Starstrider 5E by Sammythybunnie67 (2024)

Table of Contents
Features: Get Ready to Explore the Cosmos! Stats And Checks Daleks Cybermen Sontauran Time Lord S. Human Judoon Silurian Humanoid Dalek Mystisapien Spirit Animals Playable Races Classes Glyph Magic Rules Cost of glyphs SUB CLASSES Bound Carving Additional Proficiencies Subclasses 3rd Level Feature: Tech Expert 9th Level Feature: Master of Circuitry 13th Level Feature: Advanced Gadgetry 17th Level Feature: EMP 3rd Level Features: 7th Level Feature: Wretched Scoundrel: 10th Level Feature: Coup de Gras: 15th Level Feature: Experienced Cheat: 18th Level Feature: Brutal Foe: Class Features Class Features Descriptions 1st Level: 2nd Level: 3rd Level: 4th Level: 5th Level: 7th Level: 9th Level: 11th Level: 18th Level: 20th Level: Subclasses Light Order Dark Order Gray Order Ship Stat Explanation Acquiring Tardis Expansion Points: Tardis Relationship Bonus (TRB): TRB Adjustment: Room Trade in: Tardis Flight How do upgrades and machines work here? Rule Variant: Ship Points Using Ship Points Awarding Ship Points Alternate Build Points Galactic Trade Basics Find Cargo Determine Complication Transport Make the Sale Spending Ship Points Expansion Insurance Lifestyle Other Sources of Ship Points Terrain Improvements Guide Terrain and Terrain Improvements Table Additional Terrain Improvements Guide Founding a Settlement: Settlement Development: Magic Items in Settlements: Settlement Stat Blocks Settlement Sheet Settlements Settlement Stat Blocks Settlement Statistics Settlement Modifiers Settlement Modifiers Settlement Alignment Settlement Government Settlement Government Settlement Qualities Settlement Qualities Settlement Qualities Settlement Qualities Settlement Qualities Settlement Qualities Settlement Qualities Settlement Disadvantages Settlement Disadvantages Settlement Mods Settlement Sizes and Modifiers Sample Settlements Table: Settlement Sizes and Modifiers Tech Points Reverse Engineering (TP) Settlement Advancement System Important Note: Advancing Technology in Settlements Trade Routes Reputation References
Starstrider 5E by Sammythybunnie67 (1)

-Welcome to Starstrider, where the vast expanse of space is your playground, and adventure awaits beyond every star. This unique compendium seamlessly blends the rich universes of iconic sci-fi franchises like Doctor Who, Star Trek, Star Wars, Alien, Cyberpunk, and Transformers into the beloved framework of Dungeons & Dragons.

Features:

Integrated Franchises:

  • Doctor Who: Journey through time and space as you encounter Daleks, Cybermen, and enigmatic Time Lords.
  • Star Trek: Boldly explore new worlds, seek out new life and civilizations, and engage in diplomacy or conflict among the stars.
  • Star Wars: Navigate the galaxy far, far away, but without Force abilities for now, as you encounter Jedi, Sith, and the vast array of alien species.
  • Alien: Face off against the terrifying Xenomorphs and navigate the horrors of deep space.
  • Cyberpunk: Immerse yourself in a gritty future where cybernetic enhancements and corporate intrigue reign supreme.
  • Transformers: Join the eternal struggle between Autobots and Decepticons as they battle for control over the fate of the universe.

Expanded Systems:

  • Base Management: Build and expand your own space station or planetary outpost, managing resources, defenses, and personnel.
  • City Management: Govern bustling metropolises or sprawling alien cities, balancing the needs of diverse populations and factions.
  • Army Command: Lead vast armies in epic space battles or ground skirmishes, coordinating tactics and deploying advanced weaponry.

Thrilling Adventures:

  • Explore uncharted planets, ancient ruins, and bustling spaceports, encountering strange alien civilizations and ancient artifacts.
  • Navigate political intrigue, corporate espionage, and interstellar conflicts as you carve out your place in the cosmos.
  • Embark on daring missions, from daring rescues and heists to diplomatic negotiations and scientific discoveries.

Get Ready to Explore the Cosmos!

With Starstrider, the universe is yours to explore and conquer. So gather your crew, prepare your ship, and set course for adventure among the stars. Whether you're boldly going where no one has gone before, facing off against Cybermen and Daleks, or joining the battle between Autobots and Decepticons and many original races like the mystisapiens. your destiny awaits in the infinite expanse of space. Are you ready to embark on the adventure of a lifetime?

Note: All elements from these franchises are meticulously crafted to coexist seamlessly within the Starstrider universe, ensuring a cohesive and immersive experience for all players.

Stats And Checks

  • In our game, we've introduced new mechanics involving checks and saves to enhance gameplay depth. Alongside traditional ability checks and saving throws, we've incorporated two new types: Time checks and Technology checks. we do plan to add more checks in the future.

  • Time Checks (Wisdom): These checks gauge a character's awareness, intuition, and attunement to temporal phenomena. They assess a character's ability to navigate through time-related challenges, such as detecting temporal anomalies, foreseeing future events, or understanding the intricacies of time manipulation.

  • Technology Checks (Intelligence): Reflecting a character's proficiency with technological devices, systems, and innovations, Technology checks measure one's capacity to interact with and manipulate advanced machinery, analyze complex technological schematics, or hack into electronic systems.

Starstrider 5E by Sammythybunnie67 (2)

Doctor Who Races

Daleks

Armor: Daleks have a base AC of 15, + Dexterity modifier. Due to a Dalek’s exterior, it is incapable of wearing armor or wielding rudimentary shields.

Racial Bonus: +2 Constitution, +1 Intelligence, -3 Charisma

Movement: 25 ft. walking. Unable to sprint.

Shields: When you take damage, roll a hit die. This does not subtract from your actual hit dice but rather from a pool of dice identical to your hit dice. Roll the die, add your Constitution modifier, and reduce damage taken by that much. When you run out of rolls, use your action to replenish your shields. You lose your bonus action, and your movement speed drops to 0, but you keep your reaction.

Weapon: A laser gun attached to your body that you can fire. Range: 60/120. Add your Dexterity mod to the attack roll. (minimum +0). Deals lightning damage: 1d10 at levels 1-4, 2d10 at levels 5-10, 3d10 at 11-16, and 4d10 at 17+. Proficient with this weapon.

Charged: Spend an action to begin charging your weapon. On your next turn, use your action to fire it. You have +2 to your attack roll. Make two attack rolls of your weapon. On a successful hit, add 5 + character level to your damage for each hit. If the target survives, they are paralyzed until the start of your next turn. (Con save 10 + prof)

Reputation: Advantage and proficiency on intimidation checks.

Disadvantage: Melee weapons.

Cybermen

Racial Bonus: +2 Intelligence, +1 Constitution, -2 Wisdom

Speed: 35 ft. walking. Unable to sprint.

Taser: Built-in hand taser deals 1d12 + proficiency bonus lightning damage. Damage increases at level 5, 11, and 17. Inflicts the paralyzed effect until the start of your next turn. Weapon has 5 ft range, target makes a Dex save. DC = 15 + Dex modifier.

Poor Insight: Disadvantage on insight checks.

Armor: Unarmored AC is 12 + Dex mod. Proficiency in all armor and shields.

Hack: Special wires in your wrist to interface with nearby tech. Make an Intelligence saving throw to interfere with tech.

Emotional Inhibitor: Vulnerable to lightning damage.

Sontauran

Racial Bonus: +2 Strength, +1 Dexterity

Speed: 35 ft. walking

Proficiencies: All weapons

Combative Training: +2 bonus to attack rolls, +1 on initiative rolls.

Backstab: Double damage from flanked attacks. Make a Con save, DC 15 to stay conscious, or get knocked out and lose your next turn.

Sontauran HA!: Spend an action to begin a Sontauran war chant. You and allies get +3 to all attack rolls and saves. Maintain with a bonus action.

Light Sleeper: Long rest benefits from a short rest.

Time Lord

Racial Bonus: +3 Intelligence, +2 Charisma, +1 Constitution

Speed: 30 ft. walking

Regeneration: At 0 HP, don’t roll death saves. Regenerate over 3 turns. Suppress regeneration for up to 4 hours, otherwise face destructive consequences. Post-regeneration, suffer exhaustion and have disadvantage on saving throws (except Constitution).

Risk it All: Revive ally at half max health, roll 1d20. 10 or lower expends regeneration but still revives. if you roll higher than a ten it wont expend a regeneration but will still revive

I See It All: Advantage on Perception, Investigation, and Insight checks.

Clairvoyance: Activate to sense time distortions or glimpse future. Disadvantage to hit you in combat until deactivated. Out of combat, ask DM for a detail.

Psychic: Send mental messages within 60 ft. Enter minds of willing creatures for various insights.

Darkvision: 60 ft. at level 10.

S. Human

Racial Bonus: +2 to all stats. +4 to one stat, +3 to one stat.

Speed: 40 ft. walking

Proficiencies: All weapons, armor, shields, tools, mid to lower tech, 3 skills of choice.

Human Ingenuity: Natural +1 to proficiency bonus.

Judoon

Racial Bonus: +3 Strength, +2 Constitution, -2 Intelligence

Proficiencies: All weapons, armor, intimidation

Speed: 35 ft. walking

Translation: Assimilate any specific language temporarily for clear communication.

Pack Tactics: Advantage on attack rolls against flanked enemies.

Tough Skin: +2 to AC.

Trained Mind: Advantage on saves against being charmed or frightened.

Silurian

Racial Bonus: +3 Dexterity, +2 Constitution, -1 Wisdom

Speed: 45 ft. walking, 30 ft. climbing

Evasion: Dex save for half damage, failed roll takes half damage.

Venom: Tongue attack inflicts poison damage, target makes Con save.

Super Jump: Jump higher and farther.

Hissing Call: Give +2 attack bonus to allies, lasts 2 rounds, use as bonus action.

Weapons Expert: Proficient with all weapons.

Silurian Skin: +1 to AC

Humanoid Dalek

Speed: 30 ft. walking

Racial Bonus: +2 Dexterity, +2 Intelligence

Weapon: Laser gun attached to body, 60/120 range, adds Dex mod to attack roll. Deals scaling lightning damage.

Improved Charge: Spend action to charge, +3 to attack roll, make three attacks, add 10 + character level to damage for each hit. Paralyzes target until next damage taken.

New Emotions: Proficiency on insight checks.

Starstrider 5E by Sammythybunnie67 (3)

Custom Races

Mystisapien

Racial Bonus: +3 Intelligence, +2 Dexterity, -1 Constitution, -1 Strength

Spirit Animal: Choose from Spirit Animal List, gain proficiency and ability shown.

One with Magic: +6 on all Arcana checks.

Spiritual Guidance: Spirit animal boosts stat associated with it for party for 3 turns, once per long rest.

Mystical Projection: Project mind to any place visited, imperceivable unless chosen.

Necrotic Weakness: Vulnerability to necrotic damage.

Spirit Animals

Spirit Animals and Unique Spells:

Griffin:

  • Proficiency: Perception.
  • Unique Spell: Gain the ability to cast Fly once per long rest.

Eagle:

  • Proficiency: Perception.
  • Unique Spell: Gain the ability to cast Feather Fall once per long rest.

Lion:

  • Proficiency: Athletics.
  • Unique Spell: Gain the ability to cast Thunderwave once per long rest.

Dolphin:

  • Proficiency: Acrobatics.
  • Unique Spell: Gain the ability to cast Create or Destroy Water once per long rest.

Unicorn (Magical Creature):

  • Proficiency: Medicine.
  • Unique Spell: Gain the ability to cast Cure Wounds once per long rest. The spell is cast using your Charisma as the spellcasting ability.

Dove:

  • Charisma Boost: Your Charisma score increases by 1.
  • Proficiency: Persuasion.
  • Unique Spell: Gain the ability to cast Charm Person once per long rest.

Phoenix:

  • Proficiency: Insight, Fire Resistance.
  • Unique Spell: Gain the ability to cast Fireball once per long rest.
  • Return from Death: When you are reduced to 0 hit points, you explode in a burst of fire and ash. All creatures within a 10-foot radius must make a Dexterity saving throw. The DC for this saving throw is 8 + your proficiency bonus + your Charisma modifier. On a failed save, creatures take fire damage equal to your character level, and if this damage reduces a creature to 0 hit points, they are instantly revived. On a successful save, creatures take half damage, and you return to life after 4 turns. You can use this feature once per long rest (meaning if you die twice before a long rest- you ain't returning) After being resurrected, you have a -1 to all stats, for one week. (This effect stacks.)

Dragon:

  • Proficiency: Arcana.
  • Unique Spell: Gain the ability to cast Dragon's Breath once per long rest.
  • Dragon's Scales: You have resistance to a damage type associated with your Spirit animal's dragon ancestry (e.g., fire, cold, lightning). Choose the type at character creation.

Deer:

  • Proficiency: Stealth.
  • Dexterity Boost: You get a +1 to dexterity, as well as +5 movement speed.
  • Unique Spell: Gain the ability to cast Druidcraft.

Extra Information:

Mystisapiens are the oldest magical race in the universe, first discovering glyph magic which enabled them to combine science/tech and magic together. They are as old as the timelords even. Created by the goddess of magic, this race shone as a mystical beacon across the stars. A beacon…that shone too bright. It attracted a parasite that consumed souls. And Mystisapiens were 2 meals for one. So in a desperate bet to save their race they locked their planet in a pocket dimension..all that remained was remnants of a lost civilisation…artifacts. Magical trinkets.

Starstrider 5E by Sammythybunnie67 (4)

Star Trek Races

Playable Races

Vulcan

Ability Score Increase: Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Size: Medium

Speed: Your base walking speed is 30 feet.

Darkvision: Thanks to your Vulcan heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Vulcan Mind: You have advantage on saving throws against being charmed.

Vulcan Logic: You have proficiency in the Intelligence (Investigation) skill. Additionally, you have proficiency in the Technology skill and have advantage on Intelligence checks related to technology.

Meditative Focus: You can enter a meditative state as an action, gaining advantage on saving throws against effects that would cause you to become frightened or charmed. You must finish a short or long rest before using this feature again.

Trance: Instead of sleeping, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: You can speak, read, and write Common and Vulcan. Vulcan is a language of precise syntax, used by Vulcans for scientific research, philosophical discourse, and meditation.

  • DND has many classes witch all of the originals are availble, and typically most subclasses from base dnd should be fine to use. Here are some classes and subclasses that we made available for this compendium!

Classes

Glyph Mage
LevelProficiencyFeaturesGlyph Pool
1st+2Glyph magic2
2nd+2Reverse engineer3
3rd+2Subclass feature8
4th+2Ability score improvement10
5th+3Enchanter16
6th+3-19
7th+3Quick glyphs23
8th+3Ability score improvement27
9th+4Subclass feature32
10th+4Enchanter upgrade37
11th+4-43
12th+4Advanced runes, Ability score improvement43
13th+5Subclass feature50
14th+5-50
15th+5Enchanter upgrade, quick glyphs upgrade58
16th+5-58
17th+6Subclass feature67
18th+6Glyph specialization72
19th+6Ability score improvement78
20th+6

Glyph Magic Rules

what is glyph magic

Glyph magic is a form of magic that draws from the magic of the world around yourself, rather than your own internal energy. Most arcane spells have a corresponding glyph, which when drawn, can be activated on touch. The spell is centered on the glyph itself, some spells being able to be shot from the glyph. Spells such as firebolt or magic missile can be fired off. Meanwhile, AOE spells such as fireball or sickening radiance are always centered on the glyph itself.

What is a Glyph?

Glyphs are symbols which correspond to different spells, and may be activated upon touch. A prepared glyph is tied to the soul of the person who drew it. The higher the glyph level, the more draining it is to have it prepared. Once a glyph has been used, that connection is severed, and as such you are given that energy back. This is represented with glyph points.

What is Glyph Level?

Glyph level is the level of the glyph you are preparing. The glyph level of a spell is easy to find. Take the level of the spell, and simply add one. Ergo: cantrip spells are 1st level glyphs. 1st level spells are 2nd level glyphs. 9th level spells are inaccessible, as there are no 10th level glyphs.

What are Glyph Points?

Glyph points are a manifestation of your energy levels, and your tolerance as a glyph mage. You may easily find how many glyph points you have by looking at the glyph mage’s class table, on the right. A prepared glyph will take a certain amount of points. When you are out of points you may not prepare any more glyphs, as any more would be too straining. Once a glyph has been consumed, it is no longer bound to you, and those points are returned to you.

Can I Use Glyphs from a Distance?

Drawn glyphs must be activated by physical touch. Should someone without levels in glyph mage attempt to activate a glyph, the magic will not work and will instead go wild. Should this happen, roll on the sorcerer’s wild magic table. Two of the glyph mage subclasses, fused composition and bound carving, have a workaround however. For fused composition, any glyph capable of being cast with glyph song, those being any glyph you are able to quick glyph, can be cast at a max distance of 15 ft. away from you. Meanwhile, bound carving has detailed abilities where it may activate glyphs from a distance at will, or allow other beings to use glyphs they have prepared.

What Spells Do Not Have a Glyph?

Spells that only one class can learn, or spells in the school of necromancy, or healing spells, or the shield spell, do not have corresponding glyphs.

What is My Spell List?

A glyph mage’s spell list is equivalent to the spells of a sorcerer, and a druid, minus the spells listed above.

What Level Glyphs Can I Cast?

What level glyphs you can cast and when is detailed in the “glyphs you can cast” table.

How Many Points Does Each Glyph Cost?

How many points glyphs of various levels cost is detailed in the “cost of glyphs” table.

Saving Throws: Dexterity, Intelligence

Hit Dice: 1d8 + Constitution modifier

Proficiencies: Light armor, simple weapons, calligraphy kit, carver's kit

Gear: Leather armor, scholar's pack, any simple weapon, dagger

Glyph Magic:You utilize glyph magic as your primary spellcasting method. Your casting ability is Dexterity, but the number of glyphs you can know is determined by your Intelligence. Glyphs are drawn out on pieces of paper, and upon activation, they consume the paper. You can only have a limited number of glyphs drawn out at a time, as they are linked to your soul, and creating too many becomes draining. You cannot upcast spells.

You can cast glyphs up to a level equal to half your Glyph Mage level, rounded down. You have a pool of points that increases as you level up, and each level glyph consumes a different number of points, as shown in the Glyph table. Drawing a glyph requires an action.

At 6th level and higher, glyphs become advanced runes, which have unique rules. Each spell level is increased by one. Cantrips become 1st level glyphs, 1st level spells become 2nd level glyphs, and so on. All sorcerer and druid spells have a glyph available, except for necromancy, healing spells, spells unique to one class, or spells with a material cost exceeding 1000gp.

Spell lists always available are sorcerer and druid, unless it's a spell unique to one of them, or involves healing, necromancy, or has a material cost exceeding 1000 GP.

Cost of glyphs

Player Level RangeGlyph LevelGlyph Cost
1-31st1 point
4-52nd2 points
6-73rd4 points
8-94th6 points
10-115th7 points
12-136th9 points
14-157th10 points
16-178th11 points
18-209th13 points
LevelGlyph Mage Spells
1Animal Friendship
Mage Armor
Magic Missile
Entangle
Speak with Animals
2Barkskin
Beast Sense
Pass without Trace
Invisibility
Mirror Image
Misty Step
3Call Lightning
Conjure Animals
Plant Growth
Counterspell
Fireball
Haste
4Conjure Woodland Beings
Giant Insect
Hallucinatory Terrain
Dimension Door
Greater Invisibility
Polymorph
5Awaken
Commune with Nature
Tree Stride
Cone of Cold
Dominate Person
Teleportation Circle
6Conjure Fey
Find the Path
Transport via Plants
Chain Lightning
Globe of Invulnerability
True Seeing
7Fire Storm
Mirage Arcane
Delayed Blast Fireball
Etherealness
Plane Shift
8Animal Shapes
Control Weather
Sunburst
Dominate Monster
Telepathy
9Shapechange
Storm of Vengeance
Meteor Swarm
Time Stop

2nd Level: Reverse Engineer you have the ability to reverse engineer Glyphs using Arcana. The DC to do so is (Glyph Level + 15). If you pass, you can cast that glyph as if you know it until your next long rest.

3rd Level: sub class

5th level: Enchanter Once per long rest, until your next long rest, you can make a non magical item into a +1 magic item. You may only have one at a time. This ability upgrades to +2 at 10th level, and +3 at 15th level.

7th level: Quick glyphs your practice and experience has resulted in you being able to create simple glyphs on the fly. you can make Glyphs of second level or lower as a bonus action instead of an action. This changes to fourth level or lower at level 15.

12th Level: Advanced Runes For each level of glyph above 5th, during your long rest, choose a rune. You may only cast that advanced rune until your next long rest. Advanced runes cannot be reactivated normally, instead requiring hp equal to 5 multiplied by the rune level to be reactivated. Advanced runes still count against your glyphs pool.

18th Level: glyph specialization Choose a school of magic. Any glyph used that is from this school, gets a +2 bonus to attack rolls, and Difficulty Checks.

20th Level: mastered glyphs you select one 5th level glyph and one 6th level glyph. These glyphs of your choosing are affected by the quick glyphs ability. However this does not change the hp requirement for the 6th level glyph.

SUB CLASSES

Bloody Calligraphy

3rd: Glyph Tattoo when preparing glyphs during a long rest, you can choose to paint one glyph onto your body. When used, you can spend hp equal to 3 times the rune’s level to instantly recharge it. The glyph must be of a level you can cast, and no stronger than 5th level.

9th: Blood Magic you can use hp to apply metamagic to your glyphs, at a rate of six hit points per sorcery point.

13th: longevity when being healed by outside sources, (examples are healing potions, or spells) you get extra healing equal to half of the total HP healed. (1.5X modifier)

17th: Blood Recollection At the start of each turn, you regain hit points equal to 5+ your Constitution modifier if you have no more than half of your hit points left.

Fused Composition

3rd level: Glyph Song when you cast a glyph, and on your next turn cast a glyph of the same school of magic, the next spell gets a small buff. +1 to hit/+1 to DC depending on what it is. This can stack up to 3 times, for a max of +3 to each. If you don’t cast a glyph for one round, this bonus goes away. Additionally, you can cast glyphs without a physical component.

9th level: crescendo when you cast a glyph, and on your next turn cast a glyph of the same school of magic, the second spell gets a buff. +dex mod X glyph level to damage. This ability does not stack, however can be continued. You can use this a number of times equal to your proficiency per long rest.

13th level- chain casting: your speed with glyphs is unmatched. You must use this ability before moving. You create a chain effect between two of your drawn glyphs. One is cast as an action, the other your bonus action. However it takes concentration to perform such a maneuver, as such your speed is set to 0 until the start of your next turn. The second glyph must be of fourth level or lower.

17th level: improved song your chain bonus goes up by +2 rather than +1, and caps at +6.

Bound Carving Additional Proficiencies

When you take this subclass, you gain proficiency in shields and medium armor.3rd: Glyph Carving// You can carve glyphs into stone, allowing anyone to use them. They lose power when used, requiring you to reactivate them, and lose power permanently upon a long rest. You must concentrate on glyphs that require concentration. When you are within 60 ft of a glyph, you may activate it as an ability.

9th: Living Carving You have created a Glyphed Golem, which takes the stats of a monster with a CR equal to ½ your level (rounded down), with the following changes:It becomes a construct, loses its fly speed and any special traits or magical abilities (at dms discretion). You can change the form of your Glyphed Golem during a long rest, or make a new one with 100 gp in materials. You can only have one Glyphed Golem at a time.

13th: Magic item Creation when crafting a magic item, you are counted as proficient in all tools. You are half as likely to have a complication while crafting, and it takes 10% less gold to craft a magic item.

17th: Autonomous Runes You no longer need to concentrate on your glyphs, but concentration glyphs can now be targeted by attacks. They have a hardness equal to their level, and 20 hitpoints. Glyphs held by creatures have an Ac equal to 10+ the creature’s dexterity modifier. The duration of your non-instantaneous glyphs are doubled.

Subclasses

SORCERER

Artronic bloodline

1st level feature: touched by the vortex:You gain 3 timelord regenerations. These regenerations do not trigger when you’ve reached 0 hit points, but rather once you’ve failed all 3 of your death saves.

1st level feature: portantStarting at 1st level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

6th level feature: expert divinationBeginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot, and 3 sorcery points. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

14th level feature greater portant//Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

18th level feature once per long rest, you may target one creature within 60 ft, within sight. The target must succeed on a wisdom saving throw, or else suffer from terrible visions of the future. Afflicted creatures are stunned until the end of your next turn. They can not move, use their action, bonus action, or reaction, and damage done to them during this time is an automatic critical.

3rd Level Feature: Tech Expert

  • Gain proficiency in technology checks, and you can't roll below a 9 when performing this check. (if you roll 8 or lower on the die, treat it like a 9.)
  • If you already had proficiency, you gain expertise in it instead.
  • You can choose to use dexterity instead of intelligence for technology checks.
  • You may also change your sneak attack damage to fire, acid, lightning, or poison a number of times equal to your dex mod per long rest.

9th Level Feature: Master of Circuitry

Technological Precision

  • Your understanding of the inner workings of technology allows you to exploit its weaknesses. When you make an attack roll against a construct or creature with technological enhancements, you gain advantage on the attack roll.

Master of Sabotage

  • You gain proficiency with a sonic screwdriver if you didn't already have it. If you did have it, you get expertise.
  • When rolling to deactivate something, (examples: doors, locks, artificial gravity, life support, etc) you gain advantage on the technology check.

13th Level Feature: Advanced Gadgetry

  • Your keen eye for tech allows you to instantly identify the purpose of any piece of technology that you see. As such you gain advantage on checks for creating technological items, and gadgets.
  • You may also construct a small gizmo once per long rest outside of combat, that you command as a bonus action. This gizmo can distract enemies, enabling your sneak attack, and allows you advantage to hide. or perform skill checks from a distance of 20 ft. from you. (it does not allow the minimum of 9 roll) (it can not do both, you choose each long rest) you can have a number of gizmos built equal to your proficiency modifier.

17th Level Feature: EMP

  • You’ve fashioned together an EMP. you may use this as many times as your proficiency modifier. It shuts down all tech within 20 ft. (including your own) for 12 seconds. (2 rounds) and has a recharge time of 1 minute before the next use. Once all uses have been expended it will no longer charge.
  • EMP is reset after a long rest.
  • You can also add your intelligence mod to initiative.

Ne’er-do-well

3rd Level Features:

Infectious Personality:

  • Memorable presence imposes -1 Wisdom saves penalty on creatures within 60 ft. (duration at DM's discretion).
  • At 7th level, settlement corruption rises 1 every month spent in any settlement.
  • At 10th level, creatures of opposite alignment may suffer minor misfortunes near you occasionally.
  • At 15th level, small animals avoid you, staying further than 10 ft. away.
  • At 18th level, criminal elements are friendlier while lawful creatures are more distrustful.

Rabble Rouser:

  • For every 5 creatures actively listening or within 60 ft., treat Charisma as 1 point higher.

7th Level Feature: Wretched Scoundrel:

  • Immunity to settlement corruption effects.
  • Can recruit bands of lawbreakers with Charisma check in settlements with high corruption.
  • Must use recruited band for illegal activities.

10th Level Feature: Coup de Gras:

  • Before moving on a turn, attempt Coup de Gras against a creature considering you an ally or incapacitated.
  • Make a finesse melee attack against the ally. If it hits, they make a Constitution save (DC 8 + proficiency bonus + strength/dexterity modifier). On failure, reduced to 0 hit points and dying. Otherwise, deals 1d4 damage.
  • Speed reduced to 0 ft. until next turn after attempting Coup de Gras.

15th Level Feature: Experienced Cheat:

  • Can take a bonus action each turn in combat.
  • Bonus action limited to shoving, grappling, or taking the disengage action.

18th Level Feature: Brutal Foe:

  • Whenever rolling dice to deal damage, treat the result of each die as 2 higher (1 higher for ranged weapons).

Casting Ability

Wisdom

Saving Throws: Wisdom, Dexterity

Proficiencies:

  • Light armor
  • Simple weapons
  • Lightsabers
  • 1 skill of your choice from: acrobatics, athletics, perception, investigation, religion, sleight of hand, stealth

Equipment:

  • 2 daggers
  • Explorer's pack
  • Leather armor

Lightsaber:

  • Versatile, 1d6 radiant damage laser weapon
  • Bonuses when used by a Force Adept:
    • Thrown 50/70
    • Returns after being thrown
    • 1d8 (5th level), 1d10 (11th level), 1d12 (17th level)

Class Features

LevelProf BonusFeatures0th Known Spells1st Known SpellsForce LevelLightsaber DieForce Points
1st+2Force sensitive, Order feature, lightsaber combat221st1d62
2nd+2Force barrier, Fighting style231st1d63
3rd+2Force movement242nd1d68
4th+2Deflect missiles, Ability score improvement352nd1d69
5th+3Extra attack363rd1d816
6th+3Order feature373rd1d819
7th+3All or nothing (force barrier saves)384th1d823
8th+3Ability score improvement394th1d827
9th+4Blindsense, force clash3105th1d832
10th+4Order feature4105th1d837
11th+4Advanced techniques (6th level)4115th1d1043
12th+4Ability score improvement4115th1d1043
13th+5Advanced techniques (7th level)4125th1d1050
14th+5Order feature4125th1d1050
15th+5Advanced techniques (8th level), Extra attack (2)4135th1d1058
16th+5Ability score improvement4135th1d1058
17th+6Advanced techniques (9th level), order feature4145th1d1267
18th+6Force Mastery4145th1d1272
19th+6Ability score improvement4155th1d1278
20th+6Deflect attack4155th1d1285

Class Features Descriptions

1st Level:

  • Force Sensitive:
    • At 1st level you can use the force. You gain a pool of Force Points and the ability to cast Force Abilities. Each Force Ability has a Force Point cost equal to its level, and you can learn Abilities based on your class level, as shown in the Force Level.
  • Lightsaber Combat:
    • You have, and are trained with a lightsaber and can use it in battle. Your lightsaber grows in strength with you, but any and all bonuses are nullified when using medium or heavy armor, or using a shield. Your lightsaber color is based on your subclass, and you can change it to whatever you choose at tenth.
  • Order:
    • You get your subclass

2nd Level:

  • Force Barrier:
    • When an attack that you can sense is made against you, you have a +2 to AC for this attack. There is no limit to how many times you can do this, and it does not take any action.
  • Fighting Style:
    • Pick a fighting style from dueling, great weapon fighting, two-weapon fighting

3rd Level:

  • Force Movement:
    • You gain an extra +10 ft to your walking speed.

4th Level:

  • Deflect Missiles:
    • Starting at 4th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack.

5th Level:

  • Extra Attack:
    • You make an extra attack roll when you attack with your lightsaber.

7th Level:

  • All or Nothing:
    • Your force barrier is applied to any saving throw you have to make to avoid damage. (+2 to saving throws for threats you can sense), and when you succeed on a saving throw, you take no damage, as opposed to half.

9th Level:

  • Blindsense:
    • You get blindsense for 15 ft.
  • Force Clash:
    • When attacked by a force power, be it a status effect or a disarming technique, you can roll an opposing wisdom saving throw against the other person.

11th Level:

  • Advanced Techniques:
    • Each long rest, choose one 6th level force technique. You may use this technique once per long rest.

18th Level:

  • Force Mastery:
    • When using a Force Ability, you gain a +1 on the attack roll or save dc of the Ability, and when you use a Force Ability of fifth level or lower, you spend one less Force Point to cast it.

20th Level:

  • Deflect Attack:
    • Your deflect missiles now applies to melee attacks as well as ranged attacks. When you use your reaction to activate this, it lasts for the attacking creature’s turn.

Subclasses

Light Order

  • Lightsaber Color: Blue (levels 1-10), Green (levels 11-20)
  • 1st Level:
    • Persuasive:
      • You gain proficiency in persuasion checks, and can attempt to persuade someone as a bonus action.
  • 6th Level:
    • Talk no jutsu:
      • When you’ve successfully persuaded a creature, they become pacified. Creatures that are pacified have disadvantage on attack rolls, and you have advantage on attacks against them, ending the effect, and making them immune to talk no jutsu.
  • 10th Level:
    • Extra Attack (3):
      • At 10th level, while using your lightsaber, you get an extra attack on top of the one you got at 5th level, for a total of 3 attacks. When you get extra attack (2) at 15th level, this turns into extra attack (3) for a total of 4 attacks with your lightsaber.
  • 14th Level:
    • Cleave:
      • When you kill an enemy with your lightsaber, and there is an enemy within 5 ft of the enemy you killed, you may cut through the enemy you killed, continuing your strike dealing the remaining of the damage to the creature within 5 ft of the creature you killed. You may do this once per round.
  • 17th Level:
    • Cunning Strike:
      • When you hit an enemy with an attack roll of your lightsaber, add your wisdom modifier to the damage dealt.

Dark Order

  • Lightsaber Color: Red
  • 1st Level:
    • Omen of Demise:
      • You gain proficiency in Intimidation, and can use your bonus action to intimidate someone.
  • 6th Level:
    • Impending Doom:
      • When you successfully intimidate a creature, they become afraid of you, ending on a successful wisdom save. The save DC is 4 + your proficiency bonus + your wisdom modifier. Creatures that are afraid of you have disadvantage on ability checks and attack rolls against you, and cannot willingly move closer to you.
  • 10th Level:
    • On My Command:
      • Whenever you hit an enemy with a lightsaber attack, all creatures gain a +1 to hit that enemy until the start of your next turn.
  • 14th Level:
    • Ambush Predator:
      • Whenever you get a surprise round, you may take an additional action.
  • 17th Level:
    • Surrounded by Dead Men:
      • At 17th level, when you roll initiative, all enemies must roll a wisdom save or be afraid of you until you attack them, cast a spell on them, use a force skill on them, or they make the save on a subsequent turn. The save DC is 8 + your proficiency bonus + your wisdom modifier. Whenever a creature that is afraid of you hits you with an attack you may counterattack. Make an attack of opportunity lightsaber attack. On hit, Surrounded by Dead Men does not end for the target.

Gray Order

  • Lightsaber Color: Yellow
  • 1st Level:
    • Insightful:
      • You gain proficiency in insight checks, and can make insight checks as a bonus action.
  • 6th Level:
    • Saber Defence:
      • When an ally is in 5 feet, you can use your saber to protect an ally as a reaction. This gives the enemy disadvantage to hit them.
  • 10th Level:
    • Saber Defence:
      • As an action, spend 3 force points to make your saber float around you. This gives enemies disadvantage to hit, and if they try to walk within 5ft of you, they take 1d8 radiant damage. This damage does not increase with your lightsaber die.
  • 14th Level:
    • Greater Blindsense:
      • Your blindsense increases to 30 feet.
  • 17th Level:
    • Greater Defense:
      • You may sacrifice your bonus action and action, to reduce your movement speed to 0 and increase your armor class and saving throws by +5 until the start of your next turn.

Ship Stat Explanation

  • Spaceships are useful and allow you to travel vast distances. they come with a range of weapons and defences. here are the stats and systems you need to understand for ships to work.

  • Piloting: Piloting a ship is not easy, and occasionally that means doing checks for said ship. every ship has a base modifier to add onto a piloting check. (Maneuverability)

  • Hardness Class:HC is the ships armor class, it basically decides weather an attack from an enemy ship would hit. depending on a roll. The Calculation for this.(HC = 10 + Dexterity Modifier + Maneuverability Armor Bonus)

  • Arcane Points:AP is the defence against magical attacks. how this works is if your AP are +1 this means any magical attack done by a spell of some kind now does Original damage role - Arcane points. Resulting in less damage to your ship. This however can work in the enemies favor, example if your arcane points are -2 their spell attacks will now do +2 for damage rolls.

  • Shields:Shields are a temporary HP your ship can have that regenerate over time.

  • Ship Classes:Ship classes are unlike normal classes. and instead are determining factors of many things. cargo size (carrying capacity), crew limit, upgrade slots, hit points and ship speed.

  1. Drone: A small, unmanned spacecraft designed for reconnaissance, surveillance, or remote operations. Drones are typically equipped with sensors, cameras, and sometimes light weaponry for defensive purposes.

  2. Corvette: A compact, versatile spacecraft capable of fulfilling a variety of roles, including reconnaissance, patrol, or escort duties. Corvettes strike a balance between firepower, speed, and endurance, making them adaptable to different mission requirements.

  3. Frigate: A medium-sized spacecraft designed for fleet support, interdiction, or anti-piracy operations. Frigates are equipped with enhanced firepower, defensive systems, and sensor arrays, enabling them to engage enemy vessels and protect larger capital ships.

  4. Destroyer: A heavily armed spacecraft specialized in offensive operations, including anti-ship warfare, planetary bombardment, or fleet engagements. Destroyers boast formidable firepower, advanced targeting systems, and robust defensive measures to overwhelm enemy defenses.

  5. Cruiser: A large, multi-role spacecraft serving as a flagship or command vessel within a fleet. Cruisers are equipped with extensive sensor suites, communication arrays, and support facilities to coordinate fleet operations, provide logistical support, and conduct long-range missions.

  6. Battleship: A heavily armored, heavily armed spacecraft designed for frontline combat and heavy bombardment. Battleships are the backbone of fleet operations, boasting overwhelming firepower, advanced defensive systems, and strategic capabilities to dominate the battlefield.

  7. Carrier: A specialized spacecraft equipped with hangar bays and flight decks to launch, recover, and maintain squadrons of fighter spacecraft. Carriers serve as mobile airbases, providing air support, reconnaissance, and strike capabilities in fleet engagements or planetary operations.

  8. Capital Ship: The largest and most powerful spacecraft in a fleet, capital ships serve as command centers, flagships, or strategic assets in interstellar conflicts. These colossal vessels are equipped with superlative firepower, extensive defensive systems, and auxiliary facilities to support fleet operations and project power across vast distances.

By default, the Tardis comes equipped with 5 rooms: the console room and 4 additional rooms for minor functionalities, including a bedroom, bathroom, library, and storage room.

To expand the Tardis and add more rooms, players must utilize Tardis Expansion Points in addition to ship points.

Acquiring Tardis Expansion Points:

Players receive passive Tardis Expansion Points based on their Tardis relationship bonus (TRB) and levelling up:

  • Roll 1d4 and add the Tardis relationship bonus every time the owner levels up.
  • If the TRB reaches a negative value, subtract that value from the roll result. If the result is still negative, the player receives only 1 Tardis Expansion Point.

Tardis Relationship Bonus (TRB):

The TRB reflects the bond between the owner and the Tardis and is influenced by various factors. Upgrades that enhance communication with the Tardis, such as enabling it to talk, provide a bonus of +2. However, negative interactions such as constant crashing, arguments, or deliberate damage to the Tardis can decrease the TRB.

TRB Adjustment:

The TRB adjustment is determined by the DM based on the Tardis's condition and mood:

  • Roll a d20:
    • On a result of 1-5, the TRB remains unchanged.
    • On a result of 6-15, the TRB decreases by 1.
    • On a result of 16-17, the TRB decreases by 3.
    • On a result of 18-20, the TRB decreases by 5.

Room Trade in:

The default rooms can be deleted for tardis expansion points. However given they are free you will only get one TEP from each.

While you can buy these rooms back for the same exact amount. 1 TEP

Any other rooms will cost a minimum of 4 TEP. To trade them back in room cost in TEP. Thats what you get back

So if you get a lab room and it cost 10 TEP trading it in will give you 10 unless your tardis relationship bonus is on a negative. If so it will give half that.

Tardis Flight

The tardis is meant to be flown by a crew. The more people flying it the easier it becomes.

When in flight the pilot adds the party flight bonus. Depending on how many are helping them.

If one person is helping its +1 If two people are helping its +2 and so on.

However there's a separate roll the players must do to decide if the tardis took them where they wanted. They roll 1d20 + TRB. If a negative they minus instead. The DC is decided by the DM.

How do upgrades and machines work here?

The tardises eased flight upgrade instead of making it so the roll doesnt happen just makes it so you get another +2 bonus on the tier one upgrade. Tier 2 is +3 tier 4 is +5 Added on to your Party flight bonus. this is the only upgrade that does this.

upgrading your tardis will add to the TRB. the bonus will be listed on the upgrade. party flight bonus and TRB are different.

Starstrider 5E by Sammythybunnie67 (5)

Galactic Trade

Starstrider Rule Variants for Galactic Merchants & Traders

Based on Starfinder's Galactic Trade ruleset-by Paizo ported By Dozus

The life of an independent trader isn't an easy one. On paper, the career seems simple: get a ship, get a crew, get cargo, get paid. In reality, nothing ever seems to go as planned - starships get scorched in firefights, a milk run turns out far more dangerous than expected, and sellers overcharge while buyers haggle dizown. But the prospect of danger and uncertainty makes for an exciting campaign! The rules below provide a new way to structure a campaign around a crew of independent merchants flying a starship on their own while buying, moving and selling cargo in the galaxy far, far away.

The rules presented below allow the PCs to take control of their destinies to work as freelance traders and troubleshooters. You can use them in almost any campaign, especially a sandbox-style one.

Rule Variant: Ship Points

Ship Points are a currency that allows game masters to reward players with points used (almost) exclusively for building and improving starships. Providing Ship Points (SP) instead of raw credits can make it a bit easier to manage in-game economics, as the credit price of building or improving a starship could easily outfit a party with equipment far beyond what is expected for their level.

Essentially, Ship Points represent the party's capital investment into their ship. SP can only be used to modify and improve starships, and isn't designed to be converted to or from credits.

Using Ship Points

The primary purpose of Ship Points is to build and improve starships. Players can spend SP in locations appropriate to this task to afford the material and labor costs associated with these activities. To calculate the the cost of ship construction and improvement, assume that 1 Ship Point is enough for 1,500 credits worth of equipment. Sum credit costs of improvement round up to the nearest whole number of SP.

Using SP in this way also assumes costs for the minimum required workforce for the task. Players who wish to increase the number of workers in building or outfitting a ship can hire more at the cost of 1 SP per 3 workers.

Example Calculation. The party wishes to purchase a Tier 0 Medium ship. They settle on a YT-20 freighter. A stock Tier 0 Medium ship costs 75,000 credits, which would be 50 SP.

They decide that they want to outfit some of the ship's modification slots. They add a Torpedo Launcher to its other Weapon Hardpoint. The base cost of the Torpedo Launcher is 6,900 credits; as a Medium ship, this cost is doubled to 13,800 credits. They buy ten Proton Torpedoes at 650 credits each for a total of 6,500. The combined cost of the Torpedo Launcher and its ammunition is 20,300 credits; dividing by 1,500 yields 13.53, which converts to 14 SP.

To accelerate the building process, they decide to hire extra crewmen to build. They hire three additional workers for 1 SP.

In total, building the YT-1300p with an extra weapon and workers costs the party a total of 65 Ship Points.

Awarding Ship Points

A game master has a choice of two systems to grant their players Ship Points.

One is a simple Leveled System that grants players SP as they level up. This simplifies the economics of starship building so players and game masters have fewer decisions to make about awarding and dividing credits between personal equipment and starships. It also allows game masters to plan accurately leveled ship combats without worrying how players will choose to distribute their credits

The chart below denotes how many Ship Points a party of four players should have invested in their starship at each level, and how much their Build Points should increase at each level. If players are of multiple levels in a party, take the average of player levels.

Ship Points by Player Level
Average Player LevelShip Point IncreaseTotal Ship Points Invested
1-50
2555
31065
41580
540120
680200
7105305
8175480
9250730
104001,130
115501,650
126752,355
138503,205
141,0004,205
151,2505,455
161,5006,955
171,7508,705
182,00010,705
192,50013,205
203,00016,205

Alternate Build Points

In this Earned Ship Points subsystem, Build Points become a form of currency. This system is ideal if the campaign is built around trading and completing jobs. The players spend SP to buy a starship and cargo, and they earn SP whenever they make a sale.

The party’s starship becomes an investment like any other piece of equipment, but bought with SP instead of credits. As the PCs complete jobs, they get more Build Points to spend on upgrading their starship. They can do so gradually, installing one new system at a time, or they can hoard SP and then spend them all at once. However, the PCs should always keep some SP on hand to buy the cargo for their next job. If the PCs’ ship is destroyed, they also lose the SP they invested in it! But if the PCs’ business flourishes, they’ll find themselves living in the lap of luxury, hiring additional employees, or even buying a second starship to ply the interstellar trade routes.

This ruleset will include some guidelines for how players can acquire the SP they need to build and upgrade their first starship—via salvage, favors, or an arrangement with a friendly spacedock, for instance. In this case, Ship Points represent much more than simple credits and become exclusively useful through the starship creation system, staying separate from the methods by which they buy their personal equipment. This separation provides an important distinction because if PCs had the ability to exchange Ship Points for credits, they could end up underpowered in starship combat while simultaneously overpowered in all their other encounters.

In the rules presented here, Ship Points roughly represent the party’s business capital. That capital has many components, including the PCs’ available credit, loans they’ve taken out, and assets they might use as collateral. PCs use this capital to make big purchases, like cargo or starship modifications, often with financing help from a bank or other establishment.

To begin, the party should receive a number of Ship Points determined by their Average Party Level as noted in table on the previous page. They should use this SP to build their starship; you might want to remind the players that their vessel needs plenty of room for cargo and that they’ll have to spend a few SP to purchase that cargo.

Starstrider 5E by Sammythybunnie67 (6)

Galactic Trade Basics

The players will earn most of their Build Points by hauling cargo from one world to another.

A cargo job boils down into several steps.

  • Find Cargo: The PCs find cargo. Determine the cargo’s type, the price to buy it, its destination (if any), and how much it might sell for.
  • Determine Complication: Most jobs have a unique complicating factor, which you determine in secret when the PCs find their cargo.
  • Transport: The PCs take the cargo to its destination or to a world where they hope to sell it.
  • Make the Sale: The PCs deliver the cargo to its intended recipient or try to find a buyer.

Find Cargo

Cargo in this system is standardized into lots, each massing 25 tons. A single lot of cargo fits into one of a starship’s storage compartments, so the PCs can transport a number of lots equal to the number of storage compartments on their vessel. Finding cargo to buy is a downtime activity as detailed on the sidebar on this page.

Cargo Type

When the players successfully find cargo to purchase, you determine the type of cargo, usually to match the needs of your campaign. Alternatively, you can randomly determine the type of cargo by rolling a d20 on the table below.

Cargo Type Table
d20Cargo
1Art or antiques
2Base metals
3Ceramics or glassware
4Chemicals
5Furniture
6Hides or leather
7Live animals
8Machinery or electronics
9Minerals or byproducts
10Paper products or books
11Plastics
12Precision equipment
13Precious metals
14Prepared food
15Textiles
16Toys or games
17Vegetable products
18Vehicles
19Weapons or ammunition
20Building materials

Find Cargo (Downtime Activity)

You look for suitable cargo to purchase with the hopes of selling it somewhere. You spend the day searching the HoloNets, talking with contacts, and visiting warehouses or the local starport. You must be within a settlement, though the GM might allow you to find cargo in other locations.

At the end of the day, attempt a Charisma (Persuasion) or Intelligence (Investigation) check. The DC of the check depends on how much cargo you are looking for; consult the table below. You take a cumulative -1 penalty to this roll for every find cargo activity you or your allies have previously attempted in this settlement within the last week. If multiple allies perform this downtime activity on the same day, only one of them attempts the check, but with a cumulative +1 bonus for each aiding ally (not including the one attempting the check).

Cargo Lot SizeDC
1d212
1d415
1d618
2d420

Results. On a success, you find a number of cargo lots that you can buy equal to the DC of the lot size in the above table. The cargo can't be split up; all of the lots must be bought together. The cargo's total buy price equals 1d4 SP x the number of lots. For every 5 by which the result of the check exceeds the DC, you can increase or decrease the amount of cargo by 1 lot.

The GM determines the type of cargo and might even tell you where you can sell it for a reasonable price. All of the cargo must be transported and sold together; you and your allies must load the cargo onto your starship yourselves. You might have to deliver some cargoes within a certain time frame. When you’re told the type of cargo, its buy price, and (if applicable) its destination and its sell price, you can choose not to purchase that cargo. However, when you purchase the cargo, you decide what to do with it, though you might want to perform the find buyer downtime activity at another settlement to sell it.

Shipping or Speculation?

When the players purchase cargo, they generally have to find a place to sell it themselves. After all, transport drivers who earn flat rates usually cover established shipping routes; as galactic traders, the players typically do more than that. However, at your discretion, the seller can give the PCs a tip as to where they might offload the cargo they just bought. This tactic can benefit players who’ve just started interacting with this system or for groups who only want to dip their toes into the trading game. In such cases, the party doesn’t need to use the find buyer downtime activity, and they receive an amount of BP of your choosing per cargo lot.

Destination

If you’ve decided that the cargo’s seller gives the PCs an idea of where to sell those goods, you can choose that destination based on the needs of your campaign (especially if the players have expressed interest in going to a specific place). Alternatively, you can randomly determine the general destination by rolling a d12 on the table below.

D12Destination
1Deep Core
2-3Core
4Colonies
5Inner Rim
6Expansion Region
7-8Mid Rim
9-10Outer Rim
11Wild Space
12Unknown Regions

Find Buyer (Downtime Activity)

You look for someone interested in buying your cargo. You spend the day researching the HoloNets, checking with union or guild representatives, talking with contacts, and haggling. You must be within a settlement, though the GM might allow you to find cargo in other locations.

At the end of the day, attempt a Charisma (Persuasion) check. The DC of the check is equal to 12 + 1/2 x your level. If multiple allies perform this downtime activity on the same day, only one of them attempts the check, but with a cumulative +1 circ*mstance bonus for each aiding ally (not including the one attempting the check).

Results. On a success, you find someone willing to buy your cargo for the sell price (as determined by the GM). For every 5 by which your check exceeds the DC, increase the sell price of the cargo by 1 SP per lot. If you fail, you still find a buyer, but the sell price of the cargo is reduced by 1 SP per lot.

Starstrider 5E by Sammythybunnie67 (7)

Determine Complication

Once the players find the cargo, but before they commit to purchasing it, you should determine what makes this particular job unusual. You decide the complication, and the players decide how to deal with it—if they even become aware of the problem, that is!

To randomly determine a complication, roll a d10 on the table below, keeping the result a secret. You can tweak the result as needed for your campaign; once you’ve rolled the same result from the table a couple of times, consider throwing out that entry and substituting one of your own! If a complication requires a skill check, the DC for that check equals 10 + 1-1/2 × the party’s average player level. Usually, only one PC should attempt this check. An asterisk (*) marks a complication that the PCs can be made aware of before purchasing the cargo, and some complications modify the buy or sell price of the cargo.

D10Destination
1Competition
2Expiration Date*
3Handling Problems
4High Demand*
5Imitation*
6Regulated*
7Stolen
8Stowaway
9Strange Customs
10Tough Sell

Competition: Once the PCs have loaded their cargo and determined their destination, a rival crew contacts them and declares they’re selling similar cargo at that location. Determine how long the rival crew takes to reach the destination (usually assuming average time in hyperspace); if the PCs don’t beat the rival crew to the destination, the sell price is reduced by 2 SP per lot.

Expiration Date:* This cargo is perishable. If the PCs don’t deliver it in 2d8 days, they can sell it for a maximum of 1 SP per lot.

Handling Problems: There’s a potential accident while loading or unloading the cargo. Treat this complication as a trap with a CR equal to the party’s APL. The exact nature of the trap and the skills necessary to disable it are up to you.

High Demand*: This cargo is trending. The buy price is increased by 1 SP per lot, and the sell price is increased by 2 SP per lot.

Imitation*: These goods are actually cheap knockoffs. A PC can detect this fact with a successful Wisdom (Perception) check, reducing the buy and sell prices by 2 SP per lot. If the PCs want to try to sell the goods at the unreduced price, they must succeed at a Charisma (Deception) check or else attract the attention of law enforcement.

Regulated*: Exhaustive laws govern this cargo at the point of purchase. A PC must succeed at an Intelligence (Lore) check, or the crew members must spend 1 day navigating customs and filling out forms before they can load the cargo on their ship.

Stolen: This cargo was stolen from another crew, and they’re coming to get it back! This complication represents a hard encounter, but the PCs can pacify the NPCs by surrendering the cargo.

Stowaway: An NPC with a CR equal to the party’s APL hides among the cargo, revealing themself after takeoff. A PC who succeeds at a Perception check can detect the stowaway during the cargo-loading process.

Strange Customs: The buyer comes from an unfamiliar culture or has unusual traditions. A PC must attempt an Intelligence (Lore) check to maintain proper etiquette. If they succeed, the sell price increases by 1 SP per lot. If they fail, the sell price decreases by 1 SP per lot.

Tough Sell: The buyer tries to strong-arm the PCs, reducing the sell price by 2 SP per lot. A PC can negate this reduction with a successful Charisma (Intimidation) check.

Transport

Next, the PCs must get the cargo onto their starship and transport it to a place where they can sell it. In general, the farther the PCs take the cargo, the more it’s worth

Loading or unloading a single lot into a starship cargo hold takes 1 hour for one person using a cargo lifter or similar equipment. Without such equipment, loading the same lot takes 8 hours of labor; multiple people can work together to reduce this time. For example, it takes 4 hours for two people without major equipment to load a single lot into a cargo hold. While the PCs can usually take their time, a complication might mean that every hour counts!

The PCs must also unload the cargo once they reach the world where they want to sell it, but unloading generally occurs while at least one of the crew engages in the find buyer downtime activity.

Starstrider 5E by Sammythybunnie67 (8)

Make the Sale

Once the players have reached the area where they want to try to sell their cargo, finding a buyer is a downtime activity detailed below. Certain complications might make this activity more difficult, but once a PC finds a buyer, you need to determine the sale price.

First, determine the base sell price of a cargo by rolling a d8; if you roll an 8, roll again once, and add the new result to 8. This result is modified by the distance traveled (as noted on the table below) and any complications, in that order; the total results in a sale price per lot (minimum 1 SP per lot). Finally, the results of the PCs’ find buyer downtime activity can also alter this price.

BaseTravel TimeModifier
<1 day-2 BP/lot
1-2 days-1 BP/lot
3-4 daysNo change
5-6 days+1 BP/lot
7 days+2 BP/lot

Spending Ship Points

The following section expands on the rules for spending Ship Points and includes some obligatory expenditures (like upgrading the PCs’ starship so they can take on more lucrative jobs and bigger threats) as well as new options (like having a comfortable lifestyle or hiring employees). The PCs can hold onto as many unspent SP as they like.

Expansion

The PCs can spend SP to hire agents, professional representatives, and even full-time employees who work for them. They can also buy another starship and hire crew to haul cargo as part of their overall operations. When the PCs hire personnel to expand their business, you decide the NPCs’ stats. Though usually loyal to the PCs, these NPCs won’t risk their lives. If treated poorly, they might leave the PCs’ service. An employee hired by the PCs agrees to a 1-year contract; at the end of that term, the PCs must hire them again, or the NPC leaves their service.

Planetary Agent: A planetary agent costs SP equal to the agent’s CR, which can be no higher than the party’s APL; as the party’s APL increases, the PCs can spend the difference to raise the agent’s CR. The agent lives on one world or space station; while they may have many other clients, they work on the PCs’ behalf to perform the find cargo and find buyer downtime activities. The agent can also perform the Research Downtime Activity. The agent won’t leave the world on which they’re stationed. The PCs must supply the agent with the credits or other requirements necessary for any task they ask the NPC to perform.

Sector Representative: A sector representative operates similarly to a planetary agent, but the sector representative will travel to any world in a single sector. A sector representative costs SP equal to twice the representative’s CR, which can be no higher than the party’s APL.

Starship. The PCs can use their SP to buy another starship. This starship can’t be higher in tier than the party’s APL / 3 (rounding down). The PCs must spend additional BP equal to 5 × the starship’s tier to hire an NPC crew to run this starship; each crew member has a CR equal to the starship’s tier, and they follow the PCs’ instructions when it comes to buying, transporting, and selling cargo as well as the starship’s day-to-day operations. All the BP earned by this other ship goes to the party’s pool of BP. The PCs are responsible for the costs and maintenance of any additional starships they own.

Insurance

The PCs can insure their starship or cargo. Starship insurance policies cost a number of SP equal to a percentage of their starship’s total SP value at time of purchase (see below). An insurance policy remains in effect for 1 year; after this time, the PCs must buy a new policy (at a higher price if their starship has increased in SP value). If the PCs’ starship is completely destroyed with a policy in effect, the PCs receive a percentage of the ship’s SP value in payment. The rest of the Build Points the PCs spent on their starship are lost!

Starship insurance policies are rated bronze, silver, and gold. A bronze insurance policy costs 5% of the starship’s total SP value and pays out 50% of the total value. A silver insurance policy costs 10% of the starship’s total SP value and pays out 75% of the total value. A gold insurance policy costs 15% of the starship’s total BP value and pays out 100% of the total value.

To insure cargo, the PCs can buy a policy for 10% of the cargo’s buy price (minimum 1 BP). If the cargo is lost and not delivered, and the PCs can prove that they didn’t steal or lose the cargo through negligence, they’re repaid SP equal to the cargo’s buy price.

The PCs can have only one insurance policy per starship and per each cargo.

Starstrider 5E by Sammythybunnie67 (9)
Starstrider 5E by Sammythybunnie67 (10)

Lifestyle

The PCs can spend SP to live the good life. These lifestyles assume a group of 4 PCs; you can adjust the costs for larger and smaller groups as you see fit. Lifestyles don’t impart any mechanical benefits to the characters.

Comfortable: The party spends 1 SP to live comfortably for 1 month on a single world or space station. They live in safe, middle-class lodgings, in a neighborhood or a private room in a fine establishment. They have access to good restaurants and other foodstuffs, and associate with merchants, skilled tradespeople, and military officers.

Wealthy: The party spends 3 SP to live a wealthy lifestyle for one month. The PCs reside in spacious lodgings decorated to their taste and have access to stylish personal transportation, with a small staff of servants to suit. They partake in high-quality food and drink whenever they wish, and they attire themselves in fashionable and flattering clothing.

Aristocratic: The party spends 5 SP to live in luxury for 1 month on a single world or space station. The PCs reside in fabulous homes in an elite neighborhood; they have multiple forms of personal transportation, and unique fashions made for them by famous designers (equivalent to formal wear) fill their wardrobes. A large staff of professionals—housekeepers, gardeners, personal tailors and groomers, a chauffeur—see to everyday chores the PCs don’t wish to concern themselves with (each professional is a professional freelancer with a skill bonus equal to the party’s APL).

Other Sources of Ship Points

This subsystem assumes that the PCs earn their SP only from transporting and selling cargo. However, at your discretion, you can reward them with SP as treasure from particular encounters (such as a raid on a smuggling operation’s warehouses) or as salvage from starship combat encounters (such as a fight against an Imperial ship). In the former case, the PCs have to transport the SP to their ship much in the same way as loading cargo (count a cargo lot as 4 SP for these purposes), and in the latter case, the PCs can earn a number of BP depending on the enemy starship’s size category (Tiny = 1, Small = 2, Medium = 3, etc.).

Starstrider 5E by Sammythybunnie67 (11)

Terrain Improvements Guide

Terrain improvements enhance the land within your kingdom, facilitating various activities such as agriculture, mining, and infrastructure development. Each improvement is tailored to specific terrains and offers distinct benefits. Some improvements can coexist within the same hex, marked with an asterisk (*). Here's a breakdown of common terrain improvements:

Terrain:

Indicates the type of hex suitable for building the improvement.

Effect:

Describes the impact of the improvement on the hex or the entire kingdom.

Cost:

Specifies the expenditure in BP (Build Points) required to construct the improvement.

Terrain and Terrain Improvements Table

TerrainExploration TimePreparation TimePreparation CostFarm CostRoad Cost
Cavern*3 days3 months8 BP4 BP
Coastline*SpecialSpecialSpecialSpecialSpecial
Desert2 days1 month4 BP8 BP4 BP
Forest2 days2 months4 BP2 BP
Hills1 day1 month2 BP4 BP3 BP
Jungle2 days4 months12 BP4 BP
Marsh3 days3 months8 BP4 BP
Mountains3 days4 months12 BP4 BP
Plains1 dayImmediate1 BP2 BP1 BP
Water2 days

Exploration time: Represents the duration for a typical scouting party to explore a hex, assuming a party speed of 30 feet. Adjustments are made for different party speeds, and for water hexes, exploration is assumed to be via boat or watercraft.

Preparation time: Denotes the labor months required to prepare the hex for settlement, starting from the current turn. Settlement construction can commence immediately for plains.

Preparation cost: The BP expense to clear the hex for settlement.

Farm cost: BP investment to cultivate the hex for farming. A farm must be adjacent to a water source or two hexes containing farms.

Road cost: BP outlay to establish a road connecting the hex to adjacent ones. Doubling of road costs applies if rivers traverse the hex. Kingdoms sized 26 or larger can construct highways or upgrade roads to highways.

Additional Terrain Improvements Guide

In addition to the previously listed terrain improvements, here are further enhancements to consider for your kingdom:

Aqueduct*

An Aqueduct transports water from highland sources to lowland areas with water scarcity, supporting settlements and enabling construction of water-dependent structures.

  • Terrain: One end must be a hill or mountain hex, traversing any terrain type.
  • Effect: Loyalty +1, Stability +1; permits construction of water-dependent buildings.
  • Cost: Equivalent to a Road, without doubling for hexes with rivers.

Bridge*

Bridges facilitate road construction over rivers, streamlining transportation networks.

  • Cost: Integrated into Road construction costs for hexes containing rivers; listed for reference.

Canal*

Canals are artificial waterways facilitating barge traffic for heavy cargo transport.

  • Terrain: Suitable for desert, hill, or plain hexes.
  • Effect: Settlements treat the hex as having a river.
  • Cost: Double the Road construction cost.

Farm*

Farms provide sustenance for your kingdom's inhabitants.

  • Terrain: Can be established in desert (with canal, coastline, or river), hill, or plain hexes.
  • Effect: Decreases Consumption by 2 BP.
  • Cost: Refer to the Table: Terrain and Terrain Improvements.

Fishery*

Similar to farms, fisheries offer abundant fish as a food source.

  • Terrain: Ideal for coastline, water, river, or marsh hexes.
  • Effect: Reduces Consumption by 1 BP.
  • Cost: 4 BP.

Fort*

Fortifications provide military encampments outside settlements, enhancing defense and stability.

  • Terrain: Suitable for any land.
  • Effect: Stability +2, Defense +4, increase Consumption by 1 BP; Unrest decreases by 1 upon completion. If the hex transitions to a settlement, it counts as a Barracks and Stables building.
  • Cost: 24 BP.

Highway*

Highways are upgraded versions of roads, improving travel speed and promoting economic growth.

  • Terrain: Can be established on any hex with a Road.
  • Effect: Economy and Stability bonuses based on Highway length; enhances overland travel speed.
  • Cost: Double the Road construction cost.

Mine

Mines extract valuable resources such as metal, coal, or salt from the earth, boosting the economy.

  • Terrain: Suitable for cavern, desert, hill, or mountain hexes.
  • Effect: Economy +1, additional BP income during tax collection.
  • Cost: 6 BP.

Quarry

Quarries extract workable stone, contributing to stability and economic prosperity.

  • Terrain: Suitable for cavern, hill, or mountain hexes.
  • Effect: Stability +1, additional BP income during tax collection.
  • Cost: 6 BP.

Sawmill

Sawmills process timber for construction and crafting purposes, bolstering stability and economic prosperity.

  • Terrain: Found in forest or jungle hexes.
  • Effect: Stability +1, additional BP income during tax collection.
  • Cost: 3 BP.

Vineyard

Vineyards cultivate specialized crops in hill hexes, reducing consumption and aiding in brewery construction.

  • Terrain: Specifically for hill hexes.
  • Effect: Decreases Consumption by 1 BP; reduces Brewery construction cost when adjacent to a city.
  • Cost: 3 BP.

Watchtower*

Watchtowers serve as symbols of authority and provide defensive advantages on the frontier.

  • Terrain: Applicable to any land hex.
  • Effect: Stability +1, Defense +2; decreases Unrest upon completion. If the hex transitions to a settlement, it counts as a Watchtower building.
  • Cost: 12 BP.

Special Terrain

Certain hexes contain unique features impacting kingdom statistics and development, offering opportunities for exploration and resource utilization. These features are determined by the GM and may include bridges, ruins, landmarks, resources, rivers, lairs, buildings, or free cities. Each offers distinct advantages or challenges for your kingdom's expansion and management.

Founding a Settlement:

  1. Secure Funds:

    • Gather the necessary resources, represented as build points (BP), to finance the construction of your settlement and its structures.
  2. Explore and Clear a Hex:

    • Select a suitable hex for your settlement and embark on exploration. The time taken for exploration depends on the terrain type.
    • Clear the hex of any monsters or obstacles, typically achieved through completing adventures in the area.
  3. Claim the Hex:

    • Invest 1 BP to officially claim the hex once exploration and clearance are complete. This action establishes the hex as part of your kingdom.
  4. Prepare the Site for Construction:

    • Ready the hex for settlement development, which may involve tasks like clearing vegetation, relocating obstacles, or digging trenches.
    • The preparation cost in BP varies based on the terrain type and site conditions.
  5. Construct Initial Buildings:

    • Commence construction of essential buildings using allocated BP.
    • Begin with vital structures such as an Inn, Shrine, Monastery, or Watchtower. Optionally, add other buildings like Houses, Mansions, Noble Villas, or Tenements.
    • Position buildings strategically on the District Grid, which is divided into blocks and lots, with each structure impacting your kingdom's Economy, Loyalty, and related aspects.

Settlement Development:

  • District Grid: Utilize the District Grid to plan and design your settlement, allocating space for structures and infrastructure.
  • Population: Determine your settlement's population based on the number of occupied lots within its districts, with each lot representing around 250 inhabitants.
  • Base Value: Establish the base value of your settlement, influencing the availability of magic items for purchase. Certain constructions, like Markets or Taverns, can elevate the base value.
  • Defense: Strengthen your settlement's defenses by erecting structures such as City Walls.
  • Additional Districts: If the District Grid reaches capacity, consider expanding by adding more districts, each contributing to your settlement's capabilities and population.

Magic Items in Settlements:

  • Gaining Item Slots: Erect buildings that provide additional slots for specific or rare magic items, marking them on the District Grid.
  • Filling Item Slots: During the Upkeep Phase, roll to fill unoccupied magic item slots in each district. There's a chance that suitable magic items become available for purchase, with their cost not exceeding the settlement's base value.
Kingdom SizeMinor Magic ItemsMedium Magic ItemsMajor Magic Items
1-101
11-252
26-5031
51-10042
101-200531
201++1 for every 100

Example: Jessica’s settlement has a base value of 200 gp. She built an Herbalist last turn, giving the settlement 1 minor potion slot. In the Upkeep Phase this turn, she rolls d% and gets a result of 62, meaning she can roll a random minor potion to fill the settlement’s empty slot. She rolls on Table: Potions and gets a result of 45, indicating a potion of a 1st-level spell. If she had rolled anything more valuable than the 200 gp base value for her settlement, she would have to reroll until she got an acceptable result. Once a magic item is rolled for a settlement in this way, it remains on the market until someone purchases it.

Emptying Item Slots:

  • Purchase with personal gold: Make the item your personal property by buying it with your own gold. You can then use it, sell it, deposit it in the kingdom's Treasury, or use it as a reward.
  • Encourage an NPC purchase: During Step 3 of the Income Phase, attempt an Economy check for each filled slot you want to empty. Success erases the item, with no gain of gp or BP.
  • Spend BP: Purchase the item with BP (1 BP = 2,000 gp). This counts as withdrawing BP from the Treasury if used personally or as a kingdom expenditure if used otherwise.
Kingdom SizeMinor Tech AdvancementsMedium Tech AdvancementsMajor Tech Advancements
1-101
11-252
26-5031
51-10042
101-200531
201++1 for every 100+1 for every 100+1 for every 100

Example: John's settlement has a base value of 180 gp. Last turn, he constructed a Workshop, granting the settlement 1 minor tech slot. During this turn's Upkeep Phase, he rolls d% and gets a result of 75, indicating he can roll for a random minor tech advancement. He rolls on the Tech Advancements table and gets a result of 42, indicating a basic mechanical device. If the result had a value exceeding the settlement's base value, he would need to reroll until obtaining an acceptable result. Once rolled, a tech advancement remains available until someone implements it.

Emptying Tech Slots:

  • Personal Investment: Purchase the tech advancement with personal funds to make it your own. You can then use it, sell it, or donate it to the settlement's infrastructure.
  • NPC Investment: During Step 3 of the Income Phase, attempt an Economy check for each filled slot you want to empty. Success removes the tech advancement without generating additional income.
  • Treasury Investment: Spend BP (1 BP = 2,000 gp) to acquire the tech advancement. If used personally, it counts as withdrawing BP from the Treasury; if used for kingdom development, it's treated as a standard expenditure.

Claiming New Tech and Research:

  • Research Progression: Unlock new tech advancements through research, exploration, or trade.
  • Implementation Planning: While planning technological advancements, balance the need for innovation with practicality and sustainability, especially when managing multiple settlements.

Claiming Water and Islands:

  • When claiming a hex with water, your claim extends to the water portion.
  • To claim land beyond water (e.g., islands), explore and claim intervening deep water hexes.
  • Settlement planning: While detailed settlement planning is ideal, it can be daunting. Balancing detail and practicality is key, especially for multiple settlements.

Settlement Stat Blocks

Overview:Settlements are treated as characters with their own stat blocks, allowing for quick and efficient management of vital data. Multiple stat blocks can represent different districts within a city, providing distinct characteristics to various neighborhoods.

Elements:

  • Name: The name of the settlement.
  • Size: Indicates the population size, which determines the settlement's category (e.g., village, town, city).
  • Base Value: Determines the availability of goods and services, with higher values indicating greater access to resources.
  • Defense: Represents the settlement's defensive capabilities, crucial for mass combat scenarios.
  • Government: Describes the settlement's ruling structure and leadership.
  • Qualities: Unique features or advantages possessed by the settlement (e.g., thriving market, renowned university).
  • Disadvantages: Challenges or drawbacks affecting the settlement's prosperity or stability.
  • Modifiers: Additional factors influencing the settlement's characteristics or functioning (e.g., magical wards, ongoing construction projects).

Districts:For large cities, multiple settlement stat blocks can represent different districts, each with its own unique attributes and challenges. This approach allows for the creation of diverse neighborhoods within a single city.

Customization:Game Masters are encouraged to add new elements or modify existing ones to tailor settlements to their desired settings and themes. This flexibility enables the creation of vibrant and immersive cities for player exploration.

Settlement Sheet

A Settlement Sheet, included in the game materials, provides space to record and track the details of individual settlements. This tool aids in organizing and managing settlement data efficiently during gameplay.

By utilizing settlement stat blocks and the accompanying Settlement Sheet, Game Masters can streamline the management of settlements, facilitating smoother interactions between players and the diverse communities they encounter in their adventures.

Settlements

Founding a Settlement

To establish a settlement, follow these steps:

  1. Acquire Funds: Obtain build points (BP) and resources.

  2. Explore and Clear a Hex: Investigate and eliminate threats from the chosen hex.

  3. Claim the Hex: Spend 1 BP to claim the hex as part of your kingdom.

  4. Prepare the Site: Clear obstacles and prepare the terrain for construction.

  5. Construct Buildings: Begin construction of the first building, paying its BP cost.

Magic Items in Settlements

Certain buildings increase the likelihood of specific magic items being available for purchase:

  • Gaining Item Slots: Construct these buildings to gain magic item slots.

  • Filling Item Slots: Roll during the Upkeep Phase to fill vacant magic item slots.

Table: Kingdom Size and Magic Items:

Kingdom SizeMinor Magic ItemsMedium Magic ItemsMajor Magic Items
1-101
11-252
26-5031
51-10042
101-200531
201++1 for every 100+1 for every 100+1 for every 100

Emptying Item Slots

If unsatisfied with a magic item, three methods can be used to purge it:

  1. Purchase with Personal GP: Buy the item with personal gold.

  2. Manipulate Kingdom's Economy: Attempt an Economy check during the Income Phase.

  3. Spend BP: Use kingdom's BP to purchase the item.

Claiming Water and Islands

Claim hexes containing water and explore surrounding hexes to control islands and underwater areas.

Settlement Stat Blocks

Name: The settlement’s name.

Alignment and Type: General alignment and size category.

Modifiers: Values affecting specific skill checks.

Qualities: Unique features or advantages.

Danger: Indicates settlement's threat level.

Disadvantages: Challenges or drawbacks faced by the settlement.

Government: Governing structure.

Population: Approximate population.

Base Value and Purchase Limit: gp value for magic items and purchase limit.

Spellcasting: Highest-level spells available for purchase.

Minor Items/Medium Items/Major Items: Number of magic items available above the settlement’s base value.

Settlement Statistics

Table: Settlement Types and Population Ranges:

Settlement TypePopulation Range
ThorpeFewer than 20
Hamlet21–60
Village61–200
Small town201–2,000
Large town2,001–5,000
Small city5,001–10,000
Large city10,001–25,000
MetropolisMore than 25,000

Table: Available Magic Items:

Community SizeBase ValueMinorMediumMajor
Thorpe50 gp1d4 items
Hamlet200 gp1d6 items
Village500 gp2d4 items1d4 items
Small town1,000 gp3d4 items1d6 items
Large town2,000 gp3d4 items2d4 items1d4 items
Small city4,000 gp4d4 items3d4 items1d6 items
Large city8,000 gp4d4 items3d4 items2d4 items
Metropolis16,000 gp*4d4 items3d4 items

Settlement Modifiers

Modify skill checks based on settlement modifiers. Adjustments are made based on settlement type and characteristics.

Settlement Modifiers

Life in a settlement is represented by six modifiers, each of which adjusts the use of specific skills within the city.

  • Offense

    • Bribe
    • Public Lewdness: 5cp – 10 cp
    • Breaking the Peace: 1sp – 25 gp
    • Larceny (depending on severity): 5sp – 100 gp
    • Assault: 10sp – 50 gp
    • Murder (depending on victim): 200 – 20,000 gp
    • Blasphemy: 1,000 – 10,000 gp
  • Corruption: Measures how open a settlement’s officials are to bribes, how honest its citizens are, and how likely anyone in town is to report a crime. Low corruption indicates a high level of civic honesty. A settlement’s corruption modifies all Bluff checks made against city officials or guards and all Stealth checks made outside (but not inside buildings or underground).

  • Crime: A measure of a settlement’s lawlessness. A settlement with a low crime modifier is relatively safe, with violent crimes being rare or even unknown, while a settlement with a high crime modifier is likely to have a powerful thieves’ guild and a significant problem with violence. The atmosphere generated by a settlement’s crime level applies as a modifier on Sense Motive checks to avoid being bluffed and to Sleight of Hand checks made to pick pockets.

  • Economy: Indicates the health of its trade and the wealth of its successful citizens. A low economy modifier doesn’t automatically mean the town is beset with poverty—it could merely indicate a town with little trade or one that is relatively self-sufficient. Towns with high economy modifiers always have large markets and many shops. A settlement’s economy helps its citizens make money, and thus it applies as a modifier on all Craft, Perform, and Profession checks made to generate income.

  • Law: Measures how strict a settlement’s laws and edicts are. A settlement with a low law modifier isn’t necessarily crime-ridden—in fact, a low law modifier usually indicates that the town simply has little need for protection since crime is so rare. A high law modifier means the settlement’s guards are particularly alert, vigilant, and well-organized. The more lawful a town is, the more timidly its citizens tend to respond to shows of force. A settlement’s law modifier applies on Intimidate checks made to force an opponent to act friendly, Diplomacy checks against government officials, or Diplomacy checks made to call on the city guard.

  • Lore: Measures not only how willing the citizens are to chat and talk with visitors, but also how available and accessible its libraries and sages are. A low lore modifier doesn’t mean the settlement’s citizens are idiots, just that they’re close-mouthed or simply lack knowledge resources. A settlement’s lore modifier applies on Diplomacy checks made to gather information and Knowledge checks made using the city’s resources to do research when using a library.

  • Society: Measures how open-minded and civilized a settlement’s citizens are. A low society modifier might mean many of the citizens harbor prejudices or are overly suspicious of out-of-towners. A high society modifier means that citizens are used to diversity and unusual visitors and that they respond better to well-spoken attempts at conversation. A settlement’s society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official.

Settlement Alignment

A settlement’s alignment not only describes the community’s general personality and attitude but also influences its modifiers. A lawful component to a settlement’s alignment increases its law modifier by 1. A good component increases its society modifier by 1. A chaotic component increases its crime modifier by 1. An evil component increases its corruption modifier by 1. A neutral component increases its lore modifier by 1 (a truly neutral city gains an increase of 2 to its lore modifier). Alignment never modifies a settlement’s economy modifier.

Settlement Government

Just like nations, towns and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.

Choose one of the following as the settlement’s government. Several options have been added from various 3rd Party Publisher sources, marked as “3pp”. Disregard if you prefer purely Paizo options.

Settlement Government

Just like nations, towns, and cities are ruled by governments. A settlement’s government not only helps to establish the flavor and feel of the community but also adjusts its modifiers.

Choose one of the following as the settlement’s government. Several options have been added from various 3rd Party Publisher sources, marked as “3pp”. Disregard if you prefer purely Paizo options.

  • Autocracy:A single individual chosen by the people rules the community. This leader’s actual title can vary—mayor, burgomaster, lord, or even royal titles like duke or prince are common. (No modifiers)

  • Colonial (3pp)Source Cityscapes: New Settlement Options for the Pathfinder RPG.The settlement’s ruler is a figure-head for a distant colonial power: a magistrate, governor, or minor landed noble. He or she may have limited autonomy in running the colony, but ultimately answers to the colony’s founding power. Colonies are typically seen as resources for their founding government, not having much political power or influence.

    • Increase Corruption +2, Economy +1, Law +1.
  • Council:A group of councilors, often composed of guild masters or members of the aristocracy, leads the settlement.

    • Increase Society +4; Decrease Law and Lore –2.
  • Dynasty (3pp)Source Cityscapes: New Settlement Options for the Pathfinder RPG.Power is concentrated in the hands of a single family or a small group of closely related, inter-married families. These elites have ruled the settlement since its inception and manipulated the power structure to ensure they remain in power.

    • Increase Corruption +1, Law +1. Decrease Society -2.
  • Magical:An individual or group with potent magical power, such as A high priest, an archwizard, or even a magical monster, leads the community.

    • Increase Lore +2; Decrease Corruption and Society –2; increase spellcasting by 1 level.
  • Military (3pp)Source Cityscapes: New Settlement Options for the Pathfinder RPG.The settlement is an armed garrison that exists solely to serve the military forces deployed there. It may be a massive military base and training complex, a wilderness fortress, or a keep that patrols a major trade route, depending on its size. The settlement may even be an ordinary town or city that recently fell under military rule after a coup or uprising that led to the declaration of martial law.

    • Increase Law +3. Decrease Corruption -1, Society -1.
  • Overlord:The community’s ruler is a single individual who either seized control or inherited command of the settlement.

    • Increase Corruption and Law +2; Decrease Crime and Society –2.
  • Secret Syndicate:An unofficial or illegal group like a thieves’ guild rules the settlement—they may use a puppet leader to maintain secrecy, but the group members pull the strings in town.

    • Increase Corruption, Economy, and Crime +2; Decrease Law –6.
  • Theocracy (3pp)Source Cityscapes: New Settlement Options for the Pathfinder RPG.The settlement is ruled by its patron faith: secular and theological power are one and the same here. Priests, clerics, and oracles decide every facet of life in the settlement.

    • Double the modifiers for the settlement’s alignment. The settlement gains any one of the following qualities as a ‘bonus’ quality: desecrate/hallow, Holy Site, Pious, Racial Enclave, Racially Intolerant, Unholy Site.
  • Plutocracy (3pp)Source Cityscapes: New Settlement Options for the Pathfinder RPG.The wealthiest and most influential merchants rule this settlement. Wealth is seen as a sign of good character, ethics, and even divine favor. The poor have few, if any rights that the wealthy are bound to respect.

    • Increase Corruption +2, Crime +2, Economy +3. Decrease Society -2.
  • Utopian Experiment (3pp)This idealistic settlement was founded upon lofty ideals. In theory at least, all members of the community have a voice in its government, and a settlement council meets to ensure the ideals of the community are followed.

    • Increase Society +2, Lore +1. Decrease Corruption -2, Crime -1.

Settlement Qualities

Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics. A settlement’s type determines how many qualities it can have—once a quality is chosen, it cannot be changed.

Note that many of the following qualities adjust a town’s base value or purchase limit by a percentage of the town’s standard values. If a town has multiple qualities of this sort, add together the percentages from modifiers and then increase the base value by that aggregated total—do not apply the increases one at a time.

Settlement Qualities

Settlements often have unusual qualities that make them unique. Listed below are several different qualities that can further modify a community’s statistics. A settlement’s type determines how many qualities it can have—once a quality is chosen, it cannot be changed.

  • Abundant (3pp):The settlement has access to extraordinary natural resources: rich farmland, a deep lake, excellent hunting grounds nearby or even a convenient source of magical sustenance. The local food surplus makes the settlement a major exporting hub, and increases the standard of living for its inhabitants.

    • Increase Economy +1. Reduce the purchase price of most forms of locally-grown food and livestock by 25% or more.
  • Abstinent (3pp):The settlement's religious or moral convictions force it to deny some of the world’s more common vices. The settlement prohibits a common vice: usually alcohol is prohibited, but other abstinent settlements might ban stronger drugs, tobacco, prostitution, or even ‘indulgent’ foods like fine pastries, meat, or similar.

    • Increase Corruption +2, Law +1, Decrease Society -2.
  • Academic:The settlement possesses a school, training facility, or university of great renown.

    • Increase Lore +1. Increase spellcasting by 1 level.
  • Adventure Site:Proximity to a famous adventuring location has long drawn curious adventures from across the land.

    • Increase Society +2. Increase purchase limit by 50%.
  • Animal Polyglot (3pp):Similar to the Magical Polyglot effect, a magical aura hangs over the settlement. All creatures of the Animal type gain the ability to speak and think while within the settlement’s borders. Animals act as if their INT scores were 6, and gain ability to speak Common; they lose these benefits as soon as they pass the settlement’s borders. There are likely to be few butcher shops within the settlement’s borders.

    • Decrease Economy -1, Increase Lore +1. Increase spellcasting by 1 level. Add the settlement’s Lore modifier to Handle Animal checks made within the settlement.
  • Artifact Gatherer (3pp):The sale of a certain kind of rare item is heavily restricted. This may be items of a magical, technological, or psychic origin.

    • Increase Economy +2. Reduce base value by 50%, purchase of such items is limited to black markets.
  • Artist’s Colony (3pp):The settlement is renowned for the excellence of its local artists, performers, and craftsfolk.

    • Increase Economy +1, Society +1. Add the settlement’s Economy modifier on all Craft checks, not just those made to earn a living.
  • Asylum (3pp):The settlement is host to an infamous madhouse or asylum (or perhaps a prison, gaol, or notorious workhouse). The presence of these dangerous, mad souls has hardened the townsfolk, making them suspicious of strangers and paranoid about the possibility of an escape or other tragedy.

  • Broad Minded:The citizens are open, friendly, and tolerant, and react positively towards visitors.

    • Increase Lore +1, Society +1.
  • City of the Dead (3pp):The settlement abuts a massive, historically significant graveyard, massive tomb, or mausoleum complex. Its monuments are well maintained, and a powerful ancestor cult exists within the city, either in replacement or addition to traditional religions.

    • Decrease Economy -2, Increase Lore +2, Law +1. Add the settlement’s Lore modifier to Knowledge (history) and Knowledge (nobility) checks.
  • Cruel Watch (3pp): (Special Restriction: Lawful communities only)The settlement’s civic watch or police force is infamous for its brutality, effectiveness, cruelty, and corruption.

    • Increase Corruption +1, Law +2. Decrease Crime -3, Society -2.
    • Increase Lore +1, Decrease Society -2.

Settlement Qualities

  • Cultured:The settlement is well known for its culture of artistry, particularly among actors and musicians.

    • Increase Society +1. Decrease Law -1. Always counts as a prosperous city for the purpose of perform checks.
  • Darkvision:Most of the citizens have darkvision, and thus nights provide no cover for thieves and other criminals. Merchants lose little inventory to dishonesty.

    • Increase Economy +1. Decrease Crime -1.
  • Decadent (3pp): (Special Restriction: Evil communities only)The settlement’s vast wealth and proud, ancient heritage has made it a haven for corruption and sin.

    • Increase Corruption +1, Crime +1, Economy +1, Society +1, Danger +10. Increase Base Purchase Limit by +25%.
  • Deep Traditions:

  • Dance of the Damned:The settlement is bolstered by its strong traditions, but its citizens have difficulty interacting with visitors.

    • Increase Law +2. Decrease Crime -2, Society -2.
  • Defensible (3pp):The settlement is strategically situated to make it easier to defend, giving its inhabitants confidence and making the settlement a major local trade hub.

    • Increase Corruption +1, Crime +1, Economy +2. Decrease Society -1.
  • Desecrate/Hallow (3pp): (Special Restriction: Good or Evil communities only)The entire settlement is under the effects of a permanent desecrate or hallow effect (choose only one) of incredible power. This effect can be suppressed in small areas within the settlement. The caster level for the effect is equal to 20 + the settlement’s size modifier, for the purpose of dispelling.

  • Eldritch (3pp):The town has a strange and unnatural air, and is a popular place for sorcerers and oracles.

    • Increase Lore +2, Danger +13. Increase spellcasting by +2 levels when casting divination or necromancy spells only.
  • Famed Breeders (3pp):The settlement is known for the excellent quality of the animals bred there, from the mundane (horses, mules, cattle, pigs) to the exotic (talking tigers, Pegasis, griffins). People come from far and wide to purchase livestock, draft animals, mounts, and animal companions.

    • Increase Economy +1. Increase Base Value and Base Purchase Limit by +20% when dealing with mounts and associated gear. Characters can purchase mounts or livestock in the settlement at a +10% discount.
  • Financial Center (3pp):This settlement is home to powerful banks, mints, trading houses, currency exchanges, and other powerful financial and mercantile organizations.

    • Increase Economy +2, Law +1. Increase Base Value and Purchase Limit by +40%.
  • Free City (3pp): (Special Restriction: Chaotic communities only)The city’s libertarian laws make it a haven for fugitives and outcasts of all kinds, from runaway children, serfs who escaped their lord’s lands, criminals, and escaped slaves alike. Foreign adventurers and bounty hunters cannot arrest or capture fugitives within the settlement’s borders.

    • Increase Crime +2, Danger +5. Decrease Law -2.
  • Gambling (3pp):The settlement caters to vice and greed. Casinos, gaming houses, opium dens, and bordellos are all common here, and serve as the town’s major industry.

    • Increase Crime +2, Corruption +2, Economy +2, Law -1. Add +10% to the settlement’s Purchase Limit.
  • God Ruled (3pp): (Special Requirement: Theocracy or Utopian Experiment governments only)The settlement has no real government; instead it is ruled by religious codes and omens. Gods or other powerful spiritual beings or outsiders intervene directly in the settlement’s politics and daily life. Ordinary citizens are possessed by spirits to speak decrees, unmistakable oracles appear as flaming messages written on walls or in the sky, or perhaps each and every citizen has prophetic dreams that tell them what they must do in the coming day for the settlement to thrive.

    • Decrease Corruption -2, Society -2. Add one dice to the number of medium magic items for sale in the settlement.
  • Good Roads (3pp):The settlement has an extensive road network. These roads are well-maintained and allow for quick movement of troops and merchandise.

    • Increase Economy +2.
  • Guilds (3pp):A variety of trade and mercantile guilds control the town’s industry and trade. These guilds are highly specialized (a printer’s guild, an eggler’s guild, a swordsmith’s guild, a diamond cutter’s guild, etc.), and usually semi-hereditary, with children following their parents into the guild.

    • Increase Corruption +1, Economy +1. Decrease Lore -1.
  • Holy Site:The settlement hosts a shrine, temple, or landmark with great significance to one or more religions. The settlement has a higher percentage of divine spellcasters in its population. (Corruption –2; increase spellcasting by 2 levels)

Settlement Qualities

  • Insular:The settlement is isolated, perhaps physically or even spiritually. Its citizens are fiercely loyal to one another.

    • Law +1; Crime –1
  • Legendary Marketplace (3pp): (Source Cityscapes: New Settlement Options for the Pathfinder RPG.)The settlement is justly famed for its markets: almost anything may be for sale here! The settlement’s Base Value and Purchase Limits are treated as if the settlement was one size category larger. In the case of a Metropolis with the Legendary Marketplace quality, double the settlement’s Base Value and Purchase Limit.

    • Increase Economy +2, Crime +2.
  • Living Forest (3pp):This settlement is a magical place, carved from the living heart of an ancient forest. The trees form themselves into homes, and branches bend to provide the settlement’s inhabitants with food, in the form of magical, druid-tended fruits and berries.

    • Increase Lore +1, Society +2, Decrease Crime -2, Economy -4. Increase Spellcasting by 4 levels (druidic spells only).
  • Long Memory:The people of this settlement have a deep-seated hatred for a specific group or faction. Any such individual who makes their presence known in town is attacked within 1d4 hours, and either violently out of the settlement or executed. Similarly, residents look upon those who deal with this enemy faction with suspicion, and they must pay 200% the normal price for goods and services and may face mockery, insult, or even violence.

  • Magically Attuned:The settlement is a haven for spellcasters due to its location; for example, it may lie at the convergence of multiple ley lines or near a well-known magical site.

    • Increase base value by 20%; increase purchase limit by 20%; increase spellcasting by 2 levels
  • Magical Polyglot (3pp):The settlement is blessed with a magical aura that allows all sentient creatures within its borders to understand one another as if they shared a common language. This permanent magical effect is similar to the tongues spell, and has no effect on written language, only the words spoken by the settlement’s inhabitants.

    • Increase Economy +1, Lore +1, Society +1.
  • Majestic (3pp):The settlement is known for its dramatic, sweeping architecture, monumental statuary and is built to a scale alien to most Medium size humanoids. Perhaps the settlement was once a domain of giants, or simply a human metropolis hewn to an epic scale for the sake of grandeur.

    • Increase spellcasting by +1 level. Add +1d8 to the number of the most expensive category of magic items the settlement offers for sale, as determined by its size.
  • Militarized:The populace is devoted to the armed forces. Civil and military law is intertwined, punishments are harsh, and loyalty to the state is expected.

    • Increase Law +4. Decrease Society -4.
  • Mobile: Frontlines (3pp):The entire settlement can move, albeit slowly, not much faster than an average man could walk. Perhaps it floats on a cushion of magical air, hundreds of feet above the landscape, is a fortress-castle growing from the back of some impossibly large creature, or is some kind of enormous steampunk or magi-tech tank.This city is designed to patrol its kingdom or territory, responding to threats and offering the city’s defenses to those in need.

    • Reduce Corruption -1, Economy -1, Society -1. Increase the Base Value and Purchase Limit of the settlement by 25% when trading weapons and armor.
  • Mobile: Sanctuary (3pp):This mobile settlement is designed to retreat from danger, moving to a safer location when threatened by natural disasters, invasion or famine threatens.

    • Increase Economy +1, Decrease Society -1.
  • Morally Permissive (3pp):Divine indulgence or perhaps just a corrupt church selling indulgences has made this settlement famous (or infamous) for its lax morals. Select 1d4+1 acts that would normally be considered sinful or immoral; these acts are not crimes or sins within the settlement, and committing these acts does not violate a paladin or cleric’s moral code, so long as the offense is limited to within the settlement’s borders.

    • Increase Corruption +1, Economy +1. Decrease divine spellcasting by -1 level.
  • Mythic Sanctum:The settlement is a seat of power for one or more living mythic characters, granting each of the mythic characters additional influence so long as they reside here.

    • Decrease Corruption -2. Increase each resident mythic character’s effective mythic tier for the purpose of granting spells to followers.
  • No Questions Asked:The citizens mind their own business and respect a visitor’s privacy.

    • Increase Society +1. Decrease Lore -1.

Settlement Qualities

  • Notorious:The settlement has a reputation (deserved or not) for being a den of iniquity. Thieves, rogues, and cutthroats are much more common here.

    • Increase Crime +1 and Danger +10; Decrease Law –1; Increase Base Value by 30% and Purchase Limit by 50%).
  • Peacebonding (3pp):By local law, any weapon larger than a dagger and all wands and rods must either be peacebound or stored at the local sheriff’s office or jail (at the settlement’s option) for the duration of the visit. Peacebonding a weapon involves winding a colored cord tightly around the weapon and its scabbard, and then impressing the local seal in wax. Removing the peacebond requires a full round action before the item can be drawn. (Disable Device DC 12 to untangle the bond as a move equivalent action; bond hp 5, no hardness)

    • Increase Law +1, Decrease Crime -1.
  • Phantasmal (3pp):The settlement simply isn’t always there!This magical settlement might only appear in the moonlight, appear out of the mist on particularly holy or infamous dates, or only appear in this plane during thunderstorms or on particularly hot days. At other times, the settlement simply doesn’t exist on this plane; powerful, plane-crossing magic is required to access the settlement outside of the ‘proper’ time. The highly magical settlement is insular and clannish as a result of its isolation from the outside world.

    • Decrease Economy -2, Society -2. Increase spellcasting by two levels when dealing with planar magic or conjuration (summoning or teleportation) spells only.
  • Pious:The settlement is known for its inhabitants’ good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community).

    • Increase spellcasting by 1 level; any faith more than one alignment step different than the community’s official religion is at best unwelcome and at worst outlawed—obvious worshipers of an outlawed deity must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence).
  • Planar Crossroads (3pp):Natural or artificial planar gates near the settlement make it a cross-roads for planar travel. Creatures from across the multiverse, both malevolent and benign, can be found here, as can their artifacts.

    • Increase Crime +3, Economy +2, Danger +20. Increase spellcasting by two levels, and the Base Purchase Limit by +25%. In addition, the Planar Crossroads settlement is the point of origin for many breeds of monstrous player characters. Reduce the ECL of any monstrous player race if that race has its origin in this settlement, making heroic versions of these creatures more common in the region.
  • Planned Community (3pp):

    • Special Restriction Lawful communities only
    • The community’s design was determined in advance, every detail planned out before the first keystone was laid. Streets are wide, straight and laid out on an orderly grid, neighborhoods and districts are segregated by purpose, as are the living quarters of the city’s inhabitants.
    • Increase Economy +1. Decrease Crime -1, Society -1.
  • Pocket Universe (3pp):

    • Thanks to a magical fold in space and time, the settlement exists in a place far too small to sustain it. A sleepy hamlet might be found in an old mansion’s disused pantry, a huge fortress might hide the space between two old oaks, or a planar metropolis might be contained within a single cramped alley of a much less important city-state.
    • Increase Spellcasting by +2 levels. Decrease Economy -2. Depending on the nature of the settlement and its relationship with the outside world, the settlement might be impossible to find. It may skill checks to even find the entrance to the settlement: usually a DC 20 Knowledge (local) or Knowledge (the planes) check. The settlement’s size modifier is applied to this check, albeit inverted. After all, it’s easier to find a Metropolis (DC 16) than a Thorpe (DC 24).
    • This settlement is home to a greater than usual percentage of children, making it energetic and lively. Increase Crime +1, Society +2.
  • Population Surge (3pp):

    • This settlement is home to a greater than usual percentage of children, making it energetic and lively.
    • Increase Crime +1, Society +2.
  • Prosperous:

    • The settlement is a popular hub for trade. Merchants are wealthy and the citizens live well.
    • Increase Economy +1; Increase Base Value by 30%; Increase Purchase Limit by 50%.
  • Racially Intolerant:

    • The community is prejudiced against one or more races, which are listed in parentheses. (Members of the unwelcome race or races must pay 150% of the normal price for goods and services and may face mockery, insult, or even violence).

Settlement Qualities

  • Racial Enclave (3pp):

    • The settlement is dominated by a single race: a pleasant halfling farming community, an elven capitol, a collection of half-orc yurts on the open plains, etc.
    • Decrease Society -1.
    • Members of one or more races, chosen when the settlement is founded, are especially welcome in the tight-knit and hom*ogeneous settlement. Members of this race can purchase goods and services in the settlement at a 25% discount.
  • Resettled Ruins (3pp):

    • The settlement is built amid the ruins of a more ancient structure. While ruins provide a ready source of building materials, nearby dungeons to plunder, and ancient artifacts to explore, they might also provide a hiding place for modern dangers or old curses.
    • Increase Economy +1, Lore +1. Add +1d3 to the amount of magic items in any category the settlement’s size would allow it to normally offer. If the settlement’s size would not normally allow it to have magic items of a particular category, it always has at least one randomly chosen item of that category for sale. However, if a buyer rolls a natural one on any Appraise or Diplomacy check made to examine or purchase a locally bought magic item, that item is always cursed.
  • Religious Tolerance (3pp):

    • The settlement is known for its widespread religious tolerance, and many faiths have temples, cathedrals, or monasteries here. Religious debates in the public square are common.
    • Increase Lore +1, Society +1. Increase divine spellcasting by +2 levels.
  • Resource Surplus:

    • A surplus of a certain commodity has made for very competitive markets in those kinds of goods. This commodity and items primarily made from it can be purchased for as little as half the normal cost. The additional cost of making an item with alchemical compounds related to that resource is halved in this settlement’s marketplaces.
  • Restrictive:

    • Foreigners who settle in this settlement are prohibited from owning property in certain districts and sometimes pay a higher price for goods. This disdain rarely involves violence towards foreigners, though the city guard monitors strangers to ensure they don’t cross the boundaries of the city without appropriate paperwork.
    • Decrease Corruption -1, Lore -1.
  • Romantic (3pp):

    • The settlement’s inhabitants are renowned for their stunning beauty and charm, and the location has been made famous in dozens of romantic songs, poems, and bawdy limericks. Affairs of the heart are common here, among the town’s hotblooded, lusty inhabitants.
    • Increase Society +1. Double the amount of minor magic items available for sale in the marketplace. Such trinkets are a popular, if expensive, token of affection here.
  • Royal Accommodations (3pp):

    • One or more members of a royal dynasty call the settlement home. As such, security is extremely tight, and the local economy has taken flight, as merchants catering to the nobility have sprung up.
    • Increase Economy +1, Law +2. Decrease Society -1. Increase the Purchase Price of high quality or luxury items by +10% due to widespread inflation.
  • Rule of Might:

    • The settlement has a tradition of rule by the strongest individual.
    • Increase Law +2; Decrease Society –2.
  • Rumormongering Citizens:

    • The settlement’s citizens are nosy and gossipy to a fault—very little happens in the settlement that no one knows about.
    • Increase Lore +1; Decrease Society –1.
  • Rural (3pp):

    • The settlement, no matter its size, has never lost its sleepy, small-town atmosphere. Despite sprawling across a wide, mostly open area, neighbors look out for one another.
    • Decrease Economy -1, Crime -1, Danger -5.
  • Sacred Animals (3pp):

    • In this settlement, there is a great taboo about killing a particular breed of beast. The animals have free run of the settlement.
    • Increase Lore +1; Decrease Corruption -1, Economy -1.
  • Sexist (3pp):

    • The settlement’s laws have completely disenfranchised one gender or the other. Members of the oppressed gender cannot legally make purchases of items worth more than 5 gp, and may suffer mockery, violence, or legal persecution.
    • Decrease Society -2.

Settlement Qualities

  • Slumbering Monster (3pp):

    • The settlement is home to some form of powerful and ancient monster. The inhabitants expend vast effort keeping their monstrous prisoner contained.
    • Increase Lore +2, Society +1, Increase Spellcasting by 2 levels.
    • At the Gamemaster's discretion, the slumbering monster might be awakened, removing this quality and afflicting the settlement with the Hunted disadvantage instead. The slumbering monster must either be destroyed or re-imprisoned by PC actions to restore this quality to the settlement.
  • Small-Folk Settlement (3pp):

    • This settlement is designed for the comfort of a mostly gnome or halfling population. Everything in the settlement, from furniture to forks, is sized for small creatures.
    • Increase Law +1, Lore +1. Medium-sized and larger creatures treat the Settlement’s Crime and Society statistics as a penalty due to their difficulty in maneuvering or sneaking around in the miniature Settlement. Small or smaller creatures treat the Settlement’s Crime and Society statistics normally.

Settlement Disadvantages

Just as a settlement can have unusual qualities to enhance its statistics, it can also suffer from disadvantages. There’s no limit to the number of disadvantages community can suffer, but most do not have disadvantages, since a settlement plagued by disadvantages for too long eventually collapses. A disadvantage can arise as the result of an event or action taken by a powerful or influential NPC or PC. Likewise, by going on a quest or accomplishing a noteworthy deed, a group of heroes can remove a settlement’s disadvantage.

Several options have been added from various 3rd Party Publisher sources. Disregard if you prefer purely Paizo options.

  • Anarchy:

    • The settlement has no leaders—this type of community is often short-lived and dangerous.
    • Crime +4, Corruption +4, Economy -4, Law -6, Society -4; Danger +20.
  • Atheistic (3pp):

    • The gods have abandoned the settlement.
    • Outsiders cannot be summoned within the settlement's borders, and divine magic does not function.
  • Bureaucratic Nightmare (3pp):

    • The settlement is a nightmarish, confusing maze of red tape and petty tyrants.
    • Decrease Economy -2, Increase Crime +2, Corruption +2.
    • All financial transactions require a DC 10 Diplomacy check, with failure resulting in fines.
  • Cursed:

    • Some form of curse afflicts the city, causing violence, ill luck, or infestations.
  • Fascistic (3pp):

    • The settlement is governed by a totalitarian regime, enforcing brutal laws.
    • Increase Law +4, Decrease Society -4. Undesirables may be killed, imprisoned, or enslaved.
  • Heavily Taxed:

    • The settlement is heavily taxed and has fewer resources available.
    • Decrease Society -2, base value by 10%, purchase limit by 50%, spellcasting -2.
  • Hunted:

    • A powerful group or monster uses the city as its hunting ground, causing fear among citizens.
    • Decrease Economy, Law, and Society by 4; Danger +20; reduce base value by 20%.
  • Ignorant (3pp):

    • The people of this town are uneducated and dull-witted.
    • Decrease Economy -3, Lore -6, Society -3.
  • Impoverished:

    • Poverty, famine, and disease run rampant in the settlement.
    • Crime +1, Corruption +1; decrease base value and purchase limit by 50%; halve magic item availability.
  • Magically Deadened (3pp):

    • The magic in this region is weak, reducing spellcasting and magic item availability.
    • Decrease Lore -1, Economy -1; decrease spellcasting by four levels; reduce magical item availability.
  • Magical Dead Zone (3pp):

    • There is no magic in the settlement; spells do not function.
    • The entire settlement is a dead magic area.
  • Martial Law:

    • The settlement is under martial law, with strict curfews and stifling rules.
    • Increase Law +2; Decrease Corruption -4, Crime -2, Economy -4; Danger +10; halve marketplace values.
  • Mutagenic (3pp):

    • Strange energies cause mutations in those who spend too much time in the settlement.
    • Characters risk mutating after spending 72 continuous hours in the settlement.
  • Oppressed:

    • The leadership retains oppressive control, stifling freedom.
    • Decrease Lore -6, Society -6.
  • Plagued:

    • The community is suffering from a protracted contagion or malady.
    • Select a communicable disease; there’s a daily chance of exposure and infection.
  • Rampant Inflation (3pp):

    • The settlement's economy is out of control.
    • Decrease Economy -4, Increase Corruption +2, Crime +4; roll for additional costs before any purchase.
  • Soul Crushing (3pp):

    • The settlement has an oppressive, frightening atmosphere.
    • Characters suffer a penalty on WILL Saves as long as they remain in the area and for 24 hours after leaving.
  • Polluted (3pp):

    • The settlement's industry has polluted the environment, causing sickness and misery.
    • Increase Corruption +2, Economy +4; characters suffer penalties on Fort Saves against disease.

Settlement Disadvantages

  • Wild Magic Zone (3pp):
    • The settlement is built over an area of wild and unpredictable magic.
    • Decrease spellcasting by -2 levels; magical beings and spellcasters tend to avoid the area.

Settlement Mods

Settlement Sizes and Modifiers

The GM may want to adjust settlement modifiers based on the kingdom’s Size and how that corresponds to the standard settlement size categories.

  • Guards! Guards!:
    • Calling for the guard requires a Diplomacy check modified by the settlement’s law modifier. Success results in guards arriving on the scene in 1d6 minutes.

Sample Settlements

While it’s nice to be prepared, and planning out cities can be fun in and of itself, it’s not always possible to generate specific settlement stat blocks for every town and city that the PCs might visit. Sometimes the PCs decide to venture off in search of supplies instead of heading straight for the next dungeon, other times they make selling their newly acquired loot their highest priority. The following sample settlements are designed for precisely such occasions. Rather than a specific name, each of these sample settlements bears a generic title that indicates what kind of settlement it is or where it might be located.

  • Capital City:

    • Large city with various qualities and notable NPCs.
  • City of Thieves:

    • Small city known for its high crime rate and secret syndicate government.
  • City-State of Intrigue:

    • Metropolis with a mix of qualities, rampant anarchy, and notable NPCs.
  • Creepy Backwoods Hamlet:

    • A cursed, insular village with few inhabitants and notable NPCs.
  • Dwarven Trade Town:

    • Large town governed by a council, with a focus on trade and notable NPCs.
  • Elven Town:

    • Small town populated mainly by elves, magically attuned but racially intolerant.
  • Failing Fishing Village:

    • A village suffering from poverty and superstition, with few notable NPCs.
  • Sleepy Crossroads Thorpe:

    • A thorpe with minimal economy and society, governed by a council and notable NPCs.

Table: Settlement Sizes and Modifiers

LotsCategoryCorruptionCrimeLawLoreProductivitySocietyDanger
1Village-4-4-6-4-4-4-10
2–8Small Town-2-2-4-2-2-2-5
9–20Large Town00-20000
21–40Small City+1+1-1+1+1+1+5
41–100Large City+1*+1*-1*+1*+1*+1*+5*
101+Metropolis+1*+1*-1*+1*+1*+1*+5*

*Per district.

Modifiers: Add the listed number to the settlement’s Corruption, Crime, Law, Lore, Productivity, and Society.

Danger: Add the listed number to the settlement’s Danger value.

Tech Points

Tech Points RangeTech LevelAccessible Technology
1 - 14Low TechBasic technology with limited access to advanced tools
15 - 25Medium TechModerate level of technology with access to sophisticated equipment
26 - 50+High TechAdvanced technology providing access to cutting-edge tools and innovations

Reverse Engineering (TP)

In your D&D adventure, imagine arriving in a fantastical realm enriched with magic and mystery. Alongside your spacefaring exploits, you've acquired advanced technology from distant galaxies. Now, as you journey through this realm, you have a choice: utilize the futuristic gadgets and weaponry from your travels or embark on the path of discovery through reverse engineering.

As you encounter artifacts from your space travels and delve into the unknown, you have the opportunity to study and reverse engineer these marvels. By dismantling, analyzing, and experimenting, you unlock the secrets of these advanced technologies, gaining valuable insights and accruing tech points.

These tech points represent your growing understanding of these enigmatic devices and can be invested in enhancing the technological prowess of your party or traded for access to even greater wonders in the realm. Will you wield the power of your spacefaring heritage to reshape the world around you, or will you unravel the mysteries of these artifacts to unlock new possibilities and propel your adventures to even greater heights? The choice is yours to make in this thrilling fusion of magic and technology.

Item TypeTech Points Gained from Reverse Engineering
Low Tech Item1
Medium Tech Item3
High Tech Item5

This table represents the amount of tech points you can gain by reverse engineering different types of items in the realm, fueling your journey with the wonders of both magic and technology.

In your quest to advance the technological capabilities of your settlement, you'll need to spend specific amounts of tech points to unlock new advancements. The cost of unlocking these advancements follows a scaling system similar to the tech levels:

  • Low Tech Advancement (1-14 Tech Points): Basic technological upgrades that require a modest investment of tech points to implement within your settlement.
  • Medium Tech Advancement (15-25 Tech Points): More significant advancements that necessitate a moderate allocation of tech points to introduce and integrate into your settlement's infrastructure.
  • High Tech Advancement (26-50+ Tech Points): Cutting-edge breakthroughs demanding a substantial investment of tech points to unlock and implement, revolutionizing the capabilities and potential of your settlement.

Settlement Advancement System

In Starstrider, settlements can flourish and evolve through the acquisition of technological advancements. The settlement advancement system is structured around four main categories, each representing a vital aspect of settlement development:

  1. Medical: Enhance the health and well-being of your settlers with advancements in medical technology.
  2. Military: Strengthen the defenses and capabilities of your settlement with military innovations.
  3. Quality of Life: Improve the standard of living for your settlers with advancements that enhance comfort and convenience.
  4. Miscellaneous: Explore a variety of other technological fields not covered by the main categories.

Each of these main categories is further divided into three tiers of technology:

  • Low Tech: Basic advancements that lay the foundation for further development in the category.
  • Mid Tech: Intermediate advancements that provide substantial benefits and capabilities.
  • High Tech: Advanced advancements that push the boundaries of what is possible and unlock powerful abilities.

Unlocking Advancements

To unlock advancements within each category and tier, settlements must first obtain the base unlock for each tier within that category. Once a base unlock is acquired, settlers can then invest Tech Points to unlock individual advancements within that tier. The cost of each advancement varies based on its complexity and significance, with low tech advancements requiring fewer Tech Points than mid or high tech advancements.

Progression and Strategy

Settlement leaders must carefully consider their priorities and strategy when investing Tech Points. Whether focusing on medical breakthroughs, military superiority, improving quality of life, or delving into miscellaneous technologies, each decision shapes the future of the settlement. Strategic planning and resource management are crucial to ensure a thriving and resilient settlement in the ever-expanding frontier of Starstrider.

Important Note: Advancing Technology in Settlements

Remember, just because you possess the knowledge to create and utilize advanced technology does not mean that the settlers in your settlement do as well. Teaching them prematurely can have detrimental consequences. It's crucial to allow society to grow and develop alongside technological advancements.

Introducing advanced technology to a society that lacks the foundational understanding of how it works can lead to disaster. Without proper comprehension, misuse or mishandling of technology can have catastrophic consequences, potentially even dooming the entire settlement.

Therefore, it is imperative to refrain from prematurely imparting advanced knowledge and technology to settlers. Instead, focus on fostering an environment of education and gradual societal advancement. As society grows and learns, they will naturally become better equipped to handle and benefit from the advancements that technology has to offer.

Remember: Patience and prudence are key to ensuring the long-term success and sustainability of your settlement in the vast expanse of Starstrider.

Trade Routes

Reputation

Reputation in your settlement system is shaped by the actions your settlement takes and the values it espouses. For instance, adopting a fascist government might earn your settlement respect from nations sharing similar ideologies, cultivating a positive reputation within authoritarian societies. However, such a stance could generate a negative reputation among democratic nations and those prioritizing individual freedoms and sentient rights, regardless of species. Conversely, embracing democratic principles would likely garner favor from like-minded societies while potentially alienating authoritarian regimes. Ultimately, your settlement's reputation reflects its alignment with specific ideologies and values, influencing how other factions and settlements, regardless of species or planetary origins, perceive and interact with it. This dynamic system encourages players to carefully consider the consequences of their decisions and the diplomatic ramifications of their settlement's actions in a diverse and interconnected universeReputation in your settlement system is shaped by the actions your settlement takes and the values it espouses. For instance, adopting a fascist government might earn your settlement respect from nation

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Starstrider 5E by Sammythybunnie67 (2024)

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Introduction: My name is Margart Wisoky, I am a gorgeous, shiny, successful, beautiful, adventurous, excited, pleasant person who loves writing and wants to share my knowledge and understanding with you.