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Starfinder alien archive pdf download

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18/08/ · Starfinder Alien Archive - Flip eBook Pages | AnyFlip View flipping ebook version of Starfinder Alien Archive published by Draconis Ferox on Interested in PDF READ FREE Starfinder Roleplaying Game Alien Archive PDF eBook [PDF] Download Starfinder Roleplaying Game: Alien Archive Ebook | READ ONLINE Download File => The pages of Starfinder Alien Archive 3 are packed with creatures designed for use with the Starfinder Roleplaying Game! From starmetal dragons and the spiral-winged irokirois to living Download Starfinder Roleplaying Game Book in PDF, Epub and Kindle Battle or befriend more than 80 bizarre life forms in this creature collection for the Starfinder Roleplaying Game! 28/08/ · Starfinder Alien Archive presents a sampling of such aliens, (both monsters and nonplayer characters) are created using a designed both for Game Masters to use in crafting ... read more




Organization: This entry describes typical groupings for this creature type and whether such groups include any other types of creatures. Spellcasters and engineers have developed techniques to animate suits of armor indefinitely, instilling sentience—or even sapience—into these defensive tools. Spellcasters animate armor through various supernatural approaches, including some akin to techniques used for making magic items. Infamously, Hellknight mages cover the inside of the armor with an infernal contract, infusing the creation with a minor devilish being forced into submission. Such armors serve as decorative sentinels in Hellknight facilities or disposable 6 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 shock troops on the battlefield. The Knights of Golarion and Xenowardens use similar means to infuse armor with quiescent fragments of angelic will, elementals, or nature spirits.


Eoxian technomancers instead instill armor with rudimentary unlife, sometimes using the remains of undead too damaged to operate without the artificial casing armor provides. More technologically minded factions have similarly diverse approaches to creating animated armor. Technicians at the Qabarat University of Psychic and Technological Excellence have built on the psychically charged circuits of lashunta mind mail to create a sort of hybrid robot. These suits of mind mail combine artificial intelligence with psychic potential to become animated. Other groups, such as the Android Abolitionist Front, have a fondness for animated and sapient armor. Perceptionist members of the Front claim such armors, among other advanced artificial intelligences, must be protected as created people.


One such Perceptionist, a zealot named 8-Karat, has begun liberating these constructs, using violence if necessary. On Akiton, VitariTech Industries engages in unmonitored research into animated armor. The company recently claimed a long-abandoned shrine to Triune, using heavy security forces to keep interlopers out. Rumors indicate the corporation is using what it found within the site to build advanced constructs, including robot-like troops of animated heavy armor led by suits of powered armor. Devotees of various factions faithful to the All-Code want to know what VitariTech is up to within this holy place, as do members of the Perceptionists and the Augmented.


Light animated armor should have Dexterity highest and Strength next highest. Skills: Most animated armor has Acrobatics and Perception as good skills, with Athletics as a master skill. Animated armor can have as many armor upgrades as the armor has upgrade slots. Required Creature Type and Subtype: Construct. Some animated armors are mindless constructs. Others are not, functioning either as a robot or with magical awareness perhaps from a supernatural force. Most often, animated armor has the magical and technological subtypes. Some suits are wholly technological constructs akin to robots. Suggested Array: Combatant, although animated armor that lacks the mindless trait could have the expert array. Traits: Size is typically Medium but it can be smaller or larger, depending on the size of the armor that is animated. Suggested Ability Score Modifiers: For heavy or powered armor, set Strength highest and Dexterity next highest.


These 5-foot-tall mammalian humanoids resemble otters, though they have slightly longer legs that allow them to walk upright. Brenneris are particularly adept at detecting subtle physical and emotional reactions. This makes them especially skilled at understanding the emotions of others, and they are naturally talented diplomats. When brenneris developed space travel sometime before the Gap, they enthusiastically began making expeditions from their home world to nearby planets in hopes of learning from their galactic neighbors. They quickly found that their empathetic nature allowed them favorable interactions, even with typically aggressive species. The brenneris began to intentionally hone this skill into diplomacy, and once they developed Drift travel, they were welcomed with open arms at Absalom Station and in the Pact Worlds at large. Now, a significant number of brenneris sell their skills as diplomats to other species that require ambassadors or that would prefer for brenneris to act on their behalf.


Brenneri diplomats usually work in pairs, knowing that the experience and judgment of another brenneri is invaluable. Most other species allow brenneri to work as duos, even in cases where only a single representative would normally acts on behalf of a particular group, such as intergalactic senates. Some brenneris partner up with members of other similarly minded species, such as vlakas Starfinder Alien Archive 2 Brenneris often find themselves apart from others of their kind, as their wide travels take them far from friends and family.


Their fine-tuned sensitivity to emotions extends to their own, which can ALIEN ARCHIVE 3 sometimes lead to bouts of spiraling anxiety or melancholy. To help manage these moods, most brenneris keep a small token to help them calm their emotions and focus their minds on the task at hand. This can range from a simple object, such as a small stone, to more personal items, such as an image of a lover or a childhood relic. A brenneri might even keep multiple items that they favor, choosing a specific object to suit a given situation. Though most brenneris find themselves acting as ambassadors of some kind or performing related tasks, there are many who break away from this tradition. This usually happens when they meet individuals who express great joy, excitement, or some other positive emotion about a profession, calling, or experience. Brenneris find themselves especially taken with enthusiastic shirrens, and many become early adopters of new technologies and lifestyles.


BRENNERI STONES While a brenneri can chose almost any small object as their favored object, brenneris have learned to create magical stones that tap into the psychological effects of focusing on a favored object. Darkvision: Brenneris have darkvision with a range of 60 feet. Favored Object: A brenneri can designate any object they own of negligible bulk as a favored object. Once per day, when a brenneri spends a Resolve Point and takes a 10 minute rest to regain Stamina Points, they can focus on a favored object during the rest and recover Hit Points equal to half their level minimum 1. Hold Breath: Brenneris can hold their breath for 10 minutes, and taking actions does not reduce this duration see Suffocation and Drowning on page of the Starfinder Core Rulebook. Swimmer: Brenneris have a swim speed of 20 feet.


BRENNERI replicate the magical power of these stones to allow other species to experience their effects. BRENNERI STONE LEVELS 3—11 MAGIC ITEM PRICE VARIES BULK — This small, smooth stone glows with a pale light that sheds dim light in a foot radius around you. After you use the stone, the radius of its light effect is reduced to 5 feet for 24 hours. You can gain the benefits of only one brenneri stone per day. Brenneris can use their favored object racial trait with a brenneri stone and gain the benefits of both the item and the class feature.


Luminous: You lose the fatigued condition or reduce your exhausted condition to fatigued. mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning Defensive Abilities depth inured; Resistances cold 5 OFFENSE Speed 10 ft. Each sighted creature within 20 feet must succeed at a DC 13 Will saving throw or be fascinated for as long as the cephalume continues this presentation a standard action each round. Creature that understand Lumos are unaffected. This is a sense-dependent effect. Bioluminescence Ex A cephalume increases the light level by one step out to a radius of 20 feet. A cephalume also uses this light to communicate with others. Depth Inured Ex A cephalume is immune to the dangers of extreme depths Starfinder Core Rulebook Symbiote Adaption Ex Cephalumes form symbiotic unions with krikiks, a living biological augmentation unique to their race.


Most cephalumes have one of the following krikik symbiotes. Once per day as a swift action, the cephalume can double their movement speed for that round. Electrostatic Krikik: The krikik is covered in thin, electrically charged spines that allow the cephalume to cause any weapon they wield to deal half its damage as electricity damage, becoming lethal and non-archaic if it is not already. If the weapon already deals two damage types, this effect replaces one with electricity. In addition, this allows the cephalume to grant any weapon they wield the staggered critical hit effect. If the weapon has any other critical hit effects, the cephalume chooses only one to apply on a critical hit. Siltsight Krikik: The krikik has heat-sensitive eyes that allow the cephalume to double the range of their darkvision and to see through non-magical fog, mist, and clouds without penalty, ignoring any cover or concealment bonuses from those effects.


Cephalumes are native to the Near Space planet Luminar, a gas giant with a thick outer atmosphere of hydrogen and helium and a dense, high-pressure ocean of liquid methane with a frozen icy floor. Cephalumes predominantly live in the middle strata of these methane seas, a lightless expanse with no discernible ground or sky. Cephalumes have cephalopod-like bodies with a prominent head and a large single foot. Their skin is naturally bioluminescent, and cephalumes flicker this light to communicate in Lumos, a visual language comprised of sequential, carefully timed blinks. As a result, most cephalume clothing and armor incorporate transparent force fields to allow light to shine through.


Cephalumes form symbiotic unions with small bioelectric arthropods known as krikiks. These symbiotes can communicate with their hosts in a tactile variant of Lumos that uses soft electrical pulses. Krikiks have significantly longer life spans than cephalumes do, and they are sometimes gifted from cephalume to cephalume as heirlooms. Cephalumes can bond with multiple krikiks as they age, though such a distinction is reserved for respected cephalumes of high station. Beguiling Glow: See page Bioluminescence: See page Cephalume Movement: Cephalumes have a land speed of 10 feet and a swim speed of 30 feet. Cold Resistance: Cephalumes have resistance 5 to cold. Darkvision: Cephalumes have darkvision with a range of 60 feet. Depth Inured: See page Plantlike: See page UCR.


Symbiote Adaption: See page CEPHALUME curiosity, and exploration. Cephalumes engage in a unique form of ancestor worship, and the buildings in their settlements are actually the calcified remains of their dead, often the only solid structures to be found in the aquatic void they live in. Many cephalumes continue to regard these edifices as the people they once were, and even hold conversations with them to talk out their problems in times of stress. Like most other civilizations, cephalumes achieved spaceflight at some point during the Gap and now embark on celestial walkabouts across the galaxy. They strive to learn about the technologies and cultures of other civilizations before they return to Luminar, adding their discoveries to the collective knowledge of their people.


Cephalume starships, like their buildings, are made from the remains of their dead. Cephalumes consider it to be a great honor to explore the universe with one of your ancestors serving as your vessel. The DC of this check is equal to the highest DC to demoralize any one of the foes. If successful, all the targets become shaken for 1 round, increasing to 2 rounds if the defrex succeeds by 5 or more. Once a creature has been affected by this ability, it is immune to the menace ability of any defrex for 24 hours. If the defrex is flat-footed, the attacker can avoid this damage with a successful DC 15 Reflex save. A juvenile defrex is a quadruped with splayed, clawed legs and an array of spines along its back and tail. As it ages, the defrex becomes more muscular, developing broader jaws, thicker skin, the ability to stand upright for short periods of time, and a taste for meat. Over the millennia, defrexes have inhabited the majority of Vesk-2 and have diverged from their common ancestor into numerous distinct species.


These animals are among the top terrestrial predators on the planet. As mammals, defrexes give birth to live young, producing litters of 3 to 12 pups. The mother defends her offspring, but this instinct lasts only 5 to 7 weeks, depending on how well fed the mother is. After that, a female defrex views her offspring as competition and prey, consuming those that fail to leave the nest within a few days. Fortunately for them, young defrexes grow quickly and run even quicker. After weaning, defrexes eat plants, insects, and smaller animals. Defrex juveniles form cohorts of unrelated creatures that rely on each other for help and protection, including from defrex adults. Defrex adolescent stages last about 5 years, after which a defrex sheds most of its spines, developing thick osteoderms beneath its skin. Some of its juvenile teeth fall out, replaced by shearing carnassial teeth and piercing canines. During this transition, defrexes are wild and bold, learning to hunt through trial and error.


The more aggressive an adolescent defrex becomes, the more likely its cohort chases it away. Adult defrexes are loners, but they form loosely connected social networks maintained through scent marking and vocalizations, including howls some have described as haunting. As a result, defrexes frequently cross paths, pausing to establish dominance when they do. These encounters are more likely when a defrex makes a kill, the scent of blood attracting other defrexes. Thanks to this behavior, an encounter with a wild defrex can escalate as the predators attract reinforcements with calls or the scent of blood. Escaping one defrex is no guarantee of safety.


Shortly after vesk first landed on Vesk-2, the defrex captured their imagination and respect as a reflection of vesk virtues of dueling and fearlessness. A defrex mount or pet is a status symbol among vesk. Demand for defrex hide has led to defrex ranches, which are risky enterprises. DEFREX HIDE ARMOR Even juvenile defrex hide has layers of cartilaginous fibers that resist tearing, allowing for basic defrex hide Starfinder Core Rulebook Adult defrex hide contains osteoderms that can deflect high-speed projectiles. Chemical treatments and modern materials can reinforce the hide to an even stronger degree. Dermal Plating: A dermal plating augmentation Core Rulebook can be installed in defrex hide armor, taking up one upgrade slot.


severe wound and wound effects to arms, legs, and wings DESSAMAR THEURGIST CR 6 XP 2, OFFENSE Speed 20 ft. This ability otherwise functions as the dimension door spell. Ex, average , 20 ft. severe wound and wound effects to arms, legs, and wings Immunities vacuum Dessamars are humanoid natives of Koshoria, a world bathed in violet magical auras in Azlanti space. While adults resemble bipedal butterflies, dessamars hatch from eggs as tiny larvae that grow as they mature. Instars eat magic plants, so their flesh is coated with hallucinogenic powder, muddling the senses of would-be predators with guilt-tinged ALIEN ARCHIVE 3 visions. Instars are sapient, and older larvae are encouraged to explore the world on their own so they can discover their path in life before their metamorphosis into an adult. Once the larvae feel ready, they feast enough to double their size before spinning magical cocoons. About two weeks later, a dessamar adult, called an imago, emerges. Occasionally, instars refuse to transform.


Though most dessamars accept older instars, adults often encourage such larvae to seek physical maturity. Dessamar society is based largely on magic, the study of Koshorian auras, and the worship of Desna. Much like their goddess, dessamars are good-natured, whimsical, and given to exploration and self-expression. Dessamar technology is bioengineered, hybrid, or both. Their clannish social hierarchy is merit-based, with the wisest dessamars guiding the rest. Instars mostly pursue their passions, while imagos seek wisdom and mastery of a life path. However, dessamars can be peaceful to a fault, and they can seem aloof and strangely detached. Other species find it hard to understand why, although the Azlanti Star Empire claims Koshoria, dessamars ignore the Azlanti.


In turn, the Azlanti view dessamars as mere curiosities. Since the Azlanti and dessamars have no competing interests, and the Azlanti find dessamar tech mostly quaint, no clashes and little casual contact occur between the two societies. Dessamars, besides the occasional curious instar, usually avoid Azlanti enclaves. The Azlanti have yet to see any use for dessamars, resulting in some of the most harmonious Azlanti-alien relations in the empire. Dessamars have a secret, however. The magical violet auras of Koshoria have varying and mostly innocuous effects, such as giving off constant dim light or causing mild euphoria.


However, some of these eldritch energies have bizarre connections to the Dark Tapestry. Dessamars study the auras to ensure these connections never bring unwanted attention from aberrations from the dark among the stars to Koshoria. If the Azlanti, in their ignorant state, were to hinder efforts to monitor these auras, results could be disastrous. A typical dessamar adult is around 5 feet tall and weighs only 60 pounds. A developed instar is about 3 feet tall and weighs 40 pounds. Female dessamars are most often larger and stronger than males. Twinkle: See page Imago Movement: Imagos have a land speed of 20 feet and an extraordinary fly speed of 20 feet with average maneuverability. The imago takes a —2 penalty to saves against severe wound and wound critical hit effects against these limbs. An imago treats one-handed objects of greater than light bulk as two-handed. Two-handed objects of 2 bulk require three hands, and objects of 3 bulk or more require four hands.


Dream Dust: When an adjacent creature damages an instar, as a reaction the instar can puff out dream dust. An instar can use this ability again after taking a minute rest to recover Stamina Points. Instar Movement: Instars have a land speed of 30 feet and a climb speed of 30 feet. Poor Vision: An instar takes a —2 penalty on sight-based Perception checks, and anything farther than 60 feet away has concealment from the instar. ECOLOGY Environment cold aquatic Diaspora Organization solitary, pair, or brood 3—7 SPECIAL ABILITIES Darkwater Veil Su As a move action, a diaspora wyrm can alter the structure of water within a foot-radius spread so that it forms nanotubes that absorb light. This field moves with the wyrm, obscuring most sight and providing total concealment. A creature that has darkvision treats the field within 5 feet as if it provides only concealment. The wyrm can dismiss the field as a move action, and the field ends after 1 minute if the wyrm takes no action to renew it.


Electrocommunication Ex Diaspora wyrms communicate by shaping and reading electromagnetic fields. This functions as telepathy among creatures with this ability. Electromagnetic Blindness Ex To a diaspora wyrm, a strong electromagnetic field such as high radiation acts like fog. Multiple failures during the same round do not extend this duration. Tongue Ex A diaspora wyrm can use its long, sticky tongue to make a melee attack that targets EAC. While a creature is grappled as a result of this attack, the diaspora wyrm can attempt reposition combat maneuvers against that creature, but only to move it toward the diaspora wyrm. ECOLOGY Environment cold aquatic Nisis Organization solitary, pair, or council 3—5 SPECIAL ABILITIES Darkwater Veil Su See page 16, but the veil works in a foot-radius spread. Electrocommunication Ex See page 16, but a diaspora wyrm sage can communicate through technological communication devices and to technological constructs. Electromagnetic Blindness Ex See page Tongue Ex See page The Pact Worlds claim these waters, but in their depths lurk elusive monstrosities that truly rule them.


Younger wyrms are sleek and sinuous, while older ones bear fringes of calcium-based scales. Instead of eyes, a wyrm has frills sensitive to electromagnetic fields. Popular fiction depicts these wyrms as beasts, because in addition to being hostile to intruders in their seas, the wyrms communicate through electrocommunication in a way often undetectable without proper sensors. Nevertheless, diaspora wyrms are sapient, and some grow sagacious over their centuries-long lives. They communicate among themselves, working to keep and pass on their legacy. According to their history, they evolved in a subterranean sea on one of the twin worlds that, when destroyed, created the asteroid belt.


In its waters, the wyrms adjusted to their changed environment. They evolved the ability to alter the water around them to recreate the darkness that birthed them. The molecular change the wyrms create is lasting, and when the wyrm releases the changed water, it renders the surrounding liquid cloudy as the altered molecules disperse. These particles break down, but not quickly. An average diaspora wyrm is 15 feet long and weighs 1, pounds. However, diaspora wyrms grow throughout their lives. The largest can be up to 30 feet long and weigh over 5 tons.


DIASPORA WYRM DARKWATER GRENADE While diaspora wyrms remain largely unseen, the water they alter has been studied. The grenade has a foot range increment and a capacity of drawn, and its explode special property produces a foot-radius spread of light-absorbing mist, obscuring most sight and providing total concealment. This grenade works underwater and in a vacuum. The mist lingers for 10 minutes, but a light wind or current disperses it in 1 minute, a moderate in 4 rounds, and strong in 1 round. Explosive Charge Ex While the diatha has 4 or fewer Hit Points, as a full action, the creature can move up to double its speed and make a bite attack. Its detonate ability then triggers. It can avoid falling damage as if it had perfect maneuverability. Detonate Ex See above, but the diatha elder is in the detonate state while at 20 or fewer Hit Points.


Its explosion deals 2d6 fire damage and causes the burning condition dealing 1d4 fire damage Reflex DC 13 for half damage and no burning condition. Explosive Charge Ex See above, but the diatha elder can use this ability while at 20 or fewer Hit Points. When threatened, diathas bite. and they sometimes regurgitate volatile materials that ignite on contact with air into the wound. Diathas are cooperative creatures that organize themselves into hives. These hives live in warrens normal diathas slowly dig in the dirt, making distinctive mounds of churned soil with stable passages underneath. Diathas usually dig their warrens 18 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 into gently rolling ground, but some can be found on hillsides or sheltered in ruins. The slugs have also adapted to maintenance tunnels and power conduits big enough to facilitate their movement. A single diatha hive claims a wide territory, building numerous communal mounds with extensive connecting tunnels.


The diathas fiercely defend this territory, especially the hive mounds. Such an interconnected diatha hive can contain hundreds of normal diathas, which work to find food for larvae and for older, stronger diathas known as elders. Their ultimate defensive adaptation is the ability to detonate their energy-packed flesh while in an injured and excited state. If a foe manages to break into a diatha hive, each of the creatures within is a potential explosive deathtrap. The loss of several diathas does little harm to the hive as a whole. However, the explosions can destroy or drive away predators much larger and more powerful than the diathas. While diatha flesh is explosive, it is stable under in most circumstances. Hurting a diatha initially has no effect. However, when a diatha is badly wounded, hormones released as a stress response destabilize its flesh. A diatha excited in this way launches itself into a suicide charge, slamming into a foe and detonating itself with an electrochemical spark from its brain.


As diathas age, they become more energy-rich and buoyant with stored internal gases, and their malleable bodies can extend winglike flaps. These floating diathas rise in prominence within the hive and enjoy less and less work. Such elders are expected to scout for food and potential territory in places only they can reach. They also guard the hive. Although all diathas can exchange sex cells at any time, they produce no young until they achieve elder status. Elder diathas produce larvae, with a birth rate based on how much food the hive has. Normal diathas then care for the offspring. A hive with a dearth of food may struggle to produce enough larvae to replace diathas that die defending the hive, while hives with plentiful forage can expand so rapidly that one hive breaks into multiple smaller hives, expanding diatha territory in the region. They spread through battlefields, settlements, and starships, seeking out and eating energy-rich material, such as flamer petrol.


A lone diatha is little threat. However, if an elder can break into a food source in a potential lair, that diatha can birth offspring. This new colony might become dangerous as the diatha population grows and the creatures become more territorial. Diathas that burrow into the infrastructure of starships are often carried to new star systems. Being resilient creatures, they quickly adapt to their new environments. Xenobiologists believe this to be one reason they can be found throughout the galaxy. Diathas can dominate worlds in early stages of biological development, displacing or killing native species.


The Pact Worlds and Veskarium have strict quarantine measures for vessels arriving from systems known to have diatha infestations, as do many other planets. However, these laws most often are passed in the wake of a diatha-related disaster. A typical diatha is 2 feet long and weighs 90 pounds. Elders can grow to nearly 4 feet, weighing up to 50 pounds. Such ammo is not only explosive ammunition Starfinder Armory 55 , but also has the ignite weapon special property, dealing 1d4 fire damage. This ammunition costs credits more than its unaugmented counterpart.


Amplified diatha ammunition adds credits to the cost; its fiery property deals 2d4 fire damage. Diatha ammunition is 1 item level higher than normal explosive ammunition. It increases the item level of any other ammunition it augments by 1, up to item level 8. radius, pull 10 ft. Arkanen home to two sapient species with a deeply intertwined history: dirindis and sazarons see page The two species co-govern their world and work on most major enterprises collaboratively. Dirindis provide creativity, optimism, and ideas, while the scholarly sazarons make sure projects stay on schedule and on budget. Dirindis are stout humanoids with three eyes and an affinity for humor and electricity.


They greet each other with friendly zaps of electricity and outrageous retellings of recent adventures, and visitors to Arkanen are unlikely to avoid some enthusiastic zapping from the locals. Dirindi family units are large and complex, with extensive networks of siblings and cousins. Dirindis often adopt friends of other species into this chaos, especially sazarons, gnomes, and humans. Dirindis are born to two biological parents, but most are polyamorous, committing to multiple partners for long-term caring relationships and sharing the raising and education of the young. Although dirindis can be found in every profession, they are drawn to social professions and are often bureaucrats, educators, merchants, and politicians. Dirindis love to laugh and believe there is no tale that cannot be made better with embellishment. Prone to exaggeration and hyperbole, they use allegories and jokes to approach deeper truths about the conditions and relationships of sapient beings.


Dirindis treat con artists and other social predators as outcasts, and Arkanen law punishes such offenders harshly. Despite this—or perhaps because of it—dirindi newscasts are among the most popular in the Pact Worlds. What they lack in strict accuracy, they make up for in raw enthusiasm. Convivial: Dirindis know a number of bonus languages equal to twice their Intelligence bonus, half of which must be chosen from either the prevalent languages on page 41 of the Starfinder Core Rulebook or the racial languages their allies speak. Dirindi Senses: Dirindis have blindsight electricity with a range of 60 feet and low-light vision. Electrical Affinity: Dirindis have resistance 5 to electricity, and they gain the following spell-like abilities. Parallel to but separate from the dirindi population on Arkanen is that of the moon Osoro, which dirindis populated before the Gap.


Osoro has large predators and toxic-gas seas, but its highly charged atmosphere and frequent lightning storms proved irresistible for the dirindis who settled there. Proud of their pioneer heritage, they often look upon their Arkanen brethren as soft urbanites. Few sazarons travel to Osoro, and the dirindis on this moon have become more serious, self-reliant, and survival oriented. They still tell wildly exaggerated tales of irokiroi see page 56 hunts and other adventures, and still celebrate some of the same holy days as their counterparts on Arkanen, but they see themselves as entirely independent. with bite Offensive Abilities breath weapon ft. Ancient myths assert that the first metallic dragons Starfinder Alien Archive 2 40—41 were created from metallic deposits. Draconic scholars hotly debate the merit of such tales, but less controversial is the existence of the rare creatures known as starmetal dragons.


No one knows their origins, but they are most commonly found in especially remote areas of the galaxy. Starmetal dragons look different than most other true dragons, with scales that reflect their particular namesakes. STARMETAL DRAGON TEMPLATE GRAFTS Starmetal dragons reflect the unusual nature of the metals that share their names. Other, rarer starmetal dragons might exist. They usually isolate themselves from others to avoid causing unintended harm and as such are often agitated by those who seek them out. Required Creature Type and Subtype: Dragon fire. Suggested Alignment: Neutral. Irradiation Ex : An abysium dragon emanates radiation Starfinder Core Rulebook in a foot radius. This radiation suffuses at foot increments as normal. Required Creature Type and Subtype: Dragon earth. Suggested Alignment: Lawful neutral. Adamantine Extension Su : An adamantine dragon can share some of its trademark toughness with its allies. Required Creature Type: Dragon.


Temporal Anomaly Su : On its turn, a horacalcum dragon can shorten or extend the duration of any ongoing effect within 10 feet of it including an effect on itself ; this takes no action, and the number of rounds by which the dragon can alter the duration is equal to one-fourth its CR minimum 1. If the effect is on an unwilling target, that target can attempt a Will saving throw to negate this effect. A horacalcum dragon can shorten or extend one effect per turn, and it can affect a given effect only once. Most make it their ambition to seek out and battle evil spellcasters. Suggested Alignment: Neutral good. Dampening Field Su : Magic is difficult to perform near a noqual dragon. Suggested Alignment: Chaotic neutral. At the start of combat, the dragon chooses whether this is resistance to cold or fire. Once it uses its breath weapon, the energy resistance changes to match the energy type of the breath weapon.


These adjustments are cumulative. The first time a creature fails this save, its speeds decrease by 10 feet to a minimum of 0. The second time, it gains the staggered condition. The third time and each time thereafter, it gains the paralyzed condition. These effects are cumulative and last for 1 minute or until the time eater is destroyed, whichever comes first. OFFENSE Speed fly 10 ft. As a full action while in the Drift, a Drift architect can reshape the matter in a foot cone. Each creature and unattended object in the area that is not native to the Drift must succeed at a DC 19 Fortitude save or take 6d10 acid damage; this damage ignores hardness and nonmagical damage reduction.


A creature that fails this save by 5 or more is also subject to the wound critical hit effect; that creature can attempt an additional save against that effect at the same DC. Traverse Space Su Once per day as a full action, a Drift architect can teleport through the Drift instantaneously, 24 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 appearing wherever it wishes with perfect accuracy. It can bring up to 6 willing or unconscious creatures with it, as per teleport. The hyperspace plane of the Drift is effectively infinite, and so too is the variety of creatures it contains. While some residents are inadvertently pulled into the Drift from their native planes, many more are truly unique products of the Drift itself. Some of the better known examples include driftdead see page 26 , paraforans see page 76 , and the rare and powerful spectra see page Whether these creatures were created by Triune or came about from the unnatural mingling of technological and planar forces is commonly debated among xenobiologists.


Of the better-known Drift natives, the time eater is simultaneously one of the most benign yet terrifying. Typically these tentacles are entangled with those of other time eaters, forming large, weblike clusters. Due to their transparency, such webs are extremely difficult to detect as they coast through the Drift. On their own, time eaters have limited mobility. However, when they make contact with animate creatures and constructs, they can unleash devastating tentacle attacks that seem to arrest the timelines of their victims while speeding up their own. Consequently, time eaters spend a majority of their indeterminate life spans gliding through the hyperspace plane in hopes of encountering creatures from which they can steal time. As creatures native to a plane with a relatively normal passage of time, time eaters have an unusual relationship with temporality. This has lead scholars to speculate that the creatures were born from some strange interaction when pockets of the Dimension of Time were pulled into the Drift—but that realm is so poorly understood that even this explanation provides few clues.


Even more harrowing tales revolve around a single time eater stowing away on a ship, trapping its crew an endless, timeless moment with no hope of escape. From the few surviving records of interactions with time eaters, it seems they use the energy drained from their victims to propagate more copies of themselves, either extending their own web or sending out spores to start a new web elsewhere. For these amorphous, gaseous creatures, concepts of position and distance are as malleable as clay in the hands of a master sculptor. These native Drift denizens have the ability to deconstruct foreign material, such as that constantly pulled into the plane by the activation of Drift engines, and knit those realities into the fundamental essence of the plane. On more than one occasion, a drift architect has classified living creatures, constructs, and even starships from the Material Plane as appropriate material for translation, leading to sudden and desperate conflict.


Drift architects are also able to travel to any part of the Drift almost instantaneously, making them one of few known creatures able to deftly navigate the ever-shifting plane without any external guidance. A small number of drift architects are constantly at work at the edges of Alluvion Starfinder Adventure Path 4 50 , the spiritual home of Triune and epicenter of the Drift, helping incorporate new material into the ever-growing city. If Drift architects have a broader agenda, it is as yet unknown, as almost no known method of communication has proven successful in opening a dialogue with the creatures. They mostly ignore visitors to the Drift unless attacked or provoked, and even then they often flee rather than engage in combat.


In those rare situations, drift architects can prove to be potent allies, transporting a small group of travelers to nearly any point in the Drift almost instantaneously. Drift Rip Su Just as the Drift tears away chunks of planar material, a driftdead can pull apart the molecular bonds of matter, ripping apart nearby creatures. This is a ranged attack against EAC that has a range of 30 feet. Spatial Incorporeality Ex Within the Drift, a driftdead has a physical body, but if removed from that plane, its physical body phases out of normal reality. On the Material Plane or otherwise outside the Drift, a driftdead gains the incorporeal special ability Starfinder Core Rulebook If returned to the Drift, a driftdead 26 ALIEN ARCHIVE 3 immediately loses the incorporeal special ability as its physical body is restored. Drift Rip Su See above. Spatial Incorporeality Ex See above.


When a mortal creature dies within the Drift while consumed with a strong negative emotion, it might become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close. A driftdead leaves its mortal remains behind and forms a new undead body out ALIEN ARCHIVE 3 of the mingled planar energies of the Drift—just as the Drift contains material snatched from countless planes. This body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane or any other plane , its physical body remains within the Drift, and the driftdead becomes an incorporeal spirit.


The driftdead resumes its corporeal form as soon as it returns to the Drift. Though humanoid driftdead are the most common driftdead, Drift travelers sometimes report encounters with undead entities created by the death of non-humanoid beings—indeed, driftdead can spawn from any sapient species. On their own, these solitary undead tend to haunt the sites of their own death, reliving the moment in which they perished again and again in an agonizing loop. Their shattered memories, while not coherent enough to foster ordered thought patterns, often draw them to places, objects, or beings they were familiar with in life.


Alternatively, driftdead might wend their way through the Drift, with no real direction other than trying to escape the anxiety associated with the places they died. Occasionally, multiple driftdead gather near Drift beacons or other entry points to the Material Plane that radiate life energy. On rare occasions, these lost souls fuse together into terrifying amalgams that are far more dangerous and powerful than a solitary driftdead. When these howling horrors sense the presence of a live mortal, driftdead amalgams relentlessly pursue and attack their targets until they either slay their victims or are destroyed.


Even those who survive such attacks often find themselves wracked with mental anguish, the agonizing pain experienced by driftdead amalgams indelibly imprinted upon the victims. Though driftdead retain a shred of the intelligence they possessed in life, their minds are irreparably shattered by the trauma of their deaths, leaving little room for higher thought as they single-mindedly seek the living. When it can sense no life to latch on to, driftdead are attracted to objects and places once frequented by living creatures. Driftdead, therefore, frequently haunt derelict starships or congregate near flotsam and jetsam from the Material Plane infused with life energy.


Some evil and intelligent undead have even been known to deliberately lure and collect driftdead, installing the creatures as traps for the unwary living. Rumors claim that the Corpse Fleet conducts regular trawling missions through Drift wreckage to recover driftdead and then weaponize them against the living. Unfortunately, few survivors of Corpse Fleet aggression remain to shed light on the issue. Required Creature Type and Subtype: Undead extraplanar. Suggested Array: Combatant. Traits: confusion aura see page 26; 2-round duration, increase to 4 rounds at CR 10 , spatial incorporeality see page 26 , fly 60 ft. Su, average , Drift rip see page Suggested Ability Modifiers: Dexterity, Strength. Traits: Blindsight life 60 ft. Bolt Ex When a dromada takes the run full action, they can move up to five times their speed, change direction once during the movement, and cross difficult terrain though such terrain requires extra movement as normal.


This effect lasts 1 week and applies only once per creature. Bolt Ex See above. Savory Ex See above. Dromadas are members of a bipedal mammalian species from the Near Space planet Dromaritia that average 5 feet tall and weigh around pounds. Their powerful unguligrade legs end in long, hooved toes, while their shorter forelimbs include strong dewclaws and fingers that allow the manipulation of tools. Long necks end in drooped heads, atop which stubby eyestalks allow their eyes to move independently, giving dromadas a wide field of vision. They have soft, fine fur that can be various shades of red or brown. The skittish creatures reacted to danger first by emitting a deep moan that would alert ALIEN ARCHIVE 3 the entire herd, then bolt for safety in huge stampedes. As they gradually learned to use tools, communicate with spoken language, and develop more advanced technology, dromadas retained these behaviors, which continue to serve them well even as they join the galactic community.


While dromadas are a sapient species and as such are not considered food to most other sapient species, there are a few evil species willing to go to great lengths to obtain dromada meat, which is reported to have a unique and savory flavor. Dromadas usually operate in large family units and rarely do anything individually. The herbivorous creatures prefer open spaces large enough for an entire group and with good visibility, especially when eating. Half the group eats while the other half keeps watch, with the groups switching roles so everyone gets to graze. Dromada homes are usually large, single-story buildings with plenty of exits that can accommodate an entire herd.


The floors of such structures are often used to grow the grasses they feed on so that the dromadas can spend their free time grouped together grazing in the safety of their homes. Dromada herds can be large enough to staff entire corporations, where employees live and work together in large compounds with open floor plans. In their youth, dromadas train in specific skill sets so they can provide a variety of services to the herd as adults. Members of dromada society place great importance on their responsibilities; the more the herd can provide for itself, the less it needs to depend upon potentially dangerous outsiders.


When dromadas become curious about the outside world, they travel short distances from the herd in small groups called huddles. When confronted with anything they perceive as dangerous, members of the huddle flee to the safety of the herd and warn others about what they encountered. Smaller groups of dromadas living permanently in densely populated, cosmopolitan urban areas continue this trend, and frequently rely heavily on delivery services, ensuring no one has to leave the herd to obtain supplies. Dromadas do not consider leadership of a dromada herd to be an honor or something to aspire to, as leaders become targets simply by virtue of their position. Most dromada herds elect their leaders democratically and for limited terms, but because an average dromada has no interest in taking on a leadership role, the herd itself nominates candidates for political office—whether an individual wants to run or not.


Rather than focusing on their own achievements, many candidates instead highlight the accomplishments of their opponents in hopes of losing the election to someone else. Crime within dromada society is rare, as the punishment can be exile—a sentence akin to death for their distant ancestors. In truth, modern dromadas feel much the same way about this punishment, as most dromadas dread the prospect of being without their herd. Alert the Herd: See page Bolt: See page Dromada Senses: Dromadas have darkvision with a range of 60 feet and low-light vision. Savory: See page Swift: Dromadas have a land speed of 40 feet. DROMADA alone, whether because they were exiled, they were the sole survivors of an attack, or they were left behind due to sickness or injury. Such dromadas instinctively look for a surrogate herd to join as soon as possible. As a result, individual dromadas can form strong bonds with members of other species, especially those with a similar generalized fear of danger, such as the sluglike osharus Starfinder Alien Archive 2 Dromada adventurers or mercenaries are extremely rare, as dromadas who choose such paths would need to overcome their powerful instincts to flee when in danger.


But when they are able to, dromadas make excellent lookouts, first responders, and even bodyguards, using their powerful legs for lightning-fast repositioning in the heat of battle. Their fearful natures also mean that most modern dromadas have some talent configuring and bypassing security systems and devices. DROMADA CLUTCHES As dromadas organized into corporations, their extreme wariness led to the development of these cases, designed to protect corporate secrets. When you purchase a dromada clutch or have access to one that is unsealed you can set a command word that magically seals and unseals the briefcase. While sealed, a dromada clutch protects its contents from being viewed—even by x-ray scanners and creatures with sense through.


In addition, hybrid and magic items within a sealed dromada clutch cannot be detected by divination effects, such as detect magic and arcane sight. A sealed dromada clutch acts as a container with a permanent security seal spell and a good lock. Flashing Strikes Ex This functions as the flashing strikes solarian class feature. Graviton Crush Su A periastra can crush an enemy with gravity; this is a ranged attack with a range of 30 feet and that targets EAC. A creature hit by graviton crush must succeed at a DC 16 Fortitude saving throw or be entangled. It can attempt a new Fortitude save once per round as a move action. A periastra cannot use graviton crush two turns in a row. If the periastra makes a full attack using graviton crush, it must use graviton crush for both attacks. Stellar Revelations Su A periastra can use the blazing orbit and defy gravity solarian stellar revelations. However, it cannot use the same revelation two turns in a row, and it cannot use both revelations on the same turn.


Sun Hurl Su A periastra can throw balls of superheated plasma at a foe. This is a ranged attack with a range increment of 30 feet and that targets EAC. A creature hit by sun hurl must succeed at a DC 16 Reflex save or gain the burning condition 1d6 fire damage. The periastra cannot use sun hurl two turns in a row. If the periastra makes a full attack using sun hurl, it must use sun hurl for both attacks. radius, 30 ALIEN ARCHIVE 3 ALIEN ARCHIVE 3 pull 25 ft. Perfect Alignment Su An apastra is always both fully graviton attuned and fully photon attuned. Solar Manifestation Su This functions as the solar manifestation solarian class feature. Solar Storm Su Once a day, an apastra can give in to the gravitonic and photonic forces that rage within it, expelling this energy in a cataclysmic storm.


The solar storm has a range of 60 feet and a foot radius. Creatures that enter the storm or that begin their turns in it take 8d6 fire damage Fortitude DC 21 half and must succeed at a DC 21 Reflex save or be hurled 1d6×10 feet in a random direction and fall prone creatures that hit a wall or other barrier take no additional damage. The storm is difficult terrain and obscures all sight beyond 5 feet. Top American Libraries Canadian Libraries Universal Library Project Gutenberg Children's Library Biodiversity Heritage Library Books by Language Additional Collections. Featured All Video This Just In Prelinger Archives Democracy Now!


Occupy Wall Street TV NSA Clip Library. Search the Wayback Machine Search icon An illustration of a magnifying glass. Mobile Apps Wayback Machine iOS Wayback Machine Android Browser Extensions Chrome Firefox Safari Edge. Archive-It Subscription Explore the Collections Learn More Build Collections. Sign up for free Log in. Search metadata Search text contents Search TV news captions Search radio transcripts Search archived web sites Advanced Search. My RPG Collection Item Preview. remove-circle Share or Embed This Item. EMBED for wordpress. com hosted blogs and archive. Want more? Advanced embedding details, examples, and help! Topics RPG Collection opensource Language English. plus-circle Add Review. Reviewer: m0riarty23 - favorite favorite favorite favorite favorite - December 16, Subject: Wow some oldies but goodies love to see more of your RPG collection for sure.


Reviewer: noisician - - July 12, Subject: incomplete? These files appear to get us only half-way through the "A" section of this collection. Where is the rest of the collection? download files.



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