Thursday, November 23, 2017

Beautiful Scrap: Kalo Kontent and Open Game Awesome

So, this post is an expansion on a blog post from the exceptional ScrapFinder facebook page, specifically one that I'd asked about in their weekly request threads.

I'd asked for new content tied to the new races from he Starfinder Roleplaying Game's new book, Alien Archive, and mentioned maraquoi and kalos as ones I'd appreciate. Lo and behold (that's a link to there!) they delivered with a bunch of really cool equipment designed with kalos in mind.

With their permission, and thanks to the magic nature of the Open Gaming License, I'm expanding on that post with some ideas of my own!

After this, I'll make some more kalo-focused content, from armor and upgrades, to weapon fusions, to potentially some feats and class options!!

Equipment (Weapons)

Shark's Jaw Dagger-Axe
(uncategorized one-handed basic melee weapon)
Level: 4
Price: 2,310
Damage: 1d4 S
Critical: Bleed 1d6
Bulk: L
Special: analog, aquatic, operative; this weapon provides a +1 circumstance bonus on attack rolls against creatures with the bleeding condition

Sharkhide Gauntlet
(uncategorized one-handed advanced melee weapon)
Level: 5
Price: 2,840
Damage: 1d8 B
Critical: Bleed 1d8
Bulk: 1
Special: analog, aquatic, block, unwieldy; when wearing heavy armor and wielding a sharkhide gauntlet, the heavy armor's bonus to EAC and KAC both increase by 1 against creatures with the bleeding condition


Pocket-Crab Cannon
(projectile one-handed small arm)
Level: 5
Price: 3,270
Damage: 1d8 B
Range: 30 feet
Critical: knockdown
Capacity: 4
Usage: 1
Bulk: 1
Special: analog, aquatic, unwieldy; this weapon can be wielded two-handed, doing so removes the unwieldy property; creatures with weapon specialization (small arms) who wield this weapon two-handed add three-fourths (rounded down) their level to damage with it instead of half

Clam's Grip Maul
(uncategorized two-handed advanced melee weapon)
Level: 6
Price: 5,120
Damage: 1d12 B
Critical: -
Capacity: 8 rounds
Usage: variable (see special)
Bulk: 2
Special: aquatic, reach, unwieldy; this weapon can be loaded with heavy rounds, a heavy round can be expended after hitting with it to treat the damage dealt as adamantine, or two rounds to treat said damage as a force effect instead; a clam's grip maul cannot be made of a special material

Lobster Laser
(laser one-handed small arm)
Level: 7
Price: 6,480
Damage: 2d6 F
Range: 40 feet
Critical: Burn 1d6
Capacity: 20 charges
Usage: 2
Bulk: 1
Special: aquatic; as a full action, this weapon can be fired a single time with a +4 circumstance bonus to the attack roll

Saw-Gull Shotgun
(projectile one-handed longarm)
Level: 7
Price: 6,730
Damage: 1d8 P
Range: 20 feet
Critical: Bleed 1d6
Capacity: 4 shells
Usage: 1
Bulk: 1
Special: analog, aquatic, blast; this weapon can be used to provide harrying fire against all enemies in the cone it affects, and the bonus provided by this harrying fire is 1 more than normal

Octopus Arm-Carbine
(projectile one-handed longarm)
Level: 11
Price: 25,750
Damage: 8d4 P
Range: 60 feet
Critical: Wound
Capacity: 16 rounds
Usage: 4
Bulk: 2
Special: analog, aquatic, unwieldy; when wielded while wearing heavy armor of  this weapon's level or higher, it loses the unwieldy property, but the penalties for full attacking with it are increased by 2; when using this weapon's ability to lose the unwieldy property, if a natural 1 or 2 is ever rolled on an attack roll with it, it regains the unwieldy property and takes -2 to attack rolls until resolve is spent to recover stamina

Sunday, November 12, 2017

Throwing Punches

Weapon: Air Knuckle

These plated gloves have powerful turbines in them, allowing them to be used at a greater range than their form would imply. As a swift action, a creature using an air knuckle can expend one charge from its battery to cause the next attack made with them that same turn to be made with a maximum range of 30 feet greater than the user's maximum reach. This is treated as a thrown attack, so Strength is still used for attack.

The most common air knuckles are as follows:

  • Air Knuckle, Gust: Level 2, 1d6 B damage, 750 credit cost, no critical effect, 20 charges (only used for ranged attacks).
  • Air Knuckle, Zephyr: Level 7, 2d6 B damage, 6250 credit cost, Knockdown critical effect, 20 charges (only used for ranged attacks).
  • Air Knuckle, Gale: Level 12, 5d6 B damage, 31300 credit cost, Knockdown critical effect, 40 charges (only used for ranged attacks)
  • Air Knuckle, Hurricane: Level 17, 10d6 B damage, 245200 credit cost, Knockdown critical effect, 40 charges (only used for ranged attacks).
  • Friday, November 10, 2017

    Weapon Fusion: Irriseni Roulette

    Irriseni Roulette
    Named for a twisted game from lost Golarion where prisoners of war were allowed to randomly determine their life or death, but the only options were different ways to die, this weapon fusion is regularly used by sadists and followers of chaotic gods.


    When you make this fusion, choose three, four, or six weapon fusions that add critical hit effects. This fusion's level is equal to the level of the highest level selected fusion plus half the sum of all the other selected fusion's levels. When you get a critical hit, randomly determine one of the selected weapon fusions. That fusion's critical hit effect is applied to that critical hit. If you put this fusion on a weapon with a critical hit effect, it cannot use said effect normally for as long as this fusion is on it.

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    A Welcome Tour

    We here at HERO/ic, SFBranch, welcome you to our testing lab. This will be where  I - Chief Research Administrator, Sasha Hall (CRASH for short) will be showing off my new works for use with the Starfinder Roleplaying Game from Paizo Publishing.

    We hope to have new content soon.