Starfinder [Arcanum of the Stars] "Dragonstarfinder"

Shayuri

First Post
Hm, maybe not so hard after all. The Shobhad is an alien from the Alien Archive. A little tweaking could make it work. Here's the base stats:

[sblock=Shobhad]Racial Traits
Ability Adjustments: +4 Str, –2 Int

Hit Points: 6
Size and Type
Shobhads are Large monstrous humanoids with space and reach of 10 feet.

Darkvision
Shobhads have darkvision with a range of 60 feet.

Four-Armed
Shobhads have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While this increases the number of items they can have at the ready, it doesn’t increase the number of attacks shobhads can make during combat.

Shobhad Ferocity
Once per day, a shobhad brought to 0 Hit Points but not killed can fight on for 1 more round. The shobhad drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.

Swift
A shobhad has a base speed of 40 feet.

Weathered
Shobhads have cold resistance 5, which stacks with one other source of cold resistance.[/sblock]

Extending that to Goliath:

[sblock=Goliath]Racial Traits
Ability Adjustments: +4 Str, –2 Int

Hit Points: 6
Size and Type
Goliath are Large monstrous humanoids with space and reach of 10 feet.

Low Light Vision
Goliath have low light vision.

Mountain Climbers
Goliath possess a Climb speed of 20'.

Hard to Bring Down
Once per day, a Goliath brought to 0 Hit Points but not killed can fight on for 1 more round. The Goliath drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.

Peak Leapers
Goliath gain +10 on an Acrobatics or Athletics check to jump or leap.

Weathered
Goliath have cold resistance 5, which stacks with up to one other source of cold resistance.[/sblock]
 

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Knightfall

World of Kulan DM
Hm, maybe not so hard after all. The Shobhad is an alien from the Alien Archive. A little tweaking could make it work.
That's what I was going to suggest you do.. Heh.

Shayuri said:
Extending that to Goliath:
[sblock=Goliath]Racial Traits
Ability Adjustments: +4 Str, –2 Int

Hit Points: 6
Size and Type
Goliath are Large monstrous humanoids with space and reach of 10 feet.

Low Light Vision
Goliath have low light vision.

Mountain Climbers
Goliath possess a Climb speed of 20'.

Hard to Bring Down
Once per day, a Goliath brought to 0 Hit Points but not killed can fight on for 1 more round. The Goliath drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.

Peak Leapers
Goliath gain +10 on an Acrobatics or Athletics check to jump or leap.

Weathered
Goliath have cold resistance 5, which stacks with up to one other source of cold resistance.[/sblock]
Looks good. Let's go with that and see how it plays.
 


Knightfall

World of Kulan DM
BTW, you guys. It will still be some time before I'll be ready to restart this game. I have to finish reading the core book first. Once I'm done going through the book and you guys have finished revising your PCs, I'd like to run them through a 'mock' combat to get a feel for the combat system. We can use the fight against the 'dragon(s)' as my test case. It won't matter if any of the PCs die (however unlikely), as the game will officially restart with the PCs at Candlekeep.

I will be running a max. of three pbp games including this one. My Crow God game is already underway again. My Bluffside game will restart next week sometime. and this one will restart, hopefully, by the end of February. (The mock fight will happen sooner than that.) My other two games are on permanent hiatus until one of my three pbp games finishes. (The Shackled City game just might end permanently.)

Posting will only have to be once a week, as that is the rule for the other two games. My goal, once all three are up and running, is to post once to each game every 1-1/2 weeks (or every week when I'm feeling up to it). I hope that's okay with you guys?

Cheers!

KF

p.s. This week was a slow one, as I had physio, which also included acupuncture. So, I'm bit sore.
 

Buddha the DM

Explorer
Sounds good to me.

As a heads up to any that has looked at my Wildstorm Industries file, I keep adding bits and pieces of material to it. What I add ranges across the whole spectrum of material so check it often for new material.

- Harold R. Nichols, Jr.
- Buddha the DM/Valkyn Highwind
 

Shayuri

First Post
Alright. Here's what I have so far for both Silhouette and Thrak. I bought their weapons and armor using the Starfinder rules, but their gear is entirely magical, even where in core Starfinder some of those features would be technological. That also means things like armor augments aren't swappable...they represent permanent enchantments, not modular upgrades.

[sblock=Silhouette]
Race: Fetchling
Class/Level: Beguiler 14
Gender: Female
Exp:

Strength (STR) 10 (0)
Dexterity (DEX) 22 (2) +2 racial, +2 lvl, +2 lvl, +4 personal enhancement
Constitution (CON) 14 (0) +2 lvl, +2 lvl
Intelligence (INT) 16 (2) +2 lvl, +2 lvl
Wisdom (WIS) 12 (2) -2 racial, +2 personal enhancement
Charisma (CHA) 25 (4) +2 racial, +1 theme, +1 lvl, +1 lvl, +6 personal enhancement

Alignment: Neutral
EAC: 33 (10 + 17 + 6)
KAC: 34 (10 + 18 + 6)
Hit Points: 88
Stamina: 112
Resolve: 14
Movement: 30'

Init: +6
Base Attack Bonus: +10/+5
Fort: +9
Reflex: +15
Will: +12

Race Abilities
Fetchling
+2 Dex, +2 Cha, -2 Wis
4 HP
Low-Light Vision
Darkvision 60'
Skilled: +2 Stealth, and (the original material gives Knowledge: Planes, but I'm thinking Bluff might work better here?)
Shadow Blending: Concealment from dim light gives 50% miss chance instead of 20%
Light Blindness

Theme Abilities: Spy
Theme Knowledge: When making a Diplomacy roll to gather information or a Culture roll to recall information about a person, subtract 5 from the DC. Diplomacy or Culture is a class skill for you, or gain +1 if you already have the chosen skill as a class skill from your 1st level class. Gain +1 to Charisma at character creation.

Ear to the Ground (6th level):
Gathering information with Diplomacy takes half the time, and you reduce the penalty to Stealth for moving at up to normal speed by half.

Something on Everyone (12th level):
If you succeed on a Culture check to recall information, or a Diplomacy check to gather information, about an individual you can use Diplomacy to Bully or Demoralize someone as if it was the Intimidate skill as you put your purloined secrets to good use. This only functions once per individual per day.

Class Abilities:
Cloaked Casting (+2 spell DC, +2 caster lvl vs spell resistance when target is flat-footed)
Improved Feint
Mystic Skullduggery +4
Beguiler Tricks
F - Stygian Step (Gain 50% miss chance as part of a mv action with 1 resolve; at 10th lvl spend 2 resolve to become incorporeal instead)
5 - Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)
8 - Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8)
F - Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both)
Bonus Feats
14 - Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated)
F - Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)

Archetype: Shadowdancer
2 - Shadowed Sneak (1/day adv w/Sleight of Hand, +30' to darkvision range)
6 - Hide in Shadows (when within 10' of dim light, Hide from normal vision even if no other cover/concealment)
9 - Shadow Jump (Move between areas of Dim Light as if by Dimension Door, up to total of 960' in increments of 40'; gain Dimensional Agility as bonus feat)

Skills: (6+3 x 14) 126
Acrobatics (Dex) +19 (10 + 6 +3)
Bluff (Cha) +30 (14 + 7 + 3 + 4 + 2)
Culture (Int) +16 (10 + 3 + 3)
Diplomacy (Cha) +20 (10 +7 +3)
Disguise (Cha) +20 (10 + 7 + 3)
Mysticism (Wis) +22 (14 + 1 + 3 + 4)
Perception (Wis) +18 (14 + 1 + 3)
Profession: Servant (Cha) +15 (5 + 7 + 3)
Sense Motive (Wis) +17 (13 + 1 + 3)
Sleight of Hand (Dex) +19 (10 + 6 + 3)
Stealth (Dex) +21 (10 +6 +3 +2)

Feats
1 Mystic Strike (weapon attacks always count as magic)
3 Expanded Beguiler Training (gain a Beguiler Trick)
5 Iron Will
7 Shadow Weave Magic (+1 spell DC for enchantment/illusion, -1 for evocation and transmutation)
B Spell Focus (+2 spell DC)
9 Spell Penetration (+2 vs SR)
B Dimensional Agility (
B Expanded Beguiler Training
11 Mobility (+4 AC vs opportunity attacks from movement out of threatened spaces)
13 Greater Feint (feints last until end of following turn)
B Expanded Beguiler Training

Languages - Common, Mulhorandi, Thayan, Elven, Draconic, Celestial, Infernal, Abyssal, Sylvan, ?, ?, ?, ?, ?

Spells (caster level 14 (16 vs SR), Base DC 19+spl lvl)
Slots 1 - 7, 2 - 7, 3 - 6, 4 - 5, 5 - 3

Known
0 - Dancing Lights, Detect magic, Ghost Sound, Telepathic Message, Token Spell, Mending
1 - Charm Person, Comprehend Languages, Detect Thoughts, Disguise Self, Expeditiousness, Identify
2 - Darkness, Invisibility, Knock, Mirror Image, See Invisible, Spider Climb
3 - Arcane Sight, Haste, Nondetection, Suggestion, Tongues
4 - Hold Monster, Holographic Image, Mind Thrust, Flight
5 - Greater Dispel Magic, Mislead

Money - 19706

Weapons -
Adamantine Zero-edge Dagger, +16 atk, 6d4+13 dmg, analog, operative, 66,900
- Fusion: Called, 11,700
- Fusion: Glamered, 11,700

Bow, +16, 1d6+13 P dmg, 60', quick reload

Armour -
Freebooter IV, +17/+18, Max dex +6, ACP 0, 4 upg, 60,600
- Electrostatic Field Mk2, 1 slot, 13,000 (Resist Electricity 10, 2d6 electric damage when touched/hit in melee)
- Thermal Capacitor Mk2, 1 slot, 36,250 (Resist Fire/Cold 10, expanded habitable temp range)
- Deflective Reinforcement, 1 slot, 7500 (DR 5/-)
- Filtered Rebreather, 1 slot, 4600 (Resist Acid 5, +2 vs poison/disease)


Gear -
Ring of Resistance 3, 18,100
Ability Crystals (+2, +4, +6), 82,900
Clothing
- Cold Environment, Travel; 40
- Everyday; 1
Hygiene Kit, 3[/sblock]

[sblock=Beguiler]
Key Ability: Charisma

6 + Int modifier; Acrobatics (Dex), Bluff (Cha), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Mysticism (Wis), Perception (Wis), Profession (Cha, Int, or Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Proficiencies: Light Armor, Basic Melee (analog only), Bows

1 0 Cloaked Casting
2 1 Beguiler Trick
3 2 Improved Feint, Mystic Skullduggery +1, Weapon Specialization
4 3 Bonus Feat
5 3 Beguiler Trick
6 4 Mystic Skullduggery +2
7 5 Bonus Feat
8 6 Beguiler Trick
9 6 Mystic Skullduggery +3
10 7 Bonus Feat
11 8 Beguiler Trick
12 9 Mystic Skullduggery +4
13 9 Bonus Feat
14 10 Beguiler Trick
15 11 Mystic Skullduggery +5
16 12 Bonus Feat
17 12 Beguiler Trick
18 13 Mystic Skullduggery +6
19 14 Bonus Feat
20 15 Fuse Spells, Beguiler Trick

Cloaked Casting: A Beguiler casting a spell against an unwitting target (who is being denied Dex bonus to KAC and EAC) has +1 to the spell's save DC. At 8th level the spell gains +2 versus spell resistance. At 14th level the bonus to save DC becomes +2.

Improved Feint: Gain as a bonus feat

Mystic Skullduggery: Insight bonus to Bluff or Stealth, and Mysticism.

Bonus Feats can be chosen from: Spell Focus, Greater Feint, Artful Misdirection, Expanded Beguiler Training, Mass Enchantment, or any of the Technology Feats (http://paizo.com/pathfinderRPG/prd/technologyGuide/feats.html)

Fuse Spells: As Technomancer

Beguiler Tricks
2nd level
Stygian Step (Gain 50% miss chance as part of a move action with 1 resolve; at 10th level spend 2 resolve to become incorporeal instead)
Quick Disguise (as Operative)
Takes One To Know One (gain +2 to save vs Enchantment and Illusion; increases to +4 at 10th lvl)
Hidden Signs (Bluff roll vs Perception of onlookers to conceal spellcasting as normal activity)

5th level
Subtle Spell (1 resolve to cast spell without making any noise, or without needing to make gestures; at 10th lvl 2 resolve for both)
Surefooted (as operative)
Alter Aura (Contest Bluff vs Caster level of spells attempting to determine alignment)

8th level
Mentalist's Bane (as operative)
Holographic Distraction (as operative)
Master of Disguise (as Operative)
Wraith Strike (When attacking a flat-footed opponent, do 1d4 extra damage in melee or within 40', add 1d4 each 3 levels gained beyond 8)

11th level
Glimpse the Truth (as operative)
Baleful Touch (spend 2 resolve to Stygian Step through foe, doing Wraith Strike dmg with d8s. Requires Stygian Step and Wraith Strike)
Dusk Aura (spend 1 resolve to lower light level 1 step in own space, lasts lvl/3 rounds)
Hide in Plain Sight (use Stealth to hide even if observed as long as shadows are within 10')

14th level
Quickened Spell (2 resolve to cast 0 lvl spell, 4 to cast 1st level spell, 6 to cast 2nd level spell as a move action)
Swift Feint (Roll Bluff to feint as a swift action)
Incorporeal Anatomy (spend 1 resolve as reaction when critically hit, or hit by Trick Attack; extra dmg from these is negated)
Dauntless Deception (gain Will save against True Seeing when it is used to attempt to see through your illusion effects)[/sblock]

[sblock=Beguiler Spell List]
0 Level Dancing Lights, Daze, Detect magic, Ghost Sound, Telepathic Message, Token Spell, Mending

1 Level Alarm, Charm Person, Comprehend Languages, Detect Thoughts, Disguise Self, Expeditiousness, Holographic Image, Identify, Lesser Confusion, Ventriloquism, Keen Senses, Flight, Mind Thrust

2 Level Daze Monster, Hold Person, Holographic Image, Invisibility, Knock, Mirror Image, See Invisible, Spider Climb, Fog Cloud, Darkvision, Darkness, Flight, Mind Thrust

3 Level Arcane Sight, Charm Monster, Clairaudience/Voyance, Deep Slumber, Dispel Magic, Displacement, Euphoric Cloud, Haste, Holographic Image, Nondetection, Reflective Hideaway, Slow, Suggestion, Tongues, Web, Flight, Mind Thrust

4 Level Arcane Eye, Confusion, Hold Monster, Holographic Image, Greater Invisibility, Detect Observation, Mind Probe, Nightcloak, Secret Text, Sending, Telepathic Bond, Flight, Mind Thrust

5 Level Break Enchantment, Dominate Person, Feeblemind, Greater Dispel Magic, Holographic Image, Holographic Terrain, Mislead, Modify Memory, Passwall, Private Sanctum, Prying Eyes, Freedom of Movement, Flight, Mind Thrust

6 Level Ethereal Jaunt, Holographic Image, Mass Invisibility, Shadow Walk, Shadowy Fleet, True Seeing, Veil, Getaway, Plane Shift, Subjective Reality, Mind Thrust[/sblock]


[sblock=Spy]
You're a skulk, a snoop, someone who makes a living finding out things other people would rather you not know. Maybe you worked for an intelligence agency, or maybe you were more of a freelancer; a secretive information broker or a private detective. Regardless, you know how to do the legwork, who to talk to, and how to cover your tracks. Authorities never feel entirely safe with you around, but your services are entirely too valuable to eliminate you.

Theme Knowledge: When making a Diplomacy roll to gather information or a Culture roll to recall information about a person, subtract 5 from the DC. Diplomacy or Culture is a class skill for you, or gain +1 if you already have the chosen skill as a class skill from your 1st level class. Gain +1 to Charisma at character creation.

Ear to the Ground (6th level):
Gathering information with Diplomacy takes half the time, and you reduce the penalty to Stealth for moving at up to normal speed by half.

Something on Everyone (12th level):
If you succeed on a Culture check to recall information, or a Diplomacy check to gather information, about an individual you can use Diplomacy to Bully or Demoralize someone as if it was the Intimidate skill as you put your purloined secrets to good use. This only functions once per individual per day.

Master Spy (18th level):
When you learn something embarrassing or incriminating about someone who's in a position to be of use to you, recover 1 Resolve point. If you can either approach the subject and use that information to successfully extort valuables or service from them, or sell the information for valuables or favors to one of their rivals, recover a second Resolve point.[/sblock]

[sblock=Thrak]
Goliath Outlander Soldier 12
Exp: 56,200
Hit Points: 90
Stamina: 121
Initiative: +2
Speed: 30 ft
EAC: 29 (10 + 17 armor +2 dex)
KAC: 31 (10 + 18 armor +2 dex +1 insight)

Saves: Fort +12, Ref +8, Will +11
Abilities: Str 24, Dex 14, Con 18, Int 10, Wis 17, Cha 10

Skills: 48
Acrobatics (Dex) +13 (8
Athletics (Str) +20 (10
Intimidate (Cha) +13 (10
Medicine (Int) +13 (10
Survival (Wis) +16 (10

Feats:
1 Enhanced Resistance: Kinetic (gain DR 12/-)
3 Bodyguard (give adjacent ally +2 EAC/KAC, lose that amount for self)
5 Improved Unarmed Strike (always counts as armed, unarmed strikes do increased damage)
7 Stand Still (attacks of opportunity may force targets to stop moving)
B In Harm's Way (take damage intended for Bodyguarded ally)
9 Deflect Projectiles (use weapon attack roll as reaction to stop incoming ranged damage)
11 Connection Inkling (gain Psychokinetic Hand, Stabilize at will, and can cast Life Bubble 4/day, Wis-based DC)

Theme:
Ability Bonus: +1 Strength

Theme Knowledge (1st)
Without access to high level technology, you've grown more accustomed to enduring harsh environments and relying on your own physical prowess than most. The DC of Survival checks used to endure weather, live off the land, and orient yourself is reduced by 5 when you are not assisted by technological devices. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition you gain an ability adjustment of +1 to Strength at character creation.

Archaic Proficiency (6th)
While fancy chain swords or death lasers work for some, you’ve found that simple hardened steel or a taunt strung bow can do just as well when used properly. When using Archaic weapons, you bypass the damage reduction normally provided against such weapons by advanced armor. Additionally you can use the Improved Unarmed Strike feat table for damage when using an Archaic weapon if that damage would be higher.

Self Reliant (12th)
While others might scoff at you for your backwards ways, you’ve learned to thrive in situations where technology is limited or unavailable. You receive a +1 to any strength, dexterity, or wisdom based skill check that is unassisted by any kind of technological device.

Spartan Aptitude (18th)
Overcoming great challenges without relying on advanced machines or technology fills you with a sense of accomplishment. Once per day after participating in combat against a significant foe without using any kind of technological item you recover 1 Resolve Point. Additionally once per day after overcoming a skill challenge that benefits you or your group without the use of any kind of technological assistance you also recover 1 Resolve Point.

Race features
Goliath
Ability Adjustments: +4 Str, –2 Int
Hit Points: 6

Size and Type
Goliath are Large monstrous humanoids with space and reach of 10 feet.

Low Light Vision
Goliath have low light vision.

Mountain Climbers
Goliath possess a Climb speed of 20'.

Hard to Bring Down
Once per day, a Goliath brought to 0 Hit Points but not killed can fight on for 1 more round. The Goliath drops to 0 HP and is dying (following the normal rules) but can act normally until the end of her next turn, when she becomes unconscious as normal. If she would lose additional Hit Points before this, she ceases to be able to act and falls unconscious.

Peak Leapers
Goliath gain +10 on an Acrobatics or Athletics check to jump or leap.

Weathered
Goliath have cold resistance 5, which stacks with up to one other source of cold resistance.

Class Features
Primary Fighting Style: Arcane Assailant
Techniques
- Rune of the EK (10 min to imbue weapon to be 'magic')
- Secret of the Magi (imbued weapon can gain Etherael, Flaming, Frost, Merciful or Shock fusion, if not already had)
- Power of Legend (1 resolve as move action while wielding magic weapon to remove Bleeding, Burning, Confused, Exhausted, Fatigued, Flat-footed, Off-target, Shaken or Sickened conditions, or reduce Cowering to Frightened, or Frightened to Shaken

Secondary Fighting Style (at lvl -8): Guard
Techniques
- Armor Training (Reduce ACP of worn armor by 1, increase Max-Dex by 1
Gear Boosts
- Melee Striker (+1/2 Str bonus to melee damage)
- Armored Advantage (+1 insight KAC when wearing armor)
- Anchoring Arcana (full attack to make single atk with magic weapon that can immobilize a foe; Will DC 16+strmod)

Weapon Specialization
Combat Feats
Soldier's Onslaught (may get 3rd attack for -6 to all when full attacking)

Archetype: Phrenic Adept
- Phrenic Awakening: Gain Limited Telepathy, 2 telepathy-only languages, Charisma prereqs waived for psychic power feats
- Phrenic Defense: 1 Resolve to reroll save vs fear/mind-effecting or pain descriptors; reduced effect if still fail
- Phrenic Senses: 1 resolve to gain Arcane Sight that only detects Fear, Mind-effecting or pain descriptor powers and abilities; Also gain Blindsense (Emotion) within 30'
- Lesser Power: Cast one of Charm Monster, Clairvoyance/audience, or Psychokinetic Strangulation 1/day; DC 10+spell lvl+Strmod
- Phrenic Power: Cast one of Confusion, Mind Probe, Telepathic Bond 1/day

Cash: 2565
Armor:
Superior Iridishell, EAC +17, KAC +18, Max Dex +4, ACP 0, Upg 4, Bulk 2 42250
- Haste, 9250
- Darkvision 60', 200
- Electrostatic Field Mk2, 13000
- Filtered Rebreather, 4600


Weapon:
Adamantine Ruin Devastation Blade, +19 atk, 5d8+19, Bulk 1, analog 43900+2500
Sintered Starknife, +19 atk, 4d4+13, Bulk L, analog, thrown 50', 9810
- Returning, 2300
Unarmed, +19 atk, 3d6+19

Gear
Personal Upgrades (1: Wisdom and 2: Strength) 7900
Ring of Resistance 2, 4200
Ring of Sustenance, 2925
Glove of Storing, 4600[/sblock]
 
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Knightfall

World of Kulan DM
Alright. Here's what I have so far for both Silhouette and Thrak. I bought their weapons and armor using the Starfinder rules, but their gear is entirely magical, even where in core Starfinder some of those features would be technological. That also means things like armor augments aren't swappable...they represent permanent enchantments, not modular upgrades.
It all looks like its good. And that's a good use of the armor augments as magical enchantments. If you feel the redesign is done, post it to the Rogues Gallery thread.
 

Knightfall

World of Kulan DM
FYI, I bought a few more Starfinder Compatible PDF products to expand the base of creatures and races that I can use. I picked up Alien Evolution: Cosmic Race Guidebook from Fat Goblin Games, Tome of Aliens from Frog God Games, and few other PDFs that should help with setting creation.

EDIT: There is a dragon-like creature in Tome of Aliens that is perfect replacement for the 3E monster that was going to be the foe for the mock fight. Now I don't have to try to convert it or use a PF replacement.
 
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Knightfall

World of Kulan DM
Playing around more with the conversion rules

CENTAUR [CR 3]
XP 800
N Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +7
DEFENSE
-----------------------------------------------------------------------------

HP 37
EAC 21, KAC 19 (22 vs. trip)
Fort +3, Ref +6, Will +6
OFFENSE
-----------------------------------------------------------------------------

Speed 50 ft.
Melee longsword +5 (1d8+5 S) or longsword +1/+1 (1d8+5 S, full attack)
Ranged tactical spear +5 (1d6+5 P, block, 20 ft.)
Space 10 ft., Reach 5 ft.
STATISTICS
-----------------------------------------------------------------------------

Str +2, Dex +2, Con +2, Int +0, Wis +2, Cha +1
Feats Improved Initiative, Jet Dash
Skills Diplomacy +5, Intimidate +6, Life Science +4, Perception +7, Survival +9
Languages Common, Elven, Sylvan
Other Abilities undersized weapons
ECOLOGY
-----------------------------------------------------------------------------

Environment temperate forests and plains
Organization solitary, pair, band (3–10), colony (11–30 plus 3 hunters of 3rd level and 1 leader of 6th level)
Treasure standard (longsword, tactical spear, d-suit II, comm unit, basic medkit)
SPECIAL ABILITIES
-----------------------------------------------------------------------------

Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).


Centaurs as a PC Race
Physical Description: "Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble." - From the Pathfinder Reference Document

Homeworld: n/a
Starting Languages: Common and either Elven or Sylvan.

Average Height: Male: 6.5 - 7.5 feet; Female: 6.25 - 7.25 feet.
Average Weight: Male: 1,750 - 2,225 lbs.; Female: 1,500 - 2,000 lbs.
Age of Maturity: 11
Maximum Age: 60 + 2d10

Centaur Racial Traits
Ability Adjustments: +2 Str or +2 Dex, +2 Con, -2 Int
Hit Points: 6
-----------------------------------------------------------------------------
Size and Type: Centaurs are Large monstrous humanoids with space of 10 feet and reach of 5 feet.
Darkvision: Centaurs have darkvision with a range of 60 feet.
Four-Hooved: Centaurs have four hooves, which allows them to move quicker than two-legged races. Thus, centaurs have a base speed of 50 feet. Centaurs can kick an opponent with either their front hooves or their back hooves as a natural attack that does 1d6 B worth of damage. This is a standard action.
Naturalist: Centaurs receive a +2 racial bonus to Life Science and Medicine checks.
Undersized Weapons: See above.

Centaurs in Arcanum of the Stars
Centaurs (or half-horses, as they are sometimes called) are well-known in the Dragon Empire and in the Outlands. These beings prefer to remain secluded from other races and prefer to deal only with elves when they can. In the empire, that is a rarity now for many centaurs. Whole communities have either been pushed to the brink of extinction or have been modernized (and in some cases, stellarized). For the most part, centaurs keep to themselves and rarely live in two-legged colonies.

Young centaurs often split from the herd in order to go their own way and make a name for themselves in the galaxy. These outspoken few take to technology with gusto and rarely look back. Heavily armed and power armored centaurs make excellent shock troops, and there are entire divisions of the Imperial Legions that are made up of only centaur cavalry. However, a military career is a hard thing for many centaurs to adapt to when those same legions land on an Outlands world that is pristine.

In the Aegis Region, centaurs are found primarily on Outlands worlds in systems such as Amaunator, Biene, Liga, Sirion, and Tinja. Centaurs are rare in the Zafferan Colonies and in the systems of the Domain of Altara. Rumors abound that there are giant centaurs living on the homeworld of the Weren in the Kurg's Star system, but if it is true, the weren refuse to speak of these massive horsefolk. The crugar use centaurs as slaves and for food, which is considered an outrage to those centaurs living on the edge of the Domain of Golion.

Art Link: https://exileden.deviantart.com/art/Sci-Fi-Centaur-512547333
 

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Knightfall

World of Kulan DM
DERRO GHOST [CR 3]
XP 800
Derro operative
CE Small humanoid (derro, umbral)
Init +8; Senses darkvision 120 ft., sense through (vision); Perception +1
DEFENSE
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HP 31
EAC 18, KAC 20
Fort +5, Ref +7, Will +6
Defensive Abilities cloaking field (as per p. 96 in the SFCR), create darkness (see p. 153 in SFAA), evasion
SR 14
Weaknesses vulnerability to sunlight
OFFENSE
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Speed 30 ft. (quick movement)
Melee tactical dueling sword +7 (1d6+3 S) or tactical baton +7 (1d4+3 B)
Ranged azimuth laser pistol +6 (1d4+6 F [80 ft, critical burn 1d4])
Offensive Abilities trick attack +1d8
Spell-like Abilities (CL 3rd)
At will—ghost sound (DC 13)
1/day—daze (DC 13), mind thrust (4d10, DC 15)​
STATISTICS
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Str +0, Dex +3, Con +4, Int +0, Wis -3, Cha +3
Feats Improved Initiative, Weapon Focus (basic melee weapons)
Skills Acrobatics +4, Perception +1, Stealth +11 (+15 to trip)
Languages Common, Undercommon
Other Abilities madness, poison use
ECOLOGY
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Environment any underground
Organization solitary, team (2–4), squad (5–8 plus 1 mystic of 3rd–5th level), or band (11–20 plus 30% noncombatants plus 3 mystics of 3rd–8th level)
Treasure NPC Gear (freebooter armor II, tactical dueling sword or tactical baton, azimuth laser pistol, other treasure)
SPECIAL ABILITIES
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Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to the fascinated and confused conditions. Only a miracle or wish can remove a derro's madness. If this occurs, the derro adds +3 to their Wis modifier and subtracts -3 from Cha modifier.
Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison.
Sense Through (Su) See p. 156 in the Starfinder Alien Archive.
Vulnerability to Sunlight (Ex) A derro subtracts 2 hit points after every hour it is exposed to sunlight.


Derros as a PC Race
Physical Description: Derro appear to be some degenerate hybrid (possibly of dwarves and humans but their are so many variations, no one knows for sure). Their rough skin is often white with blue undertones, and derro have sporadic tufts of coarse tan or pale blond hair. The violet eyes of the derro lack any visible pupils, which makes them eerie looking to many races.

Homeworld: n/a
Starting Languages: Common and either Terran or Undercommon.

Average Height: Male: 2.5 - 3.25 feet; Female: 2.25 - 3 feet.
Average Weight: Male: 60 - 80 lbs; Female: 55 - 75 lbs.
Age of Maturity: 16
Maximum Age: 60 + 2d20

Derro Racial Traits
Ability Adjustments: +4 Con, +2 Dex or +2 Cha, -4 Wis
Hit Points: 4
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Size and Type: Derros are Small humanoids with the derro subtype.
Create Darkness: As per the special ability on p. 153 of the Starfinder Alien Archive. The darkness lasts for a number of minutes equal to the derro's level.
Darkvision: Derros have darkvision with a range of 60 feet.
Dark Warrior: Derros gain the Blind-Fight feat as a bonus feat at 1st level and receive a +2 racial bonus on Stealth checks.
Derro Magic: Derros gain the following spell-like abilities. The caster level for these effects is equal to the derro's level. At will—ghost sound. 1/day—daze.
Mad as a Hatter: Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to the the Fascinated and Confused conditions.
Poison Use: Derros are not at risk of poisoning themselves when handling poison.
Vulnerability to Sunlight: A derro exposed to 24 hours of direct sunlight must make a Fortitude save (DC 15 - 1/2 the derro's level) for each hour of exposure. For each failed save, the derro take 1 point of temporary Constitution damage. If the derro's Constitution score drops to 0, the character gains the Dying condition. Lost Constitution points are recovered at the rate of 1 per 24 hour period out of direct sunlight.

Derros in Arcanum of the Stars
Derros were once a race that lived on the fringes of the Dragon Empire. They hid themselves on dark worlds with little or no light or in underground complexes on barren worlds. During the rule of the metallics, the word derro became a whisper in the dark to be feared. Now, with the beginning of the Red Age and rise of Emperor Mezzenbone, that whisper has become a manic laugh in the dark. Derros have ascended to places of power in the empire alongside the drow (but with less prestige). They have always been valued by the chromatics for their insane ability to be cruel and unfeeling, which makes them excellent interrogators. Some of the most reviled Imperial Inquisitors are derros.

A derro with a good heart is as rare as mercy from Emperor Mezzenbone. There are few known derro colonies where neutrality is more common than evil but not good. Derros can rarely leave the madness of their people behind, although many have tried. Rumors abound that if a derro can have its madness removed through the casting of a miracle or wish spell but that the derro must comply with it for the change to truly become permanent. (Such unique derros have the following ability adjustments: +2 Con, +2 Dex, -2 Wis.)

In the Aegis Region, derros were only known to live deep underground on half-a-dozen Outlands worlds. These primitive derros knew nothing of the Dragon Empire. Now with the rise of the Red Emperor, hundreds of derros working for the ISPD have begun to infiltrate these worlds and spread the message of Mezzenbone and the opportunies that come with conversion. There a few sectors of the region where derros don't go, however. They avoid the Aegis System due to political pressures and avoid the sectors with star clusters like the Thunder Cluster and the Zefferan Colonies. They are most 'at home' in the blackness of The Claw Rift and The Darkshift and they seem to prefer systems with red stars, which seem to have less effect on them (48 hours instead of 24 hours for their vulnerability).
 

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