Sunday, March 20, 2016

Variations in the Void

Presented here are some suggestions for ways in which a GM and players can customize existing character classes for use in space fantasy adventures and campaigns.

Fighter
  • When selecting a group of weapons for the weapon training ability, the fighter may select Artillery (cannon, catapults, ballistae, etc.)

Ranger
  • When choosing a favored enemy, a ranger may select the Void type; this includes all monsters that have the Staflight extraordinary ability.
  • When selecting a type of favored terrain, the ranger may choose Aethership as a type.

Wizard
  • A wizard may choose an orb of control as the item for an arcane bond.



Saturday, February 20, 2016

More Elves

Presented here is the flag of the Royal Elven Navy, along with stats for the clerics who serve alongside its sailor-soldiers.

-Nate


The flag of the Elven Navy combines numerous elements. A field of dark blue represent the night sky and the depths of aetherspace. The yellow crescent moon is a symbols of the Elven Goddess. An eight-pointed star, of the same color as the moon but notably smaller, depicts the notion that the elves serve their goddess but are pinpoints of light compared to the waxing and waning of her much brighter illumination.

Ships' Clerics
In addition the soldier-sailors who crew the vessels of the Royal Elven Navy, the ships' clerics form a vital part of vessels' crews. In addition to ministering for the faithful, they provide moral and magical support in combat as well as acting as healers. Frequently one senior cleric is accompanied and assisted by multiple junior ones; a high priest might serve at a fort, or could accompany an important mission into the void. Indeed, such is sometimes the case when an exploratory expedition sets out to travel between the stars. (It should be noted that vessels on such assignments also usually tow an interstellar portal behind them, making such journeys less of a sacrifice than they might otherwise be.

In contrast to belief systems such as the Church of Ptah, which welcomes worshipers of all races, the religion of the elves is built upon the notion that they are a special group specifically chosen by their deity to accomplish great deeds throughout the galaxy. This has contributed to the general perception among others that they are haughty and even arrogant. Such notions do little to diminish the elves' convictions however.

During normal shipboard activities, elf clerics tend to prepare spells that aid in navigation (in particular divination spells) and that enhance the abilities of other crew members. When combat is likely, however, they focus on more aggressive offensive magic, ready to call upon their god's influence in order to crush their enemies.

Elf Junior Cleric
CR 2
XP 600
Various elf cleric 3
LN medium humanoid
Init +0; Senses Perception +4; low-light vision
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 17 (3d8)
Fort +3, Ref +1, Will +5
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Heavy mace +3 (1d8+1)
Ranged Sling +2 (1d6)
Special Attacks None
STATISTICS
Str 13, Dex 10, Con 10, Int 12, Wis 15, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Combat Casting, Extra Channel
Skills Diplomacy +8, Heal +8, Knowledge (religion) +7, Sense Motive +8
Languages Elven, Common
SQ Low-light vision, elven immunities, elven magic, keen senses, aura, channel energy 2d6 (7/day), domains (Knowledge and Law), orisons
Combat Gear Chain shirt, heavy mace, sling, 10 bullets, silver holy symbol, healer's kit
Spells per Day: 4/3+1/2+1
Spells Known: Varies depending on mission and circumstances

Elf Senior Cleric
CR 6
XP 2400
Various elf cleric 7
LN medium humanoid
Init +0; Senses Perception +5; low-light vision
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 35 (7d8)
Fort +5, Ref +2, Will +8
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Heavy mace +7 (1d8+2)
Ranged Sling +5 (1d6)
Special Attacks None
STATISTICS
Str 13, Dex 10, Con 10, Int 12, Wis 16, Cha 14
Base Atk +5; CMB +6; CMD 16
Feats Combat Casting, Extra Channel, Selective Channeling, Spell Penetration
Skills Diplomacy +12, Heal +13, Knowledge (religion) +11, Sense Motive +13
Languages Elven, Common
SQ Low-light vision, elven immunities, elven magic, keen senses, aura, channel energy 4d6 (7/day), domains (Knowledge and Law), orisons
Combat Gear Chain shirt +1heavy mace +1, sling, 10 bullets, silver holy symbol, masterwork healer's kit
Spells per Day: 4/5+1/4+1/3+1/1+1


Spells Known: Varies depending on mission and circumstances

Elf High Priest
CR 10
XP 9600
Various elf cleric 11
LN medium humanoid
Init +0; Senses Perception +5; low-light vision
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 53 (11d8)
Fort +7, Ref +3, Will +10
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Heavy mace +10/+5 (1d8+3)
Ranged Sling +7/+2 (1d6)
Special Attacks None
STATISTICS
Str 13, Dex 10, Con 10, Int 12, Wis 17, Cha 14
Base Atk +8; CMB +9; CMD 18
Feats Combat Casting, Extra Channel, Greater Spell Penetration, Selective Channeling, Spell Penetration, Turn Undead
Skills Diplomacy +16, Heal +17, Knowledge (religion) +15, Sense Motive +17
Languages Elven, Common
SQ Low-light vision, elven immunities, elven magic, keen senses, aura, channel energy 6d6 (7/day), domains (Knowledge and Law), orisons
Combat Gear Chain shirt +2heavy mace +2, sling, 10 bullets, silver holy symbol, masterwork healer's kit
Spells per Day: 4/5+1/5+1/5+1/3+1/2+1/1+1

Spells Known: Varies depending on mission and circumstances


Monday, February 15, 2016

Plot Hooks for, and Inhabitants of, the Elven Star Fort

Presented here is more information for using the elven star fort in a space fantasy campaign. As always, it can easily be used in a more traditional nautical campaign, too.

-Nate


Adventure Hooks for the Elven Star Fort
There are many ways in which the elven star fort can be worked into space fantasy adventures and campaigns; just a few of the possibilities are listed here.
  • For characters serving with the Elven Navy, this location serves as a base of operations, a familiar place to which they can return between expeditions.
  • Such characters might be present when a powerful enemy fleet attacks the fort, and they are called upon to help defend it.
  • Motivations for such an attack could include recovering an artifact in the possession of the elven captains and admiral, an attempt to rescue prisoners being held there, etc.
  • The attack could always be of a more subtle nature, such as poisoning the fort's food supply in the hope of incapacitating the soldiers and officers.
  • In that event, with the officers out of action, the PCs might have to help rally the troops.
  • On the flip side of the coin, it could be that the PCs are rivals or enemies of the elves, and they're taken to the fort to be held as prisoners.
  • Alternately, the PCs might be forced to visit the star fort after their ship is damaged by a monster or another vessel, and they face the cold hospitality of the elves while negotiated for repairs and new supplies.
  • During such a visit, a runaway elf might stow away aboard their ship in the hop of avoiding some unpleasant duty to which he/she has been assigned.
  • Combining two previous elements, the PCs could be present when a greater enemy makes an attack, forcing them to cooperate with their captors for the common good—if they can convince the haughty elves to release them, of course.
  • The PCs could be sent to acquire an item or free a prisoner from the fort, posing as friendly traders in order to gain access to it as part of their mission.
  • When a threat to the entire star system arises, the fort could play host to a grand council representing many different races and fleets, one at which the delegates must decide on a unified course of action to take in the hope of repelling it together. Such undertakings are never as easy as one would hope, however.


Inhabitants of the Elven Star Fort
Presented here are some of the beings one might expect to find in the elven star fort. Note that these are low-magic builds; the GM should feel free to add magic items based on the style of the individual campaign.

Elf Sailor-Soldier
CR ½
XP 200
Various elf fighter 1
N medium humanoid
Init +2; Senses Perception +2; Low-light vision
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +1
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +3 (1d8+1)
Ranged Longbow +3 (1d8)
Special Attacks Point Blank Shot
STATISTICS
Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +12; CMD 14
Feats Point Blank Shot, Weapon Focus (Longsword)
Skills Climb +5, Profession (sailor) +5
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity
Combat Gear Leather armor, longsword, longbow, 20 arrows

These elves form the backbone of the Navy; they are competent sailors and skilled in battle.

Elf Lieutenant
CR 4
XP 1200
Various elf fighter 5
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 38 (5d10+10)
Fort +6, Ref +5, Will +3
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +9 (1d8+6)
Ranged Longbow +9 (1d8+1)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 13, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Far Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow, Longsword), Weapon Specialization (Longsword)
Skills Climb +9, Profession (sailor) +9
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +1, armor training 1, weapon training 1 (heavy blades)
Combat Gear Leather armor +1, longsword +1, longbow +1, 20 arrows, cloak of resistance +1, bosun's whistle

Elf Captain
CR 8
XP 4800
Various elf fighter 9
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 64 (9d10+18)
Fort +9, Ref +8, Will +6
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +15/+10 (1d8+7)
Ranged Longbow +15/+10 (1d8+5)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +11; CMD 25
Feats Far Shot, Improved Critical (Longbow and Longsword), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow, Longsword)
Skills Climb +14, Profession (sailor) +16
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +2, armor training 1 & 2, weapon training 1 & 2 (heavy blades and bows)
Combat Gear Studded leather armor +2, longsword +2, longbow +2, 20 arrows, cloak of resistance +2

Elf Admiral
CR 12
XP 19,200
Various elf fighter 13
N medium humanoid
Init +3; Senses Perception +2; Low-light vision
DEFENSE
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 64 (9d10+18)
Fort +14, Ref +13, Will +11
Resist Elven immunities
OFFENSE
Spd 30 ft.
Melee Longsword +20/+15/+10 (1d8+8)
Ranged Longbow +20/+15/+10 (1d8+8)
Special Attacks Far Shot, Point Blank Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +13; CMB +11; CMD 25
Feats Critical Focus, Far Shot, Great Fortitude, Improved Critical (Longbow and Longsword), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Profession: sailor), Weapon Focus (Longbow, Longsword), Weapon Specialization (Longbow, Longsword)
Skills Climb +18, Profession (sailor) +20
Languages Elven, Common, one other
SQ Low-light vision, elven immunities, elven magic, keen senses, weapon familiarity, bravery +2, armor training 1 & 2, weapon training 1 & 2 (light and heavy blades and bows)
Combat Gear Studded leather armor +3, longsword +3, longbow +3, 20 arrows, cloak of resistance +3




Sunday, January 10, 2016

The Elven Star Fort

Of all the spacefaring peoples, the long lifespans of the elves make them best suited to exploring the mysteries of the aether and the worlds that drift through it. For that reason, their outposts are the most common throughout aetherspace. Detailed below is a typical example of one of their star-shaped forts. Refer to the map for the following area descriptions.



1. Front Gate
In the front of the fort stand two broad, iron-bound wooden doors. They are mostly ornamental, seeing as how longboats coming to the fort actually land in the main courtyard (see below). The exception is non-elven visitors, who are required to land outside of the fort and approach it on foot.

2. Towers
Each of these structures rises above the surrounding fort, providing a position from which guards can watch their environs and fire on enemies if necessary. There is also a privy located in the base of each tower (not pictured).

3. Courtyard
The middle of this area is dominated by a reservoir, one that provides a landing space for incoming longboats. Sixteen mooring posts are positioned for tying up these vessels. While it might seem strategically disadvantageous that this area is open to the sky above, the truth is that ships in orbit provide all of the defense that the fort needs.

4. Barracks
Beds line the walls of this room; there are also tables and chairs for off-duty soldiers. Each elf also has a footlocker, kept under his or her bed.

5. Storage
The walls of this room are line with shelves, and three sets of storage units occupy the middle of the chamber. In it one can find all of the merchandise being transported through the fort, including foodstuffs and other cargo.

6. Mess Hall
Tables and chairs fill this room, providing a place to share meals and recreation for off-duty elves. In the wall opposite the entrance is a door leading to the kitchen (see below).

7. Kitchen
Cooking fires are positioned against the outside wall of this room; the middle is occupied by preparation tables, while barrels of water and wine stand in the outside corner.

8. Meeting Room
A broad conference table is the dominant feature of this room, surrounded by tall wooden chairs. In the wall opposite the entrance is a door leading to the officers' quarters (see below).

9. Officers' Quarters
Four officers staff the base at all times, all captains. Each has a bed, a footlocker, a wardrobe and a writing desk. In the angle of the wall opposite the door stands a statue of a famous elven admiral.



Saturday, January 9, 2016

PDF Compilation

Here's a Dropbox link for the third PDF compilation of space fantasy material.

Aetherial Adventures 3

-Nate



Monday, January 4, 2016

The Minotaur Heresy

Following up on yesterday's post, this one explores more background for the Church of Ptah by adding some familiar elements from Greek mythology.

-Nate



The Minotaur Heresy
Legend has it that, back on their original homeworld, followers of Ptah revered a sacred bull. That animal was considered to be a partial manifestation of the deity, and thus was treated like royalty. When it came to pass that this animal died, the priests would search far and wide until they discovered a new incarnation of the bull and brought it back to their temple.

Other stories, however, tell a much more complicated tale, and one that is driven by carnal lust and the desire to gain unimaginable power. According to that tradition, the bull one time appeared on a remote island, walking up out of the sea. The local king knew what it was, but failed to turn it over to the priesthood; instead, he kept it as part of his own livestock. As punishment, the king's god caused his wife, the queen, to become enamored of the bull. Indeed, such was her infatuation with it that she paid a local craftsman to create a device that allowed her to couple with it. She became pregnant from that illicit union, and the result was a human with the head of a bull—the first minotaur. The legends go on to say that the king had this monster imprisoned in a subterranean labyrinth, indeed one that was built by the very same craftsman who had assisted the queen. There it remained, fed with a steady supply of sacrificial victims, until a brave hero came along to slay it. That, it would seem, was the end of that.



Demonic Influence?
The truth of the matter may not be so simple, however. Some say that the queen was not driven by simple, bestial lust, but by a desire to gain tremendous power by coupling with a manifestation of the deity. Others maintain, however, that she had succumbed to the temptations of the demon lord Baphomet, and thus that all of the monsters descended from her progeny are inherently evil.

Among the minotaurs, this has led to a rift in their society. On the one side are those who embrace wickedness and cruelty, and that strive to serve evil masters in order to gain the fiendish power that should have been their birthright. On the other side are those who believe themselves to be descended from Ptah, and therefore who seek to discover the mysteries of the universe in order to better understand the nature of the ancestor and Maker. The latter group views the description of the labyrinth as an analogy for the mysteries of the universe, with space itself being the walls of the maze.





Sunday, January 3, 2016

The Church of Ptah

This post, which presents a universe-spanning faith for use in space fantasy campaigns, is inspired by the use of Ptah in the old Spelljammer campaign setting. It is adapted for use with the Pathfinder rules.

-Nate



The Church of Ptah
Fantasy campaigns that take place in space mean that many gods whose influence is limited to a single planet compete for followers in places beyond those worlds. This creates tremendous diversity in those settlements that have arisen since such churches were established, in places such as the Crossroads asteroid colony, but also generally means that no single faith has much authority.

An exception to this is a faith that has had almost universal appeal: the Church of Ptah. Considered by followers to be a creator god—and regarded by some as the creator who brought the entire universe into being via his thoughts and words—this god has proven especially popular among those who travel the spacelanes and spend time contemplating the vast and almost inscrutable nature of the universe. Furthermore, Ptah's faithful claim that his teachings were the source of writing, medicine and engineering among civilized people, an assertion that is disputed by members of other faiths.

Deity
AL
Portfolios
Domains
Fav. Weapon
Ptah
N
God of craftspeople and architects
Artifice, Community, Knowledge
Quarterstaff

In literature and temple inscriptions, Ptah is depicted as an old man dressed in regal garments and wearing a stylishly shaped beard. Given Ptah's creative powers, however, some believers maintain that he can assume any form he desires. Their preferred holy symbol is the ankh.

Due to the universal appeal of this deity, followers of Ptah can be found on many worlds. They are largely respected in cosmopolitan space settlements, but run into greater opposition in areas controlled by a particular race or culture. This is especially the case in areas controlled by elves, who resent the fact that Ptah is not depicted as, well, an elf.

Competition among Churches
A potential source for adventure hooks in a space fantasy campaign is the competition between rival faiths for followers and influence. In the best of situations, this leads to theological debates when members of competing sects come together, which happens whenever evangelizing clerics set up shop in a new settlement and try to win converts from the local inhabitants. At their worst, these conflicts can lead to physical violence between the sects, even erupting into full-on crusading wars between the faiths.