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Paizo / Messageboards / Paizo / Older Products / Playtests & Prerelease Discussions / Advanced Race Guide Playtest Hello, Guest! | Sign In | My Account | Shopping Cart | Help/FAQ PAIZO PATHFINDER® PAIZO GAMES About Paizo Messageboards News Paizo Blog Help/FAQ Everything Search Adventure Card Game Rules FAQ Pathfinder Roleplaying Game Rules Archive (PRD) Beginner Box Core Rulebook Free Downloads Adventures Adventure Path Modules Scenarios Adventure Finder Campaign Setting The Inner Sea Player Companion Accessories Combat Pad 10 Point Star Trek Races Search this Thread: Search SEARCH PATHFINDER ® SEARCH THREAD 1 person marked this as a favorite. Brix Oct 23, 2011, 07:47 am Please join me if you like :) Klingons ====================== TYPE Humanoid (0) SIZE Medium (0) BASE SPEED Normal (0) ABILITY MODIFIERS +2 Strenght, +2 Constitution (2) LANGUAGES Klingon (0) RACIAL ABILITIES Forcefull Personality (2 = Skill Bonus): Klingons recieve a +2 bonus on intimidation checks. Keen Senses (2 = Skill Bonus): Klingons receive a +2 bonus on sight- and smell based perception checks. Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight- chambered heart and two livers, makes it harder to kill a Klingon. * Hardy (2) Klingons gain a +2 racial bonus on saving throws against poison, spells and spell-like abilities. * Elemental Resistance (1): DR 5 against fire or electricity (depending what energy you substitute for phaser weapons) Warlike Demeanor (Weakness approx -1): Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons. Fearless (1): +2 racial saving throws against fear Weapon Familiarity (1): Klingons may use their traditional special melee weapons (such as the bat'leth, d’k tahg, and mk’leth) as if they had the Exotic Weapon Proficiency feat Brix Oct 27, 2011, 01:17 am Vulcans ====================== TYPE Humanoid (0) SIZE Medium (0) BASE SPEED Normal (0) ABILITY MODIFIERS +2 Strenght, +2 Intelligence (2) LANGUAGES Vulcan (0) RACIAL ABILITIES Skill Bonus (2): Chose one Extraordinary Hearing (approx 1): +1 racial bonus on sound based perception checks Low Light Vision (1) Hold Breath (1) Page 1 of 9 paizo.com - Advanced Race Guide Playtest: 10 Point Star Trek Races 9/7/2015 http://paizo.com/threads/rzs2n0x2?10-Point-Star-Trek-Races

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Paizo / Messageboards / Paizo / Older Products / Playtests & Prerelease Discussions / Advanced Race Guide Playtest

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1 person marked this as a favorite.

Brix Oct 23, 2011, 07:47 am

Please join me if you like :)

Klingons

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Strenght, +2 Constitution (2)

LANGUAGES

Klingon (0)

RACIAL ABILITIES

Forcefull Personality (2 = Skill Bonus): Klingons recieve a +2 bonus on intimidation checks.

Keen Senses (2 = Skill Bonus): Klingons receive a +2 bonus on sight- and smell based perception checks.

Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of

their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-

chambered heart and two livers, makes it harder to kill a Klingon.

* Hardy (2) Klingons gain a +2 racial bonus on saving throws against poison, spells and spell-like abilities.

* Elemental Resistance (1): DR 5 against fire or electricity (depending what energy you substitute for

phaser weapons)

Warlike Demeanor (Weakness approx -1): Klingons suffer a -2 penalty on diplomacy checks when dealing

with non Klingons.

Fearless (1): +2 racial saving throws against fear

Weapon Familiarity (1): Klingons may use their traditional special melee weapons (such as the bat'leth,

d’k tahg, and mk’leth) as if they had the Exotic Weapon Proficiency feat

Brix Oct 27, 2011, 01:17 am

Vulcans

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Strenght, +2 Intelligence (2)

LANGUAGES

Vulcan (0)

RACIAL ABILITIES

Skill Bonus (2): Chose one

Extraordinary Hearing (approx 1): +1 racial bonus on sound based perception checks

Low Light Vision (1)

Hold Breath (1)

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Starvation & thirst tolerance (approx 0): A Vulcan can go without water for 3 days plus a number of hours

equal to his Con modifier and 6 days without food, before starting to starve or dehydrate.

Elemental Resistance (1): Fire

Stubborn (1)

Relentless (1)

Lord Fyre RPG Superstar 2009 Top 32 Oct 27, 2011, 01:44 am

Brix wrote:

Vulcans

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Strenght, +2 Intelligence (2)

LANGUAGES

Vulcan (0)

RACIAL ABILITIES

Skill Bonus (2): Chose one

Extraordinary Hearing (approx 1): +1 racial bonus on sound based perception checks

Low Light Vision (1)

Hold Breath (1)

Starvation & thirst tolerance (approx 0): A Vulcan can go without water for 3 days plus a number of hours equal

to his Con modifier and 6 days without food, before starting to starve or dehydrate.

Elemental Resistance (1): Fire

Stubborn (1)

Relentless (1)

I might have suggesting going with the Standard Array for Vulcans: +2 Strength, +2 Intelligence, -2

Charisma (0). Vulcan lack of emotion (and arrogance in the new movie timeline) would would work

against their Charisma.

But Vulcans, a culture devoted to knowledge should have the the Linquist Array (2).

MC Edgar Allan Floe Oct 27, 2011, 02:39 am

Great thread idea. I've been watching tons of ST:TNG on Netflix lately while I write campaign and

encounter ideas, so I'm totally game. I don't have the playtest on this computer, but later I might take a

stab at a race (Romulan? Ferengi? Betazoid? Android?).

But for now, a quick thought on your Klingon:

I think Brak'lul should translate crunchwise into something that worked like fortification (critical/sneak

miss chance). I don't know the value of that in RP. My first thought is 3 or 4.

Brix Oct 27, 2011, 03:01 am

Lord Fyre wrote:

Brix wrote:

Vulcans

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

..

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Mix of Aasimar and Tiefling, 44 seconds ago by AwesomenessDog

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I might have suggesting going with the Standard Array for Vulcans: +2 Strength, +2 Intelligence, -2

Charisma (0). Vulcan lack of emotion (and arrogance in the new movie timeline) would would work against their

Charisma.

But Vulcans, a culture devoted to knowledge should have the the Linquist Array (2).

Thanks for your feedback.

I'm not sure about negative Charisma modifiers, since then almost any alien race would have them. How about an additional drawback, like a penalty to diplomacy checks? Otherwise this is of course an option.

I also thought of Linguist Array. However it's hard to quench every aspect into 10 Points. Linguist is

certainly a candidate.

The idea is to make other thinks like mind meld or nerve pinch available as racial feats later.

Brix Oct 27, 2011, 03:02 am

MC Edgar Allan Floe wrote:

Great thread idea. I've been watching tons of ST:TNG on Netflix lately while I write campaign and encounter

ideas, so I'm totally game. I don't have the playtest on this computer, but later I might take a stab at a race

(Romulan? Ferengi? Betazoid? Android?).

But for now, a quick thought on your Klingon:

I think Brak'lul should translate crunchwise into something that worked like fortification (critical/sneak miss

chance). I don't know the value of that in RP. My first thought is 3 or 4.

Good idea. I'd tend to critical miss chance.

I also have another drawback

Due to their physiology they suffer a -2 penalty on any medical diagnosis or treatment used on a Klingon,

by a non Klingon.

Brix Oct 27, 2011, 03:04 am

Lord Fyre wrote:

I might have suggesting going with the Standard Array for Vulcans: +2 Strength, +2 Intelligence, -2

Charisma (0). Vulcan lack of emotion (and arrogance in the new movie timeline) would would work against their

Charisma.

But Vulcans, a culture devoted to knowledge should have the the Linquist Array (2).

What would you skip for Linguistic Array?

Brix Oct 27, 2011, 06:01 am

Bajorans

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Dexterity, +2 Wisdom (2)

LANGUAGES

Linguist (2) Common, Bajoran,...

RACIAL ABILITIES

Skill Bonus (2): Choose one Knowledge based skill, perform or craft

Pagh (Fortunate 4): is the spiritual force inherent to all sentient beings. Bajoran spiritualists are able to

assess the strength of an individual's pagh by grasping their ear. +2 racial bonus on all saving throws

Pagh is a nice racial concept that needs some love.

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Brix Oct 27, 2011, 06:23 am

Andorians

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Strenght, +2 Charisma (2)

LANGUAGES

Standard (1)

RACIAL ABILITIES

Skill Bonus (2): Perception

Elemental resistance (2): fire and cold

Darkvision 60 ft. (2)

Weapon Familiarity (1)

Lord Fyre RPG Superstar 2009 Top 32 Oct 27, 2011, 09:49 am

Brix wrote:

Lord Fyre wrote:

I might have suggesting going with the Standard Array for Vulcans: +2 Strength, +2

Intelligence, -2 Charisma (0). Vulcan lack of emotion (and arrogance in the new movie

timeline) would would work against their Charisma.

But Vulcans, a culture devoted to knowledge should have the the Linquist Array (2).

What would you skip for Linguistic Array?

Already there.

The "Flexible" attribute array, cost 2 points. Going to a "Standard" array, costs 0 points.

David knott 242 Oct 27, 2011, 01:50 pm

Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

Brix wrote:

Please join me if you like :)

Klingons

======================

Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital

organs to help them survive. Called brak’lul, this redundancy, which includes an eight-chambered heart and two

livers, makes it harder to kill a Klingon.

So does this racial feature grant any actual mechanical benefit?

Set Oct 27, 2011, 02:25 pm

A random Star Trek race concept, along these lines;

Deltans

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Constitution, +2 Charisma (2)

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LANGUAGES

Standard (1)

RACIAL ABILITIES

Eternal Hope (2)

Skill Bonus (2): Diplomacy

Skill Bonus (2): Sense Motive

Spell-like Ability: touch of fatigue 1/day (1)

Tricky, because Deltans, in the Wrath of Khan novelization, in particular, are described as highly

intelligent, particularly in areas of mathematics and music, keenly intuitive, and almost supernaturally

compelling and attractive. In theory, a bonus to Intelligence or Wisdom would also be appropriate, but I

decided to limit their 'insight' to a Sense Motive bonus and ignore the math/music thing (with the +2

Charisma already ensuring that they'll be better than average at Perform checks).

The ability to kill humans via emotional overload by sleeping with them seemed totally over-the-top (and

situational as all heck), so I watered it down to the ability to use touch of fatigue via a kiss.

Eternal Hope (+2 saves vs. fear and despair, reroll a single roll of '1' on a d20 1/day) just kind of 'felt

right.'

.

The Star Trek online game has some 'racial abilities' under different alien character options, that might be

fun to pillage for this sort of project. Online guides mention some of these options.

Prime Directive also had some racial abilities for RPG use, although I'm not sure those would be available

online...

Mark Moreland Developer Oct 27, 2011, 02:35 pm

Several years ago, I did a lot of work on a fan-made Star Trek d20 game using a lot of the

racial abilities and skills from the Decipher CCG and altered d20 Modern classes. I wonder

where all that stuff is...

In any case, it's work that, without a license, I can't really do anything with, but I'm

watching this thread closely to see what other cool stuff people come up with.

Lord Fyre RPG Superstar 2009 Top 32 Oct 27, 2011, 07:48 pm

Mark Moreland wrote:

Several years ago, I did a lot of work on a fan-made Star Trek d20 game using a lot of the racial

abilities and skills from the Decipher CCG and altered d20 Modern classes. I wonder where all that

stuff is...

In any case, it's work that, without a license, I can't really do anything with, but I'm watching this

thread closely to see what other cool stuff people come up with.

Speaking of a d20 Star Trek ...

Much of this work has already been done.

Dame Desnus Oct 27, 2011, 08:28 pm

ORION

Type

Humanoid (Orion) [0 RP]

Size

Medium [0 RP]

Base Speed

Normal [0 RP]

Ability Score Modifiers

Standard (+2 Strength, +2 Charisma, -2 Wisdom) [0 RP]

Languages

Common and Orion. Those with high Intelligence may also choose from Andorian, Coridan, Gorn, Klingon,

Tellarite, and Vulcan (Standard [1 RP])

Racial Abilities

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• Defensive Training, Greater [3 RP]: Orions gain a +2 dodge bonus to Armor Class.

• Guile [2 RP]: Orions recieve a +2 bonus on Bluff checks.

• Low-Light Vision [1 RP]: Orions can see twice as far as a race with normal vision in conditions of dim

light.

• Pheromones [2 RP]: Once per day, an Orion can release powerful pheromones which grant the character

the effects of an eagle's splendor if female and a fox's cunning if male.

• Sociable [1 RP]: When an Orion attempts to change a creature’s attitude with a Diplomacy check and fail

by 5 or more, they can try to influence the creature a second time even

if 24 hours have not passed.

Brix Oct 28, 2011, 12:14 am

Lord Fyre wrote:

Speaking of a d20 Star Trek ...

Much of this work has already been done.

I have this book. For me it was dissapointing

Brix Oct 28, 2011, 12:22 am

Set wrote:

A random Star Trek race concept, along these lines;

Deltans

======================

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Constitution, +2 Charisma (2)

LANGUAGES

Standard (1)

RACIAL ABILITIES

Eternal Hope (2)

Skill Bonus (2): Diplomacy

Skill Bonus (2): Sense Motive

Spell-like Ability: touch of fatigue 1/day (1)

Tricky, because Deltans, in the Wrath of Khan novelization, in particular, are described as highly intelligent,

particularly in areas of mathematics and music, keenly intuitive, and almost supernaturally compelling and

attractive. In theory, a bonus to Intelligence or Wisdom would also be appropriate, but I decided to limit their

'insight' to a Sense Motive bonus and ignore the math/music thing (with the +2 Charisma already ensuring that

they'll be better than average at Perform checks).

The ability to kill humans via emotional overload by sleeping with them seemed totally over-the-top (and

situational as all heck), so I watered it down to the ability to use touch of fatigue via a kiss.

Eternal Hope (+2 saves vs. fear and despair, reroll a single roll of '1' on a d20 1/day) just kind of 'felt right.'

.

The Star Trek online game has some 'racial abilities' under different alien character options, that might be fun to

pillage for this sort of project. Online guides mention some of these options.

Prime Directive also had some racial abilities for RPG use, although I'm not sure those would be available online...

Nice work: Some abilities are really over the top in star trek universe, but the idea is exactly what you

did. Find a 10 point configuration that works.

I also use the memory alpha wiki for research. Especially the Physiology sections, which contains pretty

every much you need for a pathfinder translation.

Thanks for the other link

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Brix Oct 28, 2011, 12:30 am

Dame Desnus wrote:

ORION

Type

Humanoid (Orion) [0 RP]

Nice. These green girls are really sexy :)

http://www.youtube.com/watch?v=LSgG5M6ANn8&feature=results_video&pl aynext=1&list=PL1F279CA77633FFBD

Brix Oct 28, 2011, 12:55 am

Considering some feeback I have redone Klingons and Vulcans. If you find Vulcans to powerful. I'd

suggest to drop the bonus on perception.

Klingons

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Strenght, +2 Constitution (2)

LANGUAGES

Common, Klingon, plus 7 bonus languages (depending on Intelligence score) (1)

RACIAL ABILITIES

Forcefull Personality: Klingons recieve a +2 bonus on intimidation checks. (2)

Warlike Demeanor: Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons. (-2)

Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of

their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-

chambered heart and two livers, makes it harder to kill a Klingon. When you would normally be subject to

a critical hit or precision damage, there is a 25% chance that that additional damage will be ignored. You

also gain a +10 racial bonus against stunning attacks. However due to their physiology they suffer a -2

penalty on any medical diagnosis or treatment used on a Klingon. (4)

Spined: Klingons have ridged spines, chests and feet. They gain a +1 natural armor bonus. (2)

Weapon Familiarity (1): Klingons are proficient with their traditional special melee weapons (such as the

bat'leth, d’k tahg, and mk’leth) (1)

Vulcans

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Strenght, +2 Intelligence (2)

LANGUAGES

Common, Vulcan, plus any (depending on Intelligence score) (2)

RACIAL ABILITIES

Skill Bonus: +2 racial bonus on perception checks (2)

Desert Runner: Having evolved on a planet which was mostly desert, Vulcans developed ways of surviving

in desert conditions Vulcans receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid

fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold

environments.

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Page 8: rzs2n0x2

2 people marked this as a favorite.

Poison Resistance: Vulcans gain a racial bonus on saving throws against poison effects equal to their Hit

Dice.(1)

Telepathy: A Vulcan can forge a mindlink to on other willing creature he touches that has an Intelligence

score of 3 or higher. The mindlink has a duration of 10 minutes and can be used two times per day. The

Vulcan can communicate telepathically through the bond even if he does not share a common language.

No special power or influence is established as a result of the bond. Once the bond is formed, it works

over any distance (although not from one plane to another). If a Vulcan takes levels in a psionic class, he

instead gains the Psionic Talent feat. (2)

Trance: Vulcans learned to gain conscious control of many of many body functions, allowing them to

regulate their bodies to a high degree by simple will power. When injured a Vulcan could go into a trance-

like state, using this ability to concentrate all of his or her energy onto repairing the injury.

When a Vulcan regains hit points by resting in a trance he recovers additional hit points equal to half his

Constitution modifier (minimum +1). (2)

Arrogance: Vulcans suffer a -2 penalty on diplomacy checks when dealing with non Vulcans. (-2)

Brix Oct 28, 2011, 02:25 am

This one is fun:

Bajorans

TYPE

Humanoid (0)

SIZE

Medium (0)

BASE SPEED

Normal (0)

ABILITY MODIFIERS

+2 Dexterity, +2 Charisma (2)

LANGUAGES

Common, Bajoran, plus any (depending on Intelligence score) (2)

RACIAL ABILITIES

Pagh: Similar to clerics bajorans have a particularly powerful aura corresponding to their alignment (see

the detect evil spell for details). In addition a bajoran can employ the effects of owls wisdom once per day

as a spell-like ability, through short meditation. The duration is one minute per character level (2)

Skill Bonus: Bajorans gain a racial +2 bonus to two of the following skills: any knowledge skill, Liguistics,

Profession, Perform, Perception (4)

Brix Oct 28, 2011, 02:31 am

Ah I forgot to include prefered classes:

Klingons: Fighter, Inquisitor, Barbarian

Vulcans: Psion, Cleric, Monk

Bajorans: Oracle (Light), Bard, Rogue, Cleric

Brix Oct 31, 2011, 01:04 am

If you play an early era game. You can perfectly use the gunslinger

class. There should be rules about certain modern weapons floating

around.

You can use them as written.

If you want to use laser weapons you can take this:

Laser Pistol

Dmg (s)1d6 Dmg (m) 1d8 Crit X4 Range 40 ft. Capacity 1 Weight 3

All attacks with a laser weapon are ranged touch attacks agsinst mundane armor. If your wear special

combat armor attacks are performed as normal ranged attack.

Laser weapons do fire damage

Laser weapons have the scatter quality, however you do not need to change ammunition. You can switch

between the modes as a swift action

Page 8 of 9paizo.com - Advanced Race Guide Playtest: 10 Point Star Trek Races

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281.22.23702.198.23702 (2015-08-28 11:14)

A power cell holds enough power for 50 shots.

Treat a laser weapon as a magical item. In addition to high purchase costs you might need a licence to

wear a laser weapon.

Phaser weapons work similar. They cause negative energy damage.

mysticbelmont Jan 15, 2012, 12:29 am

Trill 10 RP race

Humanoid - 0 RP

Size: Medium - 0 RP

Normal Speed - 0 RP

Ability Score Modifier: Flexible - 2 RP

Language: Linguist Array - 2 RP

Racial Abilites

Skill Bonus - 2 RP

Skilled - 4 RP

Last post: Jun 18, 2012, 12:49 am by Renezuo

Race Point Pricing on proposed ideas

RECENT THREADS IN ADVANCED RACE GUIDE PLAYTEST

Page 9 of 9paizo.com - Advanced Race Guide Playtest: 10 Point Star Trek Races

9/7/2015http://paizo.com/threads/rzs2n0x2?10-Point-Star-Trek-Races