceleration (see Vehicles. INFORMATION JUNKIE [GENERAL] You spend much of your time accumulating news. Technical Proficiency. Benefit: You get a +2 bonus on all Pilot. for more information. your target does not get a Pilot check for half damage. the Rapid Shot feat. Prerequisites: Dex 13+. and then move your final 10 feet. you could move 10 feet and take your first attack. REMOTE OPERATION [GENERAL] You know how to operate a robot remotely.) chapter five: feats LOW-G TOLERANCE [GENERAL] You are well adapted to low-g environments. If the opponent takes a 5-foot step to an area you do not threaten. The opponent must be in an area you threaten at the beginning of his action. trivia.
you get a +1 dodge bonus on your AC against attacks from one opponent you choose. computers. VEHICLE DODGE [GENERAL] You know how to maneuver to avoid attacks. Such characters cannot choose feats or learn skills that have Technical Proficiency as a prerequisite. Benefit: You get a +4 bonus on Fortitude saving throws to resist the effects of heat dangers and cold dangers (DMG 86). TWO-GUN SHOOTING [GENERAL] You can shoot with both weapons when you have a firearm in each hand. Special: If you choose an opposing vehicle as your target for this feat. This may include any combination of integral vehicle weapons. Benefit: You treat all zero-g environments—those up to 0. Maurice Spann (order #94458) 6 . You can select a new target on any action. Characters from Outlands worlds may take it for free once they have spent one full level gaining experience with advanced technology. Even with instruction. You can also learn to use high-tech weapons. These penalties are further reduced if the size category of both weapons is one size category smaller than yours. Prerequisites: Pilot skill. and attack rolls using high-tech devices. chapter five: feats STARSHIP PILOTING [GENERAL] You know how to pilot and operate a starship. they suffer a –4 circumstance penalty on all ability checks. Normal: See Firing Two Weapons. Prerequisites: Pilot skill. training at an imperial enclave on an Outlands world. creature. vehicles. page 131. A character could meet this requirement by adventuring in the Empire. Technical Proficiency. Characters only gain the feat if they are actively attempting to learn and acclimate themselves to technological civilization. the dodge bonus applies to all ranged attacks made from that vehicle. Normal: Characters without this feat suffer a –4 penalty on Pilot checks when attempting to operate a starship. skill checks. Normal: Without this feat. mounted weapons. Benefit: You can use common high-tech devices. TECHNICAL PROFICIENCY [GENERAL] You either hail from or have lived in a technologically advanced civilization for a significant period of time. Benefit: Your penalties for firing two weapons are reduced by 2. such as communicators and holovids. You can make one extra attack each round with the second weapon. or traveling with others who are equipped and experienced with high technology. Benefit: You do not suffer any penalties on your Pilot checks when operating a starship. Prerequisites: Freefall skill. Characters are never required to take this feat. Dex 15+. characters cannot use hightech devices without instruction. Special: This feat is typically not chosen when a character is eligible to select a new feat. TEMPERATURE TOLERANCE [GENERAL] You can withstand a broad range of temperatures and climates.1g—as if they were 1g for purposes of Dexterity modifiers. whether it's a character. Prerequisite: Con 13+. Technical Proficiency. Most characters who ZERO-G TOLERANCE [GENERAL] You are well adapted to zero-g environments.9 0 90l 90 hail from a high-tech civilization such as the Dragon Empire gain this feat for free when they are created. Benefit: When piloting a vehicle. Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4. and other complex or specialized equipment with the appropriate training. or another vehicle. or personal weapons fired by characters on or in the vehicle.
robots. For example. a beginning fighter receives 6d4x100 credits. Availability Most of the equipment in this chapter is available to any character who can afford it. the DM should allow starting characters to purchase any weapons. and security gear are available from countless specialized suppliers. the DM may require characters to make the necessary contacts—legitimate or otherwise— before purchasing such items. magic. Rogues and others with underworld contacts may be able to purchase restricted weapons and armor from the black market. However. The DM should set prices for those rare few devices for sale on such worlds. armor. and other material derived from the d20 System SRD. Paladins will be supplied with weapons and armor by their order. This includes all martial firearms and all armor heavier than light. The standard classes receive 10 times the starting funds. equipment. providing characters with fantastic new opportunities and capabilities. listed in the core rules (PHB 95). The specific descriptions and background information are designated as closed content. wizards. The DM may wish to restrict ownership or chapter six: equipment Maurice Spann (order #94458) 6 . this technology defines and enriches the setting. A ranger who served as a scout may do the same. of course. In Dragonstar. medical equipment. a dizzying variety of goods and services are available in the Empire. in credits. it will often demand premiums of three times the listed price or more. mechanics. and robotic upgrades. Perhaps more than any other element of the setting. high-tech equipment is rare or even nonexistent. As the campaign proceeds. Some of the equipment in this chapter is not available for general sale. technology truly defines Dragonstar and sets it apart from traditional fantasy settings. If tech is available for sale on a newly colonized world. As a general rule. and personal electronics are available in the sprawling shopping complexes of the major cities. most characters will have sufficient contacts to acquire these weapons if they can afford them. In many Outlands worlds. high technology is either incredibly rare or nonexistent in most of these settings. while weapons. and equipment they can afford with their starting funds. These are military-grade weapons and armor and you cannot find them at the local shopping mall. statistics. abilities. While dragons. armor. Characters will often have to leave such worlds and travel deeper into the Empire to purchase this equipment. Whether you do you're shopping in the commercial district of an imperial throneworld or a disreputable trading post on some unnamed planet on the edge of the Outlands. These items are available in all of the major cities of the Empire and most of the minor ones. including the names and game statistics of weapons.Chapter Six 91 91r 91 Equipment Introduction Open Game Content in this chapter includes all game rules. They simply aren't available for general sale. Starting credits are listed for both of the new character classes in Chapter Three. and monsters are all common features of campaign worlds designed for the d20 System. survival gear. Clothing. computers. Note that it is not illegal to own or even carry military-grade weapons on every world in the Empire. A fighter who musters out of the Legions may smuggle his personal weapons and armor out with him.
or energy weapons that are not effective in melee. Paper currency is available in denominations of 1. 100. On these worlds. Barbarians. projectile weapons. Two coins are available: the dek. credits are an electronic and paper fiction backed by little more than the good faith and economic prosperity of the Empire. Of course. it is. Martial. Because credits convert to gold pieces on a 1-for-1 basis. uncountable hoards assembled over millennia by the lords of both Qesement and Asamet. you can use all of the equipment listings in the core rules and supplements as is. If you use a weapon with which you are not proficient. Medium-size. the standard restrictions on weapon proficiencies apply: Druids. and no physical currency every changes hands. Weapons Just as in the core rules. you suffer a –4 penalty on attack rolls. Many planets in the Empire don't have the developed communications infrastructure to support a strictly electronic economy. and you'll find that the high-tech gear in this chapter seems pretty expensive in comparison. credits are backed by gold and silver—the vast. etc. a wizard without the Technical Proficiency feat attempting to use an assault laser (martial weapon) would suffer a –8 penalty on attack rolls. and their size (Tiny. almost all legitimate transactions are completed electronically. and Exotic Weapons: Because they are so easy to use. This penalty stacks with the standard non-proficiency penalty. monks. Maurice Spann (order #94458) chapter six: equipment 6 . 10. such as a tripod or vehicle mount.). Small. a hundredth of a credit. Large. most of the items from those sources are primitive by the Empire's standards. Other classes are proficient with an assortment of weapons. and exotic). one-handed. their usefulness in close combat (melee) or at a distance (ranged). In principle. This currency easily converts to the gold. are much looser than was the case under the lawful dragons of Qesemet. Ranged weapons are thrown weapons. and wizards are proficient with only a limited selection of simple weapons. Melee and Ranged Weapons: Melee weapons are used for making attacks in close combat. In addition to a specific weapon proficiency feat. In the major cities of the Empire's core worlds. and copper standard of the core rules. or in some cities on those planets. rogues. If you do not have the Technical Proficiency feat. a tenth of a credit. and rangers are proficient with all simple and all martial weapons. But the Empire extends far beyond these sprawling urban centers. weapons in Dragonstar are organized into several categories. fighters. and 1. Weapon Size: The size of a weapon compared to your size determines whether the weapon is light. paper currency and coins are still in everyday use. though. For example. though some can also be used as thrown weapons. The fact that the Empire is in its third millennium of rule under chaotic-aligned emperors also means that laws in general. Numbers are passed from bank account to bank account and from credit chip to datapad.92 92l 92 CURRENCY VALUES Credit (cr) = Dek = Cent = Cent 100 10 1 Dek 10 1 1/10 CP 100 10 1 SP 10 1 1/10 GP 1 1/10 1/100 possession of these items on certain planets. characters must have the Technical Proficiency feat to use high-tech weapons. Simple. In reality. you suffer a –4 penalty on attack rolls. all characters who have the Technical Proficiency feat are proficient with all simple firearms—both slug-throwers and energy weapons. including those related to weapons. two-handed. As long as everyone accepts the credit as legitimate currency. paladins.000 cr. but there is no shortage of worlds where it's not only legal but wise to go heavily armed. These categories identify the feat needed to be proficient in their use (simple. Wealth and Money The credit (cr) is the standard currency of the Dragon Empire. and the cent. Otherwise. silver. or too large for you to use without assistance. martial. You apply your Strength bonus to damage dealt by thrown weapons but not to damage dealt by projectile weapons (except for mighty composite bows and compound bows) or energy weapons.
You get no Strength bonus to damage with a projectile weapon unless it's a mighty composite bow or compound bow (see page 97. you can use it one-handed. see below. You can use a ranged weapon two or more steps larger than your own if the weapon is mounted. Thrown weapons can only be thrown onehanded. tripod. submachine guns. You can use a light weapon in one hand. Firearms: If your size category is the same as or larger than a pistol or handgun. However. etc. plus the usual –4 penalty for the off-hand attack (–6 primary hand/–10 off 93 93r 93 chapter six: equipment Maurice Spann (order #94458) 6 . You can throw a thrown weapon with one hand even if it would be two-handed for you due to your size. and you receive your Strength bonus to damage. PHB 113). then the weapon is light for you. and you can use them while grappling. but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. the weapon is too large for you to use in melee. Light weapons are easier to use in your off hand. and when you deal damage with it. You get a +1 circumstance bonus on attack rolls if you shoot a light firearm with two hands. regardless of your size.Light: If the weapon's size category is smaller than yours.) require two hands to use effectively. One-Handed: If the weapon's size category is the same as yours. You can even fire a longarm in each hand at a –6 penalty. You can use a two-handed projectile weapon effectively in two hands. Loading a firearm is a move-equivalent action that provokes attacks of opportunity (see page 131). Two-Handed: If the weapon's size category is one step larger than your own. pistols and handguns require two hands to load. If you have a penalty for low Strength. rifles. you can fire it with one hand at a –4 penalty. For special rules on firearms. If you use a one-handed melee weapon two-handed. All longarms (carbines. such as on a bipod. You can use a two-handed melee weapon effectively in two hands. or vehicle mount. then the weapon is two-handed for you. you add one and half times your Strength bonus to damage. If your size category is at least as large as the longarm. Mounted: If the weapon's size category is two or more steps larger than your own. Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it. then the weapon is one-handed for you. Thrown weapons can only be thrown onehanded. you can apply one and a half times your Strength bonus to damage. You receive your Strength bonus to damage. shotguns. apply it to damage rolls when you use a bow or a sling.
9 4 94l 94 hand). Semiautomatic weapons can fire as many shots as you have attacks. Assault Laser: The assault laser is a military-grade automatic rifle capable of firing three-pulse bursts. A standard minicell is good for 20 shots with an assault laser. each with different capabilities. A standard minicell is good for 20 shots with an assault blaster. Single shot weapons can fire only one shot before they must be reloaded. Automatic weapons can either fire individual shots in semiautomatic mode or multi-shot bursts in automatic mode. see Chapter 7: Combat (page 131). Blaster Rifle: This semiautomatic rifle is the standard Maurice Spann (order #94458) chapter six: equipment 6 . Assault Blaster: The assault blaster is a militarygrade automatic rifle capable of firing three-pulse bursts. The Two-Gun Shooting feat does reduce these penalties. Assault Rifle: This automatic slug-thrower was standard issue among military and security forces before the development of reliable and portable energy weapons. Rate of Fire: Firearms come in three varieties. The Ambidexterity feat lets you avoid the –4 penalty for the off-hand attack (–6 primary hand and off hand). Automatic weapons can also lay down suppressive fire (see Suppressive Fire. compact version of the blaster rifle. Blaster Carbine: This semiautomatic carbine is a lighter. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots. Assault Carbine: This military-grade. It uses a binary chemical propellant to fire caseless ammunition. Blaster Pistol: This semiautomatic handgun fires pulses of highly energetic ionized particles. The Two-Weapon Fighting feat does not reduce these penalties because it represents skill with melee weapons. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots. It uses a binary chemical propellant to fire caseless ammunition. An automatic weapon can fire as many bursts as you have attacks (see Autofire. Ranged Weapon Descriptions Personal Firearms These weapons are slug-throwers and energy weapons that can be carried and fired by individual characters. The assault rifle is capable of firing three-round bursts. automatic slug-thrower is a slightly more compact version of the assault rifle. page 130). For more information. The assault carbine is capable of firing three-round bursts. A standard minicell is good for 25 shots with a blaster carbine. page 129). not ranged weapons. A standard minicell is good for 20 shots with a blaster pistol.
Rocket Launcher. magazine-fed weapons use an efficient compressed-gas mechanism to fire any of the grenade types listed in this chapter (see page 101). Characters caught in the stream can make a Reflex save (DC 20) for half damage.or forearm holster. The missile launcher is a single-shot weapon. semiautomatic slug-thrower. A standard magazine holds five grenades and the compressed-gas reservoir is good for 20 shots. Plasma Rifle: This large. Missile Launcher: The man-portable. Hunting carbines are extremely common in civilian use. A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots.civilian-issue blaster weapon. especially on frontier worlds. but still fairly common. Laser Rifle: The semiautomatic laser rifle is used for a variety of tasks. A standard minicell is good for 30 shots with a blaster rifle. It is typically used to attack ground vehicles and aircraft.or forearm holster. As with the single-shot launcher. The plasma rifle is a semiautomatic weapon and cannot fire bursts like many other militarygrade energy weapons. Heavy Autopistol: This is a large-caliber. Laser Carbine: The laser carbine is a lighter. Light machineguns fire five-round bursts and a standard magazine holds 100 rounds. A heavy power cell is good for 20 shots with a plasma rifle. providing both direct fire and area-effect fire support. The holdout pistol uses a binary chemical propellant to fire caseless ammunition. reloading this weapon is a full-round action that provokes attacks of opportunity. Screamer Rifle: This semiautomatic weapon is no match for similar models of lasers and blasters. Plasma rifles are militarygrade weapons and access to them is tightly restricted. Hunting Rifle: This semiautomatic slug-thrower is very common in civilian use. concealed in an ankle. The weapon deals 3d6 points of damage to everything in a 5-foot-wide stream extending to its maximum range. They fire a large-caliber rifle round at a very high rate and are effective at longer ranges than lighter weapons. It uses a binary chemical propellant to fire caseless ammunition. Hunting Carbine: This semiautomatic slug-thrower is a lighter. A standard minicell is good for 25 shots with a laser carbine. page 157). A standard magazine holds 10 rounds and a propellant cartridge is good for 500 shots. Flamethrower: This semiautomatic weapon ignites and jets sticky. Holdout Laser: This is a concealable. Missile launchers are military weapons and access to them is tightly restricted. high-temperature plasma that inflicts severe heat damage on the target. Loading it is a full-round action that provokes attacks of opportunity. Loading the rocket launcher is a full-round action that provokes attacks of opportunity. especially on frontier worlds. It is used for a broad range of tasks. but it is 95 95r 95 chapter six: equipment Maurice Spann (order #94458) 6 . military-grade weapon fires devastating pulses of highly energetic. law enforcement officers. from hunting to home defense. It uses a binary chemical propellant to fire caseless ammunition. Light Autopistol: This is a small-caliber. Screamer Pistol: This semiautomatic energy weapon is a bit more exotic than lasers and blasters. to law enforcement and security. Holdout Pistol: This is a concealable. concealed in an ankle. semiautomatic slug-thrower. Multishot: The multishot rocket launcher is a semiautomatic weapon. A standard magazine holds 20 rounds and a propellant cartridge is good for 300 shots. A standard magazine holds 25 rounds and a propellant cartridge is good for 500 shots. Its large magazine has a capacity of four rockets. from hunting. Light Machinegun: These support weapons are some of the most common slug-throwers remaining in military service. A standard magazine holds 20 rounds and a propellant cartridge is good for 500 shots. It is a single-shot weapon. Rocket Launcher: The rocket launcher is a manportable weapon that can fire any of the rockets listed in this chapter (see page 102). more compact version of the hunting rifle. A standard minicell is good for 30 shots with a laser pistol. Rocket launchers are military-grade weapons and access to them is tightly restricted. semiautomatic laser pistol. It uses a binary chemical propellant to fire caseless ammunition. semiautomatic slug-thrower. It is typically used as a secondary weapon. Rocket launchers are military-grade weapons and access to them is tightly restricted. A standard microcell is good for 15 shots with a holdout laser. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired (see Vehicle Combat. Some assault weapon models even come with integral launchers. and military personnel. The plasma rifle can be used in both anti-personnel and anti-vehicle roles. more compact version of the laser rifle. It is typically used as a secondary weapon. Laser Pistol: This semiautomatic energy weapon is very common among civilians. Grenade Launcher: These semiautomatic. and is very common in civilian use. burning fuel. shoulder-fired missile launcher is a common support weapon in military service. A standard minicell is good for 30 shots with a screamer pistol. these weapons can also be mounted under the barrel of an assault weapon. A standard power cell is good for 20 shots with a laser rifle. to home defense. For the same price as a grenade launcher purchased separately. It uses a binary chemical propellant to fire caseless ammunition.
binary-propellant weapon uses shells filled with small projectiles that scatter when it is fired. A propellant reservoir is good for 300 shots. but the stun effect is electrical. weapon harness. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots. Taser Pistol: This diminutive weapon is extremely effective for its size. the weapons will no longer fire. even on worlds whose laws are otherwise rather lax. or vehicle mount. A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots. Shotgun: This semiautomatic. However. tripod. All of these weapons are military-grade weapons and access to them is tightly controlled. A microcell is good for 15 shots with a taser pistol. A submachine gun is capable of firing three-round bursts. as it can buy the wielder sufficient time to escape from a threat or to apprehend a criminal. Maurice Spann (order #94458) 6 . and 1d6 to anyone in a 5-foot-wide path beyond that distance out to maximum range. if these power sources are knocked out. A standard magazine holds 15 shells. A character can fire a heavy weapon that is two size categories larger than he is only if the weapon is supported by a bipod. which give them an unlimited power supply. A creature hit by a taser dart must make a Fortitude save (DC 15) or be stunned for 1 round. automatic slug-thrower. Sniper Rifle: This semiautomatic slug-thrower is a large-caliber rifle used primarily by law enforcement and military sharpshooters. A standard minicell is good for 20 shots with a screamer rifle. It is smaller than a carbine and typically fires ammunition in handgun calibers. The darts do piercing damage. Even a bipod or weapon harness is insufficient for weapons more than two size categories larger: Such weapons must be mounted on a tripod or vehicle mount. It has excellent accuracy at extended ranges. Creatures immune to electricity are not harmed by this effect. Many of these weapons are typically connected to a vehicle battery or fixed power generator. It uses a binary chemical propellant to fire caseless ammunition. Heavy Weapons These weapons are designed as support or anti-vehicle weapons. 2d6 to a target in the second range increment. It is most often used as a selfdefense weapon or by law enforcement officers.9 6 96l 96 chapter six: equipment sometimes used when the target is suspected of having protection from fire and electricity. Submachine Gun: This is a military-grade. The shotgun does 3d6 points of damage to a target in the first range increment.
Laser Cannon: This heavy laser is used as a support and anti-vehicle weapon. traditional bows and crossbows have benefited from many technological developments. all melee attacks with the weapon suffer a –4 circumstance penalty on attack rolls. dealing the listed damage. When you use an electronic scope to make an attack. but both provide an effectively unlimited power supply. The following weapons are advanced variants of weapons that are common in the Outlands. while a compound bow deals 1d12+4. It is used to combat light mechanized forces. and a new bolt is loaded into firing position automatically when the bow is redrawn. The archer gains a damage bonus of +4. aiming through a scope greatly reduces your field of vision and makes defending yourself almost impossible. However. so their threat range is 19–20. Some models are magazine fed. Arrows come in lightweight. A small electric motor redraws the bow automatically after each shot. Automatic Crossbow: This is a semiautomatic heavy crossbow of modern design and construction that can fire up to six bolts without reloading. A long magazine snaps into the underside of the frame. These weapons can fire 1/4 of their missile capacity with a single attack action. It eliminates penalties for poor lighting. weatherproof quivers that hold 20 Firearms Accessories Bayonet: This is a two-edged blade between six and eight inches long that attaches to the barrel of a rifle or carbine. The damage die of a bow using a modern arrow is increased by one step. Bolts that miss their targets have a 10% chance to be destroyed or lost. A heavy cell is sufficient for only 10 shots with a blaster cannon. Heavy Machinegun: These powerful slug-throwers must be mounted on a heavy tripod or vehicle. Modern bolts that hit their targets have a 50% chance to be destroyed. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired (see Vehicle Combat. working just like low-light vision. Multishot: These launch systems are usually vehicle mounted or integral vehicle weapons. This weapon fires a heavy round at a very high rate of fire and is effective at very long ranges.Blaster Cannon: This heavy weapon is the massive relative of the common blaster rifle. The motor is powered by a mircocell that slots into the weapon's stock. A character wielding a firearm equipped with a bayonet can be used as a melee weapon. bolts are made from advanced composites and carbon fiber. Heavy machineguns have only two modes: autofire and suppressive fire. Electronic Scope: This high-tech scope supports a variety of options. For example. It provides 10x magnification for the purposes of distance-hampered Spot checks (see page 77). A plasma cannon must be connected to a vehicle battery or generator. A bolt used as a melee weapon is Tiny and deals 1d6 points of piercing damage. For example. and penetrate more deeply than their archaic counterparts. Modern arrows that hit their targets have a 50% chance to be destroyed. Bolts come in lightweight. all melee attacks with the weapon suffer a –4 circumstance penalty on attack rolls. However. and it is too large to fire while mounted on an animal (it can be fired from a vehicle if sufficient space is available). Missile Launcher. Bayonets are keenblades (see page 102). A standard drum magazine holds 100 rounds and a propellant cartridge is good for 200 shots. Heavy machineguns fire five-round bursts. weatherproof quivers that hold 20 bolts. page 157). fly truer. Bolts: As with modern arrows. just as if he were using a mighty bow and had a Strength bonus of +4. They do not fire single shots. Arrows: Modern arrows are made from composites and carbon fiber. Plasma Cannon: This heavy plasma weapon is capable of truly frightening firepower. you lose your Dexterity bonus to AC until the start of your next action. arrows. The damage die of a crossbow using a modern bolt is increased by one step. 16. This weapon must be used with two hands. Arrows that miss their targets have a 10% chance to be destroyed or lost. an archaic longbow firing these arrows deals 1d10 points of damage. a 4-missile launcher can only fire one missile per attack action. Compound Longbow: This recurved longbow is constructed using a cable and pulley system that creates more power and velocity even for archers not gifted with great strength. An arrow used as melee weapon is Tiny and deals 1d6 points of piercing damage. Most are connected to vehicle batteries or large generators for an effectively unlimited power supply. and most are connected to a vehicle battery or generator for an effectively unlimited power supply. eight. A heavy cell is good for only 15 shots with a laser cannon. The scope also doubles the effective range increment of a ranged weapon when it is used. and 24-missile models. but most feature independent launch tubes. However. 97 97r 97 chapter six: equipment Bows While they certainly aren't as common as firearms. Maurice Spann (order #94458) 6 . They come in four. while a 24-missile launcher can fire six. and the cell is good for 500 shots and redraws. For example. a heavy crossbow firing one of these bolts deals 1d12 points of damage. They are lighter.
— 3 lb. 8 lb. — 1 lb. 1/2 lb. 1/2 lb. — 200 ft. — 100 ft. — 9 lb. — 150 ft. — 10 lb. 1 lb. — 200 ft. 1 1/2 lb. 1 lb. — 100 ft. — 100 ft. compound Arrows (20) Laser rifle Minicell (20) Screamer rifle Minicell (20) Shotgun Magazine (15) Cost 200 cr 10 cr 150 cr 5 cr 100 cr 10 cr Range Damage Critical Increment Weight Type 1d10 — 1d8 — * 1d6 x2 — x3 — * x3 75 ft. 1/2 lb. Electricity — Fire — Piercing — Piercing — Sonic — chapter six: equipment 900 cr 15 cr 200 cr 5 cr 350 cr 15 cr 700 cr 15 cr 4d8 — 2d6 — 1d10 — 3d8 — x2 — 19–20/x2 — x3 — x2 — 150 ft. 10 lb. 1/2 lb. 8 lb. — 100 ft. 2 lb. 2 lb. — 250 ft. 1/2 lb. 1/2 lb. 5 lb. 6 lb. 2 lb. 1/2 lb. 1/2 lb. — 250 ft. — 150 ft. automatic Bolts (10) Hunting carbine Magazine (20) Laser carbine Minicell (25) Large Blaster rifle Minicell (20) Hunting rifle Magazine (30) Longbow. 1/2 lb. 1/2 lb.000 cr 15 cr 450 cr 20 cr 200 cr 5 cr 800 cr 15 cr 650 cr 15 cr 400 cr 15 cr 4d10 — 1d12 — 1d12+4 — 3d10 — 4d6 — * — x2 — x3 — x3 — x2 — x2 — * — 200 ft. — 50 ft. 1/2 lb. — 200 ft. 1/2 lb. 1 lb. 7 lb. 1 lb. Electricity — Piercing — Piercing — Fire — 1. 10 lb. Electricity — Piercing — Piercing — Fire — Sonic — Piercing — Maurice Spann (order #94458) 6 . 1/2 lb. 8 lb. 7 lb. 1 lb. — 150 ft. Fire — Piercing — * — 600 cr 15 cr 500 cr 15 cr 300 cr 10 cr 400 cr 15 cr 450 cr 15 cr 3d8 — 2d10 — 1d10 — 1d12 — 2d6 — x2 — x2 — x3 — x3 — x2 — 100 ft.9 8 98l 98 SIMPLE WEAPONS–—RANGED Weapon Tiny Holdout laser Microcell (15) Holdout pistol Magazine (10) Taser pistol Magazine (15) Small Blaster pistol Minicell (30) Laser pistol Minicell (30) Light autopistol Magazine (25) Heavy autopistol Magazine (20) Screamer pistol Minicell (30) Medium-size Blaster carbine Minicell (25) Crossbow. 2 lb. — 150 ft.
3 lb. 5 lb. — 500 ft. 24 lb. 15 lb. 14 lb. 5 lb.000 cr 15 cr 1. — 20 ft. — 200 ft.000 cr 25 cr 500 cr varies 1. 12 lb. 5 lb. 12 lb. Electricity — Piercing — Fire — Maurice Spann (order #94458) 6 . 12 lb. 20 lb. — 10 lb. 8 lb.500 cr Magazine (100) 75 cr Laser cannon 4.000 cr 6. — 400 ft. 5 lb. Electricity — Fire — Piercing — Fire — * — Piercing Piercing * Fire — * * — Piercing — chapter six: equipment Huge Blaster cannon 5. 5 lb. 1/2 lb. Piercing — Piercing — 2. — 200 ft.000 cr 50 cr 5. 20 lb. — 400 ft.500 cr 1. 8 lb.500 cr 3. 1/2 lb.000 cr Heavy cell (15) 50 cr 8d10 — 3d6 — 6d10 — x2 — x2 — x2 — 500 ft.000 cr 75 cr 7. 400 ft. — 65 lb. 1/2 lb. 1/2 lb.000 Heavy cell (10) 50 cr Heavy machinegun 1. 12 lb.500 cr 15 cr 750 cr 25 cr 1. 14 lb. — — 300 ft. 12 lb. 1/2 lb.000 cr 800 cr 20 cr 4d10 — 3d10 — 1d12 — 3d6 — * — 2d6 — * 5d10 — * * — 1d12 — x2 — x2 — x3 — — — * — x2 — * x2 — * * — x3 — 200 ft. 1 lb. 50 lb. — 12 lb. 1 lb. Multishot Magazine (4) Sniper rifle Magazine (30) Cost Range Damage Critical Increment Weight Type 9 9 99r 99 650 cr 25 cr 500 cr 25 cr 1d10 — 1d10 — x3 — x3 — 250 ft. — 300 ft. — 250 ft. — 300 ft. — 200 ft.MARTIAL WEAPONS—RANGED Weapon Medium-size Assault carbine Magazine (50) Submachine gun Magazine (50) Large Assault blaster Minicell (20) Assault laser Minicell (20) Assault rifle Magazine (50) Flamethrower Fuel pack (10) Grenade launcher Magazine (5) Light machinegun Magazine (100) Missile launcher Plasma rifle Heavy cell (20) Rocket launcher Rocket launcher.
30 ft. 5 ft. 10 ft. 10 ft. 120 lb. 40 ft. 1 lb. * 150 lb. 10 lb.500 lb. 10 ft.000 cr 30. Electricity 25. HE HEAP AA Rocket. 1. 1 lb. 1 lb. 800 lb. * * 20 ft. multishot 4 shot 8 shot 16 shot 24 shot Plasma cannon 12. 20 ft. 1 lb.000 cr 15.500 cr * * * * 10d10 * * * * x2 — — — — 750 ft. 7 lb. 1 lb. 90 lb. * * * * Fire * * * * * * 500 cr 6d10 750 cr 10d10 1. 5 ft.000 cr 20.000 ft.000 cr 7. 10 ft. 20 ft. 10 ft.000 cr 10d10 x2 x2 x2 100. HE HEAP Torpedo Cost Blast Damage Radius Range Increment Guidance Weight Type chapter six: equipment 50 cr 100 cr 50 cr 100 cr 100 cr 50 cr 30 cr 50 cr — 6d6 — 6d6* 6d6 — — 6d6 20 ft. 20 ft.000 ft. 10 ft. * Maurice Spann (order #94458) 6 . 500 lb.000 ft. 10 ft. * 4 lb. 5 lb.000 cr 6d10 25.000 cr 10d12 10. 200 lb.000 cr 6d10x5 3 lb.000 cr 8d10 250 cr 6d8 400 cr 10d8 1. 20 ft. Fire MARTIAL WEAPONS—GRENADELIKE WEAPONS Weapon Grenade. — — — — — — — — — — — — — — 20 20 25 — — 25 1 lb. 10 ft. Fire 50. * * * * Fire * See weapon description. 1 lb. 50 ft. MARTIAL WEAPONS—STARSHIP WEAPONS Ion cannon Laser cannon Plasma cannon 40. 150 lb. 80 lb. 10 ft.100 Weapon 100l 100 Cost Range Damage Critical Increment Weight Type Gargantuan Missile launcher. adhesive concussion flash-bang frag incendiary nausea smoke stun Missile. 1 lb.
Any living creature in the blast radius must make a Will save (DC 20) or be stunned and deafened for 1d3 rounds. On contact with air. 1 lb. which paints the target with a beam of visible coherent light and greatly aids aiming the weapon. the fluid becomes adhesive. The blast radius and blast damage of concussion grenades is doubled underwater. 1 lb. If the creature made the save.101 FIREARM ACCESSORIES Bayonet Electronic scope Laser sight Propellant cartridge Silencer Weapon harness Melee Weapons Stun baton Stun gauntlets Cost 20 cr 300 cr 100 cr 10 cr 50 cr 500 cr Damage 1d6 — — — — — Critical x3 — — — — — Range Increment — — — — — — Weight 1 lb. 1 lb. Type Piercing — — — — — 101r 101 50 cr 75 cr 1d6 * x2 * — — 2 lb. the harness holds the weapon at one of several optional ready positions. Silencers can only be used with slugthrowers. When a "glue grenade" detonates. it is blinded for the same period of time. The cartridge usually slaps into a receiver in the weapon's stock or under its barrel. It detonates with a blinding flash of light and deafening noise. Concussion Grenade: A concussion grenade is an explosive charge in a metal or hard-plastic casing. Propellant Cartridge: This device is a cylinder about the size of a mincell that provides binary propellant for a slug-thrower. Flash-Bang Grenade: A flash-bang grenade doesn't do any damage. servo-assisted arm designed to support a heavy weapon. 1 lb. * * * See weapon description. 15 lb. When the grenade detonates. Laser Sight: A laser sight can be mounted on any type of firearm as well as bows and crossbows. it is dazzled for chapter six: equipment Maurice Spann (order #94458) 6 . Replacing a propellant cartridge is a move-equivalent action that provokes attacks of opportunity. Anyone who is in or who enters the blast radius must make a Reflex save every round (DC 15. Underwater. Silencer: This accessory attaches to the barrel of a firearm and suppresses the report of a chemical-propellant slug-thrower. If the creature was looking in the direction of the flash-bang when it detonated and fails the save. The film remains sticky for 3d10 rounds after the grenade detonates. If you have the Speed Load feat. the shockwave deals damage to everything in the burst radius. A contact switch in the weapon's grip activates the sight. the shockwave caused by a concussion grenade travels much further and much faster than it does through air. such as a tripod or vehicle mount. Explosive Weapons Grenades Adhesive Grenade: This weapon is designed to incapacitate victims rather than kill them. and they increase the DC of Listen checks to hear a weapon being fired nearby by 10. its benefits apply to propellant cartridges as well as ammunition magazines and power cells. +1 per previous check) or become entangled. Half of a concussion grenade's damage is sonic damage and half is bludgeoning damage. When disengaged. You gain a +1 circumstance bonus on attack rolls when firing a weapon equipped with a laser sight. A heavy weapon cannot be fired without a weapon harness or similar support. 2 lb. Weapon Harness: This device consists of an articulated. bonding instantly and to anything it covers. Magazine: These cartridges hold the listed number of bullets for slug-throwers. This caseless ammunition is usually a spherical or dart-shaped metal slug. it discharges a film of thick fluid throughout the blast radius.
These devastatingly powerful weapons deal half fire damage and half bludgeoning damage to everything in the blast radius. and pole arms. Missile. When the grenade detonates. axes. see page 133.102 102l 102 the duration of the effect. Everything within the cloud has 90% concealment. When it detonates. The duration of these visual effects is halved if the victim was wearing eye protection (see page 115).500 feet (speed 50 on the surface scale) every round thereafter. Keenblade versions of all of the slashing and piercing weapons in the core rules are Maurice Spann (order #94458) 6 . are unaffected by nausea grenades. It is much larger and faster than surface-to-surface missiles. For more information on explosive weapons. For more information on explosive weapons. High Explosive: This rocket is fired from a variety of man-portable and vehicle launch systems. Torpedo: These weapons are designed to penetrate and destroy starfaring warships. and undead. durable. High Explosive: This is a standard explosive missile fired from a variety of man-portable and vehicle launch systems. Stun Grenade: Stun grenades are designed to knock victims out rather than kill them. Missile. This missile has a guidance rating of 20. Other designs. Rocket. A filter mask. but it's extremely effective at crowd control. soulmechs. but it is treated as subdual damage. Fragmentation Grenade: A fragmentation grenade is an explosive charge in a metal casing. The weapon deals half fire damage and half piercing chapter six: equipment damage to everything in the blast radius.500 feet (speed 25 on the aircraft scale) the round it is launched and 25. or other sealed system protects against nausea grenades entirely. see page 133. thereby penetrating armor more effectively. powered armor. and sharp as they can possibly be.250 feet (speed 25 on the surface scale) the round it is launched and 2. such as maces. see page 133. For more information on explosive weapons. Melee weapons in the Empire would be recognizable to most any warrior in the Outlands. Creatures who do not have a metabolism. Rocket.000 feet (speed 50 on the aircraft scale) every round thereafter. This missile has a guidance rating of 20. They are extremely sharp and will not dull over the lifetime of the weapon. see page 133. filling the blast radius with a chemical compound that ignites on contact with air. Nausea Grenade: A nausea grenade doesn't do any direct damage. hostile environment suit.250 feet (speed 25 on the surface scale) the round it is launched and 2. Firearms have been revolutionized by completely new technologies. spewing out a noxious gas that reduces visibility. such as constructs. Damage is resolved normally. It has a guidance rating of 25. thereby penetrating armor more effectively. For more information on explosive weapons. the explosion and shrapnel deal damage to everything in the burst radius. The smoke persists in still conditions for 1d3+6 rounds and in windy conditions for 1d3+1 rounds. It moves 1. Keenblades: These weapons have light. robots. +1 per previous check) or be blinded and nauseated for 1d3 rounds after they have left the affected area. Smoke Grenade: A smoke grenade does no damage. With melee weapons. For more information on explosive weapons. The weapon deals half fire damage and half piercing damage to everything in the blast radius. Creatures caught in the blast radius may also catch on fire (DMG 86). It works like a smoke grenade. The damage from a stun grenade is calculated normally. It moves 1. Incendiary Grenade: These weapons burst on detonation. it releases a non-noxious vapor that billows out in a 20-foot radius. are blinded for twice the normal duration. This missile deals half fire and half bludgeoning damage to everything in the blast radius. The weapon deals half fire damage and half piercing damage to everything in the blast radius. Melee Weapon Descriptions Melee weapons have not enjoyed the same revolutionary advances as ranged weapons. Missile. A torpedo has a guidance rating of 25. High Explosive Armor Piercing: This rocket is designed to focus its explosive charge in a single direction. The weapon deals half fire damage and half piercing damage to everything in the blast radius. For more information on explosive weapons. The state of the art has not advanced much beyond the common knife or sword. magic is capable of much more than technology. Creatures especially sensitive to light. see page 133. strong alloy blades and their edges are laminated with industrial diamond. Half of a frag grenade's damage is fire damage and half is piercing damage. Visibility within the smoke is limited to two feet. and all of an incendiary grenade's damage is fire damage. light. It moves 12. are completely obsolete.500 feet (speed 50 on the surface scale) every round thereafter. Anyone who is in or who enters the blast radius must make a Fortitude saving throw every round (DC 15. such as drow. Engineers have focused their efforts on making blades as versatile. High Explosive Armor Piercing: This missile is designed to focus its explosive charge in a single direction. It moves speed 25 (on the spacecraft scale) the round it is launched and speed 50 every round thereafter. Anti-Air: This missile is designed to take down aircraft and is either fired from an aircraft or personnel and vehicles on the surface. see page 133.
but they are still extremely uncommon in the Empire. A target hit by stun gauntlets takes normal unarmed strike damage and must make a Fortitude saving throw (DC 15) or be stunned for 1 round. Stun gauntlets are powered by twin microcells good for a combined 50 hits before you need to replace them. Monks with the Technical Proficiency feat can use stun gauntlets to augment their unarmed strikes. a powerful electrical current crackles along these contacts. The DC to resist the monk's stunning attack is increased by 1. Resistances or immunities to electricity damage apply. Keenblades are fine weapons. The threat range of a keenblade is also twice that of a corresponding conventional weapon. Even a highly trained fighter is unable to position a shield quickly and precisely enough to block attacks from these weapons. Maurice Spann (order #94458) 6 . Stun Gauntlets: Stun gauntlets work just like stun batons. The only exception to this rule is the tower shield. including both slugthrowers and energy weapons. 103 103r 103 chapter six: equipment Armor Armor in Dragonstar fills the same role as it does in the Outlands. Failed attacks don't drain the weapon's charges. When the weapon is activated. though. Most armors are lighter and less restrictive. yet offer better and more durable protection against a wide range of weapons. and many adventurers carry melee weapons as well. Most soldiers carry a blade of some kind as a backup weapon. which still provides a cover bonus. Shields provide no armor bonus when used to defend against advanced ranged weapons. and targets who fail their saving throws are stunned for 2 rounds. Failed attacks don't drain the weapon's charges. However. Their cost is five times the listed cost for a standard weapon of that type. but developments in materials technology makes it much more effective. except you wear them on your hands like gloves. and this bonus stacks with bonuses both for being of masterwork quality and magic enhancement bonuses. Keenblades provide a +1 bonus on attack rolls. though they are still common on many undeveloped Outlands worlds. A stun baton is powered by a microcell good for 50 successful hits before you need to replace it. its bulk makes it a poor choice on the modern battlefield.available. that these weapons are no match for slug-throwers and energy weapons. Shields are obsolete in the Empire. Stun Batons: A stun baton is a long nightstick with electrical contacts on the end. There is no question. Resistances or immunities to electricity damage apply. A target hit by a stun baton takes normal bludgeoning damage and must make a Fortitude saving throw (DC 15) or be stunned for 1 round.
the exoskeleton is reasonably lightweight and the carbon-fiber frame is fully articulated to allow a full range of movement. and digital mapbox. digital binoculars. and the exoskelton is typically worn over standard combat fatigues. but the rigid armor components are more extensive and it incorporates the same gel lining found in the battle suit. The hardsuit provides the user with damage reduction 10/—. Armor Descriptions Armor Vest: An armor vest is constructed of gel padding sandwiched between layers of densely woven. and the heavy-duty batteries allow for 24 hours of operation. Combat Fatigues: These standard military fatigues feature durable composite fiber interwoven with high- Maurice Spann (order #94458) chapter six: equipment 6 . and these are available at their standard listed price. and the rockets and missiles are machine-fed to the launcher from this case. The interior of the armor is lined with gel padding. multishot rocket launcher or missile launcher. laser sight. with adjustable fasteners in easy reach along the sides. and shins. including the chest and shoulders. Combat Armor: This armor is similar in design to battle armor. Weapons are not included in the listed price of the assault hardsuit and must be purchased separately. Assault hardsuits must be equipped with integral weapons. The polymer armor is worn over standard combat fatigues and includes a visored combat helmet. the power-assist servos allow the wearer to hustle for up to 12 straight hours without rest (PHB 143). formfitting carbon-fiber frame. The durable polymer fiber is reinforced by a lining of energy-absorbing gel to protect the chest and extremities. Combat Exoskeleton: Lighter in construction than the assault variant. one-piece version of combat fatigues. When traveling overland. but it does offer an effective Strength of 22. but they are not designed to hold personal weapons. the exoskeleton is reasonably lightweight and the carbon-fiber frame is fully articulated to allow a full range of movement. Assault Hardsuit: This heavy powered armor blurs the line between infantry and mechanized forces. Battle Armor: This armor consists of several rigid polymer components designed to protect vulnerable parts of the soldier's body. methodical. Battle Suit: This armor is a heavier. this heavy armor features similar reinforced polymer plates over a customized. The assault hardsuit is more plodding. effectively transforming a foot soldier into a walking tank. These models include an armored ammunition case for the latter on the hardsuit's back. Camouflage: All types of armor are available in camouflage patterns that greatly improve the wearer's ability to blend in with his surroundings. hands. The composite and carbon fiber plating provides the heaviest personal armor available. Camouflaged clothing or armor grants a +2 circumstance bonus on Hide checks. Assault Exoskeleton: This heavy armor is constructed of reinforced polymer plates over a customized. The most common hardsuit models feature an integral assault laser or blaster in one arm and a shoulder-mounted. The most common models are one-piece units that slip over the head and shoulders. The interior of the armor is lined with gel padding.104 104l 104 DONNING AND REMOVING ARMOR Armor Type Light armor Medium armor Heavy armor Powered armor Don 5 rounds 1 minute 2 minutes 4 minutes Don Hastily 2 rounds 5 rounds 1 minute 4 minutes* Remove 2 rounds 1 minute 1 minute 2 minutes GETTING INTO AND OUT OF ARMOR The above table lists the times to don and remove armor (PHB 105). Combat armor includes a visored combat helmet. reinforced polymer fibers. Given the protection it offers. and less nimble on the move than an unarmored soldier. The armored manipulators on the hardsuit are capable of a wide range of tasks. Given the protection it offers. elbows. and the exoskelton is typically worn over standard combat fatigues. it provides all the benefits of a hostile environment suit and vacuum suit. The assault hardsuit can also be sealed for self-contained operations in a hostile environment for up to three hours. In this mode. formfitting carbon-fiber frame. The headsup display on the viewscreen provides all the benefits of a personal communicator.
20 ft. 15 ft. 10.ARMOR Armor Bonus Maximum Armor Arcane Dexterity Check Spell Bonus Penalty Failure Speed 30 ft. and the integral helmet provides all of the benefits of a personal communicator. non-restrictive.000 cr +16 +1 +0 0 0 40% 40% 40 ft. 20 ft. The hardsuit provides the user with damage reduction 5/—. 15 ft. 30 ft. 40 ft. While not designed as armor. 20 ft. Flight Suit: This jumpsuit is commonly worn by military pilots. 20 ft. The hardsuit is full-body armor. 6 lb. 30 ft. 350 lb. 10 lb. 350 cr 500 cr 750 cr +7 +8 +9 +6 +5 +5 –2 –2 –3 10% 15% 20% 20 ft. When traveling overland. 25 lb. 20 ft. Heavy Clothes: This entry includes any reinforced. 15 ft. 15 ft. the materials used in their construction are strong and resilient enough to provide limited protection comparable to archaic leather armor. 20 ft.500 cr 5. and others who want full-body armor protection without sacrificing freedom of movement. arcane spellcasters. Combat Hardsuit: This powered armor is effectively a heavier version of the assault exoskeleton. 15 lb. The servos provide the user with an effective Strength of 18. with battery-powered servos to assist the soldier in locomotion. and a standard heavy cell provides power sufficient for 48 hours of continuous operation. 20 ft. 30 ft. heavy dusters and overcoats. 105 105r 105 Armor Light armor Heavy clothes Flight suit Armor vest Combat fatigues Medium armor Battle suit Battle armor Combat armor Heavy armor Shock armor Combat exoskeleton Assault exoskeleton Powered armor Combat hardsuit Assault hardsuit Extras Camouflage Cost Weight 5 cr 50 cr 75 cr 100 cr +2 +4 +5 +6 +6 +8 +5 +6 0 0 0 –1 10% — 5% 10% 30 ft. 15 ft. 30 ft. The combat hardsuit can also be sealed for self-contained operations in a hostile environment for up to three hours. composite-weave suit lined with energy-absorbent gel. the power-assist servos allow the wearer to hustle for up to 12 straight hours without rest (PHB 143). 20 ft. Shock Armor: This armor consists of a full-body. and laser sight. digital binoculars. 10 lb. chapter six: equipment 20 cr — — — — — — — strength polymer threads.000 cr +14 15. 40 lb.000 cr +10 +11 +12 +4 +3 +2 –4 –5 –5 25% 30% 35% 20 ft. and shoulders are reinforced with padded pockets of energyabsorbent gel. 8 lb. In this mode.000 cr 3. 20 ft. 50 lb. but the fully articulated gauntlets allow the soldier to use any weapons he could normally use. Maurice Spann (order #94458) 6 . and bushman's khakis. Rigid polymer armor—heavier and more extensive than that used in battle armor and combat armor—protects as much of the body as possible while still allowing full mobility. The combat hardsuit cannot be fitted with integral weapons. it provides all the benefits of a hostile environment suit and vacuum suit. It is constructed of high-strength. 15 ft. 20 lb. 250 lb. durable clothing. 30 lb. and very effective. knees. Shock armor includes a combat helmet. synthetic composite fiber. The suit is light. including leathers. The elbows. 2. 30 ft.
calculator. handheld personal computer. They are effectively credit cards with the credit recorded on the onboard memory chip. though collapsible keyboards are also available for rigorous or technical tasks. If the user has pur- Maurice Spann (order #94458) 6 . Credit chips can be swiped through automated processors.000 gigabytes) of data—sufficient storage for 50. Knowledge (arcana) Appraise (fine art) Use Device Heal Knowledge (biology) Knowledge (chemistry) Alchemy Knowledge (geography and history) Decipher Script Appraise (weapons and armor) Wilderness Lore Knowledge (engineering) Knowledge (religion) chapter six: equipment Art Collector's Price Guide Computers and Electronics Desktop Physician Imperial Biological Survey Chemical Database Alchemist's Handbook Imperial Encyclopedia Languages and Linguistics Military Surplus Guide Survival Guide Technical Design Database Unification Bible Datapad: This is a lightweight. Data is typically displayed on a holographic projection. personal scheduler. or the integrated flatscreen display. When a transaction is made. Datapads provide users with a +2 circumstance bonus on appropriate ability or skill checks. flat optical disks can store up to one terabyte (1. Some of the most common are listed below. Program Agricultural Science Animal Husbandry Arcanist's Lorebook Skill Profession (farmer) Handle Animal Spellcraft. and they can beam transactions to other credit chips or datapads. the total is automatically deducted from the balance on the chip. graphics tablet. It can be used as a notepad. Credit chips are thumbprint or pheromone activated. and library. Standard features include a datachip port and wireless modem for networking and communications. A wide range of applications and searchable. Standard datapads use verbal or cursor input. but they can be hacked with a Use Device check (DC 25). Datachip: These small.000 fully illustrated encyclopedia volumes. digital glasses. A hacked chip will recognize the hacker as an authorized user.106 106l 106 Communications Gear Credit Chip: These ubiquitous devices are datachips with financial credit stored on them. customizable database programs are available commercially. Players and DMs are encouraged to develop new ones as well.
Likewise. • A magnetometer.chased specific database programs. a price-guide program would provide the bonus on Appraise skill checks. Further. The multiscanner features the following sensor systems. It incorporates a number of functions useful for evaluating environmental conditions and identifying life forms. Holocam: This handheld device records three-dimensional. and other physiological cues to determine the subject's overall emotional and mental state. the devices allow global and orbital communication on any planet with an accessible network of communication satellites. a single earplug. You get a +4 circumstance bonus on Sense Motive checks if the subject is hooked up to a behavior analyzer. the multiscanner can even identify these life forms if the user makes a successful Use Device check (DC 20). For example. including Bluff. Digital Binoculars: These handheld devices offer up to 25x magnification. Behavior Analyzer. the binoculars can also process infrared. and countless databases are available that provide the +2 bonus for a wide range of specific Knowledge skills. but it provides a +2 circumstance bonus on Sense Motive checks. and clip-on audio speaker. which can be installed from datachips. When using the ultraviolet viewing mode. Language Translator: This headset inlcudes an earpiece. Using cellular relays. they can be used anywhere within the operating area of a city. microphone. near-fluent communication in any language for which the user has a datachip. when the user speaks into the microphone. infrared is not as versatile as darkvision. If networked to a datapad with an appropriate knowledge database. A datapad has sufficient onboard storage for 10 data programs. full-motion images and audio for display on a holographic projector. These devices integrate radios and satellite uplinks for a broad range of wireless communications tasks. it can penetrate thin surfaces and generate useful images of any objects concealed underneath. The radios have a line-of-sight range of about 10 miles. It detects variations in the temperature of viewed objects. providing the user with a +2 circumstance bonus on distance-hampered Search and Spot checks. it cannot distinguish most undead from their surroundings. using a language translator suffer a –4 circumstance penalty. while infrared can easily detect living creatures in total darkness. A language translator allows instantaneous. The device can detect the presence and approximate size of life forms within 100 feet. so this viewing mode is useless underwater. This mode does not allow the user to see in complete darkness. Skill checks. his words are immediately translated into the appropriate language and output to the clip-on speaker. Multiscanner: This useful handheld device is indispensable for field scientists and explorers in the Outlands wilderness. • Electrical sensors capable of analyzing electrical activity in living organisms. and it usually cannot distinguish between objects with the same surface temperature. and amplified light. magnetic resonance detector. A standard datachip can store 10 hours of holographic recordings. Handheld: This is a portable version of the full-size device. 107 107r 107 chapter six: equipment Maurice Spann (order #94458) 6 . Diplomacy. ultraviolet. including the soil. • A character using the light-amplification mode can see twice as far as an unassisted human in starlight. Though its resolution is grainy. and Perform. • A chemical sniffer capable of detecting and analyzing chemicals in the environment. If the user selects the appropriate view mode. a character can see twice as far underwater as an unassisted human. Personal Communicator: These small and versatile units are typically mounted in a light headset. Each language chip costs 100 cr. brainwave activity. using satellite uplinks. When the appropriate datachip is inserted into the unit. and similar conditions of poor illumination. continent. the datapad provides a +2 circumstance bonus on related skill checks that depend primarily on information or calculation. infrared does not easily penetrate water. or a tiny pin that can be clipped to the user's clothing. air. However. • A Geiger counter capable of identifying and analyzing the approximate source and intensity of harmful radiation within 500 feet. It is less sophisticated and accurate. spectrometer. spoken language is translated in real-time by the computer and output to the earpiece. or planet with a developed telecommunications network. and water sources within 100 feet. galvanic skin response. Finally. Personal communicators are generally voiceactivated and can operate through subvocalization or bone conduction. • Infrared mode allows the user to see in the dark up to the range of the binoculars. It also features a datachip port for additional storage. Sensors Behavior Analyzer: This desktop device measures blood pressure. and millimeter-wave radar capable of identifying and analyzing the material composition of objects within a range of 100 feet. • Ultraviolet light penetrates water more readily than any other visible light and is very useful for vision enhancement underwater. moonlight. though the translations are notoriously flat and academic. Thus. A holocam has sufficient onboard storage for 100 hours of recording.
It is capable of recording. from datapads to electronic door locks and security systems. When placed against the patient's skin. digitizing. sensors. Further. and similar conditions of poor illumination. and translating the vibrations of this surface to replicate nearby conversations.108 108l 108 Nightvision Goggles: These devices amplify available light. A monitor gives the user a +2 circumstance bonus on Heal checks for first aid (PHB 69). the autodoc is designed to stabilize and treat critical patients. the patient recovers twice his level in hit points for each full day he remains in the autodoc. The laser is aimed at a window or similar thin surface. The EMP unit also grants the user a +2 circumstance bonus on Disable Device checks to sabotage other electronics. imaging scanners. The patient is considered to be recovering with help for the purposes of regaining consciousness (PHB 129). Equipped with a wide variety of fully articulated medical instruments. and pharmaceuticals. The scanner has a small integrated electromagnetic pulse generator capable of frying such devices' electronic circuitry. moonlight. The user can see twice as far as an unassisted human in starlight. The device has a datachip port for storing recordings. The surveillance laser can also be connected directly to a datapad or other computer via wireless network. Security Scanner: This handheld device monitors electrical currents and a broad radio spectrum and localizes low-power transmissions. the device's effective range in urban areas is about 500 feet. granting the user all of the benefits of lowlight vision. Surveillance Laser: This portable device generates a laser beam (invisible to unassisted sight) with a line-ofsight range of 10 miles. the diagnostic monitor samples a wide range of vital signs and prompts the attending medic with a condition summary and treatment priorities. and a single chip can store thousands of hours of recorded conversations. The integral datapad and diagnostic monitor allow the unit to diagnose most illnesses and traumas. It is capable of detecting microbugs and other electronic surveillance devices within 50 feet. chapter six: equipment Medical Tech Autodoc: This cutting-edge device is designed as a substitute for the emergency medical facilities of a small trauma center or military infirmary. In application. Maurice Spann (order #94458) 6 . An autodoc immediately stabilizes a dying patient who is placed inside it. Diagnostic Monitor: These devices are used to quickly and accurately assess a patient's medical status.
It contains enough supplies for five treatments. pulsing telemetry signal intended to guide rescuers. Maurice Spann (order #94458) 109r 109 Medkit: Medical kits are found in the packs of most every explorer. The electronic mapbox allows the user to locate and track his position and movement anywhere on a planet and plot them on an existing map display. of supplies. Climbing gear grants a +4 circumstance bonus on Climb checks. grappling hook. Standard drysuits are designed for use with artificial gills and come with a headlamp-equipped diving mask and swim fins. extracts breathable oxygen from water and allows about 20 hours of continuous underwater activity.Survival Gear Artificial Gill: An artificial gill is a small backpack device featuring a synthetic membrane that functions much like a true fish gill. along with a small rebreather and regulator. A low-power electrical current is used to alter the material from a baggy. It can be worn as either a loose-fitting jumpsuit with good ventilation or a close-fitting diving suit with excellent insulation. spikes. after which it must be replaced or replenished. Backpacks are waterproofed and constructed of rugged materials with reinforced frames. comfortable kit that can hold up to 200 lbs. These are useful devices. crampons. ice axe. but many soldiers and adventurers deactivate them when traveling in hostile areas for fear that the emergency beacon will be used by their enemies to locate them. Artificial gills do not protect a user from depth and decompression hazards. climbing boots. The membrane. open weave to a tight waterproofed state. The global positioning unit is accurate to within a meter but only functions on a planet with an accessible global positioning satellite network. 109 chapter six: equipment 6 . They are small and easy to use and offer a wide variety of useful emergency medical supplies. soldier. They receive a +2 circumstance bonus on Fortitude saving throws and receive a save even if unattended. variable-state material. Electronic Mapbox: This handheld device is a global positioning unit with an integral datapad that can store and display digital maps. compressed air hammer. The device also includes a digital compass and inertial navigator. Backpack: A large. Climbing Gear: This kit includes a 200-foot synthetic fiber rope. Drysuit: This is a diving suit made of rugged. and helmet with integral headlamp. high-power radio transmitter that uses an integral battery and solar charger to generate a continuous. and adventurer. A medkit grants a +4 circumstance bonus on Heal checks. Emergency Beacon: This is a small.
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Emergency Pod: These are rescue devices designed to aid survival in a variety of emergency situations. Emergency pods are typically about three feet wide and contain miniature life support systems. To activate it, the user pulls the collapsed pod from its storage pack, climbs inside, and zips it shut. When the pod is sealed, the device inflates and the life support system is activated. The system provides breathable air and temperature control for up to 100 hours for a single adult. The devices also come with an integral emergency beacon that activates upon inflation. Emergency pods are effective in the deepest oceans and the furthest reaches of space. Filter Mask: This device filters the air and protects the user from most airborne chemical agents and contaminants. The user is immune to the harmful effects of smoke, gas, and toxic inhalants. The user must still have available air to breathe, so the filter mask is not sufficient to sustain the user in space, underwater, or in any other airless environment. Filter masks cover the user's nose and mouth and feature airtight goggles and adjustable fitting straps. Fire Paste: This is a chemical putty that it used to start or sustain fires. Fire paste comes in small blocks with integral igniters. The user simply pulls the tab on the igniter and seconds later the paste bursts into flame. Fire paste quickly ignites any inflammables in contact with it and a block will burn by itself up to 30 minutes. Flare Gun: This handheld device is used to fire emergency flares. It can fire a standard flare cartridge 500 feet in the air. Flare cartridges use chemical inflammables to burn hot and bright in a variety of colors. Hostile Environment Suit: The HEV is similar in manufacture to the drysuit, constructed of variable-state material designed to alternate between a loose, open weave and a tight, sealed protective suit. The HEV is intended for use in environments—from planets to space stations—characterized by toxic atmospheric elements, extreme temperature, or dangerous levels of radiation. The suit comes with a helmet equipped with an integral breathing mask, but it does not feature a full life-support system and cannot be used in a completely airless environment. The HEV suit provides protection in temperatures ranging from –50°F to 150°F, allows the user to breathe tainted air without ill effect, and grants a +10 circumstance bonus to Fortitude saves to resist the harmful effects of radiation (see Galaxy Guide). Sleeping Bag: These lightweight units are made of durable composites and are the explorer's best friend. They can be folded down to a small rectangle and easily stored in a backpack. They provide excellent insulation, protecting the user from both heat and cold. Survival Kit: This kit is carried by explorers, soldiers, pilots, adventurers, and anybody else who pre-
chapter six: equipment
pares to operate, travel, and survive in a wilderness environment. It comes in a small collapsible kit that includes the following items: digital compass, bedroll, three survival ration packs, fishing line and hooks, survival knife with multitool, canteen, and a chemical igniter. Survival Rations: These are durable, high-energy food products stored in a sealed plastic packet. A wide variety of foods are available—some to be heated up and some to be eaten cold. A single packet will sustain a Medium-size character for one week, and survival rations have a shelf life of several years. Temporary Shelter: Temporary shelters are more versatile than tents, typically offering more spacious, durable, and weatherproof accommodations. Temps are easy to assemble and disassemble and come in a variety of designs. Some are small one- or two-person shelters, while others are larger multi-room structures. Temp panels contain electrically sensitive frames that, when activated, stiffen and support the structure's roof and walls. The user simply unrolls the temp and pushes a button. The frames stiffen and the shelter raises itself. Temps have integral solar panels that trickle-charge small batteries to provide power. Water Purifier: These simple devices are essentially large plastic straws fitted with filters and ionized chemical scrubbers. The user puts one end in the water, the other in his mouth, and sucks the water through the straw. Purifiers are disposable and good for about 20 gallons of water before the filters fail. Water purifiers remove toxins, contaminants, and harmful microbes from water, and also remove salts from seawater.
Subterfuge Gear
Chameleon Suit: The fabric of this loose-fitting jumpsuit is a durable polymer weave fitted with phototropic implants that cause the suit's surface to automatically match the appearance of its surroundings. Characters wearing a chameleon suit gain a +4 circumstance bonus on Hide checks. This bonus is lost if a potential observer has a thermal imaging device. Disguise Kit: These kits contain thin polymer molds custom-fit to the user's facial structure and a wide variety of modular implants and appliances. The user can craft any number of partial or full facial masks with the molds, and the tone and texture of the polymer imitates that of real skin. The implants and appliances can be used to create effects such as pigmentation, scarring, simulated injuries, body heat, or facial twitches. Contact lenses, hairpieces, and other such accessories are also included. A disguise kit grants the user a +4 circumstance bonus on Disguise checks.
Maurice Spann (order #94458)
Electronic Lockpicks: These specialized intrusion tools are needed to bypass or open electronic locks. You can attempt to open such a lock with standard electronics tools, but you suffer a –2 circumstance penalty. Electronic Lockpicks, Masterwork: When using these high-quality tools, you get a +2 circumstance bonus on your Open Lock checks. Forgery Lab: A forgery lab includes the special paper, plates, inks, dyes, cutting tools, laminating materials, and imaging devices you need to make both hardcopy and electronic forgeries. A forgery lab grants you a +10 circumstance bonus on Forgery checks. Intrusion Suit: The intrusion suit is a form-fitting body stocking that features the same phototropic properties found in a chameleon suit. However, the intrusion suit also incorporates thermal wiring and hundreds of tiny chemical reservoirs that match the wearer's thermal signature to the temperature of his surroundings. The intrusion suit provides the same +4 circumstance bonus to Hide checks as a chameleon suit, even if thermal imaging is used. Lockbreaker: This intrusion device looks like a simple mechanical handgun. The end of the barrel is placed against a lock and the trigger is squeezed repeatedly to force a serrated key-blade into the mechanism, forcing the tumblers and causing the lock to disengage. Lockbreakers are very effective, but they use brute force
to accomplish their task and are aptly named: They render any lock they're used against completely inoperable. Lockbreakers grant a +10 circumstance bonus on Open Lock checks against conventional mechanical locks. They are not effective against other designs, such as combination locks or electronic locks. Microbug: This device is a microphone, radio transmitter, and internal power cell combined in a single miniature package. A microbug's power supply is not sufficient for continuous transmission, so it stores recorded data until its memory is full and then sends it using compressed burst transmissions. The range of these transmissions is a mere 200 feet, but portable relays can be used to boost the signal. Safecracker's Kit: This kit can only be purchased by characters with appropriate security credentials or those with contacts in the criminal underworld. The kit includes a variety of power drills, files, clamps, and other tools specially designed for defeating complex mechanical locks. The kit also features a small fiber optic camera that can be inserted into a drilled hole to view the position of tumblers and other lock components. A safecracker's kit grants a +4 circumstance bonus on Open Lock checks against complex mechanical locks, such as combination safe locks. Signal Jammer: This handheld or belt-clip device generates a random broadband signal designed to reduce
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Maurice Spann (order #94458)
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Item Communications Gear Credit chip Datachip (blank) Datachip (program) Datapad Language translator Personal communicator Sensors Behavior analyzer Behavior analyzer, handheld Digital binoculars Holocam Multiscanner Nightvision goggles Security scanner Surveillance laser Medical Tech Autodoc Diagnostic monitor Medkit Survival Gear Artificial gill Backpack Climbing gear Drysuit Electronic mapbox Emergency beacon Emergency pod Filter mask Fire paste Flare Flare gun Hostile environment suit Sleeping bag Survival kit Survival rations (one week) Temporary shelter 1-person 2-person 5-person 10-person Water purifier Cost Weight
1 cr 1 cr 50 cr 300 cr 200 cr 100 cr
— — — 1 lb. 1 lb. —
500 cr 400 cr 750 cr 500 cr 2,500 cr 250 cr 1,000 cr 1,200 cr
10 lb. 2 lb. 1 lb. 2 lb. 3 lb. 1 lb. 2 lb. 5 lb.
chapter six: equipment
15,000 cr 300 cr 120 cr
400 lb. 1 lb. 5 lb.
200 cr 40 cr 250 cr 800 cr 750 cr 75 cr 1,000 cr 65 cr 5 cr 2 cr 25 cr 1,400 cr 50 cr 60 cr 5 cr 300 cr 500 cr 800 cr 1,500 cr 15 cr
5 lb. 2 lb. 15 lb. 7 lb. 1 lb. — 15 lb. 1 lb. — 1 lb. 2 lb. 12 lb. 1 lb. 8 lb. 3 lb. 5 lb. 8 lb. 15 lb. 20 lb. —
Maurice Spann (order #94458)
000 cr 2. specialized masterwork Space Gear Magnetic boots Thruster pack Vac suit Power Cells Microcell Minicell Heavy cell Clothing Work clothes Dress clothes Formal clothes Casual clothes Outdoor clothes Winter clothes Miscellaneous Gear Flashlight Grippers Sunglasses Bodywrap Handcuffs Lantern Rope Zipcuffs 113 1. masterwork Toolkit. 5 lb. 5 lb. 5 lb. 10 lb. 4 lb. 200 cr 500 cr 2. 2 lb. 2 lb. 20 lb. 1 lb. 1/2 lb. 2 lb. 15 cr 75 cr 10 cr 50 cr 40 cr 30 cr 10 cr 10 cr 1 lb. 15 lb.100 cr 380 cr 250 cr 500 cr 1. 60 lb. 50 lb. — 10 lb. chapter six: equipment 10 cr 15 cr 50 cr — 1 lb. Maurice Spann (order #94458) 6 . 5 lb. 10 lb. 2 lb. 3 lb. 3 lb. 8 lb. 5 lb. 15 lb. — 2 lb.000 cr 5 lb. 2 lb.400 cr 150 cr 50 cr 550 cr 750 cr 1 lb. masterwork Forgery lab Intrusion suit Lockbreaker Microbug Safecracker's kit Signal jammer Tools Appraisal kit Demolitions kit Demolitions kit. 1 lb. specialized Toolkit.200 cr 5 lb. 2 lb. 20 cr 50 cr 200 cr 35 cr 50 cr 40 cr 3 lb. 113r 113 100 cr 200 cr 500 cr 250 cr 100 cr 300 cr 500 cr 1. 1 lb. 1 lb. masterwork Laser torch Toolkit Toolkit.Espionage Gear Chameleon suit Disguise kit Electronic lockpicks Electronic lockpicks.
For sturdier materials. clamps. coins. as well as subsonic. wiring. chapter six: equipment Power Cells Microcell: This power cell is a cylinder about two inches long and half an inch in diameter. It can mask conversations. Toolkit. radiation. After this time has elapsed. Thruster Pack: This light harness features a compressed-gas thruster system for quick and easy maneuverability in a zero-g environment. The kit grants you a +2 circumstance bonus to appropriate Craft. The high-impact plastic helmet features a polarized faceplate and integral personal communicator. However. They grant a +2 circumstance bonus on appropriate Craft. and boots to the suit. and specialized electronics used to evaluate and appraise the value of a wide range of items. Available kits include: electronics toolkit. Without a demolitions kit. Minicells power countless handheld and portable devices. The compressed gas reservoir is sufficient for one hour of continuous operation. bolts. tape. a character wearing active magnetic boots has his speed reduced by 10 feet and he cannot run. and block most imaging technologies. For example. and robotics toolkit. Magnetic boots eliminate gravity check penalties due to low. Masterwork Specialized: These expert kits provide additional and more sophisticated tools. and extreme temperature for up to 40 hours. you suffer a –2 circumstance penalty on your Craft. and Space Gear Magnetic Boots: These boots feature powerful magnets that can be activated or deactivated at the wearer's command. Specialized: This category covers a range of specialized toolkits that assist you with one specific device type. and Disable Device checks. Laser Torch: This small hand tool generates a cutting laser suitable for light mechanical tasks. or 3 inches of hardness-20 adamantite. you suffer a –2 circumstance penalty on your Demolitions and Disable Device skill checks to set or disarm explosive charges. the suit's life-support systems must be replenished and recharged. and other collectibles. semi-rigid material. ultraviolet. screws. The kit grants you a +2 circumstance bonus on Demolitions and Disable Device checks to set or disarm explosive charges. simply divide 60 by the material's hardness to determine the number of inches the torch can cut through each round. and ultraviolet strobe effects. hand saw. Repair. Available kits include: electronics toolkit. By activating and deactivating each boot. It powers a number of large devices that require a dedicated supply of energy. Maurice Spann (order #94458) 6 . The signal jammer does not prevent detection. adhesive patches. detonation cord. it makes it a forgone conclusion.or zero-g. including specialized power tools and electrical sensors. nails. the laser torch can cut through 6 inches of hardness-10 iron each round. Demo kits typically do not include explosives—these must be purchased separately. the wearer can move slowly but surely in a zero-g environment. of course—indeed. Heavy Cell: This power cell is a cube about six inches on a side. It generates broadband white noise and low-level microwave energy. hand drill. and other fasteners. Demolitions Kit: These kits contain detonators. including a hammer. Toolkit: This kit includes a variety of common and useful tools. The thruster pack can be worn with a vac suit and allows the user to move in any direction with a speed of 30 feet. Thus. Demolitions Kit. and a variety of hand tools. mechanics toolkit. stamps. prevent clear holographic recording. mechanics toolkit. including infrared. and low-power sonar and radar. Repair Device. gloves. shaping molds. magnetic gauntlets are also available. Without a specialized toolkit. When used with magnetic boots. and robotics toolkit. Tools Appraisal Kit: This kit offers a variety of optical sensors. including gems and jewelry. Toolkit. Disable Device checks when working on devices of the supported type. screwdrivers. For an additional 50 cr. The magnets firmly attach to any metallic surface. it could drill a hole in a 60-inch-thick block of glass or cut a circular section with a circumference of 60 inches from a 1-inch-thick windowpane. and Disable Device checks.114 114l 114 the effectiveness of remote sensors and interfere with radio transmissions. chemical testers. these grant a +2 circumstance bonus on Climb checks when used on a magnetically attractive surface. as well as works of art. A vac suit offers complete protection from vacuum. It can cut through 60 inches (5 feet) of hardness-1 material each round. Masterwork: This kit contains more sophisticated tools. wrenches. Vac Suit: This spacesuit is constructed of heavy. it can make electronic surveillance of content and detail almost impossible. It is used to power small electronic devices and weapons. However. Repair. pliers. Minicell: This power cell is a cylinder about four inches long and one inch in diameter. infrared. timers. Metal sealing rings connect the helmet.
undershirt. They are flash polarized and protect the eyes from both sunlight and intense flashes of light. durable fabric. Outdoor Clothes: These outfits feature durable. in principle. Among the nobility. 115 115r 115 Robots Robotic constructs. or a skirt. Handcuffs: The prisoner's wrists are locked in steel restraints connected by a short length of chain. Characters wearing sunglasses get a +2 circumstance bonus on saving throws to resist intense light. As mechanical constructs. are among the most sophisticated and useful technologies in the Dragon Empire. scouts. A robot is not subject to death from massive damage but is immediately destroyed when reduced to 0 hit points or less. Slipping a pair of zipcuffs requires an Escape Artist check (DC 30) and the Break DC is 25. sleep. Applying handcuffs is a full-round action. and dry surfaces with a successful Climb check (DC 10). Rope: This is a braided cord of synthetic polymer sold in lengths of 100 feet. and boots. armor. paralysis. Flashlight: A flashlight illuminates a cone up to 100 feet long and 50 feet wide at the end. Sunglasses: These glasses come in a wide variety of designs. and necromantic effects. including the visual effect of a flash-bang grenade. These clothes are common among those living. These clothes are worn by outdoor sportsmen. and even weapons. Zipcuffs: These disposable plastic restraints slip over a prisoner's wrists and cinch them tightly together with a quick tug. Work Clothes: This outfit includes a long-sleeved shirt. A robot is a complex machine controlled by an advanced computer that can be programmed to achieve specific functions. field scientists. the restraints lock into place and a knife or other sharp implement is necessary to remove them. stunning. smooth. Winter Clothes: This clothing features heavy. boots. impossible to escape unless it has been applied incorrectly. Lantern: This electric light illuminates everything in a 60-foot radius. The skin-tight wrap encircles the body from neck to feet and renders the prisoner completely motionless. Grippers: These useful devices are suction cups that can be affixed to the hands and feet. working. Once they've been cinched tight. they are incredibly useful and versatile tools. A typical flashlight is a handheld device about half an inch in diameter and five inches long. While their mechanical bodies and electronic brains can be extremely sophisticated. and true emotion. and will effectively do nothing unless specifically programmed or commanded to do so. trousers. The following entries provide general guidelines for common clothing. It runs on a standard minicell for 100 hours of continuous use. and insulated gloves and boots. trousers. while women favor dresses. and vests or jackets. Formal Clothes: Black. A casual outfit includes a shirt or blouse. death effects. It is extremely strong and very light. gloves. styles. These lights can also be integrated into helmets. Slipping the cuffs requires an Escape Artist check (DC 35) and they have a Break DC of 30. and anyone else who works or plays in wilderness areas.Clothing Characters have a staggering variety of clothing styles to choose from. Robots are not subject to critical hits. weatherproofed garments. including shirts. and cuts. and comfortable shoes. Grippers allow characters to climb flat. or traveling in cold climates. It also includes a heavy leather belt. Robots cannot be raised or resurrect- chapter six: equipment Miscellaneous Gear Bodywrap: This garment is effectively a straightjacket of advanced design. though they can be repaired the same way an object can. Fashion is extremely open in the Empire. They have no Constitution scores and are immune to poison. A bodywrap is. ability drain. belts. Nevertheless. They are immune to any effect that requires a Fortitude save unless it also affects objects. warm trousers and pants. and these do not count against a character's starting funds. They have no souls or free will. They do not heal damage on their own. or energy drain. pants. ability damage. robots are not truly alive or sentient. are incapable of imagination. and trousers of heavy. lined coats. Dress Clothes: Men wear suits in a variety of styles. New characters are assumed to have several everyday outfits. explorers. tailored suits for the men and elegant gowns in various styles and colors for the women. formalwear is often decorated with the heraldry of the wearer's House. disease. loose fitting clothes in a broad range of colors. and countless designs and styles are available. A flashlight runs on a standard microcell for 100 hours of continuous use. Dress clothes are the uniform of those who work in business and government and commoners also wear them for special occasions. subdual damage. Maurice Spann (order #94458) 6 . or robots. creativity. and one of the most useful tools in the Empire despite its simplicity. robots follow most of the same rules that apply to magically created constructs such as golems. Casual Clothes: Light.
mobile units. Unlike most conventional constructs. and many more. or sleep. Specifically. Robots are sophisticated machines. and as such. Many robots in the Dragonstar universe are bipedal humanoids—robots that stand upright and walk around on two legs. The stat blocks presented here are for basic robotic chasses: They have not been programmed and cannot do much of anything beyond the most fundamental tasks. it is immune to mind-influencing effects just like a conventional construct. small spherical robots that fly around powered by vectored-thrust hover fans. remember.116 116l 116 ed. tracked robots. attacks and saves do not automatically progress with increased Hit Dice due to size. since the increased size usually presents more disadvantages than advantages in the specialized roles for which robots are designed. chapter six: equipment Robot Design A robot's basic statistics and capabilities are dependent on its size. Stationary robotic devices and automated machinery are commonly used in industry. Maurice Spann (order #94458) 6 . and they are very adept at calculation and logic. breathe. But many other forms are common as well: There are wheeled robots. robots do have an Intelligence score: They can reason. Robots larger than Medium-size are rarely constructed. The robots described in this section are self-contained. such as movement and perception. a robot must be programmed and upgraded. They are designed for specialized functions and are almost never used for unskilled labor or trivial tasks: Cheaper solutions. drink. Note that robots do not follow the conventional advancement pattern of monsters in the d20 System. are available to fill these roles. such as the populous lower classes. However. but characters are unlikely to encounter and interact with these machines. and learn. robots that look like mechanical spiders. Robots are powered internally and do not require recharging. They do not eat. To accomplish anything more. they are expensive. because a robot's brain is electronic and it has no sentient mind. Standard stat blocks are listed below.
by 40 ft. Con —.000 cr LARGE ROBOT Hit Dice: Initiative: Speed: Armor Class: 4d10 (22 hp) –2 (Dex) 30 ft. Construct. Con —. 9 (–3 Dex.000 cr COLOSSAL ROBOT Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: 32d10 (176 hp) –3 (Dex) 20 ft. Int 12. ambidexterity Fort +1. Ref –3. Will +0 Str 28. Ref +0./0 ft. Dex 10.000 cr GARGANTUAN ROBOT Hit Dice: Initiative: Speed: Armor Class: Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: 16d10 (88 hp) –3 (Dex) 20 ft. low-light vision. 13 (+2 size. Wis 10. Dex 4./20 ft. Will +0 Str 28. Con —. –2 size. Wis 10. by 2 1/2 ft. Construct. low-light vision./5 ft. by 5 ft. Int 12. by 10 ft. Cha 8 16. Ref –3. Construct. Wis 10./10 ft. +1 Dex) — — 2 1/2 ft. Con —. Int 12. Ref –1. Ref –3. +4 natural) — — 20 ft. low-light vision. 9 (–3 Dex. Dex 12. 9 (–3 Dex. Dex 8. by 5 ft. Dex 4. Int 12. ambidexterity Fort +2. Wis 10./15 ft. Cha 8 8. Cha 8 2. Ref –2. ambidexterity Fort +0. ambidexterity Fort +10. +3 natural) — — 10 ft. Cha 8 32. Int 12. Wis 10. Cha 8 1.000 cr chapter six: equipment MEDIUM-SIZE ROBOT Hit Dice: Initiative: Speed: Armor Class: Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: 2d10 (11 hp) –1 (Dex) 40 ft. Cha 8 4. +2 natural) Maurice Spann (order #94458) 6 . Construct./25 ft. by 5 ft. Construct. Dex 4./5 ft. Con —. Ref +1.000 cr SMALL ROBOT Hit Dice: Initiative: Speed: Armor Class: Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: 1d10 (5 hp) +0 40 ft. Int 12. ambidexterity Fort +5. Con —. Wis 10. –1 size. Construct. 9 (–1 Dex) — — 5 ft.Robot Chasses TINY ROBOT Hit Dice: Initiative: Speed: Armor Class: Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: 1/2d10 (2 hp) +1 (Dex) 50 ft. –3 size. Will +0 Str 36. Wis 10. Will +0 Str 20. Will +0 Str 12. +5 natural) — — 40 ft. 9 (–2 Dex. by 20 ft. –1 size. low-light vision. Will +0 Str 8. 11 (+1 size) — — 5 ft. ambidexterity Fort +0. ambidexterity Fort +0. Construct. Cha 8 500 cr Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: — — 5 ft. Dex 6. Will +0 Str 4. low-light vision.000 cr 117 117r 117 HUGE ROBOT Hit Dice: Initiative: Speed: Armor Class: Attacks: Damage: Face/Reach: Special Qualities: Saves: Abilities: Cost: 8d10 (44 hp) –3 (Dex) 30 ft. Con —. low-light vision. low-light vision. Int 12.
000 cr 324. but they can attempt skill checks untrained. 360° Vision: Secondary optical sensors allow the robot to see in all directions at once. Listen. When a robot gains class levels. Search. They have to develop new neural pathways. Many different upgrades are available.000 cr 37.000 cr 5.000 cr 289.* None Always neutral By character class PROGRAMMING COSTS Class Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Cost 1. However.000 cr. saving throws. if any (see the Galaxy Guide for more information). This includes class skills.000 cr 35. The exceptions are base attack bonus and Hit Dice: A robot is incapable of attack or defense in combat. only a sentient robot—a soulmech—can do that. Robots do not automatically get these as class skills.000 cr 11. Robots and Skill Use Because they can only accomplish tasks they've been programmed for. This programming is represented by class levels. learn to use the upgrades. as shown in the following table.000 cr 196.000 cr 21. you can upgrade your robot's programming and pay only the difference between the cost of the new level and the cost you already paid for the current level.000 cr Upgrade Cost — 3.000 cr 29. The only exceptions are for skills related to movement and perception that are part of the robot's core design. and ability increases (mental abilities only).000 cr 49. Gargantuan 7. and Spot. and integrate them with their electronic brains. soulmechs cannot simply be programmed with the ability to use these upgrades and enhancements. Colossal 10.000 cr 19.000 cr 9.000 cr 121. Huge 5.000 cr 169. Climb. Robots can only be programmed with levels in the expert and warrior NPC classes.000 cr 16. Robot Programming When robots are programmed.000 cr 100. Maurice Spann (order #94458) 6 .000 cr 81. they gain the ability to perform specialized tasks.000 cr 400. Medium2.000 cr 64.000 cr 7. it would cost you 25. and they allow you to give your robot specific functions and enhanced capabilities.000 cr 39.000 cr 9.000 cr * A robot without the combat programming upgrade has no challenge rating.000 cr 144.000 cr 17. it gains most of the benefits of that class.000 cr 33. The other classes are available only to sentient constructs such as soulmechs. Small 1. The robot gains a +2 circumstance bonus on Spot checks for determining surprise. skill points. robots cannot attempt untrained skill checks. All robots with at least one level of programming get the Technical Proficiency feat for free. To represent these challenges. For example. This cost is listed in the table for those upgrades available to soulmechs. class features. you may want to equip it with specific upgrades. as it makes no effort to defend itself. The cost of programming is based on the square of the desired class level. However.000 cr 27. chapter six: equipment Jump. unless it has the combat programming upgrade (see page 119).000 cr 4. upgrading your 4th-level expert to 5th level would cost you 9. Most of these upgrades are available to soulmech characters.000 cr 15. and the expense makes high-level programming extremely rare.000 cr 13.000 cr 361. Large 3. For example. Robots do not gain experience and do not advance in levels on their own.000 cr 25.118 118l 118 Climate/Terrain: Organization: Challenge Rating: size Treasure: Alignment: Advancement: Any Solitary Tiny 1/2. Again.000 cr 225. if you wanted to purchase 5th-level expert programming for your robot.000 cr 36. Robot Upgrades Once you've purchased your robot's chassis and programming.000 cr. These core skills include: Balance.000 cr 25.000 cr 256.000 cr 31. The listed CR values should be modified according to the robot's offensive and defensive technology.000 cr 23. soulmechs must spend one half the upgrade's listed cost in XP. Robot programming pushes the boundaries of computer science.
Enhanced Strength: A reinforced frame and augmented articulation systems significantly improve the robot's physical power. as well as any bonuses for abilities. Enhanced Dexterity: The robot's neural net is upgraded with high-performance optical pathways that greatly facilitate precise control and coordination of the robotic body. A robot with this upgrade gains the listed upgrade bonus to its Strength ability score. Improved Audio Sensors: This upgrade provides both enhanced hardware and sophisticated program- 119 119r 119 chapter six: equipment Maurice Spann (order #94458) 6 . looks vaguely realistic. Most robots that are designed to work and interact with organic beings receive this conversion. and robots with this upgrade can function just fine with no light at all. +4. and +6 are available at the prices listed in the table. Robots without this upgrade do not gain extra Hit Dice or hit points based on class levels—they will make no effort to defend or protect themselves in combat. even in self-defense. feats. Hit Dice. pulsing telemetry signal intended to guide rescuers or operators. as do all beginning soulmech characters. and most feature a spherical or disc-shaped chassis—the upgrade will not work with a conventional bipedal robot chassis. Darkvision is black and white only. The robot must be Tiny or Small to use this upgrade. A robot with combat programming gains the base attack bonus. Emergency Beacon: The robot has an internal radio transmitter that can be activated as a free action to generate a continuous. Darkvision: Robots with this multi-spectrum imaging upgrade can see in the dark up to 60 feet. while unnaturally pale and resistant to the touch. Upgrade bonuses of +2.AI Module: This processor upgrade vastly improves a robot's ability to reason and learn. or equipment. Hoverlift: The robot has vectored-thrust turbofans that allow it to fly at its base speed with good maneuverability. Biosynthetic robots are usually completely hairless and have obviously electronic eyes. and +6 are available at the prices listed in the table. The robot is designed to mimic the appearance of an organic being. upgrades. but it is otherwise like normal sight. but they can otherwise pass for organic. The AI module allows a robot to use any skill untrained that an organic character could use untrained. It has synthetic skin that. Upgrade bonuses of +2. mimicking true intelligence. Combat Programming: A robot must have this specialized programming suite to fight or use weapons. The robot receives the listed upgrade bonus to its Dexterity ability score. +4. Biosynthetic Conversion: This upgrade must be incorporated into a robot's original construction. and hit points for its class.
250 5.000 cr 1.000 cr 50 cr 500 cr 1.120 120l 120 ROBOT UPGRADES Upgrade 360° Vision AI Module Biosynthetic Conversion Combat Programming Darkvision Emergency Beacon Enhanced Dexterity +2 +4 +6 Enhanced Strength +2 +4 +6 Hoverlift Improved Audio Sensors Improved Visual Sensors Integral Laser Sight Integral Toolkit Integral Weapons Language Module Laser Torch Manipulators Motion Sensors Multiple Legs Natural Armor +2 +4 +6 +8 +10 Personal Communicator Personality Module Magnetic Grippers Medical Package Multiscanner Reinforced Construction DR 5/— DR 10/— Remote Operation Unit Security Scanner Sensory Recorder Storage Compartment Telescopic Vision Tracks Transform Conversion Wheels Cost 300 cr 5.600 3.600 cr 400 cr 1.500 cr 800 cr XP Cost 150 — — — 600 75 200 800 1.200 cr 7.000 cr 1.200 cr 12.000 — 500 500 25 250 500 750 400 Maurice Spann (order #94458) chapter six: equipment 6 .200 cr 150 cr 400 cr 1.800 — 40 40 75 variable variable — 125 — 40 625 400 1.600 cr 3.000 cr 1.500 cr 120 cr 420 cr 2.000 cr 100 cr 2.400 10.250 cr 800 cr 3.600 6.000 cr 1.800 200 800 1.000 50 — 60 120 1.000 cr 80 cr 1.500 cr 3.000 cr 80 cr 80 cr 150 cr toolkit cost weapon cost 500 cr 250 cr 1.000 cr 20.600 cr 3.500 cr 10.000 cr 1.800 cr 20.000 cr 1.600 cr 3.000 10.
heavy weapons are often mounted on the shoulders or may even replace the robot's conventional arms. These manipulators are often retractable. shell. The robot must still be programmed with the Heal skill (or be equipped with an AI module) to use this upgrade effectively. Personality Module: This specialized sub-processor greatly enhances the capabilities of a robot's computerized brain. Magnetic grippers on the robot's feet or appendages allow it to move more effectively in zero gravity environments. Personal Communicator: The robot is equipped with an integral system that features radio. Remote Operation Unit: This upgrade allows a robot to be operated remotely using a standard datapad and wireless communications link. Multiple Legs: The robot has multiple legs and often resembles a mechanical animal such as a quadruped or spider. creatures. If the weapon is at least one size category smaller than the robot. as long as there is a suitable metallic surface to traverse. the weapon can be internal or retractable. A remote operations unit has a standard range of about 10 miles. the weapon must be external. and +6 bonuses at the listed prices. a robot with multiple legs is given a semispherical spiderlike chassis that is more practical for the design. +4. Ranges and other characteristics are identical to the standard personal communicator. allowing them to be completely withdrawn into the robot's chassis. Medical Package: This upgrade features hardware that allows a robot to treat injuries and illnesses. Magnetic Grippers: This upgrade typically only works with walking robots. The character controlling the robot must have the Remote Operation feat to use this feature. Otherwise. Natural Armor: A reinforced frame and more durable construction materials provide the robot a natural bonus to AC. a robot must be given commands and these commands must be fairly general. If it is equal to or larger than the robot's size category. providing a total circumstance bonus of +6 to the robot's Heal checks. Such robots are often given manipulators. Integral Laser Sight: This device is usually built into one of the robot's eyes or optical sensors. Improved Visual Sensors: This upgrade provides both enhanced hardware and more sophisticated programming to filter and process visual data. call for spherical. Other robot designs. The robot's base speed is increased by 10 feet and it gains a +2 upgrade bonus on Climb and Balance checks. Reinforced Construction: The robot's synthetic skin. The robot gains a +2 upgrade bonus on Spot checks to notice moving objects. or characters. They allow the robot to perform any tasks that a humanoid robot could ordinarily perform with its arms or hands. Motion Sensors: The robot is equipped with internal sensors capable of detecting movement. It includes all of the capabilities of a medkit and diagnostic monitor. The module makes interaction with the robot almost indistinguishable from interaction with a real person. issuing specific commands as they are needed. however. A robot with this upgrade gains a +2 upgrade bonus on Search and Spot checks. internally powered laser torch. The character can make attacks 121 121r 121 chapter six: equipment Maurice Spann (order #94458) 6 . or spiderlike chasses. retractable appendages and precision manipulators fitted with a variety of useful tools. More commonly. but they may be added. or frame is constructed using advanced materials that offer increased resistance to physical damage. Upgrades are available for +2. The character may make attacks with the robot's weapons using his own base attack bonus but suffers a –4 circumstance penalty on attack rolls. Humanoid robots are sometimes given this package. While it does not confer self-awareness or true sentience. disc-shaped. Language Module: This upgrade allows the robot to speak and write an automatic language. Integral Toolkit: The robot is equipped with small. Both standard and specialized toolkits are available at the listed prices and must be purchased separately. and satellite communications capabilities. Integral Weapons: The robot is fitted with integral melee or ranged weapons. A remote operation unit allows a character to control all of a robot's actions. Values of 5/– and 10/– are available at the listed prices. On bipedal military robots. Laser Torch: One of the robot's appendages is fitted with a retractable. Ordinarily. Manipulators: Conventional humanoid robots are always equipped with standard arms and hands that allow them to perform a wide range of tasks. in which case the conventional legs are simply replaced and the humanoid torso is retained. cellular. A robot with this upgrade gains a +2 upgrade bonus on Listen checks. it does allow the robot to effectively mimic the personality and behavior of a sentient being. Robots with personality modules gain a +2 upgrade bonus to their Charisma ability score.ming to filter and process auditory data. the robot must acquire languages by spending skill points from its class levels. Manipulators are not standard in these designs. Multiscanner: The robot is equipped with an integral sensor package that features all of the capabilities of a standard multiscanner. A robot with this upgrade gains a damage reduction value. A robot with an integral laser sight gains a +1 upgrade bonus on all ranged attack rolls. The torch is otherwise identical in all respects to the standard tool of the same name.
660 cr. Cost: 6. but these robots are useful for many tasks. Disable Device +5. Feats: Skill Focus (Repair). language module (Common). Fort +0. Possessions: None. lowlight vision. Freefall +3. Will +2. sealing. Telescopic Vision: The robot's optical sensors feature magnification and zoom capabilities.). Sensory Recorder: The robot's optical and auditory sensors are linked to an internal holographic recorder. Wis 10. a surveillance robot may be equipped with multiple legs as well as a hoverlift package. often in high-risk or hazardous environments. fly 50 ft. Large 25 lb. Class Skills: Disable Device. emergency beacon. Upgrades: 360° vision. Freefall. chapter six: equipment TECHNICAL ROBOT These humanoid robots are used as maintenance and repair specialists. Con —. Move Silently.. These robots are used for a wide range of surveillance and reconnaissance tasks. Int 12. x1 offroad movement in scrub. Recon Robot Exp1: CR —. Colossal 200 lb. language module (Common). Technical Proficiency. Ref +1. multiple legs. SQ Construct. transform conversion. Hide +5. For example. They can also land and extend six mechanical legs for skittering about in places where flying is difficult or too likely to be noticed. (good). Robot Models RECON DRONE These robots are small. This upgrade increases the robot's base speed by 20 feet. tracked.. Search. Alternatively. storage compartment. Atk —. Demolitions. hp 11. The equipment for one movement mode is typically retracted into the robot's chassis while the other is in use. Dex 12. wheeled. Speak Language. Listen. Profession. darkvision. Init –1 (Dex). Medium-size 10 lb. Cost: 13. It may be purchased multiple times to give a robot more than two movement modes. Move Silently +8. For example. etc.. robotics). remote operations unit. ambidexterity.122 122l 122 in this way even if the robot does not have the combat programming upgrade. The robot suffers a –1 penalty on Spot checks for every 100 feet of distance rather than every 10 feet. emitting little more than a soft whir. Int 12. Str 4. mechanics. Con —. The upgrade comes with sufficient onboard storage for 100 hours of recordings. Transform Conversion: This upgrade allows the robot to switch between two different movement modes (bipedal. Wis 10. Tiny Construct. Use Device. AC 13 (+2 size. Spd 60 ft. They are extremely silent.. and very difficult to spot. Search +4. integral toolkit (basic. It features all the capabilities of a standard security scanner. Even the most advanced and extraordinarily expensive models are no match for a sentient technician. Medium-size Construct.. Will +0. the spiderlike legs retract into the robot's spherical chassis. Technical Proficiency. the character can simply issue attack commands to a robot with the combat programming upgrade.650 cr. Security Scanner: Surveillance and security robots are most commonly equipped with this upgrade. Upgrades: Biosynthetic conversion. Search. hp 2. Spd 40 ft. Hide. Spot +6. rough terrain and x3/4 offroad movement in forest terrain (PHB 143). Cha 8. The tracks feature thick treads that greatly increase the robot's traction in difficult terrain. darkvision 60 ft.. Fort +0. low-light vision. Open Lock. multipedal. The robot's base speed is increased by 10 feet and movement penalties for poor surface conditions are eliminated. Gargantuan 100 lb. Open Lock +5. Storage Compartment: This is a small.. hoverlift. telescopic vision.. Disable Device. electronics. Some families keep a techbot around the house as a handyman. Open Lock +3. Freefall. This upgrade only allows the robot to switch between two modes. Technical Robot Exp1: CR —. When the hover fans are operating.. Class Skills: Craft. Use Device. Pilot. Open Lock. internal storage area. HD 2d10. sensory recorder. Listen +6. AL N. Search +7. Skills: Freefall +5. Small 5 lb. Overland movement rates through difficult terrain are improved by one step. Skills: Craft (electronics) +5. Cha 8. Possessions: None. Ref –1. Repair. Atk —. Str 12. ambidexterity. AC 9 (–1 Dex). HD 1/2d10. Init +1 (Dex). spherical drones studded with lenses and microphones that zip about on tiny hover- Maurice Spann (order #94458) 6 . Use Device +5. Feats: Skill Focus (Move Silently). AL N. SQ Construct. and data can also be uploaded to a datapad or external recorder for long-term storage and backup. Wheels: The robot is equipped with wheels that serve as its primary means of movement and mobility. The amount of cargo the compartment will hold depends on the size category of the robot: Tiny 1 lb. Tracks: The robot moves by means of two or more tracks. Dex 8. improved visual sensors. +1 Dex). improved audio sensors. fans. personal communicator. Huge 50 lb. Spot. hoverlift. Repair +8.
As with their technical counterparts. low-light vision. storage compartment. Con —. chapter six: equipment Maurice Spann (order #94458) 6 . AC 15 (+5 armor). wheels. slam) or +8 ranged (3d10. 50 ft." Medical Robot Exp2: CR —. Will +0. language module (Common). Wis 10. enhanced Dexterity. Wis 10. Possessions: Armor vest. This combat drone's chassis is a squat. ambidexterity. Fort +2. Int 12. Spot. enhanced Dexterity. Ref +2. Dex 10. Spd 40 ft. hp 34. reinforced construction 10. Profession. Search. Jump +4. Dex 8. integral laser sight. Cost: 8. laser pistol. Cost: 60. minicell. Technical Proficiency. Feats: Improved Initiative. Listen. hp 15. medbots are no substitute for a "real" medic.050 cr. Search +4. integral assault laser. Knowledge (biology) +6. Upgrades: Combat programming. Medium-size Construct. roughly hemispherical shape fitted with rugged tracks and retractable wheels for greater speed. Medium-size Construct. storage compartment. Use Device +4. Knowledge (chemistry) +6. 123 123r 123 SECURITY ROBOT These humanoid robots are used as cheap security. Int 12. Heal. SQ Construct. Int 12. Init +0. Jump +8. Skills: Freefall +4. Will +1. and its armor and hull are very difficult to penetrate. Cha 8. Speak Language. Fort +0. It's equipped with an assault laser that is capable of automatic fire and most models are reasonably accurate marksmen. Freefall +7. Medium-size Construct. Weapon Focus (laser pistol). AL N. Possessions: None. Spd 60 ft. AC 20 (+10 natural). Civilian activist groups sometimes protest the arming of these robots. HD 2d10 plus 5d8 (war). ambidexterity. Ref +0. Con —. Military Robot War5: CR 7. Profession (pharmacist) +4. Atk —. Cha 8. (tracks). crowd control. Intimidate +3. Spd 40 ft. SQ Construct. Atk +8 melee (1d6+3. integral laser pistol. That didn't stop Legionnaires from giving them unflattering nicknames such as "deadbots" and "reapers. Weapon Focus (assault laser). Str 12. language module (Common). Skills: Climb +8 (+10 with legs). Skills: Heal +8. AL N. integral laser sight. Use Device. ambidexterity. Will +2. enhanced Strength. HD 2d10 plus 1d8 (war). darkvision 60 ft. AC 9 (–1 Dex). Cha 8.470 cr. low-light vision. tracks. assault laser). Swim +8. though they are usually better than nothing.650 cr. storage compartment. Init –1 (Dex). Fort +4. Feats: Skill Focus (Heal).. DR 10/—. Possessions: None. Knowledge (biology). medical package. (wheels). slam) or +2 ranged (2d10. hp 11. Upgrades: Biosynthetic conversion. HD 2d10. DR 5/—. combat programming. Cost: 19. low-light vision.MEDICAL ROBOT These humanoid robots are used in place of organic medics in some high-threat combat situations or highrisk search-and-rescue operations. SQ Construct. The robot features the latest in composite construction. Spot +3. Feats: Technical Proficiency. reinforced construction 5. language module (Common). Atk +2 melee (1d6+1.. AL N. Init +6 (Dex. MILITARY ROBOT This is a standard design by defense contractors across the Empire. Technical Proficiency. Str 12. Listen +3. Knowledge (chemistry). transform conversion. laser pistol). and patrol forces by both public and private security and law enforcement organizations.. Str 16. Ref –1. Dex 14. Security Robot War1: CR 3. Profession (surgeon) +4. Class Skills: Freefall. Improved Initiative). Wis 10. as some models have demonstrated a lack of the judgment necessary to use weapons safely and responsibly. Upgrades: Biosynthetic conversion. Con —.
You get a +4 bonus on your attack roll. especially at low levels. chapter seven: combat Firearms as Melee Weapons Guns aren't designed to be used in melee. you can attempt a disarm or grapple attack without provoking an attack of opportunity (unless the opponent is wielding a thrown weapon or has a bayonet affixed to his weapon). combat follows most of the standard rules for the d20 System. If your opponent is wielding a ranged weapon. Throughout this chapter. The heart of any adventure is conflict. making a ranged attack provokes attacks of opportunity. addressed in the core rules. a shooter can always take a 5-foot step to withdraw from the area his opponent threatens. and graphics designated as Product Identity.124 124l 124 Chapter Seven Combat Introduction All text in this chapter. because your opponent is trying to bring a ranged weapon to bear instead of defending against your attack. Characters who specialize in melee fighting are strongly encouraged to take the Pressing Attack feat so they can counter this tactic (see page 89). Ranged weapons. are also extremely vulnerable to disarm and grapple attacks. though they can be in a pinch. including firearms. do much more damage than melee weapons and they do it at significant range. This section notes where these rules have been modified and presents expanded rules to cover situations that aren't Maurice Spann (order #94458) 6 . However. words. If you're wielding a ranged weapon. The easiest (and often the most dramatic) kind of conflict you can model in a roleplaying game is combat. partly because it is so different from what you're used to. Assuming there is room to move. You get this bonus even if the opponent has a bayonet affixed to the Gunfire The single biggest difference between combat in Dragonstar and combat in a traditional fantasy setting is the dominance of firearms. is Open Game Content. Because of the prevalence of firearms in Dragonstar. The shooter can then make a ranged attack without provoking an attack of opportunity. this chapter leads off with a systematic look at the rules for ranged attacks in the d20 System core rules. combat in the Dragon Empire is dominated by firearms. with the exception of names. you can assume it works just like it does in the d20 System core rules. as in the rest of the book. whether between two friends clamoring over a potential lover or two armies battling over the fate of a planet. We've also included some tactical advice where appropriate—firearms combat can be extremely lethal and you'll have to play smart to keep your character alive. you ordinarily cannot make attacks of opportunity. Energy weapons. and these weapons introduce a host of new considerations that call for additions and expansions to the standard rules. if we don't cover something specifically. The only exceptions are for thrown weapons that can also be used in melee and firearms equipped with a bayonet (see page 97). phrases. This will dramatically alter the feel and flow of combat in the game. But that's okay—it's still a lot of fun. especially. In Dragonstar. Attacks of Opportunity The core rules allow you to make ranged attacks when you're engaged in melee. However.
The intervening character has dodged the attack and didn't provide cover for the target after all. Line of Sight If you attempt to make a ranged attack at a target when there is another character between you and the target. instead of a missed target (PHB 133) and the variant rule for firing into a crowd (DMG 65). modifiers for size still apply. If your disarm attempt fails. Now. If you're attempting a grapple. there is also a –4 penalty on the ranged attack roll. the attack hits the original target. a poor choice in melee combat. the character provides the target with a +4 cover bonus to AC. if the ranged attack misses but would have hit if the target did not have cover. This rule probably sounds more complicated than it is. the intervening character providing the cover may have been hit instead. There are two different rules you can use to resolve these situations: striking cover Maurice Spann (order #94458) 6 . as you often wind up without a weapon or wrestling with your opponent. and your opponent still gets the +4 bonus if he's using the ranged weapon in two hands. This makes ranged weapons. and the attack roll misses him by this amount or less. if the covering character has a Dexterity or dodge bonus to AC. If the intervening character and the target are in melee.125 125r 125 chapter seven: combat weapon. You can attempt to pin or damage your opponent normally with your next attack. To resolve this situation. your opponent suffers a –4 penalty on attack rolls with the ranged weapon. bonuses for the larger weapon still apply. Note that you can attempt a disarm or grapple with the attack of opportunity you get when an opponent attempts to make a ranged attack in your threatened area. If the attack roll was good enough to hit the intervening character's AC. If you successfully start a grapple. If the character and the target are the same size. including firearms. just follow these steps: Friendly Fire Another result of firing ranged weapons in close quarters is that shots will inevitably miss their intended targets. and some of them may hit innocent bystanders or even the shooter's allies. he takes the damage intended for the target of the attack. the intervening character provides cover for the target. but not if he's wielding a thrown weapon that can also be used in melee. Finally. If you're attempting a disarm. the defender cannot make a disarm attempt of his own.
In Dragonstar. firearms can deal hellish amounts of damage and can easily penetrate doors. Therefore. and just about anything else that can be used as cover—have hardness: a number that represents how well they resist damage. a creature gets a cover bonus to AC if it has at least onequarter cover. of course. but misses by a number equal to or less than the character's Dexterity and dodge bonuses to AC. On the other hand. Because firearms are so prevalent in combat. In this case. A thrown grenade's direct fire range is 20 feet. the attack would have hit the target if not for the cover. We'll address both of these in turn. just like any other thrown weapon. In many battles. there is a –4 penalty on the attack roll. If the player makes the attack anyway. If the attack misses the target. if the attack roll misses by a number equal to or less than the cover bonus. creatures. the attack actually hits the original target. a well-aimed shot that travels straight from the shooter to the target can hit the covering character instead. The line of sight rule we just discussed works well when there are characters or obstacles directly between the shooter and the target. doors. if the attack can penetrate the cover. If a player announces a questionable attack. the covering character takes the damage intended for the target. if there are innocents or other combatants near the target. They are not capable of indirect fire. the shooter missed everything and you're done. it will deal any remaining damage to the target. use this variant as described in the core rules (DMG 65). A grenade fired from a launcher has a direct fire range equal to its listed range increment. If the attack hits the covering character's AC. the possibility that an attack will penetrate cover and hit its target is pretty remote and can safely be ignored. you should put this rule into effect. however. however. Otherwise. Visible Target with Partial Cover: In the core rules. chapter seven: combat Substance Paper Rope Glass Ice Wood Plastic Aluminum Stone Concrete Iron Steel Mithral Composite Adamantite Titanium Hardness 0 0 1 0 5 5 5 8 10 10 12 15 18 20 20 Hit Points* 2 2 1 3 10 10 10 15 20 30 30 30 35 40 40 * Per inch of thickness Maurice Spann (order #94458) 6 . or objects near the target.126 126l 126 1. Otherwise. walls. nothing important is likely to be hit by an errant shot or burst. An attack that reduces the hit points of cover to 0 penetrates the cover and deals any remaining damage to the original target. Grenades—either thrown or fired from a launcher— can benefit from indirect fire. this rule can be ignored. the DM should alert him that he's firing into a crowd. There are two different situations where this is likely to be an issue: when a visible target has partial cover and when a known target is completely concealed behind cover. However. Standard firearms have a direct fire range equal to 10 times their listed range increment. and other obstacles. The following table lists the hardness and hit points of a number of common substances. Objects also have hit points based on their material composition and their thickness. you'll be more interested in determining if anything (or anyone) is hit by a shot that doesn't go where it was supposed to. Remember that if one or more of the "crowd" is in melee with the target. In these cases. that little bit of payback can be crucial. there need to be serious consequences for undisciplined fire into areas crowded with innocents or allies. In Dragonstar. you can use the firing into a crowd rule. it misses. however. are capable of very long-range fire. Attacking through Cover In a traditional fantasy game. Sometimes. this variant involves a lot of extra work for little payback. Guns. If the attack misses the covering character. see if it misses by a number equal to or less than the cover bonus. Objects—including walls. If an attack roll doesn't at least equal this modified AC. If it misses by more than this. Firing Into a Crowd As stated in the core rules. move on to #3… 3. move on to #2… 2. If there are no characters.
leaving 17. Justica subtracts the door's hardness 5 and 10 hit points from her damage roll and applies the remainder to the drow. The door only has 10 hit points. For example. but the drow was completely out of sight. The door subtracts 5 from this for its hardness. it is dealt to the intended target. even though she can't see him. but your chances of hitting aren't especially good. 127 chapter seven: combat 6 . even though he's completely concealed behind cover. Wood has hardness 5. The first thing you should do in this case is roll the 50% miss chance for total concealment. Justica knows he's there. In the previous example. Justica's player rolls 4d10 for damage and gets a result of 22. If you miss. the door only takes 2. perhaps Justica knew the drow was behind the door. the target does not get a cover bonus to AC. always do full damage to objects. so Justica makes her attack roll. Roll damage and subtract the cover's hardness and hit points for your result.EXAMPLE Justica fires a blaster rifle at a drow leaning around a one-inch-thick wooden door. EXAMPLE Justica fires her blaster rifle at a drow that is completely concealed behind a one-inch-thick wooden door. so it hits the door. The result doesn't indicate an automatic miss. Firearms. Justica's player makes a percentile roll to check for an automatic miss. whether they're slug-throwers or energy weapons. your attack hasn't even hit the area of the cover the target is concealed behind. if you fire an arrow at a wooden door and deal 4 points of damage. Maurice Spann (order #94458) 127r 127 Both ranged weapons and energy attacks ordinarily deal half damage to objects. Target Concealed Behind Cover: In some cases. move on to the second step. your attack has struck the cover in line with the intended target. so it strikes the door in line with the drow's position. If there is damage remaining. If you hit. The attack hits the drow's AC. so the blaster pulse drills a hole in it and deals the remaining 7 points of damage to the drow. The attack misses by a number less than the cover bonus offered by the door. If the result does not indicate an automatic miss. You can attempt to shoot through cover at a target you know is behind it. Make your normal attack roll. you may know where your target is. so the arrow doesn't penetrate the door. however.
The following page offers an expanded table from the core rules that lists the hardness. Instead. hit points. Shooting at Weapons In the core rules. or carried by a character. the object gets a +5 AC bonus because the wielder can move it quickly out of the way. As with any object. These situations are resolved with the core rules for attacking an object (DMG 135). Because shooting a held object or weapon requires a Maurice Spann (order #94458) 6 . the DM should apply a circumstance penalty to your attack roll. apply the object's Dex modifier to AC. apply any other applicable modifiers and make your normal attack roll. not its actual size. you must determine the target weapon's AC. the weapon gets its wielder's Dex modifier to AC. its Dexterity is not treated as 0 as is the case for an unattended. and break DC for a number of common objects in the Dragonstar universe. For the purposes of its size modifier to AC. you can also attempt to shoot your opponent's weapon with a firearm. if you want to strike an opponent's weapon with a melee attack. since it's not a contest of weapon skill. Next. held. This does not call for opposed attack rolls. Finally. If the object is adjacent to you. first determine the object's size and size modifier to AC. you make the attack just as you would a normal ranged attack at an object. the penalty should be –2. For example. The object also gets any magic deflection bonus to AC the wielder may have. you can hit it automatically. Instead. rather than something hiding behind it. An inanimate object is always treated as having Dexterity 0. A weapon's actual size category is two steps below its listed size on the weapon tables. inanimate object. so it gets a –5 Dex penalty on its AC. In Dragonstar. a laser pistol is classified as a Small weapon. Finally. if the object is moving about as fast as someone running.128 128l 128 chapter seven: combat Shooting at Objects Sometimes you're going to want to shoot at an object. you make an opposed attack roll. Because the weapon is being wielded. Maybe you're trying to blast out the lights in a room or shoot the gun in a villain's hand. To shoot at an inanimate object. For instance. always subtract the object's hardness from the result of the damage roll. When applying damage. See the rules in Chapter Nine: Vehicles for more modifiers on shooting at fast-moving objects. however. with the following additional rules. If an object is moving. it's Diminutive (+4 size bonus to AC). Those listings represent the size of the weapon relative to its user.
thick) Concrete wall (6 in. Finally. The table on the following page is an expanded version of the one found in the core rules and includes listings for hardness and hit points for a variety of weapons. make your attack roll. the sword gets a +5 bonus to AC for being a held object. with a single pull of the trigger. diameter) Light bulb Light fixture Simple wooden door Spear Wooden crate Small chest Thin plastic wall Datapad Good wooden door Treasure chest Thick plastic wall Strong wooden door Hovercraft door Masonry wall (1 ft. The sword is therefore AC 20. If the shot hits. roll damage and deal it to the weapon. so the object gets a +1 Dex bonus to AC. When you EXAMPLE Justica is trying to shoot a longsword wielded by an orc 20 feet away. For every 5 full points by which your attack roll exceeds the target's AC. very precise shot. The orc has a ring of protection that offers a +2 deflection bonus to AC. so the blaster pulse destroys it. called bursts. Single shots with these firearms are handled just like a standard attack. Autofire Some martial weapons can fire single shots or multiple shots. thick) Hewn stone (3 ft. you must be within 30 feet of the target to attempt it. thick) Handcuffs Steel door (2 in. thick) Steel cable (1 in. A burst from a personal weapon—such as an assault blaster—fires three shots. applying the normal rules for damaging objects. thick) Titanium wall (2 in. She rolls 4d10 for the blaster rifle's damage and gets a result of 20. rather than reducing it to zero hit points through a series of attacks. thick) Hardness 0 1 5 5 5 5 5 5 5 5 5 5 5 5 8 8 10 10 10 10 10 12 12 12 18 20 Hit Points 2 3 10 10 2 10 1 10 10 15 15 20 20 30 90 540 5 10 10 60 120 10 60 10 140 160 Break DC* 23 5 8 13 14 15 17 17 18 18 23 22 23 25 35 50 26 26 28 28 40 30 30 40 50 60 129 129r 129 chapter seven: combat * Break DC: The DC for a Strength check needed to destroy the item in one action. thick) Chain Manacles Masterwork manacles Iron door (2 in. You choose a single target. The longsword is a Tiny object. The longsword has hardness 5 and 10 hit points. so it gets a +2 size bonus to AC. you hit with one additional shot. Justica gets a Maurice Spann (order #94458) 6 . diameter) Composite wall (4 in. and note the margin by which your attack roll exceeds the target's AC. 22 on the attack roll and hits.OBJECT HARDNESS AND HIT POINTS Object Rope (1 in. The orc's Dexterity is 12.
A burst can only be fired at a single target. Her total. the shooter. with attack bonuses included. If you have hits left after you drop the target. The suppressive fire can affect a number of targets up to the number of shots you fired (usually 15). You fire suppressive fire in a cone (PHB 149). If the save fails. Suppressive fire is a full-round action. If you score a critical hit on the attack roll. Suppressive Fire Fully automatic weapons can lay down a withering hail of fire across a wide area. enters. You must fire 5 bursts (15 shots with a personal firearm) to lay down suppressive fire. She needs a result of 13 or better on her attack roll to hit. all three shots in burst hit the orc. Resolve dam- Maurice Spann (order #94458) 6 . is 24. Justica Eagle fires her assault blaster at an orc. Roll damage for each hit separately. As with spells. Since Justica's total was 24. It's impossible to aim the subsequent shots in the burst precisely enough to score critical hits. For example. The effect lasts until the beginning of your next action. you only get bonus damage for the first shot. if you lay down suppressive fire out to 100 feet. Anyone who is in. they are lost. you can therefore hit with up to three shots. and the third shot connects at 23. If the result of your attack roll at least matches the target's AC. For example.130 130l 130 WEAPON HARDNESS AND HIT POINTS Weapon Tiny blade Small blade Medium-size blade Tiny firearm Large blade Small metal-hafted weapon Small firearm Medium-size metal-hafted weapon Medium-size firearm Large firearm Small hafted weapon Medium-size hafted weapon Large hafted weapon Huge club Buckler Small wooden shield Large wooden shield Small steel shield Large steel shield Tower shield Example Dagger Short sword Longsword Holdout laser Greatsword Light mace Laser pistol Heavy mace Laser rifle Plasma rifle Handaxe Battleaxe Greataxe Ogre's club — — — — — — Hardness 10 10 10 10 10 10 10 10 10 10 5 5 5 5 10 5 5 10 10 5 HP 1 2 5 5 10 10 10 25 25 40 2 5 10 60 5 10 15 10 20 20 chapter seven: combat fire a burst with this kind of weapon. you've scored a potential hit—these are not individual aimed shots. Begin with the nearest target in the cone and check your attack result against his AC. The second shot hits at 18. You can only lay down suppressive fire out to the weapon's listed range increment. usually 15). the shot missed. you can't attempt suppressive fire. Characters who can make multiple attacks can fire a burst with each attack as a standard full-round action. the shot hits and you deal damage normally. mark it off and move onto the next target in the cone. The target must make a Reflex saving throw with a DC equal to the number of shots you fired (again. they're shots fired randomly into the suppressed area. or passes through the suppressed area has a chance to be hit. Make the attack roll and record the result. the width of a cone at a particular point is always equal to its distance from you. If the save is successful. You get a –4 circumstance penalty on your attack roll for laying down suppressive fire. the cone is 100 feet wide at its end. Justica hits with the first shot for rolling 13 or better. Whether the shot hit or missed. If you don't have sufficient ammo remaining.
If you have shots remaining and a new target moves into the cone. These penalties can be reduced if both weapons are light or you have the Ambidexterity or Two-Gun Shooting feats. Firing Two Weapons The following rules address shooting firearms with one hand and shooting two firearms at the same time. Then you grab another clip and slap it back into the receiver. • You can shoot a firearm with your off-hand at the usual –4 penalty for the off-hand attack. • You can shoot a firearm in each hand if your size category is equal to or greater than the weapon's at a –6 penalty. Reloading Guns have a limited ammunition supply. She moves on to the next orc and repeats this process. and the shot is used up whether you hit or miss. chapter seven: combat EXAMPLE Justica is holding a corridor against a horde of orc mercenaries and decides to lay down suppressive fire. so Justica deals damage to the orc normally. Ambidexterity eliminates this penalty. • You can shoot a firearm that is light for you with one hand at no penalty. Ambidexterity Both weapons are light. until she either runs out of shots or runs out of orcs. A character with full cover cannot be hit by suppressive fire. Two-Gun Shooting Both weapons are light. Justica fires 3 bursts (15 shots) with the assault blaster and makes an attack roll with a –4 penalty. disposable clips or energy cells. The orc has an AC of 14. These clips or cells usually snap into a receiver in the weapon's grip or stock. When they run out of ammo. you're firing a constant stream of shots from your weapon and doing little else. Reloading most guns is a move-equivalent action. The orc makes a Reflex save (DC 15) and fails. Justica begins with the orc closest to her and checks the result of her attack roll against the orc's AC. You're considered flat-footed. so Justica scores a potential hit. This means that your primary attack is at a –6 penalty and your off-hand attack is at a –10 penalty (–6 base. The result of the attack roll is 15. The penalties of all the possible combinations are listed in the table above. so Justica's cone fills the entire corridor. You must still count an attack against characters with cover. When you're done with a clip. the round continues. Once you've resolved the attack against each potential target in the cone. you punch the ejector and the clip pops out of the gun. Ammunition comes in ready-to-use. marking off one shot for each orc. When you're laying down suppressive fire. –4 for the off-hand attack). Ambidexterity Primary –6 –4 –6 –4 –4 –2 –4 –2 Off-hand –10 –8 –6 –8 –4 –6 –4 –2 131 131r 131 age individually to each target and mark off each shot as you go. • If the firearm is the same size category as you. You never score critical hits when laying down suppressive fire. Two-Gun Shooting. it's time to reload. Some heavier weapons require a standard action or even Maurice Spann (order #94458) 6 . Characters or creatures within the cone who have cover get the normal cover bonus to their AC.TWO-GUN SHOOTING PENALTIES Circumstances Normal penalties Both weapons are light Ambidexterity Two-Gun Shooting Both weapons are light. you can fire it with one hand at a –4 penalty. Two-Gun Shooting Ambidexterity. you immediately resolve the attack. so you lose your Dex bonus to AC and cannot make attacks of opportunity until the beginning of your next action. The corridor is 10 feet wide and 100 feet long. A weapon is light if its size category is at least one step smaller than yours.
and this is left to the common sense of the DM.132 132l 132 chapter seven: combat a full-round action or more to reload. You can conceal a weapon at least one size category smaller than you under a coat. See the weapon descriptions in Chapter Six: Equipment for all the details. If you're frisking the subject. Some mounted or integral vehicle weapons—such as energy weapons on a starship—have a virtually unlimited supply of ammunition. thigh. there's no need to track ammunition. If the check is successful. If you are actively looking for a concealed weapon. Reloading as a move-equivalent action requires two hands. You can try it with one hand. so do the energy weapons. dress. You make a Spot check with a DC based on the size of the weapon relative to the size of the creature concealing it. or ankle under loose-fitting clothing. Weapon is Two steps smaller One step smaller Same size Spot DC 25 20 15 Search DC 20 15 10 Maurice Spann (order #94458) 6 . you get a +4 circumstance bonus on the check. However. you still have a chance to notice one. the DM should roll separately for each one. Concealing Weapons You can attempt to conceal a weapon on your person. or similar garment that covers the length of your body. you find the concealed weapon. you make a Search check with a DC based on the size of the weapon relative to the size of the creature concealing it. If the subject is concealing multiple weapons. If the check is successful. The DM should typically make these checks in secret and tell you the results. or baggy tunic. vest. The following table lists Spot and Search DCs for finding concealed weapons. In this case. You can conceal a weapon at least two size categories smaller than you in a holster or sheath attached to a forearm. cloak. You can conceal a weapon with the same size category as you under a long coat. but it's a standard action. you notice the concealed weapon. There's an effective limit to the number of weapons a single person can conceal. If you're not actively looking for a concealed weapon. if the ship's engines power down.
Range Increment First Second Third or farther Damage 3d6 2d6 1d6* chapter seven: combat * Can damage multiple targets. Maurice Spann (order #94458) 6 . Characters can either aim for a specific target or an area. Blaster weapons deal electricity damage. They're still pretty effective. These firearms are sealed against the environment and work just fine when wet or exposed to vacuum. Whether the weapon scored a direct hit or missed. Laser weapons deal fire damage. Check the table below for the damage a shotgun deals at each range increment. though. missiles. Shotguns can be devastating at close range. If the attack succeeds. 133 133r 133 SHOTGUNS Shotguns are handled a bit differently than other slugthrowers.Explosives In addition to conventional firearms. Attacks with ranged explosive weapons are made using the rules for standard attack rolls. Weapon Type Thrown Direct fire Indirect fire Deviation Modified die roll x 1 ft. Slug-throwers come in many varieties. When you fire a shell. but quickly lose their effectiveness at longer ranges. You do not have to have the ability to make multiple attacks to fire both barrels of these weapons. rockets. These include grenades. there are also many explosive weapons in Dragonstar. Some of these worlds had developed an industrial base prior to contact BLASTERS Blasters are energy weapons that fire pulses of highly energetic ionized particles. and there is no penalty to your attack rolls. Modified die roll x 10 ft. the target suffers a –4 circumstance penalty on the save. a 5' x 5' section of floor or ground is AC 5. and the intense heat produced at the point of contact with the target causes serious damage to objects and organic tissue. Weapons This section describes the many types of weapons available in Dragonstar. roll 1d8 and check the result against the Grenadelike Weapons diagram (PHB 138) to determine the direction in which the weapon deviated. If a shotgun blast doesn't hit anything in the first two range increments. Shotguns fire plastic cylinders—called shells—filled with metal pellets. Slug-throwers are especially common on newly colonized worlds along the Outlands frontier. it deals damage to everything within its listed blast radius. Add +1 for every range increment of distance at which the attack was made. and they have their own slug-throwers in circulation. If the weapon was set or designed to detonate on impact. and enough of them were manufactured over the millennia that there are millions still in use across the Empire. Modified die roll x 5 ft. Next. slug-throwers deal piercing damage. Unless noted otherwise. with the Empire. For this purpose. If the weapon was not set to detonate on impact. but when mixed and ignited in the weapon's firing chamber. it detonates on the creature or area targeted. the pellets spread out rapidly. The most common are reasonably advanced binary-propellant weapons that fire caseless ammunition. they produce a small explosion that fires the bullet. DOUBLE-BARRELED SHOTGUNS A double-barreled shotgun can be used to make two attacks at once at a single target. Slug throwers Slug-throwers are archaic weapons from a bygone industrial age. If the attack misses. Those caught within the blast radius can make a Reflex save (DC 20) to take half damage. The modified result of this die roll is modified as shown in the following table. The propellant chemicals are harmless by themselves. and explosive charges. LASERS Lasers are energy weapons that fire pulses of coherent light. it spreads out and deals damage to anyone in a 5-foot path out to its maximum range. the target of a direct hit does not get a saving throw for half damage. roll 1d6 to see how many feet away from the target the weapon lands. along with any new rules needed to resolve attacks with them.
You can program the grenade to detonate at the end of the round you arm it or on any round up to 10 rounds from the one in which you arm it. Grenades You arm grenades by depressing a switch. Grenades can be fired or thrown directly at a target within the listed range increment. superheated plasma that inflict severe heat damage on the target. Overhangs or ceilings can block the path of a grenade fired or thrown indirectly. However. SCREAMERS Screamers are energy weapons that fire focused sound waves that can do serious damage to both objects and organic tissue. They can be fired from over-the-shoul- Maurice Spann (order #94458) 6 .134 134l 134 chapter seven: combat FLAMETHROWERS Flamethrowers ignite and fire a flammable chemical. Ordinarily. a grenade will detonate on contact. Screamers deal sonic damage. Damage from a flamethrower is dealt in a 5-foot-wide stream extending to its maximum range. which can be done as a free action. TASERS Tasers fire darts that hit the target with an electric charge designed to stun. engulfing targets in flame. PLASMA WEAPONS Plasma weapons fire devastating pulses of highly energetic. Plasma weapons deal fire damage. you can program a grenade to detonate after a certain period of time has passed. the DM determines when such an obstacle interferes with indirect fire. A target hit by a taser must make a Fortitude saving throw (DC 15) or be stunned for 1 round. A grenade that strikes an obstacle automatically misses the intended target and deviates from the point of contact using the standard rules outlined above. When you fire a flamethrower. If you pre-program your grenades before entering combat. make sure you note the detonation times you've set for them. you check your attack roll against every potential target in this stream. Missiles Missiles are guided explosive weapons propelled by solid rocket fuel. Beyond that range. as a standard action. Characters hit by a flamethrower may also catch on fire (DMG 86). they must be fired or thrown indirectly.
For example. This section discusses any special rules covering their use in combat. A character or creature can make a Reflex save (DC 15) for half damage. This enhancement makes them extremely sharp: All keenblades provide a +1 bonus on attack rolls. Missiles are either high-explosive weapons or high-explosive armor-piercing weapons. In this case. Melee Weapons While firearms dominate combat in the Dragon Empire. When a rocket is fired. Missiles deal damage by missile type to everything in the blast radius. Missiles follow the standard rules for grenadelike explosive weapons (see page 133). For rules on guided weapons. They cannot be fired indirectly. see Chapter 9: Vehicles. Firearms are pretty ineffective in close combat. flame shoots out the back of the launch tube. They cannot be fired indirectly. Maurice Spann (order #94458) 135r 135 der launchers or vehicle launch tubes. Details on these weapons are presented in Chapter Six: Equipment. Anything behind the launcher within 5 feet is caught in the backblast and takes 3d6 points of damage. All slashing and piercing weapons can be keenblades. the threat range of a keenblade longsword is 17–20.Rockets Rockets are unguided explosive weapons propelled by solid rocket fuel. this enhancement does stack with that from the keen enchantment. melee weapons are still common. Rockets follow the standard rules for grenadelike explosive weapons (see page 133). If the weapon is enchanted. 135 chapter seven: combat 6 . The threat range of a keenblade is also twice that of a corresponding conventional weapon. so melee weapons still have their place. and this bonus stacks with bonuses for begin of masterwork quality and magic enhancement bonuses. They are fired from over-the-shoulder launchers or vehicle launch tubes. KEENBLADES All bladed weapons have edges laminated with industrial-grade diamond. Rockets deal damage by rocket type to everything in the blast radius. the longsword (a "keen keenblade") would score a threat on a 15–20.
g. the largest organization of wizards in the Empire. Dragonstar is a universe filled with magic. from powerful wizards. They use an electronic stylus instead. spellbook software can be backed up on specialized datachips.000 credits per caster level of the wizard per year.. Wizards never have to worry about running out of space or carrying around heavy tomes. and this Maurice Spann (order #94458) 6 . to fire-breathing dragons. As a result. Using Spellbook Software Wizards are no longer required to spend long hours transcribing spells into their spellbooks with quills or fountain pens. Wizards are even less likely to be found without their datapads than are mechanists. Dues are 1. you must spend 1 hour plus 1 additional hour per level of the spell studying it (e. to undead and outsiders gifted with terrifying supernatural abilities. Spellcasters receive the same number of spells per day. maintains the largest database of spells ever assembled. When using this software. however. They're paid at the end of each year and are based on the wizard's level at that time. so you still need to make a successful Spellcraft check (DC 20 + the spell's level) or cast a read magic spell to decipher the writing. but technology has provided the wizard with powerful tools. or online databases at a cost of 100 cr per page. voice commands are of limited utility when working with spellbook software. we present rules to cover the new situations and considerations you must take into account to resolve the effects of magic in this unique setting. and game rules. Once a spell is deciphered. Wizards can. and accessing information. Spellbook software is a specialized program suite designed to store. and they can pick from the same list of spells—though we've added some new ones. In this chapter. 1 hour for a 0-level spell. organize. The Imperial Society of Arcane Magic. too. Spells stored on the InfoNet or on another wizard's datapad are recorded using unfamiliar notation.136 136l 136 Chapter Eight Magic Introduction Open Game Content in this chapter includes all spell names. while others cover unusual environments and their effects on magic. Best of all. A datapad is a handheld computer. organizing. alternate datapads. they prepare their spells the same way. Dragonstar uses the same magic system presented in the d20 System core rules. Spellbook software costs 100 cr per page of spell storage. These devices are extremely useful for storing. It is really just a complex system of arcane notation that is always at least partly unique to the individual wizard. so wizards never have to worry about losing their precious spells. 10 hours for a 9th- chapter eight: Magic Spellbook Software In the Dragon Empire. and all material derived from the d20 System SRD. and allow easy access to a wizard's spells. the thing that makes datapads so useful is spellbook software. beam spells via wireless connection between datapads or download them from the InfoNet. The language in which spells are recorded is not a natural language and there is no spoken form of it. you get a +2 circumstance bonus on all Spellcraft checks. statistics. storage capacity can be upgraded as needed. For wizards. sorcerers may have the social prestige. Some of these rules relate to the interaction of magic and high technology. The most ubiquitous of these is the datapad.
If the check succeeds. Variant systems. These one-shot. If the spell was copied from a scroll or scrollware (see below). for example. Scrollware occupies a number of pages equal to the caster level times the spell level (0-level spells count as 1st-level spells for this calculation). starting with the lowest-level ones. you can store your spellware software on the Imperial Society's online database if you're a dues-paying member. and the attempt requires both a datapad and an electronics toolkit. but a given file can't exist in two places at once. a 0-level spell takes up 1 page. You can wirelessly beam spells from your own datapad to someone else's. So. any character who can use scrolls can benefit from this feature. Either option is very fast and follows the same procedure as sharing spells. The first is simply to copy the spell from the scroll into your datapad using your own notation. the file works just like an archaic paper scroll. It takes 9 rounds. Wizards can upgrade this security. Rogues or mechanists can attempt to hack the security system with a Use Device check (DC 30). you owe no dues for the following year. it vanishes from the scroll or file. Duplication and Backup You have two options for duplicating your spellbook software. In this case. you can purchase a backup datapad and spellware software with sufficient storage to handle all of your spells. the file is corrupted and must be trashed. The device will only power-up when it's activated by the user's thumbprint. 137 137r 137 Scrolls You can also use spellbook software to create. If a spell is interrupted during its transfer. are available for wizards who don't have fingerprints. For example." Scrollware can be purchased from the Imperial Society or local magic suppliers and downloaded directly to your datapad. This costs 50 cr per page per year. The recipient has to accept your transmission for this to work. self-destructing files are called "scrollware. Recording a new spell in your own notation on your datapad takes 2 hours plus 2 additional hours per spell level. These programs cost 100 cr times the level of the spells times the caster Maurice Spann (order #94458) 6 . each spell takes 1 round plus 1 round per level to be transferred. you must make a Spellcraft check (DC 15 + spell's level). as detailed below. to transfer three 2nd-level spells. except that it's in digital format. You have to purchase a scrollware program capable of compiling and digitizing the desired spells. the file is lost. all scrollware is copy protected—when a scrollware file is copied. Every datapad is equipped with a thumbprint scanner. store. Once the transfer is arranged. for example. If the spell was copied from a traditional spellbook or downloaded from another computer. The spellbook software gives you two options for copying or transcribing spells from traditional scrolls onto your datapad. but there are no other materials costs. chapter eight: Magic Datapad Security Obviously. this work is much quicker and easier with the aid of the datapad and software. Obviously. The second option is to save the scroll on your datapad as scrollware. the original is destroyed. At the end of this study period.level spell). If the connection is broken at any point. no matter how many spells you create in a year. and organize your scrolls. a 0-level spell takes 2 hours to copy and a 9th-level spell takes 20 hours. A spell takes up 2 pages of storage per spell level. The spell takes up the standard amount of storage: 2 pages of storage per spell level. Scrollware can be beamed back and forth from one datapad to another. including retinal and pheromone scanners. but doing so requires very sophisticated and expensive technology: The cost is 500 cr per +1 bonus to the system's DC. determine which spells have gotten through completely. The Imperial Society guarantees the integrity and security of its members' spell data. a scrollware file with a 2nd-level spell cast by a 3rd-level spellcaster occupies 6 pages. Creating Scrollware Your datapad and spellbook software make it very easy for you to create your own scrolls. You need the Scribe Scroll and Technical Proficiency feats to use this feature. Setting up the transmission or accepting it is a standard action. the spellbook or database is unharmed. Sharing Spells You can freely share spells with other wizards or with the Imperial Society. You can't build up years free of dues. You must also have access to a scrollware program that can handle the spell. a wizard's datapad is extremely valuable. If you submit a new spell of your own invention to the Imperial Society and it's accepted and copied into the spell database. In fact. First. The two datapads used in the transfer must be within 100 feet of each other during the entire transmission. In effect. you understand the spell and can copy it into your datapad using your own notation. If the transfer is interrupted at any point. Second. This follows the same rules for copying spells described above. though.
The base price of the scrollware is 375 cr. you could upgrade the program to encode 3rd-level spells at a caster level of 6 for 300 cr (the difference between 1. but Naravin doesn't have to pay half this price in materials costs. The base price of the scrollware is less than 1. there's also healthy competition to deliver them reliably and affordably. However. or 15 XP. have to spend 1/25 of this base price in XP. on just about any major planet in the Empire. however. Naravin will. When it's completed. Of course. the scrollware will occupy 15 pages of storage on Naravin's datapad until it is cast. a scrollware program capable of encoding 3rd-level spells with a caster level of 5 costs 1. EXAMPLE Naravin the wizard wants to create a scrollware file. Naravin also needs a scrollware program capable of encoding at least 3rd-level spells with a caster level of 5. Of course. close to the sorcerer aristocracy that keeps these supplies in high demand. You can upgrade this scrollware program and pay the difference in price as your spell levels or caster levels increase. The base price of the scrollware is determined normally for the purposes of your XP expenditure and the time it takes to create. and this storage space is then cleared for new spells or scrollware. This is equal to the scrollware's spell level times its caster level times 25 cr. However. the scrollware file is completely erased when the spell is cast. each scrollware file occupies space on your datapad as outlined above: a number of pages equal to the spell level times the caster level of each spell.500 cr and 1. You can place orders online with Maurice Spann (order #94458) 6 . chapter eight: Magic Spell Components Getting your hands on the right spell components can be tricky in the Outlands. Prices Most magical supply outlets do a booming business. so it will only take Naravin an hour to create the file.000 cr. Some of those planets don't even have magical supply stores. For example. and this program costs 1.000 cr of the scrollware's base price. Creating scrollware is much quicker than scribing a scroll on parchment: It takes only 1 hour per 1. These are often found in the upscale neighborhoods of major cities.138 138l 138 level of the spells you want to encode.500 cr. you can easily find a ready source of spell components. For example. The spell is fireball and the caster level will be 5th.500 cr. and you sure can't place an order online for convenient delivery. while there's a healthy demand for their goods.800 cr).
delivery is never instantaneous. and they'll deliver just about anywhere on the planet for a 10% surcharge. you reach the stratosphere. which extends from 10 miles up to about 30 miles. they still continue to offer protection from the environment. would go off and do its normal damage. a bullet. This means that a fireball. the air gets thinner. you must have an available atmosphere to manipulate. such as gaseous form or wind walk. the troposphere—the first layer of atmosphere in which weather occurs—is about 10 miles thick. These do not work on any computer display. Components are usually shipped from the outlet nearest the destination. Most of these are weather-control spells. Even the weakest such spell will black out an artificial light. A filter mask doesn't do any good against these spells. For these. GRAVITY Some spells are affected by variant gravities. These suits are self-sealing. OUTSIDE OR IN Some spells can only be cast outside. for instance. They can then roam wherever they like while their foes suffer. which runs from 30 miles up to 50 miles. Weather-affecting spells only work in this layer of the atmosphere. Above the stratosphere lies the mesosphere. transform the target into a gas. and some starships even use such spells as running lights. chapter eight: Magic LIGHT OR DARK Spells that affect visible light (like darkness or invisibility) only affect light in the visible or near-visible spectrum. 139 139r 139 FIRE IN SPACE Spells that create fire effects work just fine in airless environments. no matter how powerful it is. On most habitable planets. though. or a needler dart. doubled for the service and risk to the courier. This is as true of helpful drugs as recreational or poisonous ones. Soulmechs and robots are unaffected by such spells. but most spellcasters find it much for efficient to prepare their supply of spell components ahead of time. Only in extreme situations would this ever make a difference. The full rules for how to handle variant gravities are presented in the Galaxy Guide. the Imperial Society maintains a small cadre of teleportation couriers for dues-paying members. the gas is considered weightless. so spells that affect air movement (such as control winds) still work. However. it would be unable to set anything else alight. in space. CLOUD ATTACKS Certain spells such as stinking cloud and cloudkill affect targets by means of a noxious cloud. They have no effect on other wavelengths or radiation or even the heat radiated by a light source.the larger outlets and chains. Once you leave a planet's atmosphere.800 cr. however. these spells are useless. Strong winds can be generated here. ARROWS AND GUNSHOTS If a spell states that it affects projectiles. even that of a datapad running spellbook software. General Principles The following are some general rules and guidelines that apply to all spells. After the troposphere. A continual flame. such as arrows or bolts. Cunning spellcasters often cast these spells and walk through the affected area in a protective suit. so if they are punctured by an attack. such as an arrow. If you're on a major planet and want immediate delivery. Some temples and smaller guilds offer a similar service. there is no air for a non-magical fire to burn. You can't cast the spell on energy pulses. for instance. is pretty steep: 1. The cost. For purposes of variant gravity. However. needs no air to burn. like a space suit or powered armor. it also affects bullets fired from slugthrowers. and delivery can range from overnight to two week or more. However. DRUGS AND POISON Spells that work on poison also work on drugs (foreign chemicals in the bloodstream) of any kind. though. These spells don't affect a creature wearing a sealed environment suit. Maurice Spann (order #94458) 6 . As you get further up. HEAVY GAS Certain spells. ENHANCING WEAPONS Most spells that enhance weapons only work on a single weapon and do not affect any projectiles fired by it. as the poisonous fumes work on contact. That's 900 cr for the market price of two teleport spells. all such spells effectively trump natural and artificial light sources. Here the air gets thin COMPUTER DISPLAYS There are a number of spells that affect the written page. Of course. You can cast such a spell on a single tangible projectile.
VISUALS OVER BROADCAST MEDIA Broadcast media can pick up and record illusions. These are described fully in this section. If the druid can manage to find the animal again and cast animal friendship on it. If a spell doesn't appear here. just as in the core rules. that's its range in reality. you can even incorporate spells from other d20 System products. Alternatively. Original Spells All of the spells originally outlined in the core rules are available in Dragonstar. your location cannot be receiving direct sunlight. For it to be considered day. you must be within a solar system and your location (defined by geographical coordinates on a planet) must be receiving direct sunlight. just as they can be seen in a mirror. They actually affect its mass. chapter eight: Magic ANIMAL COMPANION A druid may find that he has a hard time traveling around with a befriended animal or animal companion. For it to be considered night. you normally can't affect a target by casting a spell through any kind of broadcast medium. not an image of one. It gets hotter up here.or wind-controlling spells work here. It's up to the DM to bring this to your attention when it happens. However. Even higher. None of the original spells have been changed. In other words. assuming it can make it there. you cannot use it to create protective clothing (like armor or an environment suit). The targets need to see the actual caster. you can assume there's nothing to add. However. It's a hologram. if you're underground and the sun is shining on the planet above you. WEIGHT AND MASS A number of spells allow you to transport or move something of a certain weight. for instance. it could be cast while falling through a planet's atmosphere to safely halt movement. Additionally. Some civilizations don't permit "alien" (non-native) animals to be brought onto a planet at all. When a druid dismisses a befriended animal. it's day as far as spellcasting is concerned. It's also impossible to breathe unassisted by magic or technology. Just leave them as they are. Many commercial starliners only permit pets or other animals to be transported in the hold. must be cast at night. Create undead. these spells aren't concerned with an object's weight.140 140l 140 and cold. In other words. This extends from 50 miles out to about 400 miles. If you're not in a solar system. It doesn't matter if you have a hologram of the target you want to affect walking beside you. it's perpetually night. REAL RANGES COUNT If a spell has a range listed. No weather. but if you're on an odd planet or in space. That's fine when you're on a planet that revolves normally around a sun. and apply them as if the objects in question were in a 1g environment. although the air is so thin you couldn't feel the heat on your skin if you were somehow exposed. these values are usually the same. In fact. Spell Clarifications These spell clarifications are presented in alphabetical order. but some of them have some novel uses or need some new clarifications. ALTER SELF Although this spell permits you to alter clothing. At 1g (standard gravity). In fact. don't divide a spell's weight limits by the current gravity. not the actual target. After that point. the creature tends to stick around in the same area or—if the area is inhospitable—near to the druid's home. For instance. you're free of the atmosphere and in outer space. most civilized planets place a quarantine of up to three months on any animals being transported to the planet. a spell with a visual component (such as animal trance) doesn't normally work over such media. a druid can pay to have a licensed party cast a cure disease spell on his companion to ensure that the creature is free of diseases. the animal recalls the druid's previous friendship and voluntarily gives up its saving throw against the spell. there's the thermosphere. You could change the way the armor or environment suit looks. This is done to prevent the spread of foreign diseases. but you can't change an item's basic function. Maurice Spann (order #94458) 6 . this requirement can cause trouble. AIR WALK This spell does not work in environments in which there is no atmosphere. TIMING IS EVERYTHING Some spells must be cast at a particular time of day.
For your maximum rate of descent. chapter eight: Magic CONTROL WINDS In a large enough space. It can. some spellcasters put it on all of their major belongings. This means that you can use them to eavesdrop on people on other planets—all the way across the galaxy and beyond. EXPLOSIVE RUNES Some wizards like to use this spell to protect their datapads. The Imperial Society has a master list of personal runes that it keeps on file to help lawenforcement officers identify recovered items. though. ARCANE MARK Many wizards also cast this spell on their datapads. gets no saving throw. FLAME ARROW This spell works on all projectiles. The fastest you can ascend is your listed maximum move (either 90 or 60 feet). but it can damage it. DEATH KNELL A soulmech who casts this spell doesn't get the hit point or Strength bonuses. no matter how big they are. You can use the winds to push people along in zero-g at the speed of the wind. ENLARGE This spell works on soulmechs and robots. then add 90 feet. The victim still dies. FIRE TRAP Some wizards like to use this spell to protect their datapads. HOLY SMITE This spell cannot blind a soulmech. Most wizards prefer it to spells such as explosive runes. be used to control robots and vehicles. DEATHWATCH This spell works normally on soulmechs. divide your listed maximum ascent by the current gravity. as the enlargement bonus to Strength does apply. such as starships and space stations. It's one of the few spells that can actually enhance the physical abilities of a soulmech or robot. FLY This spell works in airless space. CLAIRAUDIENCE/CLAIRVOYANCE The effects of these spells literally have no range. unless you're falling slower than that. It makes it a lot easier to identify the device if it's lost or stolen. DREAM Soulmechs can't be contacted by this spell. It works on asteroids. if they manage to grab hold of something or are already braced or anchored. To calculate your current maximum rate of ascent. though. moons. Maurice Spann (order #94458) 6 . including bullets fired from slug-throwers. since the explosion leaves the datapad unscathed. since the datapad also takes damage from and could be destroyed by the blast. this spell can be used inside a building or even a large spacecraft or space station. not as a replacement. and other planetoids. multiply your listed maximum rate of lateral movement (either 90 or 60 feet) by the current gravity. FEATHER FALL This spell slows your fall at the same speed (60 feet per round) no matter what the gravity. The datapad. FREEDOM OF MOVEMENT This spell allows you to move normally in any gravity. regardless of type or material composition. as an object. however. It's best used only with the most sensitive data. including zero-g. 141 141r 141 ARCANE LOCK Many wizards cast this spell on their datapads.ANIMATE OBJECT This spell doesn't work on soulmechs. GREATER MAGIC WEAPON You can cast this spell on up to 50 projectiles (including bullets or needles). You can listen to conversations in any place you're familiar with. Registry on the list is free for dues-paying members. and the soulmech gets the effective caster level increase. It's used as a backup to the standard security measures. This is one reason many places in the Dragon Empire are outfitted with permanent nondetection spells or lead sheeting. the winds affect them normally. EARTHQUAKE This spell does not work on artificial structures. though. In fact. Of course.
the caster chooses the axis at the time of casting and must stick with it for the duration of the spell. The trick is that the sphere only falls at 60 feet per round. or vehicles. and air. the spell should expire long before you complete reentry. this spell points you in the direction of the center of the system (usually a sun). Two castings of the spell should be enough to get you through most reentries. OTILUKE'S RESILIENT SPHERE This spell could be used to survive in outer space. POLYMORPH SELF/SHAPECHANGE These spells do work on a soulmech spellcaster. If you're outside of a galaxy. starships. but spellcasters will not be polymorphing castles. If the spell is cast in zero-g. soulmechs. for example. IMPRISONMENT This spell can only be cast when you are on the surface of or at orbital distance from a planet. the spell points you in the direction of the center of the galaxy. POLYMORPH ANY OBJECT If you transform a robot or soulmech into a flesh-andblood person—or vice versa—this has a duration factor of 4. The hut has enough air to support its maximum capacity for the duration of the spell. or comet. The maximum speed of the sphere is not affected noticeably by gravity since it is so light. Note that the portal to the extradimensional dwelling is fixed in normal space and cannot move. asteroid. It simply moves the person up and down along a single axis. though not very comfortably and only for a short time. POLYMORPH OTHER This spell does not work on robots. You can cast it on yourself and telekinetically move yourself around wherever you want. However. The real difficulty with this spell is that the core rules do not define or place any size limitations on the objects that can be affected. If you're not in a star system. It's sealed from the elements (or lack thereof) outside. OTILUKE'S TELEKINETIC SPHERE This spell offers an effective means of surviving atmospheric reentry. drink. forcing its soul into the magic jar. The soulmech is the same size as a person (+2). We encourage DMs to impose a limit of 250 lb. Of course.HORRID WILTING 142 142l 142 MORD'S MAGNIFICENT MANSION This spell can be used to survive in outer space. If it does. you're pointed in the direction of the center of the universe (or at least the Material Plane). MAGIC JAR This spell can be used to possess the body of a soulmech. MAGIC FANG This spell doesn't work on a robot or soulmech. ILLUSORY SCRIPT This spell can't be used with a datapad or on any other computer display. and it's of the same Intelligence (+2). you could use it to inscribe a message on the casing of such a display. The spell cannot. per caster level on the objects affected by the spell. This spell affects soulmechs and robots normally. too. be used to survive atmospheric reentry—the portal and anyone in the dwelling would remain fixed at the point the spell was cast. MORD'S DISJUNCTION This spell can affect the vessel in which a soulmech's soul is contained. KNOW DIRECTION If you're in a star system. MAGE HAND This spell is unaffected by variant gravity. these numbers can change a great deal if you want to polymorph the soulmech into something else entirely. moon. planets. as it depends on enhancing a natural part of the target's body. The penalties for attacking while levitating do not stack with gravity check modifiers. meaning you're in real trouble unless you can cast the spell again within three rounds of it expiring. RARY'S TELEPATHIC BOND This spell has no limit on its range. the soulmech is killed. It can telepathi- Maurice Spann (order #94458) 6 . LEVITATION This spell is unaffected by variant gravity. LEOMUND'S TINY HUT chapter eight: Magic The hut functions normally if the spell is cast in outer space. At this rate. It protects the creatures inside it and even provides them with food. evaporating the lubricating fluids that keep them functioning properly. The spell will still be very effective. or stars.
SUNBURST This can't blind a robot or soulmech. bullets. SPIDER CLIMB This spell is very useful in low. The bodies of these constructs contain some metal. she doesn't have to worry about her neural net breaking down because it's not valuable enough. but it deals normal damage to one. As a result. Spiritual Weapon Morningstar Mace Hammer Dagger Quarterstaff Shortspear Sickle Scythe Trident Warhammer Short sword Greatsword SHOUT A soulmech is not deafened by this spell. but a character with spider climb suffers only a –2 penalty. SEPIA SNAKE SIGIL This spell can't be cast on a computer display. the spell reduces Dexterity penalties in such environments by up to 2. Once the character's soul has been captured. the range on this spell is unlimited. the spell has no effect in zero-g. For example. If the target is able to keep her feet on a solid surface. It's one of the few spells that can affect a soulmech's physical abilities. and so on). taser darts. Unification Church Deity The Destroyer The Father The Judge The Lover The Magus The Merchant The Mother The Reaper The Stormlord The Smith The Trickster The Warrior Dualist Heresy The Creator The Adversary RUSTING GRASP This spell cannot destroy the body of a soulmech or robot. SPIRITUAL WEAPON The spiritual weapons of the main deities are listed below. which makes it useful for communication across the galaxy and even into other planes. but it's integrated with hi-tech plastics. screamers. but it can be placed on the device's casing. SPEAK WITH DEAD This spell could be used to speak with a soulmech's corpse—without the soulmech's knowledge. it can change in just about any way and not affect the neural net itself. in zero-g. flamethrowers. You must have a neural net—in lieu of a sapphire—worth 1.000 Maurice Spann (order #94458) 143r 143 credits per character level of the target at the moment of her death. Once cast. SOUL BIND This is the spell used to create soulmechs.or zero-g environments. and so on). but it does not change its magnitude. The subjects can keep in touch anywhere in the galaxy and beyond. If the soulmech later gains levels. REPEL METAL OR STONE This works against robots and soulmechs. and ceramics.cally connect people across the galaxy. SENDING This spell's range is effectively unlimited. Hammer Flail STATUS SOLID FOG This spell can prevent ranged weapon attacks made with solid projectiles (arrows. REVERSE GRAVITY This spell reverses the current gravity in the area. the gravity check modifier is usually –4. 143 chapter eight: Magic 6 . as their bodies contain enough metal to be affected. blasters. composites. Soulmechs and robots are effectively rustproof. though it does take normal damage. It is also one of the few spells that can affect a robot or soulmech's physical abilities. This can be especially useful if it's made permanent. RIGHTEOUS MIGHT This spell works on a soulmech. Wizards favor this spell because it leaves their datapads untouched. REDUCE This spell works on a robot or soulmech. but it has no effect on energy attacks (lasers.
TELEKINESIS This spell is unaffected by variant gravity. If you have the Technical Proficiency feat. It simply moves the target around at the normal speed. you also gain proficiency with all hi-tech simple weapons and hitech martial weapons. The other effects apply. or Dexterity. TRANSPORT VIA PLANTS The range on this spell is virtually unlimited. Some druids have even set up such groves on space stations and starships. The weight limit on teleport is actually a mass limit. Treat all weights as if you were in standard gravity. AC. Strength. it deals with weight in variant gravity like a character would. This spell effectively destroys a soulmech's body. Because its range is unlimited. TREE SHAPE This spell works on soulmechs. TENSER'S TRANSFORMATION This spell doesn't affect a soulmech's hit points. It's favored because none of the effects can directly harm the device. TELEPORT This spell is one of the most useful ones in the galaxy. TRANSMUTE METAL TO WOOD A soulmech is treated as a magic object for the purposes of spell resistance. instantaneous interplanetary travel. UNHOLY BLIGHT This spell cannot sicken a soulmech. but it can damage it. UNSEEN SERVANT Because the servant has a Strength score. This spell renders vehicles and robots within the area of effect inoperable.144 144l 144 chapter eight: Magic SYMBOL This spell is often used to protect a datapad. it permits safe. The Druidic Society has a network of groves set up on many major planets to allow members to travel freely and privately. above. Maurice Spann (order #94458) 6 . The neural net is unaffected and can still be transferred to another robotic body. TELEPORTATION CIRCLE See teleport.
rounding down. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (see text) Spell Resistance: Yes As cause light damage. New Spells CAUSE CRITICAL DAMAGE Transmutation Level: Sor/Wiz 4 Components: V. Saving Throw: Will half (see text) Spell Resistance: Yes As cause light damage. Ignore the target's hardness—this damage is generated within. except the damage is only 1 point. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (see text) Spell Resistance: Yes By laying your hand on a construct or object. CAUSE SERIOUS DAMAGE Transmutation Level: Sor/Wiz 3 Components: V. except the damage is 2d8 +1 point per caster level (maximum +10). CAUSE MODERATE DAMAGE Transmutation Level: Sor/Wiz 2 Components: V. + 5 ft/2 levels) Target: One object up to 250 lb. WALL OF IRON If a wall is dropped or tipped onto a creature. CAUSE MINOR DAMAGE Transmutation Level: Sor/Wiz 0 Components: V. S Casting Time: 1 action Range: Close (25 ft. +1 point per caster level (maximum +5). chapter eight: Magic CAUSE LIGHT DAMAGE Transmutation Level: Sor/Wiz 1 Components: V. Area: 120-ft. Sor/Wiz 3 Components: V. so it works normally against soulmechs. per caster level Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The object or construct touched loses all but 1d4 hit points.VAMPIRIC TOUCH This spell and others like it attack the victim's spirit. M Casting Time: 1 action Range: 120 ft. DEMOLISH Transmutation Level: Sor/Wiz 6 Components: V. radius emanation centered on you Duration: 24 hours Maurice Spann (order #94458) 6 . S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (see text) Spell Resistance: Yes As cause light damage. you deal 1d8 points of damage to it. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous DETECT SURVEILLANCE Divination Level: Brd 3. S. 145 145r 145 VIRTUE This spell works on a soulmech. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (see text) Spell Resistance: Yes As cause light damage. Ignore the target's hardness—this damage is generated within. except the damage is 3d8 +1 point per caster level (maximum +15). Constructs get a Will save against this spell. except the damage is 4d8 +1 point per caster level (maximum +20). multiply the number of damage dice by the current gravity.
Sor/Wiz 2 Components: V. Sor/Wiz 2 Components: V. Sor/Wiz 5 Components: V. Clr 3./level long. evil. DF Casting Time: 1 action Range: See text Effect: Enhance hi-tech sensor Duration: 1 minute/level Saving Throw: None (see text) Spell Resistance: No (see text) This spell allows the caster to cast spells through an electronic surveillance sensor. but the following spells can be cast reliably through the monitor: comprehend languages. Clr 5. the spell absorbs 5 points of damage the target would have taken from radiation. This spell can reboot a soulmech that's been affected by a power down spell. as well as the distance (within 10%)./level) Area: Beam 5 ft. and tongues. ENDURE RADIATION Abjuration Level: Clr 1. starting right in front of you Duration: 1 round/level or until all beams are exhausted Saving Throw: Reflex negates and half (see text) Spell Resistance: Yes Similar to sunbeam. S. either directly or by electronic or hi-tech means. and message. F. chapter eight: Magic ELECTRIC SCRY Divination Level: Brd 1. + 10 ft. Each round. GREATER ELECTRIC SCRY Divination Level: Brd 4. Pal 1. no matter how far away the caster is while watching the monitor: comprehend languages. the controller can make a Reflex save to avoid the effect. The following spells have a 5% chance per caster level of working properly: detect magic. and tongues. this spell protects the target against radiation. detect IRRADIATE Evocation Level: Drd 8. Sun 8 Components: V. If the device is under someone's direct control. + 10 ft. If a spy or device is within the spell's area of effect. detect evil. You do not get an image of the spy. Maurice Spann (order #94458) 6 . Focus: A working visual sensor trained on an area. S. Drd 5. wide and 100 ft. DF Casting Time: 1 action Range: See text Effect: Enhance hi-tech sensor Duration: 1 minute/level Saving Throw: None (see text) Spell Resistance: No (see text) This works just like electric scry. darkvision. this spell hits its targets with a beam of high-frequency radiation. S. detect good. detect law. you know its location.146 146l 146 Saving Throw: None Spell Resistance: No You instantly become aware of anyone watching you or monitoring your activities. This does not include magical forms of scrying. DF Casting Time: 1 action Range: Medium (100 ft. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Reflex negates (see text) Spell Resistance: Yes This spell instantly turns an electrically powered device on. Drd 2. You can fire one beam for every three caster levels you have. such as a camera. as if it were a magical scrying device. too. up to a total of six beams. Sor/Wiz 8. read magic. detect chaos. read magic. The following spells can be cast through the sensor onto any area or target that can be seen through the sensor. Otherwise. Endure radiation overlaps (and doesn't stack with) resist radiation and protection from radiation. The spell cuts the chance of the target contracting radiation sickness by 50%. Only the more (or most) powerful such spell cast on the target works at a time. F. INSTANT REBOOT Transmutation Level: Brd 2. but you can immediately identify any device. Material Component: A small bug. S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: None Spell Resistance: Yes Similar to endure elements. detect magic. The soulmech recovers instantly and is ready to act the round after the spell is cast. message. detect law. Drd 1. you know the direction from which the surveillance is coming. detect chaos. The spell protects the target's equipment. darkvision. detect good. Sor/Wiz 1 Components: V. Clr 2.
per caster level) Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The target item or construct's missing parts reattach to it. Sor/Wiz 2 Components: V.) A Reflex save negates the sickness and cuts the damage in half. Clr 2. This includes computers. (Rules for radiation sickness are in the Galaxy Guide. Pal 3. If the device is under someone's direct control. oozes. Rgr 2. Once the spell absorbs 12 points of radiation damage per caster level. Focus: The clip. If the parts are touched to the area from which they were severed. They take 1d6 points of damage per caster level. The target is undamaged and cannot contract radiation sickness. slimes. DF Casting Time: 1 action Range: Touch Target: One clip Duration: 1 minute/level or until discharged Saving Throw: Will negates (harmless. or a paladin. too. Otherwise. PROTECTION FROM RADIATION Abjuration Level: Clr 3. S Casting Time: 3 full rounds Range: Touch Target: One object (up to 250 lb. The soulmech's systems come back on line in 1d3 rounds. object) Spell Resistance: Yes (harmless. If the projectiles in the clip are all fired. Undead cannot be made ill. S Maurice Spann (order #94458) 6 . This takes 2d10 rounds. Putting new projectiles into the clip doesn't do any good. F. the controller can make a Reflex save to avoid the effect. Only the more (or most) powerful such spell cast on the target works at a time. This spell causes an electrically powered device to suddenly turn off. 147 147r 147 MAGIC BULLETS Transmutation Level: Brd 2. and jellies. The spell also repairs 1d8 points of damage +1 point per caster level (maximum +20). the soulmech is treated as stunned. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Reflex negates (see text) Spell Resistance: Yes RECREATE Transmutation Level: Sor/Wiz 9 Components: V. Sor/Wiz 2. Pal 2. no two of which can be more than 30 ft. Only the projectiles in the clip at the time of the casting are affected by the spell. REATTACH Transmutation Level: Sor/Wiz 7 Components: V. For the duration of the effect. per caster level each) or creatures.All creatures in the beam take 3d6 damage and contract radiation sickness. A Reflex save halves the damage. Clr 2. Sor/Wiz 3 Components: V. Protection from elements overlaps (and doesn't stack with) endure radiation and resist radiation. Rgr 2 Components: V. but the other creatures can. chapter eight: Magic MASS RESTORE Transmutation Level: Sor/Wiz 8 Range: Close (25 ft. The projectiles in the clip gain a +1 enhancement bonus to attack and damage rolls. + 5 ft/2 levels) Targets: One or more items (up to 250 lb. object) This spell can be cast upon a single clip of any kind of physical ammunition (bullets and other projectiles). even if the device doesn't have an off switch. Items or constructs that have been entirely destroyed (have no hit points left) cannot have this spell cast on them. the projectiles are also considered blessed. apart This spell works just like restore. The soulmech gets the Reflex save but shuts down if it fails. up to 20d6. S. The radiation is even more lethal to fungi. the spell ends. S. this takes 1 round. This spell can shut down a soulmech. vehicles—even robots. molds. it is discharged. POWER DOWN Transmutation Level: Brd 2. entirely new parts seem to grow from within the target and attach themselves where the original parts were. If you're a good cleric. the cleric of a good deity. except it makes the target invulnerable to the effects of radiation. DF Casting Time: 1 action Duration: 10 minutes/level or until discharged This works like endure radiation. except as noted above. Drd 3. Soulmechs take the damage but do not become ill.
S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: None Spell Resistance: No The item touched must be either an empty fuel tank or a depleted battery or energy cell. REPAIR CRITICAL DAMAGE Transmutation Level: Sor/Wiz 4 Components: V. S Casting Time: 1 action Range: 20 ft. It gains a +5 enhancement bonus to its hardness. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (harmless) (see text) Spell Resistance: Yes (harmless) The object or construct touched regains 1d8 points of damage +1 point per caster level (maximum +5). S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (harmless) (see text) Spell Resistance: Yes (harmless) As repair light damage. Area: All objects or constructs within a 20-ft. per caster level) Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Items or constructs that have been entirely destroyed (have no hit points left) can be recreated by this spell. The fuel tank is instantly filled or the battery or energy cell is fully recharged. If you have at least 1% of the original item or construct. object) Spell Resistance: Yes (harmless. object) The object you touch becomes more resistant to damage. The object or construct is fully restored. Objects or constructs that have been entirely destroyed (have no hit points left) cannot be repaired.148 148l 148 Casting Time: 10 minutes Range: Touch Target: One object (up to 250 lb. REPAIR CIRCLE Transmutation Level: Sor/Wiz 5 Components: V. Objects or constructs that have been entirely destroyed (have no hit points left) cannot be repaired. chapter eight: Magic REINFORCE Transmutation Level: Sor/Wiz 1 Components: V. REFUEL Evocation Level: Sor/Wiz 2 Components: V. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (harmless) (see text) Maurice Spann (order #94458) 6 . REPAIR MINOR DAMAGE Transmutation Level: Sor/Wiz 0 Components: V. This spell does not work on soulmechs. S Casting Time: 1 action Range: Touch Target: One object Duration: 1 minute/level Saving Throw: Will negates (harmless. except it only repairs 1 point of damage. you can cast this spell on it.-radius burst centered on you Duration: Instantaneous Saving Throw: Will half (harmless) (see text) Spell Resistance: Yes (harmless) Objects and constructs in the area regain 1d8 points of damage +1 point per caster level (maximum +20). except it repairs 4d8 points of damage +1 point per caster level (maximum +20). REPAIR LIGHT DAMAGE Transmutation Level: Sor/Wiz 1 Components: V. REPAIR MODERATE DAMAGE Transmutation Level: Sor/Wiz 2 Components: V. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (harmless) (see text) Spell Resistance: Yes (harmless) As repair light damage.
Drd 2. The target can be moved in any direction or held in place. Pal 2. Only the more (or most) powerful such spell cast on the target works at a time. and protection from radiation. You can move a creature or object weighing up to 250 pounds per caster level up to 100 feet per round. The spell ends if the target is forced out of range. electricity. + 40 ft. per caster level) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless) The object or construct touched is completely repaired and looks as good as new. 149 149r 149 REPAIR SERIOUS DAMAGE Transmutation Level: Sor/Wiz 3 Components: V. Resist radiation overlaps (and doesn't stack with) endure radiation and protection from radiation. Also. fire. the spell is discharged. S Casting Time: 1 action Range: Extreme (400 ft. The spell also provides breathable air for the target. Maurice Spann (order #94458) 6 .Spell Resistance: Yes (harmless) As repair light damage. Treat this as if a single giant hand is manipulating the target. DF Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level or until discharged Saving Throw: None Spell Resistance: Yes The target is temporarily invulnerable to all of the elements (acid. protection from elements. chapter eight: Magic RESTORE Transmutation Level: Sor/Wiz 6 Components: V. Nor can it restore lost limbs to a construct. S Casting Time: 1 action Range: Touch Target: One object (up to 250 lb. DF Casting Time: 1 action Duration: 1 minute/level This spell works like endure radiation. cold. TOTAL PROTECTION Abjuration Level: Clr 5. and sonic) and to radiation as well. Pal 5. TRACTOR BEAM Transmutation Level: Sor/Wiz 7 Components: V. Objects or constructs that have been entirely destroyed (have no hit points left) cannot be repaired by this spell. it cuts the chance to acquire radiation sickness to 25% of normal. Sor/Wiz 2 Components: V. In effect. When the spell absorbs 12 points of damage per caster level from a single protected source. resist elements. Sor/Wiz 5 Components: V. RESIST RADIATION Abjuration Level: Clr 2. the protection from that source fails. except it absorbs the first 12 points of damage every round. A creature or an item controlled by a creature can negate the effect by making a Will save or with SR. resist radiation. the target can survive in space with only this spell for protection. It can be twisted around to face any direction as well. S Casting Time: 1 action Range: Touch Target: One object Duration: Instantaneous Saving Throw: Will half (harmless) (see text) Spell Resistance: Yes (harmless) As repair light damage./level) Target: See text Duration: Concentration (up to 1 minute/level) Saving Throw: Will negates (object) Spell Resistance: Yes (object) (see text) This is a more powerful version of the sustained-force version of telekinesis. S. Restore does not remove negative levels or permanently drained levels. except it repairs 3d8 points of damage +1 point per caster level (maximum +20). except it repairs 2d8 points of damage +1 point per caster level (maximum +10). Total protection overlaps (and doesn't stack with) endure elements. endure radiation. Drd 5. If all six kinds of protection fail. S. Only the more (or most) powerful such spell cast on the target works at a time. Rgr 1.
chapter nine: vehicles Scale The vehicle rules in Dragonstar are streamlined enough that you will often be able to use them in the narrative flow of your game without using miniatures and map grids.150 150l 150 Chapter Nine Vehicles Introduction All text in this chapter. or perform a specific maneuver. Firearms also do full damage to vehicles. Vehicles without electrical systems take half damage from electricity attacks. so they always fail saving throws. abilities. However. vehicles are inanimate objects rather than true animated constructs. Vehicles of all kinds play an important role in Dragonstar. This scale works perfectly well in its intended role. a vehicle moves its current speed. Vehicles are treated as constructs for the purposes of their characteristics. from ground cars to space fighters. This does not include weapons designed to inflict large-scale structural damage. like siege engines. and even spacecraft. as they make tracking the positions of vehicles a simple task. vehicles do not spend actions to move. slow down. such as a grenade or fireball spell. Most vehicles take full damage from electricity attacks. However. as they use coherent energy pulses that inflict heat damage at a highly focused point. the scale for character movement and combat is 5 feet per square. the capabilities of these vehicles vary so radically that you'll need to use different scales on a map grid to represent their movement. Vehicles can also be an important part of your Dragonstar campaign: Vehicle chases and combats can be as exciting as any showdown with a major villain. Vehicles take full damage from laser and plasma weapons. and graphics designated as Product Identity. and immunities. A vehicle's hardness is based on its size and is subtracted from all damage done to the vehicle. just like normal objects. you only get involved when you want the vehicle to speed up. is Open Game Content. For more complicated vehicle sequences—usually those involving more than two or three vehicles—these tools will be very helpful. • Vehicles have a hardness rating that represents their durability and structural integrity. with the exception of names. A pilot can make a Pilot check for half damage against any area spell or effect that would normally allow a Reflex save. • Vehicles take half damage from acid and fire. Unlike characters. words. vehicles also have the following characteristics (DMG 135): • Vehicles take half damage from most archaic ranged weapons. Each round. phrases. aircraft. as constructs. but it Maurice Spann (order #94458) 6 . Remember that. As a pilot. These rules allow you to handle any kind of vehicle. In the standard d20 System rules. As objects. vehicles are immune to spells and effects that require a Fortitude save and to all mind-affecting spells and abilities. Vehicle Movement These rules provide an integrated system for resolving the movement and combat of surface vehicles. The rules are based on the core d20 System mechanics covering movement and combat and assume that you are already familiar with them. They are used for everything from commuting to combat to exploration and research.
so the vehicle itself will give the pilot some help on maneuvers (see Handling. if an aircraft is moving at speed 4.000 ft. 1 sq. with approximate conversions to feet per round and miles per hour. For example.000 feet in a single round—that's a lot of squares using the 5-foot scale! As a result. or counters representing the vehicles so that they are touching each other. tokens. A recon aircraft can travel up to 20. in space. it's moving at 2. 1 sq. The table on the following page lists speeds from 1 to 40 on the surface vehicle scale. = 5 ft. there's no gravity. Vehicles occupying the same square can also ram each other (see Collisions. We simply convert its top speed of 40 to the aircraft scale. we don't have to worry about integrating movement on the spacecraft scale with movement on the surface vehicle or aircraft scale. An aircraft traveling at speed 1 is traveling just as fast as a surface vehicle traveling at speed 10. = 500 ft. Speed Every vehicle in Dragonstar has a top speed listed. they're also engineered to handle those speeds. we drop actual distances and simply refer to the squares that represent them. a passenger sedan has a top speed of 20. we have to be able to integrate surface vehicle and aircraft movement. vehicles can always pass through an occupied square and can even occupy the same square. This shorthand is very useful to keep the numbers manageable. these rules use a variable scale for surface vehicles. so it can travel 20. a space fighter with a top speed of 40 can move 200. Spacecraft use the same table as surface vehicles as a simple expedience. The car can travel at any speed between 0 (full stop) and 20 (top speed). and we can get away with it for a couple reasons. 151 chapter nine: vehicles 6 . Speed Modifier The speed at which a vehicle is traveling imposes a modifier on all Pilot checks to operate the vehicle. or other environmental variables to make traveling at high speeds especially difficult.000 feet each round in deep space. Simply place the miniatures. wind. This value is simply the maximum number of squares the vehicle is capable of moving in a single round. Aircraft are capable of traveling at very high speeds. A ground car uses the surface vehicle scale. their capabilities are severely limited in an atmosphere and we can simply convert all of their statistics directly to the aircraft scale. As a result. SPEED MODIFIER Surface Vehicle/Spacecraft Scale Speed Check Modifier 1–5 +0 6–10 –2 11–15 –4 16–20 –6 21–30 –8 31–40 –10 41–50 –12 Maurice Spann (order #94458) 151r 151 becomes unwieldy when used with vehicles.000 feet in a round. even if you're not using a map grid. which are typically much faster than characters and creatures. Spacecraft are able to achieve insanely high speeds with very little risk or danger. = 50 ft. = 5. Remember that a vehicle's speed is always based on the scale for its vehicle class.000 feet per round. friction. Of course. aircraft. An aircraft traveling at speed 5 is traveling 10 times as fast as a surface vehicle traveling at speed 5. For example.Type Character Surface vehicle Aircraft Spacecraft Scale 1 sq. On the other hand. but they aren't very maneuverable while doing so. per round. so that's 1. page 156). Second. While some spacecraft are capable of atmospheric flight. it can't even approach that speed. if a ground car is moving at speed 4. Multiply the listed values by 10 for aircraft speeds and 100 for spacecraft speeds. 1 sq. it's moving 200 feet per round. page 162). or 114 miles per hour. First. A vehicle's current speed can range anywhere between 0 and its top speed.000 ft. and spacecraft. For example. This scale means that a square will be much larger than the facing of all but the most gigantic vehicles. Likewise. If the fighter enters a planetary atmosphere. As a quick and easy shorthand method of tracking distance and speed.
The pilot's sedan is at a full stop. high acceleration/deceleration is twice the listed number. Low acceleration/deceleration is half the listed number. Accelerating and decelerating require a Pilot check. a passenger sedan has an acceleration of 2 and a deceleration of 4. chapter nine: vehicles Acceleration/Deceleration Low Moderate High Extreme DC 5 10 15 20 Multiply by 10 for aircraft scale and by 100 for spacecraft scale. The pilot can increase the vehicle's speed by 1 at low acceleration. and the Maurice Spann (order #94458) 6 . 2 at moderate acceleration. All vehicles in Dragonstar have an acceleration and deceleration value. and 8 at extreme acceleration. For example. The check is also modified by the vehicle's handling rating. The Pilot check is also modified by the vehicle's current speed. and extreme acceleration/deceleration is four times the listed number. before applying the effects of acceleration or deceleration. The DC depends on how fast the pilot is attempting to accelerate or decelerate. The listed number is the value for moderate acceleration or deceleration: how much a pilot can speed up or slow down at moderate risk of losing control of the vehicle. 4 at high acceleration.152 152l 152 SPEED CONVERSIONS Speed 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Feet Miles per Hour 50 6 100 11 150 17 200 23 250 28 300 34 350 40 400 45 450 51 500 57 550 62 600 68 650 74 700 80 750 85 800 91 850 97 900 102 950 108 1000 114 1050 119 1100 125 1150 131 1200 136 1250 142 1300 148 1350 153 1400 159 1450 165 1500 170 1550 176 1600 182 1650 187 1700 193 1750 199 1800 205 1850 210 1900 216 1950 222 2000 227 SPEED MODIFIER Aircraft Scale Speed 0 1 2 3 4 5–10 11–20 21–30 31–40 41–50 Check Modifier +0 –2 –6 –8 –10 –12 –14 –16 –18 –20 Changing Speed A pilot can change the speed of his vehicle once each round as a free action.
However. On the map grid. from "north" to "northeast. south. southeast (diagonal). always applied to the roll. On the map grid. Using the compass analogy. Sharp Turn: This is any turn between a 45° angle and a 90° angle. and the modifiers for the vehicle's current speed and handling rating are Maurice Spann (order #94458) 6 . so there's no modifier for that either. southwest (diagonal). the grid provides eight simple "compass points" by which to measure turns and direction of travel. northeast (diagonal). There is no modifier for speed.153 153r 153 chapter nine: vehicles pilot decides on extreme acceleration to increase the vehicle's speed to 8 in a single round. pilots can also perform a wide range of maneuvers in their vehicles. Some vehicles can travel in reverse and can execute maneuvers while doing so. A "one-point" turn is any turn from one compass point to the next compass point. and northwest (diagonal). Turns If you're using a map grid to track vehicle movement. we can call these points north. Maneuvers are typically executed while the vehicle is traveling in a forward direction. since the vehicle is at speed 0 before the effects of acceleration are applied. The car has a handling rating of +0. it's a one-point turn. a pilot can perform one maneuver along with a standard action (such as an attack) or two maneuvers." Soft Turn: This is any turn up to a 45° angle. The DC for the Pilot check is 20. there's a chance of a mishap (see Mishaps. it's a two-point turn. east. Pilot checks for all maneuvers made while traveling in reverse suffer a –4 circumstance penalty. Maneuvers require a Pilot check. for example. Apply the vehicle's speed and handling modifiers to all maneuvers. Maneuvers can be executed at any point during a vehicle's movement. In a single round. west. Maneuvers In addition to changing speeds. See the table on the following page for a list of maneuvers and their DCs. If the Pilot check fails. page 155). All maneuvers are move-equivalent actions.
Take Off: Pilots use this maneuver to take off from a flat surface. See Ramming. they must make consecutive soft.and spacecraft can execute an Immelmann turn. but it must be more than half. Landing: This maneuver is used to land an aircraft. assume the vehicle moves forward half its speed and gains half its speed in altitude (or loses the altitude in the case of a dive). or extreme turns to reverse their direction of travel. such as a runway or landing strip. this is the only way for aircraft to make a 180° turn—otherwise. The pilot may choose how much of the vehicle's speed to expend gaining or losing altitude. The first determines if the vehicle cleared the obstacle. In these cases. The vehicle climbs. The vehicle's speed modifier is applied normally. inverts. While this is a single maneuver. and your result must be at least equal to the target's AC. sharp. as well as the vehicle's speed modifier and handling rating. is available. Maneuvers Soft Turn Sharp Turn Extreme Turn Bootlegger Turn Avoid a Hazard Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal Climb/Dive Extreme Climb/Dive Immelmann Turn Jump Landing Loop Ram Regain Control Roll Take Off chapter nine: vehicles DC 5 15 20 25 0 3 6 9 12 15 20 25 30 5 15 25 15–25+ 15 20 Target's AC 10* 15 10 * The Pilot check is always modified by the vehicle's speed and the circumstance penalty for the severity of the mishap. Only airand spacecraft can execute a loop. the pilot of the flying vehicle should simply announce his altitude at the beginning of the scene. The DC of the Pilot check is based on the size of the obstacle. Only surface vehicles can execute jumps. you really only need to know the distance between the two vehicles— how much of that distance is vertical isn't likely to be an issue. The penalty for the mishap is always applied to the check. it requires two different Pilot checks. Ram: Intentionally running your vehicle into another requires a Pilot check. Loop: The vehicle executes a full loop over the course of the round. Jump: A vehicle can attempt to jump over some obstacle. Only air. Roll: The vehicle executes a 360° lateral roll. ending up in the same upright orientation as it started. The vehicle ends its move in the same square it started in facing the opposite direction. Altitude can be an issue when an aircraft is engaged with a surface vehicle. and the vehicle's speed modifier is applied as a bonus for the purposes of this check. it's a fourpoint turn. On the map grid. For simplicity. For example. Surface vehicles cannot perform this maneuver. In fact. then executes a half-roll to return to an upright orientation and reverse its direction of travel. Your vehicle's speed is automatically 0 after you complete a bootlegger turn. The DC assumes a flat surface. Climb/Dive: In most vehicle sequences. Extreme Climb/Dive: The vehicle climbs or dives at an angle between 45° and 90°. first gaining then losing altitude and ending up in the same position as it started. Obviously. Immelmann Turn: This difficult maneuver is a halfloop and a half-roll. The second determines whether the pilot is able to control the vehicle on impact. On the map grid. it's not especially important to track altitude. a vehicle can climb or dive at an angle up to 45°. The DM should use the standard guidelines to set appropriate DCs. By executing this maneuver.154 154l 154 Extreme Turn: This is any turn between a 90° angle and a 135° angle. Bootlegger Turn: This is any turn between a 135° angle and a 180° angle. Other Maneuvers Avoid a Hazard: This maneuver allows a pilot to swerve around an obstacle or hazard. such as another vehicle or the space where a destroyed bridge used to be. You have to accelerate to get back up to speed in your new direction of travel. it's a three-point turn. then track any changes as it develops. Regain Control: A pilot must succeed at this maneuver to negate the effects of a mishap (see page 155). in a dogfight between two aircraft or spacecraft. surface vehicles cannot perform this maneuver. page 159. because the aircraft can essentially dictate the minimum range between the two. Maurice Spann (order #94458) 6 .
it fails completely. The vehicle's speed drops by 10 and it moves in a random direction (roll 1d8). or it crashes into something. he still clips or sideswipes it. Consult the above table and apply the modifiers for the appropriate condition to the top speeds and maneuvers of vehicles. If the pilot attempted an extreme or sharp turn. The pilot suffers a –8 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control. including acceleration or deceleration. This penalty increases by 2 for each round that a stalled aircraft is in an uncontrolled dive. If there are multiple targets available. he manages only a half-loop or half-roll. However. If an aircraft's speed drops to 0. This continues each round until the pilot makes a successful Pilot check to regain control. or it may collide with another vehicle or obstacle. it fails completely. These conditions can also make vehicle maneuvers more difficult. Slip: The vehicle slips sidewise. The vehicle only moves half its current speed and completes any attempted maneuver only halfway. or surface conditions. Slide: The vehicle almost slides out of control. or it crashes into something. he only manages a soft turn. but partially lose control of the vehicle. it stalls and loses 5. the DM should choose the nearest or select one randomly. Spin: The vehicle goes into an uncontrolled spin. The pilot suffers a –6 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control. it collides (see Collisions. If this brings it into the same square as another vehicle or obstacle. If he was swerving to avoid an obstacle. the vehicle's speed reaches 0. The pilot may complete the maneuver anyway.000 feet of altitude each round. it stalls and loses 5. If he attempted a loop or roll. The pilot also suffers a –4 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control. below). loses traction. If he was attempting to jump some obstacle or gap…he doesn't quite make it. a number of different things can happen. The vehicle's speed continues to drop by 10 and it skids one square each round until either the pilot makes a Pilot check to regain control. the vehicle's speed drops to 0. If there are no nearby chapter nine: vehicles Maurice Spann (order #94458) 6 . The following mishaps can occur when a pilot fails a skill check when attempting a maneuver.000 feet of altitude each round. The vehicle completes any maneuver the pilot was attempting and moves its current speed. Mishaps When a pilot fails a maneuver. If the pilot was attempting a specific maneuver. This penalty increases by 2 for each round that a stalled aircraft is in an uncontrolled dive. If an aircraft's speed drops to 0. The vehicle may skid or spin out. The modifiers for these conditions are cumulative. or swerves slightly. the pilot suffers a –2 circumstance penalty on all maneuvers until he makes a successful Pilot check to regain control. vehicle movement can be hampered by poor weather. Skid: The vehicle's speed drops by 10 and it skids one square to the right or left (determine randomly). Collision: The pilot loses control of the vehicle and it crashes into a nearby vehicle or obstacle. If the pilot was attempting a specific maneuver. visibility.TERRAIN EFFECTS Condition Obstruction Moderate Heavy Surface Bad Very bad Poor visibility Weather Bad Very bad Extreme Example Undergrowth Thick undergrowth Steep slope or mud Deep snow Darkness or fog Rain or turbulence High winds Storm Movement Penalty x3/4 x1/2 x1/2 x1/4 x1/2 x3/4 x1/2 x1/4 Maneuver Penalty –2 –4 –4 –6 –4 –2 –4 –6 155 155r 155 Terrain Just as with characters.
156 156l 156 MISHAPS Check Failed by 5 or less 6–10 11–15 16–20 21 or more Effect Slip Slide Skid Spin Collision Pilot Check Penalty –2 –4 –6 –8 special targets—such as in open air or space—the vehicle goes into a spin (see above). • If the two vehicles were moving directly toward each other when they crashed. where S is one-half the vehicle's current speed. The modifiers for the vehicle's speed (the pilot's vehicle only—do not count the speed of any other vehicle involved in the crash) and handling are applied to the check. however. Collisions between aircraft and spacecraft are extremely rare. Spacecraft: The vehicle takes Sd6x100 damage. For example. take the difference in their speeds. where S is one-half the vehicle's current speed. The pilot of a vehicle involved in a crash can make a Pilot check to minimize the damage. Collisions If a vehicle crashes into something. modified by the size category of the obstacle it crashes into. and the damage multiplier is based on the size category of the vehicle that is colliding with the object. they're usually catastrophic. a surface vehicle that crashes while traveling at speed 20 takes 10d6 points of damage. where S is one-half the vehicle's current speed. When they occur. add their speeds together for the purposes of determining collision damage. the vehicle takes half damage from the crash. Surface vehicle: The vehicle takes Sd6 damage. Aircraft: The vehicle takes Sd6x10 damage. If a vehicle crashes into a moving object—such as another vehicle—the DM must determine the net speed of the impact. Maurice Spann (order #94458) 6 . it takes damage based on its current speed. If the check is successful. an aircraft that crashes while traveling at speed 20 takes 10d6x10 points of damage. a spacecraft traveling at speed 20 takes 10d6x100 points of damage. The damage a vehicle suffers from a collision is also Size Fine Diminutive Tiny Small Medium-size Large Huge Gargantuan Colossal Colossal II Colossal III Colossal IV Colossal V Colossal VI Damage Multiplier 1/50 1/20 1/10 1/2 x1 x2 x3 x3 x4 x4 x5 x5 x6 x6 chapter nine: vehicles The object struck by a vehicle in a collision also takes damage. ignore the target vehicle's speed for the purposes of collision damage. • If they were moving in the same direction and one crashed into the back of the other. A pedestrian involved in a collision with a vehicle can make a Reflex save against the same DC for half damage. because they have such wide-open spaces to work with. This is a free action and the DC of the check is equal to the net speed of the collision. For example. For example. • If one was moving perpendicular to the other. The base damage is the same as for the vehicle.
brush Open Sensors Distance 2d4x5 ft. so the car takes 18 points of damage. If using a map grid. The driver makes a Pilot check against DC 10. (50 ft. so the damage roll is 12d6. The driver fails and the car takes 126 points of damage. The micrometeorite is Fine. so the base damage to the car is 126. so the base damage to the truck is 84. 1. but the driver suffers a –2 circumstance penalty on the roll for his vehicle's speed.) 6d6x20 ft. A Large ground car crashes head-on into a Huge truck. follow these steps. robots. the initial encounter distance usually shouldn't exceed 100 squares in com- Maurice Spann (order #94458) 6 . encounter distance sets the stage for a vehicle combat. dense forest Light forest Scrub. The car is Large. To keep the action fast and intense. with a –2 circumstance penalty for the truck's speed and a –2 circumstance penalty for the truck's handling.) 6d6x10 ft. so it takes a total of 19 points of damage from the collision. If spotting distance is limited by line of sight. many vehicles are equipped with sensor systems. The damage is 15d6 points of damage. The skilled driver succeeds. and objects are subject to this damage. or light foliage. so the damage is reduced to 27. so the base damage for the pedestrian is 36. The check fails. The driver makes the roll and succeeds.Damage to Passengers Passengers in a vehicle that collides or crashes take half the damage actually dealt to the vehicle. The driver makes a Pilot check against DC 25. so he takes 36 points of damage. so the base damage is 5. Choose a maximum encounter distance based on the surrounding terrain and your available playing area. heavy fog Jungle. The base damage for the collision is 5d6. The car has no handling modifier. Because the object struck was Medium-size. for a base damage of 54. such as indoors or in a developed area of a city.) special chapter nine: vehicles These rules for spotting allow you to establish the encounter distance for visual contact. The multiplier for spacecraft is 100. The driver can make a Pilot check to minimize the damage. and the result is 18. The character makes a Reflex save against DC 10 and fails.) 3d6x10 ft. The base damage for the collision is 5d6. but they are blocked by solid obstructions. and the truck takes 42 points of damage. A ground car traveling at speed 10 crashes into a Medium-size pedestrian. 157 157r 157 Vehicle Combat Encounter Distance As with combat between characters and creatures. They are not hindered by smoke. The driver makes a Fortitude save and succeeds. so the damage to the spacecraft is "only" 104. The wall is Huge so the damage is multiplied by 3. with a –4 circumstance penalty for the car's speed. The car has hardness 8. that allow them to identify other vehicles at much greater distances. The DC is 10. ever. such as radar. fog. However. (210 ft. you should establish the spotting distance based on the surrounding terrain. The result of the damage roll is 42. First. EXAMPLES A ground car traveling at speed 10 crashes into a Huge wall. The speeds are added together. (420 ft. other vehicles.200. These rules follow the standard d20 System rules for encounter distance (DMG 59). The car is traveling at speed 15 and the truck at speed 10. The DM rules that the pilot was unaware of the micrometeorite and can do nothing to avoid it. clouds.) 2d4x10 ft. The driver makes a Pilot check against DC 25. The dice are rolled. Soulmechs. If the terrain allows vehicle sensors to be used. simply used the line-of-sight distance as the encounter distance. how- SPOTTING DISTANCE Terrain Smoke. (25 ft. with a few additions needed to handle the unique capabilities and characteristics of vehicles. the base damage is 18. make sure to convert the result to the appropriate scale for the vehicles involved in the encounter. with a –2 circumstance penalty on the roll. so he takes 9 points of damage. Vehicle sensors require a mostly unobstructed line of sight to the target to be effective. after accounting for the vehicle's hardness and the driver's Pilot check. Choose the most appropriate terrain and roll for spotting distance. Passengers who make a Fortitude save (DC 20) take half of this damage. The car is Large. A spacecraft traveling at speed 10 is struck by a micrometeorite traveling at speed 20. The dice are rolled and the result is 52. The result of the damage roll is 18. (105 ft. The truck is Huge.
The following table lists several levels of crew training and experience. The truck's base AC is 8. simply move the vehicles at their current speed in their established direction of travel and then call for a new round of checks. The pirate vessel's stealth rating is 15. apply only half of the target vehicle's speed for the purposes of speed modifiers to ranged attacks. if both of the vehicles are moving in the same direction. Each round. 50. 2. simply roll initiative for each vehicle using the vehicle's size modifier (or the size modifier for the largest vehicle on that side) as the initiative modifier. In this case. so the Use Device check suffers a –6 circumstance penalty. Combat Actions Movement and action in vehicle combat work just like they do in the standard d20 System rules. If none of the operators succeed. Note that a vehicle's current speed modifier is always applied to its stealth rating—vehicles traveling at a high rate of speed are much easier to detect than ones that are moving slowly or not at all. or take a full-round action. a character can move and take a standard action. so this would ordinarily impose a –4 circumstance penalty on the attack roll. The target's speed modifier is also applied to the check. such as between a PC vehicle and NPC vehicle. character. chapter nine: vehicles Crew Quality Untrained Green Veteran Expert Elite Modifier –4 +0 +2 +4 +8 Initiative You have a couple of options for handling initiative in a vehicle combat. The modifier should be used for all attack rolls. All crew and passengers aboard the vehicle take their actions at that initiative. the targeting system's bonus is applied to attacks with linked weapons until the operator's next action. The result of the roll is 23. The weapon system has acquired target lock on the freighter and the laser cannons gain a +4 circumstance bonus on attacks until the operator's next action. However. Crew Quality Whether the DM is running NPC ships or just needs to fill out the ranks of the PCs' vessel. The freighter is traveling at speed 20. Example The PCs are in a passenger car that is chasing a truck full of orc thugs. All of the standard modifiers apply to the attack roll. you may want to use a single initiative for each vehicle. Repeat this process as many times as necessary until at least one of the vehicles has detected another or the vehicles have moved far enough away from each other that you can rule they are out of range. or even a single initiative for each side in the engagement. he has detected at least one of the opposing vehicles and the encounter distance is set.000 feet for spacecraft). Example The PCs are in an explorer-class spacecraft pursuing a band of pirates in a beat-up freighter. it's often helpful to have a general indicator of a crew's skill with ship systems and operations. This is a standard action and requires a Use Device check. The base DC is equal to the target's stealth rating. Maurice Spann (order #94458) 6 . but the combat should otherwise proceed as normal. Have the sensor operators make a Use Device check. The speed modifier for both the attacker's vehicle and the target are applied to the attack roll. or 17 when the penalty is applied. 3.000 feet for vehicles. If at least one sensor operator succeeds. For larger engagements. Acquire Target: Many military vehicles are equipped with targeting systems that provide an attack bonus to weapons linked to them. The base DC is the stealth rating of the opposing vehicle or vehicles. One of the characters leans out the window and attempts to shoot the truck with his blaster pistol. The result of the character's attack roll must be at least equal to the target's AC. The explorer has twin laser cannons linked to a targeting system that provides a +4 circumstance bonus on attacks with the laser cannons. skill checks. Attack: A character in a vehicle can make a ranged attack against another vehicle. If the check is successful. In a simple combat. or creature. and 500. including range. The operators gain a circumstance bonus equal to the sensor rating of their vehicles. the sensor operator or fire control officer must first acquire the target. take a move-equivalent action and a standard action. However. Characters may occasionally have to delay their actions to wait for the pilot to maneuver or the sensor operator to detect the opponent vehicle. you can simply use the standard rules for character initiative.158 158l 158 pletely open terrain (5. The car and the truck are both moving at speed 10. and ability checks related to the operation of the ship.000 feet for aircraft.
and turret. The squadron must attack as a single unit as well. all attacks and targeting lock maneuvers by or from his vehicle against the target vehicle gain a +2 circumstance bonus until the start of his next action. Example The pilot of the PC's explorer decides to make a targeting run at the orc freighter. The orc doesn't get a Pilot check for half damage. page 156). so there is a –4 circumstance penalty on the orc's Pilot check. If the attacking pilot gets the highest result. a pilot can intentionally collide his vehicle with another than shares the same square. applying the vehicle's speed modifier and handling rating. The truck is Huge. it's usually a good idea to group several identical vehicles together into a squadron. The PC's ship has a handling rating of +2. The car's AC is 9 and the orc rolls a 17. Both spacecraft are traveling at speed 20. If a target is in an arc other than that listed for a weapon. the weapon cannot fire at the target. the total circumstance penalty on the attack roll is only –2. The pilot of a vehicle maneuvers defensively to avoid incoming fire. FRONT chapter nine: vehicles RIGHT LEFT REAR Batteries Batteries are multiple weapons linked together to fire as a single unit. All of this damage is applied as a single shot. so both pilots suffer a –6 circumstance penalty on the check. so the base damage for the truck is 36. The result of the roll is 18. Ramming: As a standard action. since both vehicles are moving in the same direction (the car is pursuing the truck). and the orc driver decides to ram the car. so the base damage for the car is 54. the attack is successful. so the car's speed is ignored for the purposes of collision damage. The pilot of the target vehicle can make a Pilot check for half damage. This is halved. The car is Large. The truck's speed is 10 and its handling rating is –2. Evasive Action: This is a standard action. so the truck takes 36 points of damage. while the freighter has a handling rating of –2. The pilot makes a Pilot check. Each pilot applies the speed modifier and handling rating for his vehicle to his skill check. The possible fire arcs are: front. Turret weapons can fire into any arc. Example The character's car has pulled up alongside the orcs' truck. 159 159r 159 Squadrons Squadrons are formations of vehicles that move and maneuver as a single unit. The truck is ramming into the side of the car. so all of the characters' attacks against and attempts to acquire targeting locks on the freighter gain a +2 circumstance bonus until the pilot's next action. Maurice Spann (order #94458) 6 . If a maneuver is attempted. the truck's speed is considered to be 5 for the purposes of the penalty. The PC pilot gets a 14 and the orc pilot gets a 5. Refer to the diagram for an illustration of each fire arc. If you're playing a large engagement involving a lot of different vehicles. That's enough for a +2 dodge bonus on the vehicle's AC until the start of the pilot's next action.However. rear. left. Fire Arc s Many integral vehicle weapons have specific arcs into which they can fire. so the total penalty on the attack roll is –6. This requires a Pilot check. Squadrons act on the same initiative and execute their actions simultaneously. scoring a hit even with the penalty. Collision damage is resolved for both vehicles (see Collisions. for a final result of 27 points of damage. If the result equals or exceeds the target vehicle's AC. For every 5 points by which the pilot's check result exceeds DC 10. The PC and the orc pilot make opposed Pilot checks. Example The orc driving the truck decides to take evasive action and begins zigzagging from side to side. but the pilot of the ramming vehicle cannot—he's specifically not trying to avoid the collision. applying the speed modifiers for both vehicles and the handling rating of the ramming vehicle. right. only one check is rolled and all of the vehicles in the squadron either succeed or fail. but damage is multiplied by the number of weapons in the battery. but separate attacks should still be rolled for each vehicle. Targeting Run: This maneuver is a standard action. The pilot of an attacking vehicle maneuvers for optimal position to attack an enemy vehicle. Both vehicles are moving at speed 10 and truck's handling is –2. The pilots of the two vehicles make opposed Pilot checks. The PC driving the car makes a Pilot check for half damage and succeeds. Since there is no modifier for speed 5. The damage roll is 5d6 and the result is 18. the vehicle's AC gains a +1 dodge bonus until the start of the pilot's next action. A battery attacks as a single weapon.
• If the target vehicle is far enough away and traveling fast enough. hardness 5. All guided weapons have an attack bonus equal to half their guidance rating. and a normal attack roll is made against the target vehicle's AC. Maurice Spann (order #94458) 6 . The attack roll is not modified by the target's speed: It is more difficult to acquire a target that is moving at high speed. If the check is successful. A guided weapon moves half its top speed the round it is launched and its top speed every round thereafter. Once a targeting computer has missile lock. the targeting computer has missile lock on the target vehicle. so this usually isn't a viable option. The most important difference is that a sensor operator or fire-control officer must acquire missile lock before a guided weapon can be launched at a target. it can simply attempt to turn and run. The vehicle's hardness is subtracted from the damage inflicted by the attack and the result is subtracted from the vehicle's hit points. If the missile moves into the same square as the target vehicle.160 160l 160 chapter nine: vehicles Guided Weapons Computer-targeted guided weapons include a wide variety of anti-vehicle missiles and torpedoes. however. • Pilots can also attempt to shake off the missile lock. As always. There are several ways pilots can attempt to avoid guided weapons. The pilot makes a Pilot check against a DC equal to the weapon's guidance rating. Guided weapons are AC 20. If the Use Device check is successful. the pilot shakes off the missile lock and the guided weapon automatically misses. and have 20 hit points. but once you have missile lock the target's speed doesn't make any difference. • The targeted vehicle can attempt to destroy the incoming weapon with a ranged attack. the attack is resolved. Guided weapons are always faster than the vehicles they are designed to attack. Vehicle Damage Damage usually affects vehicles just like characters or creatures. A guided weapon always acts on the initiative at which it was launched. The vehicle's speed and handling modifiers are applied as usual. apply the appropriate speed modifiers for the two vehicles to the attack roll. guided weapons linked to that system can be launched as a standard attack. This works just like the acquire target maneuver for computer targeting systems (see page 158). Guided weapons work a little differently than conventional ranged weapons.
Frame/Shields: The vehicle's frame or superstructure is damaged. There is also a 10% chance that critical damage to a starship's engine location will damage the starcaster (see page 166). Unlike other objects. the starcaster loses a number of charges equal to the result of the damage roll indicated by the first number on the table. When an attack inflicts a critical hit on a vehicle. A ground vehicle will coast to a stop. roll 1d6 on the following table. Instead. before the hardness rating is subtracted from the base damage. The vehicle loses a random number from its shields bonus to AC based on the severity of the damage. attack. and on a result of 1–10. Heavy damage: Damage is at least three times but less than four times the vehicle's hardness. A spacecraft will continue moving at its current speed indefinitely. reducing its speed by 2 every round until it stops or hits something. or do anything else. A vehicle that has been reduced to 0 hit points or less is considered helpless and can be completely destroyed with a coup de grace attack. The critical effect depends on the location hit and the severity of the damage. Catastrophic: Damage is at least five times the vehicle's hardness. the critical may cause a specific effect that hinders or degrades the vehicle's performance or capabilities. Severe and catastrophic damage will also reduce the vehicle's acceleration rating. It cannot move. Severity Light Moderate Heavy Severe Catastrophic Hardness/ Shields Lost 1d6 2d6 3d6 4d6 5d6 161 161r 161 Roll 1 2 3 4 5 6 Location Frame/Shields Engine Control Weapons Sensors Cargo Engine: The vehicle's engine or propulsion system is damaged. Light damage: Damage exceeds but is less than twice the vehicle's hardness. All maneuvers suffer a circumstance penalty based on the severity of the damage. turn. Severity Light Moderate Heavy Severe Catastrophic Spd/Acc Lost 1d4 2d4 3d4 4d4/1d2 5d4/1d4 chapter nine: vehicles Control: The vehicle's control systems are damaged. It loses any shields bonus to its AC. it is rendered completely inoperable. until it hits something or enters a gravitational field. If the vehicle has shields. no bonus damage is applied. The vehicle's hardness is reduced by a random number based on the severity of the damage. Both the acceleration and deceleration of aircraft and spacecraft are reduced. and this number is listed after the slash. Moderate damage: Damage is at least twice but less than three times the vehicle's hardness. Roll d%. Reduce the vehicle's top speed by a random number based on the severity of the damage. The severity of critical damage is measured in increments of its hardness. these are damaged instead of the vehicle's frame. Severe damage: Damage is at least four times but less than five times the vehicle's hardness.When a vehicle is reduced to 0 hit points or less. An aircraft will plummet to the surface and crash. vehicles are subject to critical hits. If a vehicle suffers a critical hit. maneuver. however. Severity Light Moderate Heavy Severe Catastrophic Maneuver Penalty –2 –4 –6 –8 –10 Maurice Spann (order #94458) 6 .
Top Speed: This is the vehicle's top speed. Sensors: The vehicle's sensor systems are damaged. but they can vary dramatically from this standard. Each critical must be repaired separately. for example. These DCs assume the technician has the necessary parts and tools. Deceleration: This number is the value for moderate deceleration. Severity Light Moderate Heavy Severe Catastrophic DC 10 15 20 25 30 chapter nine: vehicles Severity Light Moderate Heavy Severe Catastrophic Check Penalty –2 –4 –6 –8 –10 Vehicle Descriptions This section provides descriptions and game rules for a number of vehicles. hardness.162 162l 162 Weapons: One of the weapon stations is damaged. from severe to heavy). though this scale has been extended at the top end. A vehicle's deceleration rating determines Cargo: Any cargo the vehicle is carrying is damaged. A vehicle's acceleration rating determines how much it can increase its speed in a single round (see page 152). All vehicles have several characteristics that determine their capabilities. A successful repair reduces the severity of the critical damage by one step (e. The models provided here can be used as the standard on which to base new vehicles of your own design—these listings are not intended to be exclusive. Attacks with that weapon or battery suffer a circumstance penalty based on the severity of the damage. and fuel cost for each vehicle class. The DC is based on the severi- Maurice Spann (order #94458) 6 . Vehicle sizes are based on the same scale used in the standard d20 System rules. All Use Device checks for sensor operations suffer a circumstance penalty based on the severity of the damage. weight.g. we extended the scale by adding new classes to the Colossal size category. Critical hits to cargo ordinarily cannot be repaired. The percentage of the vehicle's cargo (measured in pounds or specific items at the DM's discretion) destroyed by the attack is based on the severity of the damage. Remember that this rating has been adjusted for scale (see page 151). Rather than invent a potentially endless string of new adjectives. base hit points. Acceleration: This number is the value for moderate acceleration. Size: This is the vehicle's size category. Hit Points: This entry lists the vehicle's number of hit points.. Repairs to large ships require the coordinated efforts of at least 10% of the ship's listed crew complement. The table on the following page lists dimensions. Military vehicles. A vehicle's hit points are based on its size. often have significantly higher hit point totals as a result of their reinforced structures and the advanced materials used in their construction. Severity Light Moderate Heavy Severe Catastrophic Cargo Destroyed 20% 40% 60% 80% 100% Repairing Criticals An engineer or technician can attempt to repair critical damage to a vehicle. Severity Light Moderate Heavy Severe Catastrophic Attack Penalty –2 –4 –6 –8 station destroyed ty of damage. from ground cars to starships. These are listed in the stat block for each vehicle and described below.
200 cr 2. 8 ft. the second is the number of charges the ship's starcaster drive must expend for each teleport.400 cr 5.000 lb. 1 ft. Sensors – Crewmembers at this station operate the vehicle's sensor systems. 10.000 lb. 32 ft. Cost: The average cost for the vehicle. and legality. Stealth: This rating determines how difficult the vehicle is to detect and track with vehicle sensor systems (see page 158). Motorcycle: Medium-size Vehicle. AC 5 (–5 Dex). 512 ft.000.Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Colossal II Colossal III Colossal IV Colossal V Colossal VI AC Max Modifier Length +8 +4 +2 +1 +0 –1 –2 –4 –8 –16 –32 –64 –128 –256 6 in. listed in the vehicle's standard scale. Fuel: This rating lists the number of miles the vehicle can travel at an average speed before refueling. 4 ft. The above table lists the cost to refuel or recharge vehicles of each size class. 1. 1. 64 ft. These statistics include: Fire Arc – the area into which the weapon can fire. Armor Class: This is the vehicle's AC. SQ vehicle.000. 2. hp 50. Fire Control – Crewmembers at this station operate targeting computers for the vehicle's weapon systems. custom features.000 lb. Most military spacecraft have a shields bonus to AC. Top Spd 22.096 ft. Hand +2. such as radar.000. Damage – the amount of damage the weapon inflicts on a successful attack. 50 lb.000 lb. Weapon: In this section. 5. 500. All vehicles must have at least one pilot or driver.000. 1. Crew – Crew perform various general and specialized tasks and are necessary for the vehicle to function at full effectiveness. Fuel 300.000 cr 163 163r 163 how much it can decrease its speed in a single round (see page 152). Countless models of motorcycles are in use. 128 ft.000. Maurice Spann (order #94458) 6 . Cargo: This lists the vehicle's maximum cargo capacity.024 ft. Shields are an energy field projected around the ship that absorbs or deflects incoming attacks. Stealth 10. A vehicle's AC is typically modified by its size and construction. chapter nine: vehicles Civilian Vehicles MOTORCYCLE Motorcycles have largely been replaced by hoverbikes in the most developed urban centers of the Empire.000. statistics for all of a vehicle's weapons are listed.000 lb. Handling: This rating is a modifier on all Pilot checks to perform maneuvers.000. 50. Acc 3. Dec 5.000 lb. If two numbers are listed separated by a slash. 4.000 Fuel Hardness Cost 0 1 2 4 6 8 10 20 30 40 50 60 80 100 1 cr 2 cr 3 cr 5 cr 10 cr 20 cr 40 cr 80 cr 150 cr 300 cr 600 cr 1. 100 lb.000 lb.048 ft. 500 lb. 500. 50. Base Hit Points 10 20 30 40 50 70 90 100 200 300 400 600 800 1. 2 ft.000 lb. Range/Speed – the weapon's range increment or speed. Max Weight (mass) 10 lb. 256 ft. 2.000 lb. Passengers – This lists the vehicle's maximum passenger capacity. hardness 6. 16 ft. Gunners – Crewmembers at this station fire the vehicle's weapons. 100.000 lb. Prices vary considerably based on availability. from heavy roadsters to sleek racing machines. Stations: This section lists the space and facilities available for various crew and passengers. Attack Bonus – the bonus added to an attack roll with the weapon if the targeting computer has acquired the target. All vehicles have a –5 penalty to AC because they are objects. but they're still common on newly colonized worlds along the Outlands frontier.
Stealth 5. hardness 10. Weapon: None. an off-road truck suffers no penalty for traveling through normal undergrowth and only a x3/4 movement penalty and –2 maneuver penalty for traveling through heavy undergrowth. AC 5 (–5 Dex). Utility Aircraft: Gargantuan Vehicle. PASSENGER CAR Like motorcycles. HOVERBIKE These extreme vehicles are essentially motorcycles equipped with vectored-thrust turbofans instead of wheels. Hand +10. Cargo: 50 lb. and they can execute up to four-point (180°) turns at speed 2 or less. Hand –2. Hovercraft are turbofan-driven ground-effect vehicles with a maximum altitude of about three to five feet. Stations: Pilot 1. Stations: Pilot 1. Steep slopes impose the normal movement and maneuver penalties on hovercraft. Dec 4. They depend on ground effect to remain suspended and their maximum altitude is only three to five feet over most terrains. hp 70. –5 Dex). SQ vehicle. hp 80. Stealth 2. Passenger 6. ground cars are uncommon in the imperial core worlds. Weapon: None. Top Spd 20. For example. Cargo: 1. hardness 8. Cargo: 1. Fuel 200. Fuel 450.000 cr. Utility Truck: Huge Vehicle. On the frontier. penalties for poor weather are increased by one step.500 cr. However.and fourdoor sedans with room for a driver and up to four passengers. they're often found in both urban enclaves and remote settlements. SQ vehicle. Hoverbikes cannot be operated at all during storms. Acc 3. Passenger 6.164 164l 164 Stations: Pilot 1. AC 3 (–2 size. The most common models are two. Cargo: 200 lb. Passenger 1. Stations: Pilot 1. Hand +0.000 lb. Passenger 4. Cost: 10. Models range from open-backed haulers to enclosed utility vehicles. UTILITY AIRCRAFT These small vertical takeoff and landing (VTOL) aircraft are used to transport cargo and passengers throughout the Empire. Fuel 250. hp 80. Dec 3. Maurice Spann (order #94458) 6 . Acc 4. Hoverbike: Medium-size Vehicle. For an extra 5. Fuel 270. Top Spd 20 (114 mph). Cargo: 50 lb.000 cr. Passenger 1. SQ vehicle. hardness 6. They can travel over land or water and are capable of traversing most terrain. Hoverbikes do not suffer movement or maneuver penalties for poor surface conditions. Utility Hovercraft: Huge Vehicle. Stealth 8. AC 3 (–2 size. Stations: Pilot 1. Acc 5. Hand –3.000 cr. Cost: 20. –5 Dex). Top Spd 30. Acc 2. AC 4 (–1 size. AC 6 (–4 size. but they suffer no penalties for other surface conditions. UTILITY HOVERCRAFT UTILITY TRUCK chapter nine: vehicles These general-purpose ground vehicles are used on many newly colonized frontier worlds for hauling both cargo and passengers. a utility truck can be equipped with an off-road package that reduces penalties for obstructions and surface conditions by one step (see page 155). Acc 2. Passenger Car: Large Vehicle. Top Spd 20. Hand +1. hp 90. hardness 10. Stealth 4. with the exception of steep slopes. however. Dec 3.000 cr. Cost: 30. Cost: 2. Stealth 3. Cost: 15. –5 Dex). Dec 5.000 lb. The utility hovercraft is a very common civilian vehicle in use throughout the Empire. Top Spd 25. VTOLs can hover in place.000 cr. SQ vehicle. hp 40. Dec 4.
hardness 10. Cost: 200. SQ vehicle. Weapon: Laser cannon. Sensor +3. AC 23 (–2 size. Dec 6. Top Spd 15. Damage: By missile. Acc 2. Scout Walker: Huge Vehicle. Assault Walker: Huge Vehicle. Attack bonus: +2 (targeting computer). This military vehicle uses articulated legs rather than wheels or tracks to provide speed and mobility across a wide variety of terrain types. ASSAULT WALKER The assault walker is the heavier cousin of the scout walker. Passenger 10. Speed: By missile.000 cr. Damage: By missile. Cargo: 500 lb. SQ vehicle. Hand +2. –5 Dex. The scout walker's cockpit provides just enough room for two crew and their gear. STRIKE AIRCRAFT This VTOL fighter-bomber is the most common combat aircraft in the Empire. Fire arc: forward. Hand +14. Stations: Pilot 1. hardness 20. Stations: Pilot 1. Cargo: 500 lb. Cost: 500. –5 Dex. Dec 3. Fire Control 1. Attack bonus: +2 (targeting computer). Cargo: 200 lb. Fire arc: front. Acc 2. hardness 10. Dec 2. AC 11 (–4 size. and the missile launcher is typically used for air defense. Passenger 2. Cost: 100. Range: 10. Weapon: Plasma cannon. SQ vehicle. AC 13 (–2 size.000 cr.200. Stealth 15. Attack bonus: +2 (targeting computer). hardness 10.000 lb. +5 natural. Fire arc: turret. the assault walker sacrifices speed and maneuverability for heavier armor and armament. Acc 6. Fuel 800. Cargo: 100 lb. Cargo: 2. Sensor +5. Range: 10. +5 natural. Stealth 12. +10 armor). Damage: 6d10. Gunner. Stations: Pilot 1. –5 Dex. Fire arc: turret. Strike Aircraft: Gargantuan Vehicle.000 cr. Sensor +1. Damage: 6d10. –5 Dex. Fuel 350. The hovertank's main gun is a plasma cannon that is primarily used against enemy tanks. Sensor +1. Fuel 1. SQ vehicle. Hovertank: Huge Vehicle. Fuel 500. Stations: Pilot 1. hardness 20. Range: 15. Hand +2.000 cr. 165 chapter nine: vehicles 6 . Top Spd 15. Weapon: Multishot missile launcher (16). Gunner 2. Attack bonus: +2 (targeting computer). The standard assault walker weapons configuration is a bellymounted laser cannon and a turret-mounted missile launcher for defense against aircraft and other vehicles. The strike aircraft is effective in both intercept and ground strike roles and combines excellent maneuverability with good stealth. AC 18 (–2 size. SQ vehicle. Top Spd 30. Damage: 6d10. +10 natural. hp 90. Stealth 25. Dec 6. Speed: By missile. Top Spd 10. Cost: 75. Steep slopes impose the normal movement and maneuver penalties on hovercraft. Weapon: Multishot missile launcher (16). Damage: 10d10. Military Vehicles SCOUT WALKER HOVERTANK The hovertank is the primary mechanized combat vehicle of the Imperial Legions. hp 100. Cost: 150. Sensor 1. +5 armor). Speed: By missile.–5 Dex). Maurice Spann (order #94458) 165r 165 Stations: Pilot 1. +5 armor). Fire arc: turret. Fire arc: turret. Damage: 6d10. Fire arc: front. This light model combines deceptive speed with considerable armor and an array of effective weapon systems. Fire arc: front. +10 armor). Range: 1. Fuel 200. Range: 10. Acc 2. Attack bonus: +2 (targeting computer). +5 natural. Damage: 6d10. Weapon: Laser cannon. Weapon: Multishot missile launcher (4). Gunner 1. hp 140.000 cr. Hand –4. Weapon: Laser cannon. The vehicle is equipped with light composite armor and a belly-mounted laser cannon that can fire at any target in the vehicle's forward arc. Stealth 10. hp 190. Weapon: Laser cannon. A laser cannon provides fire support against lighter combat vehicles. Designed as a frontline mechanized combat vehicle.
maintain. but this is divided by the number of caster levels of those involved in the ritual. faster-than-light (FTL) travel is only possible with magic. plus 10. and the number of charges needed for a teleport depends on the size of the starship. The ritual must conform to all of the standard restrictions and limitations for creating magic items (DMG 241). If this is your plight.166 166l 166 Starships From Draconis Prime to the most remote systems of the Rimward Outlands. with eight hours spent in the ritual chamber each day. the ritual takes 20 days to complete. Passage is typically available at a per-day rate based on the quality of the accommodations. The base time required to complete the crafting ritual is 1. you must first be able to tell the Maurice Spann (order #94458) 6 . they can also be a central feature of the campaign.000 days. A starcaster can be recharged by a single spellcaster with the Craft Wondrous Item feat and access to teleport. Without ships capable of traveling the vast distances between the stars. as scientists in the Empire understand them. While starships will often be used simply to transport characters from one adventure to the next. If the spellcasters conducting the ritual have the minimum of 50 caster levels. The total XP that must be expended in the ritual is 40. The artifact projects an arcane energy field around the vehicle and everything inside it is transported instantly to the destination. and this includes the cost of the sphere.000. This is extremely expensive. you can still travel the Empire by booking passage on a starliner or transport. The ship will probably be the adventurers' most valuable possession. Most starcasters are crafted with 50 charges. Star Travel Travel at speeds exceeding that of light violates the laws of physics. upgrade. Spellcasters can travel between worlds using teleport spells. expect a price of around 1.000 a private stateroom on a starliner You can also try to charter a private starship. As a result. or in need of information. Countless commercial liners travel between the core worlds.000 cr per day of travel. However. Booking Passage You may not have your own ship when you first embark on your adventuring career. and this is the same arcane "technology" used to move starships across the galaxy. The characters will have to finance.000 cr per teleport. a safe haven to fall back on when they are injured. but journeys between remote systems in the Outlands will often find you aboard tramp freighters and other privately owned—and sometimes poorly maintained—vessels. the astronav computer (see below). only those who wield powerful magic could visit new worlds.000 cr. The sphere is suspended in a magnetic field in a heavily shielded compartment in the engineering section of the ship. and so it will be a treasure to be defended as well as a resource to be used. the Dragon Empire spans thousands of light years. The market price of the starcaster is 1. For a typical free trader or Starcasting Starcasters allow even the most massive ships to teleport instantly from one point to another anywhere on the same plane. the Empire's political and economic order would never have emerged. When it is created. A ship can provide the adventurers with a mobile base of operations.000 cr and 400 XP per charge. Starcasters Starships are equipped with special artifacts called starcasters. and the material expended in the ritual. out of supplies. and repair the ship. for example. as private ship captains are forced to bring in a lot of revenue to meet the mortgage payments on their vessels. and all of these can be a source of adventure. These magical devices usually appear as perfect metal spheres whose surfaces look almost fluid. freighter. a starcaster is imbued with the power to teleport massive objects anywhere on the same plane. chapter nine: vehicles Quality Poor Cost Example 100 a crewman's bunk aboard a freighter or transport Average 200 a coach berth on a starliner Good 500 a private cabin on a starliner Luxurious 1. Crafting a starcaster requires an arcane ritual performed by a number of spellcasters with combined caster levels of at least 50. Without starships.000. The market price for the recharging is 10. This total can be distributed among the spellcasters participating in the ritual in any way the master of the ritual desires.
a mishap occurs. the more severe the mishap. Astronavs are not user-friendly devices. The astronav is crafted at the same time as the starcaster and its cost is included in the market price. The worse your failure. A starcaster cannot be paired with an astronav other than the one it's linked to. and they require some expertise to use probably. Maurice Spann (order #94458) 6 . If one of the components is destroyed. The DC is based on the distance of the teleport. and as with all teleportation magic. a whole new system must be crafted from scratch. chapter nine: vehicles Light Years Same system 1–10 11–50 51–100 101–500 501–1. it makes the necessary calculations and issues the appropriate activation sequence to the starcaster. galaxy. precision is of paramount importance. a shimmering shroud of arcane energy surrounds the ship and then folds in on itself as the ship and everything aboard winks out of existence—hopefully to appear an instant later at the desired location. star. and an astronav cannot function with another starcaster. If you have 5 or more ranks in Navigate you gain a +2 synergy bonus on the check.167 167r 167 starcaster where you want your ship to go. An astronav computer is a conventional computer that shares an arcane link with a starcaster.000 DC 15 20 25 35 45 60 As the table illustrates. planet. Programming a teleport requires a Use Device check. starcasting becomes progressively more difficult the further away the destination is. On any failed check. Mishaps can also be extremely dangerous. or supercluster—is constantly moving with respect to everything else. When you input your destination into the astronav. Moments later. This task is complicated by the fact that everything in the universe—whether moon. This makes accurate teleportation a matter of complicated mathematical calculation. From the moment the two are created they are inextricably linked—one will not work without the other.
If you fail by more than 5. As is so often the case. The ship takes 1d100x5 points of damage and must immediately move away from the star or continue to take this damage each round. but this technique produces new problems. Your ship appears in a nearby star system. This drains the starcaster. responsible captains and navigators make relatively short "hops" from system to system rather than a single teleport to a faraway destination. but 1d100 thousand miles from the desired location. and he suffers a –7 circumstance penalty on the check. but veteran spacers know it's worth the expense. The teleport goes through. but not without complications. If you succeed. To attempt a teleport within 100. This requires a Use Device check (DC 25). the teleport simply fails: The charges are lost and your ship must move outside the gravity well before you can attempt the teleport again. he still has a decent chance of making it safely. Artificial Gravity True antigravity violates the laws of physics and remains beyond the reach of engineers. Your ship appears in a random star system. He makes a Use Device check to reprogram the astronav manually against a DC of 25. he's only trying to teleport to the outer edge of the star system. If you fail by less than 5. 10–15 16–20 21–25 26+ chapter nine: vehicles A catastrophic mishap is capable of destroying a ship or stranding it in a remote system with no chance of repair. so his DC is only 5—even with the penalty. so the check fails by 7. EXAMPLE A smuggler is being pursued by an imperial destroyer and decides to try a teleport even though he's still inside the gravity well of a planet. For example. if your ship were trying to teleport 100 light years. at his discretion. engineers have turned to magic to provide artificial gravity aboard starships and space stations. The distance of this course deviation is usually no more than 10% of the total distance traveled. Your ship appears in a random system dangerously close to the pri mary star.168 168l 168 TELEPORT MISHAPS Check Failed by 5 or less 6–10 Mishap Your ship appears in the designated system. Roll d% and divide by 2. to determine the number of charges lost. but you suffer a circumstance penalty on your Use Device check equal to the number you failed by. The DM can determine the plane randomly or choose one. Your ship is transported to another plane of existence or an alternate dimension. More than one derelict vessel has been discovered drifting in space when a new Outlands world was first explored. The smuggler must now make the normal Use Device check to program his destination into the astronav. They can mimic its effects by rotating a space station or a section of a spacecraft. the star caster itself is damaged and loses 1–50 of its remaining charges. Fortunately. In addition. Maurice Spann (order #94458) 6 . His result is 18. you can attempt to program the teleport normally. Because of the danger of mishaps. Starcasting inside a planet's gravity well is also dangerous.000 miles of a massive body—such as a planet—you must override the astronav manually. you must attempt to program the teleport. rounding down. Your ship appears in a random star system. it would typically appear in a star system no more than 10 light years from the intended destination. as gravity waves interfere with the arcane energy field the starcaster projects around the ship.
so they can land on a planet's surface. adventurers. and other vulnerable assets. Cost: 2. Explorers are also designed for atmospheric flight. Illegally purchased weapons cost twice their listed price. Sensor +5. Fuel 500. Fuel 300. AC 3 (–8 size.and station-based fighters provide the Imperial Navy with considerable long-range firepower. Dec 3. hardness 25. SQ vehicle. AC 6 (–4 size. Stealth 5. 169 169r 169 FREE TRADER This class is the most common light cargo vessel in the Empire. merchants. INTERCEPTOR Carrier. The antigrav enchanment simply adds one more function to this task. +5 natural). Cargo: 50 tons. The antigrav enchantment establishes a consistent 1g throughout the ship. Dec 4. Acc 3. Acc 2.000. Smugglers. –5 Dex. long-range starships used for a wide variety of nonmilitary roles. Freighters are bulky ships. +3 armor). Such illegal modifications usually cost twice their listed price and are only available on the black market. and others who sometimes live on the edge of the law have been known to equip explorer-class ships with light weapons. Free Trader: Gargantuan Vehicle.400. but they're very reliable and efficient and perform their intended task admirably. Cargo: 200 tons. –5 Dex. They are typically equipped with wing-mounted heavy laser cannons that Maurice Spann (order #94458) 6 . Explorers are light craft. SQ vehicle. Cost: 3. Sensor +3.000 cr and 10. The antigrav enchanment is integrated with the starcaster primarily because the starcaster must already have the ability to calculate and affect the precise spatial dimensions and mass of the ship. Acc 4. Interceptors are one-man spacecraft that are extremely maneuverable and capable of very high acceleration.000 cr. Explorers are prized by those who travel the Outlands and by any starfarers who value dependability and versatility. and the refit for the shield generators costs 100. to a maximum of +10. +6 natural). Their efficient fusion drives allow for extended in-system travel when multiple stops are necessary to pick up or deliver cargo. hardness 20. slow. Top Spd 20. Stealth 3. +5 natural. most starcasters receive an additional enchantment that draws upon a variation of the reverse gravity spell. hp 220. and this can never be altered. This enhancement creates artificial gravity throughout the ship. hp 150. hardness 20. Sensor 1.000/3.000 cr. such as forward-mounted laser cannons. Hand +2. orbital stations. Freighter: Colossal Vehicle. –5 Dex. Most are designed to operate in an atmosphere as well as space. and clumsy. Top Spd 30. chapter nine: vehicles Explorer-class vessels are small. Stations: Pilot 1. While not quite as efficient as an explorer. They're ugly. Fuel 500. Stations: Pilot 1. Hand +0. and independent merchants throughout the Empire use these mid-class cargo haulers. As a result of this efficiency. Dec 2. AC 9 (–4 size. Stations: Pilot 1.000. Stealth 10. The antigrav enchantment adds 250. hp 180. explorers are capable of extended missions in remote areas.000 cr per point of shields bonus. Top Spd 10. serving as the ship of choice for the vast majority of independent traders. far from any space stations and recharging facilities. Sensor 1.000/1. SQ vehicle. and its starcaster drive is still capable of 25 teleports before it needs recharging. and even smugglers.000/2. mercenaries. All of the starships listed below have a starcaster and antigravity. The role of interceptor-class fighters is to engage other fighters and protect capital ships.000 cr.000 XP to the cost of the starcaster. trade guilds. Free trader captains sometimes equip their vessels with light weapons and even shields for defense against pirates and other deep-space menaces. and each teleport expends a single charge from the standard starcaster. the free trader-class offers better cargo capacity. and their starcaster drives expend 3 charges per teleport. Sensor 1. Explorer: Gargantuan Vehicle. Sensor +2. Spacecraft EXPLORER FREIGHTER Corporations. Cargo: 25 tons. Cost: 5.When they are created. Hand –4.
Maurice Spann (order #94458) 6 . Starcaster 9. Head/Shower 5. Mess Hall 6.170 170l 170 1. Cargo Hold 12. Kitchen 8. Workstation EXPLORER-CLASS STARSHIP chapter nine: vehicles 5 ft. Crew Quarters 7. Cargo Hatch 11. Airlock 4. Crew Lounge 10. Bridge 2. Gear Locker 3.
Crew 50. Stealth 12. Gunner 4. Acc 3. Fire arc: turret.000 cr. AC 15 (–16 size. Range: 10. These titans are truly massive and extremely sophisticated vessels. such as fighters. Cargo: 50 tons. As a result. SQ vehicle. Sensor +7.000. Crew 100. hardness 20. Dec 5.000 cr. Damage: 6d10x2. Stations: Pilot 1. They depend on escort ships such as cruisers and destroyers—as well as their own interceptor squadrons—for protection.000/1. AC 18 (–32 size. Stations: Pilot 1. and other destroyers. Fire arc: front. Corvettes are typically equipped with wing-mounted lasers and a bellymounted turret with dual lasers. Fire arc: turret. Range: 5.000. and armament.000. Fuel 250. +15 natural. Sensor +5. they are neither the fastest. Given their size. Stealth 8. hp 120. SQ vehicle. CRUISER Cruisers are true warships that strike an uneasy balance between speed.000/4. Fire arc: front.000/5. Weapon: 2 quad plasma cannons (battery). Acc 10. Dec 4. +3 armor. hp 350. so they can operate for extended periods in isolated systems far from their base of operations. Dec 10. hardness 30. +15 shields). They are designed with flight surfaces and are capable of atmospheric flight. +12 shields). Attack bonus: +5 (targeting computer). Fire arc: front. hp 250. though these duties are usually left to destroyers and corvettes. Damage: 6d10x2. Top Spd 40. Top Spd 20. Fuel 100. –5 Dex. Speed: 50. carriers are typically lightly armed and armored. +6 natural. +10 armor. Damage: 10d10x2.000/3. +6 natural. +20 shields). nor best armed ships in the Imperial Navy. Fuel 100. Range: 10. They are usually equipped with heavy laser turrets and multiple torpedo bays. Sensor +6. Hand +2. Cost: 150. Acc 5. Sensor 2. Top Spd 30. Cargo: 100 tons. Attack bonus: +5 (targeting computer). best defended. Fuel 150. Damage: 10d10x4. hardness 50. They are often used as advance fleet elements. Speed: 50. Sensor +5. Damage: 10d10x4. +5 armor. AC 19 (–4 size. +10 shields). Fire arc: front. –5 Dex. Light cruisers are also sometimes used to patrol particularly troublesome systems.DESTROYER These vessels are designed as escorts for transports and large capital ships. Weapon: 4 torpedo bays.000 cr. Weapon: Twin laser cannons (battery). Weapon: 2 torpedo bays. Corvette: Colossal Vehicle. Maurice Spann (order #94458) 6 . Acc 4. Attack bonus: +5 (targeting computer). Hand +4. Damage: 6d10x5. corvettes. Attack bonus: +5 (targeting computer). –5 Dex. 171 171r 171 pack a powerful punch. Stations: Pilot 1. Their primary role is to provide perimeter defense against other light ships. chapter nine: vehicles CARRIER Carrier-based fighters and torpedo bombers are a critical component of the Imperial Navy's force-projection strategy. Damage: 6d10x5. Stations: Sensor 2. These vessels are rarely designed for atmospheric flight. Destroyer: Colossal II Vehicle. Attack bonus: +5 (targeting computer). providing a mobile base of operations for several squadrons. Hand +6. Stealth 5. Crew 20. Cost: 10. defenses. Hand +0. +5 natural.000. Gunner 8. Top Speed 15. Weapon: Twin plasma cannons (battery). Weapon: 4 quad plasma cannons (battery). Weapon: Twin laser cannons (battery). Sensor 1. with sufficient speed and offensive might to spearhead an attack. CORVETTE Corvette-class vessels are midsize patrol boats with more punching power and better defenses than space fighters. Cost: 60. Gunner 2. hardness 40. SQ vehicle. Cargo: 500 lb. Cargo: 500 tons. AC 18 (–8 size.000 cr. Fire arc: turret. Stealth 18. Dec 3. Range: 10. hp 420. Range: 5. They are also among the smallest warships equipped with starcaster drives. Cruiser: Colossal III Vehicle. –5 Dex. Cost: 40. SQ vehicle. Interceptor: Gargantuan Vehicle. +3 armor.
+60 natural. It bristles with gun turrets all along its length and supports launch bays for fighter and bomber squadrons. Top Spd 10. Cost: 750.000. right x5. Gunner 2. During the war. +30 shields). Cargo: 300 tons. Fire arc: front x5. SQ vehicle. Weapon: 2 quad plasma cannons (battery). Weapon: 20 torpedo bays. Fire arc: turret. Cargo: 800 tons. hardness 60.000 cr. Fuel 100. 50 fighters. Each dreadnought boasts the offensive power of a small fleet. SQ vehicle. Cost: 350. Crew 2. +50 shields). Speed: 50.000/10. AC 27 (–128 size. Top Spd 10. BATTLESHIP Thousands of these monsters were constructed during the Great War and are still around today. The Emperor is known to tour his realm in a dreadnought named Maleficent. Battleship: Colossal IV Vehicle. left x2. Weapon: 2 torpedo bays. Top Spd 5. Gunner 50. Stations: Sensor 10. they are becoming obsolete as the navy's role has shifted from the massive. rear x5. Weapon: 10 torpedo bays. Range: 20. rear x3. +30 natural. Sensor +8. Speed: 50.000/20. Dreadnought: Colossal V Vehicle. Acc 2. Cargo: 500 tons. Crew 1.000. SQ vehicle. Attack bonus: +5 (targeting computer). set-piece fleet engagements of the war to the patrols and police actions of the modern empire. Weapon: Quad ion cannon. Dec 2. A battleship's primary gun is a terrifying weapon that can immolate enemy ships and destroy small planetoids. hardness 60. chapter nine: vehicles DREADNOUGHT Perhaps only a dozen of these immense warships were ever built. AC 6 (–64 size. Stealth 1. They serve as the flagships of the Empire's most decorated admirals and are more often used for show and intimidation than real warfare. –5 Dex. and there are rumors that Emperor Mezzenbone has revived the practice in the Outlands. Range: 10. Speed: 50. +20 armor. Range: 20. Damage: 6d10x5. Range: 10. hp 850. Attack bonus: +5 (targeting computer). Damage: 6d10x5.000. Stealth 2.000 cr. Fuel 100. Maurice Spann (order #94458) 6 . left x5. Cost: 500. +15 armor. Sensor +9. –5 Dex. Attack bonus: +5 (targeting computer). Hand –6. hp 680. Damage: 10d10x4.000. Damage: 10d12x4. Fire arc: turret. Dec 2. Damage: 10d12x4. +40 armor.172 172l 172 Carrier: Colossal IV Vehicle. Fire arc: front. Damage: 10d10x4. hp 620. Attack bonus: +5 (targeting computer). –5 Dex. +20 shields). Damage: By torpedo.000 cr. Asamet often used battleship's to bombard planetary surfaces. Weapon: 20 quad plasma cannons (battery).000/10. In the minds of many military observers. AC 21 (–64 size. Attack bonus: +5 (targeting computer). Acc 2. Stations: Sensor 4. Hand –4. Acc 2. Weapon: 3 quad ion cannons. Fuel 100. hardness 80. Fire arc: turret. Stealth 2. Fire arc: turret. Range: 10.000. Fire arc: front x3. 20 fighters. Gunner 20. Weapon: 10 quad plasma cannons (battery). Crew 800. Sensor +10. right x2. and only a few remain in service. Dec 2. Hand –4. +30 natural. Damage: 10d10x4. Stations: Sensor 15. Fire arc: front.
Original Fighter Fire Arcs Firing Two Weapons Forgery Freefall Friendly Fire Gather Information Gearhead Gnomes Grenades Guided Weapons Gundancer Gunfire Gunner Gunner's Eye Hacker Half-Dragons Half-Elves Halflings Half-Orcs Handle Animal Heal Hide High-G Tolerance Humans Imperial Legions Implant Spellware Improved Far Shot Improved Shot on the Run Improved Two-Weapon Fighting Information Junkie Innuendo Intimidate Intuit Direction Jump Keenblades Knowledge Lead Foot Leadership Level Equivalents Listen Loremaster Low-G Tolerance Magic Martial Weapon Proficiency Mechanist Medical Tech Miscellaneous Gear Mishaps 157 91 73 88 88 68 133 85 86 85 41-42 159 131 73 79-80 125-126 73-74 88 20-21 134-135 160 59-61 124-133 88 88 88 28-30 22 23-24 22-23 74 74 74 88 24-25 15 88 88 88-89 86 89 75 75 75 75 135 75-76 89 86 25-26 76 59 89 136 86 52-56 108-109 115 155-156 Maurice Spann (order #94458) 6 . New Feats. Law Dragon War Dragonblood Drow Druid Dualist Heresy Dwarven Defender Dwarves Elves 66-67 86 70 85 70 70-71 57 67-68 103-106 85 85 85 86 168-169 7. 8 57-58 126-127 124 87. 129-130 71 35-36 36-38 58 71 87 152-153 38-39 71 115 156-157 124 87 68 106-107 132 71 87 71-72 85 85 158 78-79 72 85 79 72 72-73 73 9-11 7 13-14 8 88 26-27 39-41 12 58-59 18-19 19-20 Encounter Distance Equipment Escape Artist Etiquette Evasive Piloting Expert Explosives Far Shot Feats.index Adept Aircraft Piloting Alchemy Ambidexterity Animal Empathy Appraise Arcane Archer Aristocrat Armor Armor Proficiency (heavy) Armor Proficiency (light) Armor Proficiency (medium) Armor Proficiency (powered) Artificial Gravity Asamet Assassin Attacking Through Cover Attacks of Opportunity Autofire Balance Barbarian Bard Blackguard Bluff Born Spacer Changing Speed Cleric Climb Clothing Collisions Combat Combat Ace Commoner Communications Gear Concealing Weapons Concentration Crack Shot Craft Craft Magic Arms and Armor Craft Wondrous Items Crew Quality Cryptography Decipher Script Deflect Arrows Demolitions Diplomacy Disable Device Disguise Dragon Empire Dragon Empire. History Dragon Empire.
Chasses Robots. 39 83-84 84 78 78 160 162 90 153 150 163-164 157-162 158-159 165 68 92-103 78 48-49 90 Maurice Spann (order #94458) 6 . Original Profession Qesemet Races Ram Ranger Raptor's Instinct Read Lips Reloading Remote Operation Repair Research Ride Robots Robots. New Skills. Civilian Vehicles. Original Open Lock Orcs Original Classes Original Races Paladin Perform Pick Pocket Pilot (class) Pilot (skill) Power Cells Pressing Attack Prestige Classes. Military Warrior Weapons Wildnerness Lore Wizard Zero-G Tolerance 114 89 169-172 77 151-153 89 151 138-139 136-138 77 139-140 145-149 140-145 77-78 166 166-167 90 166 110-114 130-131 109-110 78 90 63-66 90 155 68-69 114 86 78 153-154 90 86 12. New Prestige Classes. New NPC Classes. Programming Robots. Upgrades Rogue Scale Scrolls Scrollware Scry Search Sense Motive Sensors Shield Proficiency Shooting at Objects Shooting at Weapons Simple Weapon Proficiency Skill Focus Skills. Combat Vehicles. Design Robots. New Spells. Models Robots. Original Spot Star Travel Starcasters Starship Piloting Starships Subterfuge Gear Suppressive Fire Survival Gear Swim Technical Proficiency Technomancer Temperature Tolerance Terrain Thug Tools Track Tumble Turns Two-Gun Shooting Two-Weapon Fighting Unification Church Urban Lore Use Device Use Magic Device Use Rope Vehicle Damage Vehicle Descriptions Vehicle Dodge Vehicle Maneuvers Vehicles Vehicles. Combat Actions Vehicles. General Principles Spells. Original Sorcerer Soulmechs 89 92 42-43 86 76 81-82 61-63 49 25 68 66 76 30-31 35 18 43-44 76 76-77 49-52 80 114-115 89 59 57 77 7. 8 17 89 44-46 89 77 131-132 89 82 82-83 77 115-123 117-118 116-118 122-123 118 118-122 46-47 150-151 137 137-138 77 77 77 107-108 86 128 128-129 86 86 78 70 47-48 31-34 Space Gear Space Jockey Spacecraft Speak Language Speed Speed Load Speed Modifier Spell Components Spellbook Software Spellcraft Spells.index Mobile Shot Money Monk Mounted Archery Move Silently Navigate Negotiator New Classes New Races NPC Classes.
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computers. • New monsters and magic items with which to challenge and reward your players. robots. 2002 Imperial Supply is the first supplement for the Dragonstar campaign setting. and vacuum. including gravity. including weapons. • Guidelines that let you quickly and easily design new star systems and planets. and starships. Coming in March. Coming in January. spellware. • Setting and background detail on the Dragon Empire • New rules for the effects of exotic and dangerous environments and hazards. It includes hundreds of listings and illustrations for new high-tech and magical gear. 2002 Maurice Spann (order #94458) 6 . vehicles. radiation.The Galaxy Guide is the companion volume to the Starfarer's Handbook and gives DMs a wealth of information on the Dragonstar universe.
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